Jump to content

Ngng Podcast With Paul Inouye

Weapons News Metagame

227 replies to this topic

#1 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 23 April 2014 - 07:49 AM

Pieper has posted his summary, which is a whole lot more thorough than mine, so make sure to check it out here.

http://soundcloud.co...nogalaxy/mdb-15

GHOST HEAT
Heat cap won't stop alphas - just spreads it out...
- that has nothing to do with 2xPPC+AC

Says ghost heat stops high damage alpha

Admits 30-35 damage alphas are "fine" and they have to jump through hoops to do that...?

Phil/Daeron agree that it works....

Paul admits there is room for more info in game regarding this.

Clan implementation will likely be the same, but they will be looking at it when they are released in June.

AUTOCANNONS
AC2 changes: not as viable at 2 DPS for tonnage, so reduced extreme range but NOT optimal range to allow it to stay at 3 DPS. Still out ranges LRM. Made for suppression, not large damage amounts like larger ACs.

WEAPON BALANCE
Not perfect, but drastic changes are done and micro-changes will be the standard moving forward.

SRMs
The change that Brian Buckton found is so significant that they have to test it to be sure the current damage won't be extremely overpowered. Involves a desync where SRMs weren't registering a hit - not the one on the 29th about this being registered on rear torsos.

CLAN INTRO
They are taking steps to correct the lame (my word) announcement of the clans.

ACs BURST FIRE!!!!!!!!!!!!!!!
AC20 shoots five-round burst doing 4 damage each!!!! Woohoo!
All ACs will be damage over time weapons!
It sounded like there was a little confusion between Paul talking about Clan ACs (CACs, lol, which are actually LBXs) and Phil talking about Clan UACs (CUACs). Paul stated at least once that all Clan ACs would be burst fire, and Phil says that they are UACs, blah blah. It's confusing how they went back and forth, but my interpretation is that all Clan ACs will be burst fire, with the Clan LBX-20 firing five 4-damage rounds and the UAC20 firing five 4-damage rounds or ten 4-damage rounds with a chance of jamming.

Clan lasers were immensely overpowered, so duration of beam is being increased to compensate (standard and pulse)
LRMs firing in sequence (very quickly) as a stream, which will allow AMS to be more effective on them. No minimum range, but damage will ramp up from 0 at 0m to full damage at the "normal" minimum range.
Clan LBX he is trying to be able to switch ammo like lore states. Trying to avoid for IS, because it would invalidate AC10.
Other nerfs will reign in the rest of Clan weapons in a similar manner.
ATMs (advanced tactile missiles) are being looked into, but Paul can't really speak on that.

COMMUNITY WARFARE
Paul understands the doubt and guarantees CW is fully going through design lockdown.

EVERYONE who plays WILL have a role, whether loyalist, merc, or solo.

Adding engineering team on the process earlier to get their input and buy-in to speed process up.

Why is it not being coded yet? "Small team" excuse again (granted, it may be true, but hire more people already!).

Talked about priority of launch module, clans, CW, etc.

MATCHMAKER
Why only one group per team? Phil supports this...
Phil thinks it is all about pug stomps from 8-man times.
(Me) he needs to try dropping solo currently - 90% of ALL matches are stomps one way or the other.

Paul: thanks for everyone sticking through it and lots of good things coming.

Discuss...

Edited by Cimarb, 27 April 2014 - 04:46 PM.


#2 AlmightyAeng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,905 posts

Posted 23 April 2014 - 07:50 AM

View PostCimarb, on 23 April 2014 - 07:49 AM, said:



Peiper...Peiper...do the work so I can read it and discuss! (man deserves a serious cookie)

Edit: At work, listening to the podcast is actually an issue...and in the evenings I have better things to do. Peiper's work IS seriously appreciated).

Edited by Ghost Badger, 23 April 2014 - 07:53 AM.


#3 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 23 April 2014 - 07:51 AM

What, no transcript?!? How lazy of you. :)

#4 Shlkt

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 319 posts

Posted 23 April 2014 - 08:01 AM

Summary of divulged details:

Clan Ultras will use burst fire instead of single shells
Paul wants clan (not inner sphere) LBX cannons to be able to switch from cluster to slug rounds
Clan lasers will have extended beam duration to compensate for higher damage
Clan LRMs will fire in streams rather than all-at-once volleys
Clan LRMs will have no minimum range but will do reduced damage below 180 meters
Another SRM hit detection bug has been discovered but the fix is not scheduled for inclusion with the April 29th patch; the hit detection issue is significant enough that he's considering an SRM nerf for fear that the fix will make them OP otherwise

Lots of other things were discussed, but those are the probably the juiciest tidbits :)

Edited by Shlkt, 23 April 2014 - 08:01 AM.


