Edited by Arc Viper, 23 April 2014 - 12:46 PM.
11
243 replies to this topic
#241
Posted 23 April 2014 - 12:43 PM
LRMS too powerful? Hardly. I'm lucky to pull 400 damage in a match with my lrm boat. I still see AC Jagers pulling an average of 400 dmg a match. Although I cant speak much on the AC2 or LBX10, I think they feel about right.
#242
Posted 23 April 2014 - 12:47 PM
I think the Balance is being done by someone who is Bipolar. Nerf, Buff, Nerf, Buff.....
#243
Posted 23 April 2014 - 01:22 PM
Wow nerf an already inferior weapon. No buffs for ac2, no heat reduction. Paul must be afraid of dakka mechs, probably the reason we have shake reducing modules, 3 nerfs to the cooldown, and a range reduction. Yea what's next a nerf to flamers?
Way to go Paul, let your personal biased experience interfere with the fun of a server of players, your paying customers.
We saw what happened to knockdown because of your personal issues.
Way to go Paul, let your personal biased experience interfere with the fun of a server of players, your paying customers.
We saw what happened to knockdown because of your personal issues.
#244
Posted 23 April 2014 - 10:03 PM
Mister D, on 21 April 2014 - 07:53 PM, said:
AC-2's were never really a problem before the change, I would love to know why it was up for nerf, and why they felt they had to Double whammy nerf it to death.
This was why. Using firing cycles and rules found in MWO before the AC/2 / AC/5 / UAC/5 nerf.
Quote
AC/2, 38 damage in 10 seconds.
UAC/2, 78 damage in 10 seconds. (2 extra compared to double since there's a failure to fire the last shot in one case at the cutoff point. Otherwise both would be up by 2 more on top of this.) (UAC/2 in TT does 4 damage in 10 seconds.)
RAC/2, 228 damage in 10 seconds. (RAC/2 in TT does 12 damage in 10 seconds)
Flamer, 7 damage in ten seconds.
MG, 10 damage in 10 seconds. (All 3 of these are supposed to do 2 damage in 10 seconds).
Small laser 12 damage in 10 seconds. (3 damage in 10 seconds)
AC/5, 30 damage in 10 seconds. (5 damage in 10 seconds)
UAC/5, 65 damage in 10 seconds. (UAC/5 would do 10 damage in 10 seconds in TT.)
RAC/5, 205 damage in 10 seconds exactly. (RAC/5 would do 30 damage in 10 seconds in TT).
Medium laser, 10 damage in 10 seconds ( 5 damage in 10 seconds)
AC/10, 50 damage in 10 seconds (10 damage in 10 seconds).
UAC/10, 100 damage in 10 seconds (perfectly timed to fire all shots). (UAC/10 would do 20 damage in 10 seconds in TT.)
PPC, 30 damage in 10 seconds (10 damage in 10 seconds).
Gauss Rifle, 30 damage in 10 seconds (15 damage in 10 seconds).
Large Laser, 27 damage in 10 seconds (8 damage in 10 seconds).
LPL, 31.8 damage in 10 seconds (9 damage in 10 seconds).
AC/20, 60 damage in 10 seconds (20 damage in 10 seconds)
UAC/20, 140 damage in 10 seconds. (UAC/20 would do 40 damage in 10 seconds in TT. The Hunchback II-C Clan mech sporting twin UAC/20s would do a total of 80 damage in a single turn. In the only lore source I've found so far, it's described that each UAC/20 requires firing 6 shots to do 20 damage, and can double its firing speed to pump out 12 damage in the same time frame [at risk of jamming] to churn out 40 damage.)
Just to mention it... LL, 27 damage. Gauss Rifle, 30 damage. AC/2, 38 damage. AC/5, 30 damage. LPL, 31.8.
AC/20...60 damage.. UAC/20... 140 damage.
UAC/2, 78 damage in 10 seconds. (2 extra compared to double since there's a failure to fire the last shot in one case at the cutoff point. Otherwise both would be up by 2 more on top of this.) (UAC/2 in TT does 4 damage in 10 seconds.)
