Alright, I know I have been trolling around in a few threads and been present in others however I have an idea for this topic and I would appreciate it if anyone who posts here could keep to this idea.
 
The idea I have for this thread is for people to post what changes they would like to see to weapons; not simple "I want to see the range dropped on (insert weapon here)." but actual statistics like.
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AC/2 - Cooldown - 1.25 / Heat - 1.25 / Range - 650 / Max Range - 975 / Speed - 1150 / DPS 1.6
AC/5 - Cooldown - 2 / Heat - 2.5 / Range - 500 / Max Range - 750 / Speed - 950 / DPS 2.5
AC/10 - Cooldown - 3.5 / Heat - 6 / Range - 400 / Max Range - 600 / Speed - 825 / DPS 2.85
AC/20 - Cooldown - 6 / Heat - 10 / Range - 250 / Max Range - 375 / Speed - 625 / DPS 3.33
 
Damage drop off would be every 10% of the distance between the optimal range and the max range the bullet loses 20% of its current damage (not its maximum damage).
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Feedback is appreciated however try to keep it short and if you want to be more detailed than above please be so.
On a more serious note over my trollified example
 
AC/2 - Cooldown - 1 / Heat - 1 / Range - 700 / Max Range - 1575 / Speed - 1750 / DPS 2
AC/5 - Cooldown - 2 / Heat - 1.35 / Range - 550 / Max Range - 1235 / Speed - 1350 / DPS 2.5
AC/10 - Cooldown - 2.75 / Heat - 3 / Range - 450 / Max Range - 1015 / Speed - 1050 / DPS 3.6
AC/20 - Cooldown - 4.45 / Heat - 5 / Range - 250 / Max Range - 565 / Speed - 750 / DPS 4.5
					
					
					
				
				
				
			
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		2 replies to this topic
	
		
#1
Posted 21 April 2014 - 02:21 PM
#2
Posted 21 April 2014 - 06:00 PM
					Sorry man I can't disagree more. Pgi doesn't need anymore stupid ideas about nerfing ACs. It's ppcs in combination with ACs  and  also with jump jets that give this false impression. Ppcs need to be balanced out first before screwing with any other weapons or we may end up being in a forever circle of weapon changes. Weapon y changed now it doesn't really look correct next to weapon x and oh what about weapon z oh that don't look right either. Honestly u want to fight against a bunch of ac filled Jagger's or victors with ACs and ppcs? We have a front loaded 10 damage weapon that u could shoot all day long at 10 heat with no ammo and no shot drop and it is faster then every other viable ac out there oh yeah and it only weighs 7 tons. ACs don't need a nerf!
					
					
					
				
				
			
				Edited by hercules1981, 21 April 2014 - 06:07 PM.
#3
Posted 21 April 2014 - 07:11 PM
					1 - PPC damage arcing. Have them do 50% damage on impact, with an initial jump to one adjacent non-head location for 30% damage, and a second jump to a different adjacent non-head location for the final 20% damage.
 
2 - Minimum ranges on the Gauss, AC5, and AC2 using convergence. This means that an AC5 will always converge at a minimum distance of 90m. The AC2 would always converge at a minimum distance of 120m. The GR would always converge at a minimum distance of 60m. PPC and LRM minimum ranges would remain mechanically as-is (0 damage).
 
3 - SL range to 120m/240m. SPL range to 100m/200m.
 
4 - Massive weapon cooldown rework. AC2 to 1s. AC5 and UAC5 to 2s. AC 10 and LBX-AC10 to 3s. AC20 to 5s. Gauss Rifle to 4.5s, and gains +0.5s to the charge holding period. MG remains the same. ERLL and LL to 4.0s. PPC and ERPPC to 4.5s.
Flamer remains the same. ML to 3.5s. SL to 2.5s. Pulse lasers remain the same. LRM5 to 4s, LRM10 to 4.5s, LRM15 to 5s, LRM20 to 5.5s. SRMs remain the same. SSRM2 remains the same (SSRM4 will be 4.5s, SSRM6 will be 5.5s). NARC to 3.0s.
 