#5 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 23 April 2014 - 08:03 AM

View PostShlkt, on 23 April 2014 - 08:01 AM, said:

Summary of divulged details:

Clan Ultras will use burst fire instead of single shells
Paul wants clan (not inner sphere) LBX cannons to be able to switch from cluster to slug rounds
Clan lasers will have extended beam duration to compensate for higher damage
Clan LRMs will fire in streams rather than all-at-once volleys
Clan LRMs will have no minimum range but will do reduced damage below 180 meters
Another SRM hit detection bug has been discovered but the fix is not scheduled for inclusion with the April 29th patch; the hit detection issue is significant enough that he's considering an SRM nerf for fear that the fix will make them OP otherwise

Lots of other things were discussed, but those are the probably the juiciest tidbits :)


By OP I assume he means not broken anymore...?

#6 AntiCitizenJuan

    Member

  • PipPipPipPipPipPipPipPip
  • 1,440 posts
  • LocationIn your base, killing your dudes

Posted 23 April 2014 - 08:11 AM

All credit goes to /r/OutreachHPG user KRC759

"I'm watching paint dry at the moment so...
On what Paul does

2:39 - Paul monitors what everyone is doing, engineers, artists, design. Community Warfare is the big thing he's doing at the moment, trying to get buy in from everyone.
On 3rd Person;

3:50 - He's responsible for gameplay, "what's going on in the playerbase". Paul was against 3PV - someone else designed it. 3PV was pressure from outside and inside sources, mentions of "external business partners"

5:12 - Restricted viewpoint was his work.

5:58 - UI2 was some of his work, but basically "anything within the game space" is his.

7:15 - 3PV was an "external territories" thing.

8:40 - Paul was the architect of repair and rearm. Wasn't responsible for the C-Bill nerf - was consulted and had concerns that were considered.

9:50 - Marketing is all IGP. Doesn't have anything to do with sales etc.

On the Heat Scale;

11:25 - Heat scale was all Paul. Original problem was high damage alphas' - all MW's had this issue. "Heat scale stopped high damage alpha", ignoring pinpoint damage.

12:50 - Heat cap doesn't stop this because you can cool down and do it again. Heat scale works better because you can die from it.

13:20 - Still working on balancing where it should start from a points of damage count.

14:00 - Person making a 30 point shot has to jump through hoops and that's a skill shot. Heat scale is working exactly as they want.

15:00 - Paul can see the benefit of more information about ghost heat. Maybe an in game indicator that you can then go and search in the front end to find out what's going on.

16:00 - No resources just yet to do this, is on the list.

16:15 - Front end team concentrating on launch module, then onto Clan implementation for mechlab etc.

18:40 - New players aren't going to look at numbers, they're going to feel the impact of ghost heat and then try to find out what's happening.

19:30 - New players adapted to the new LRMs quickly.

On the AC changes;

20:40 - Feedback from meta, competitive players was that AC5s were doing too much damage.

21:26 - 2km shots are like shooting at specks on the screen, so the range of the ac2 was ridiculous.

23:20 - Not going to get synergy between the weapons, the ac2 has a niche role.

27:00 - Talks about heat scale impact on ac2 due to recycle times, reiterates the announcement on the forums.

On weapon changes in general

28:25 - Some changes (command chair post coming) to the Clan weapon setup for balance purposes. Tonnage and crits are locked for all weapons

29:29 - Sweeping changes are done, micro changes from now on.

On SRMs

30:17 - 29th Patch is going to really revitalise SRMs. Brian B tracked down another issue which should really improve things further, but now getting into territory of requiring numbers changes before all these fixes go in.

32:10 - 29th Patch also includes wrong panel taking damage fixes. Brian fix and the 29th Patch brings hit registration upto 80-90%.

On Clans;

33:30 - Clan marketing not Paul's area, some of it was a surprise to him.

36:00 - Clan AC's could be shooting in bursts, i.e. CUAC20 5 round burst doing 4 damage per shell, so will be DoT and doing spread damage. Will still have jamming mechanic too. There won't be Clan Standard ACs (though there was some confusion on this).

38:05 - Potentially looking at beam duration to balance Clan lasers (standard and pulse).

38:40 - LRMs firing in sequence is a possibility, so firing in streams which will improve AMS performance against them.

39:30 - No minimum range on Clan LRMs, but possibly ramping up damage from 0 - 180m.

40:20 - Clan ATMs are under discussion, not ready to discuss - though Paul says he's focussing on weapons(?).

41:05 - Doesn't want Inner Sphere to have ability to change ammo on the LBX. Clans only option.

43:00 - Ghost heat for Clans is probably going to be the same as IS.

43:30 - Dave is designing the mechanics of the Clans, Paul's just doing weapons in this run through.