RAC/2, 228 damage in 10 seconds. (RAC/2 in TT does 12 damage in 10 seconds)
Flamer, 7 damage in ten seconds.
MG, 10 damage in 10 seconds. (All 3 of these are supposed to do 2 damage in 10 seconds).
Small laser 12 damage in 10 seconds. (3 damage in 10 seconds)
AC/5, 30 damage in 10 seconds. (5 damage in 10 seconds)
UAC/5, 65 damage in 10 seconds. (UAC/5 would do 10 damage in 10 seconds in TT.)
RAC/5, 205 damage in 10 seconds exactly. (RAC/5 would do 30 damage in 10 seconds in TT).
Medium laser, 10 damage in 10 seconds ( 5 damage in 10 seconds)
AC/10, 50 damage in 10 seconds (10 damage in 10 seconds).
UAC/10, 100 damage in 10 seconds (perfectly timed to fire all shots). (UAC/10 would do 20 damage in 10 seconds in TT.)
PPC, 30 damage in 10 seconds (10 damage in 10 seconds).
Gauss Rifle, 30 damage in 10 seconds (15 damage in 10 seconds).
Large Laser, 27 damage in 10 seconds (8 damage in 10 seconds).
LPL, 31.8 damage in 10 seconds (9 damage in 10 seconds).
AC/20, 60 damage in 10 seconds (20 damage in 10 seconds)
UAC/20, 140 damage in 10 seconds. (UAC/20 would do 40 damage in 10 seconds in TT. The Hunchback II-C Clan mech sporting twin UAC/20s would do a total of 80 damage in a single turn. In the only lore source I've found so far, it's described that each UAC/20 requires firing 6 shots to do 20 damage, and can double its firing speed to pump out 12 damage in the same time frame [at risk of jamming] to churn out 40 damage.)
Just to mention it... LL, 27 damage. Gauss Rifle, 30 damage. AC/2, 38 damage. AC/5, 30 damage. LPL, 31.8.
AC/20...60 damage.. UAC/20... 140 damage.
Meanwhile... in lore autocannons only did their rated damage in 10-ish seconds and generated so little heat that a Jager with 10 SHS could NEVER, ever overheat with 2 AC/2s and 2 AC/5s firing all the time.
Then again in 30 seconds, that same Jagermech only did 42 damage, generated 12 heat from the guns + x amount for walking, and sunk 30 heat. Depending on the AC variants in use, could easily have spent between 12 to 120 shots (AC/2 variants from 80mm where 1 shot = 1 damage to 30mm which is 5 to 10mm above an MG) or 6 cassettes (magazines; you get 45 magazines/cassettes per ton in TT, 75 for MWO's standards). Meanwhile for AC/5 ammunition spent depending on the variety between 120 (40mm at 0.25 damage per shot) to 18 (120mm at 1.666666666666667 damage per shot [5 damage in 3 shots]) shots.
Of course, that ten seconds included reloading time as the mech changed from one cassette/magazine to the next, lining up the shots, etc. But that same Jagermech had a stock armor of 96 (instead of 192) and a structure of 104 instead of 217. Meanwhile a single medium laser did 5 damage in 10 seconds, and 3 heat. Though lore says while they flashed quickly they also fired many times in a ten second period to produce that 5 damage and 3 heat.
Makes ya think if lore was taken into account, would we have any of our balancing issues? We'd have more DPS-oriented designs, still have single armor yet live incredibly long times, no need for ghost heat (though the rising threshold system definitely would have disappeared). And you'd go for autocannons for the awesome dakka and heat neutrality, as all the upfront damage is handled by missiles (SRMs would ROCK), PPCs, and Gauss Rifles.
Though I admit it'd be true... Missiles would be a lot slower to reload.
But compared to this...would you really care when your missiles had to be more tactfully used?
Edited by Koniving, 23 April 2014 - 10:07 PM.
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