5 - Reduce SPL heat to 2.2, MPL heat to 4.4, and LPL heat to 7.7 (regularized to 110% of standard laser).
 
6 - Increase SPL damage to 3.75, MPL damage to 6.25, and LPL damage to 11.25 (regularized at 125% of standard laser damage).
 
(1) will reduce high-precision-alpha issues (the PPC has always been the root of the problem, and this fixes that while leaving them an advantage over lasers and a mechanical difference compared to ACs).
 
(2) will help to prevent sniper weapons from being easy to use in knife-fights, while still allowing skilled gunners to use them even up close.
 
(3) This is a quality of life improvement for the Small Laser line.
 
(4) This sweeping RoF tweak emphasizes the brawling potential of SRMs and Pulse lasers, while lowering overall dps across the board. It should significantly increase time to kill, reduce some of the oppressive heat load introduced by the huge RoF increases PGI implemented without changing heat sink performance from the original 10s scale, and in general slow the game down just a little bit, which both rewards skilled piloting and makes accurate gunnery that much more important.
 
(5) This makes Pulse weapons just a little more forgiving heat-wise, which helps to compensate them a very little bit for their increased weight relative to standard lasers.
 
(6) This makes Pulse weapons hit enough harder compared to standard lasers to help justify their higher heat per shot, higher heat per second, shorter range, and heavier weight.
					
				
				
				
					
				
			
				2 - Minimum ranges on the Gauss, AC5, and AC2 using convergence. This means that an AC5 will always converge at a minimum distance of 90m. The AC2 would always converge at a minimum distance of 120m. The GR would always converge at a minimum distance of 60m. PPC and LRM minimum ranges would remain mechanically as-is (0 damage).
3 - SL range to 120m/240m. SPL range to 100m/200m.
4 - Massive weapon cooldown rework. AC2 to 1s. AC5 and UAC5 to 2s. AC 10 and LBX-AC10 to 3s. AC20 to 5s. Gauss Rifle to 4.5s, and gains +0.5s to the charge holding period. MG remains the same. ERLL and LL to 4.0s. PPC and ERPPC to 4.5s.
Flamer remains the same. ML to 3.5s. SL to 2.5s. Pulse lasers remain the same. LRM5 to 4s, LRM10 to 4.5s, LRM15 to 5s, LRM20 to 5.5s. SRMs remain the same. SSRM2 remains the same (SSRM4 will be 4.5s, SSRM6 will be 5.5s). NARC to 3.0s.
5 - Reduce SPL heat to 2.2, MPL heat to 4.4, and LPL heat to 7.7 (regularized to 110% of standard laser).
6 - Increase SPL damage to 3.75, MPL damage to 6.25, and LPL damage to 11.25 (regularized at 125% of standard laser damage).
(1) will reduce high-precision-alpha issues (the PPC has always been the root of the problem, and this fixes that while leaving them an advantage over lasers and a mechanical difference compared to ACs).
(2) will help to prevent sniper weapons from being easy to use in knife-fights, while still allowing skilled gunners to use them even up close.
(3) This is a quality of life improvement for the Small Laser line.
(4) This sweeping RoF tweak emphasizes the brawling potential of SRMs and Pulse lasers, while lowering overall dps across the board. It should significantly increase time to kill, reduce some of the oppressive heat load introduced by the huge RoF increases PGI implemented without changing heat sink performance from the original 10s scale, and in general slow the game down just a little bit, which both rewards skilled piloting and makes accurate gunnery that much more important.
(5) This makes Pulse weapons just a little more forgiving heat-wise, which helps to compensate them a very little bit for their increased weight relative to standard lasers.
(6) This makes Pulse weapons hit enough harder compared to standard lasers to help justify their higher heat per shot, higher heat per second, shorter range, and heavier weight.
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