On Community Warfare

44:40 - Fully understands the doubt in the delivery of CW. Guarantees that CW is going through design lock down.

45:15 - Want everyone who plays to have a role in the IS. Taking over a planet is epic, want everyone to be involved.

46:10 - They want to do CW right first time rather than having to design on the fly.

46:35 - Involving engineering in the process more from the start, rather than telling the engineers to design it as it is on the page

48:10 - They have a small team so key features come first. UI2.0 took all the resources for CW, then launch module took all the resources, then Clans took all the resources.

51:10 - Decision was to get content out then let people play with the content whilst they build CW.

On 3/3/3/3 related changes

52:40 - No way of knowing how big a group is going to affect a match. Decided to stick with 4 (was a push for 3 from somewhere)."

Edited by AntiCitizenJuan, 23 April 2014 - 08:14 AM.


#7 Screech

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 2,290 posts

Posted 23 April 2014 - 08:25 AM

My favorite part so far is when Paul says "We didn't want AC2 to become the next meta weapon."

#8 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 23 April 2014 - 08:25 AM

View PostShlkt, on 23 April 2014 - 08:01 AM, said:

Summary of divulged details: Clan Ultras will use burst fire instead of single shells Paul wants clan (not inner sphere) LBX cannons to be able to switch from cluster to slug rounds Clan lasers will have extended beam duration to compensate for higher damage Clan LRMs will fire in streams rather than all-at-once volleys Clan LRMs will have no minimum range but will do reduced damage below 180 meters Another SRM hit detection bug has been discovered but the fix is not scheduled for inclusion with the April 29th patch; the hit detection issue is significant enough that he's considering an SRM nerf for fear that the fix will make them OP otherwise Lots of other things were discussed, but those are the probably the juiciest tidbits :)


lol...so he's using our ideas to balance IS weapons, on the Clan weapons...lol.

#9 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 23 April 2014 - 08:26 AM

Depending on how this plays out, Clan LBX's might be overall better than Clan Ultras. What's known for sure is that no player worth their salt will ever use anything other than slug rounds for their Clan LBX's...

#10 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 23 April 2014 - 08:28 AM

My favorite part is when Paul say "When SRM hit detection if fixed, they will have to reduce SRM damage" :)

#11 BARBAR0SSA

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,136 posts
  • LocationCalgary, AB

Posted 23 April 2014 - 08:33 AM

View PostNicholas Carlyle, on 23 April 2014 - 08:25 AM, said:


lol...so he's using our ideas to balance IS weapons, on the Clan weapons...lol.



At least they somewhat listen and are trying to be proactive right!

This actually has me feeling warm and fuzzy a bit more, half tempted to buy a clan package now.

I'm stoked about SRM changes, the griffin might be decent!

View PostFupDup, on 23 April 2014 - 08:26 AM, said:

Depending on how this plays out, Clan LBX's might be overall better than Clan Ultras. What's known for sure is that no player worth their salt will ever use anything other than slug rounds for their Clan LBX's...



May not be the best option though, remember on Clan mechs you have to take out BOTH side torsos or else the center, so a clan mech with some exposed internals on both sides might actually make more sense to shoot LBX and hope for some crits.

Or they tweak the critical mechanic on LBXs.

#12 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 23 April 2014 - 08:34 AM

Curious if they are keeping the Damage/heat/range of clan lasers. The 5/2/~180m of the clan small is probably going to be crazy on the Ryoken & Blackhawk.

#13 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 23 April 2014 - 08:34 AM

View Postshad0w4life, on 23 April 2014 - 08:33 AM, said:



At least they somewhat listen and are trying to be proactive right!

This actually has me feeling warm and fuzzy a bit more, half tempted to buy a clan package now.

I'm stoked about SRM changes, the griffin might be decent!




May not be the best option though, remember on Clan mechs you have to take out BOTH side torsos or else the center, so a clan mech with some exposed internals on both sides might actually make more sense to shoot LBX and hope for some crits.

Or they tweak the critical mechanic on LBXs.


What? That made you want to buy Clan mechs?

#14 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 23 April 2014 - 08:35 AM

View Postshad0w4life, on 23 April 2014 - 08:33 AM, said:

May not be the best option though, remember on Clan mechs you have to take out BOTH side torsos or else the center, so a clan mech with some exposed internals on both sides might actually make more sense to shoot LBX and hope for some crits.

Or they tweak the critical mechanic on LBXs.

Slugs destroy body sections faster than cluster shots do. Cluster shots only do extra damage to components inside the section. If you blow up the whole section, every component inside of it is destroyed along with it.

#15 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 23 April 2014 - 08:36 AM

View PostNicholas Carlyle, on 23 April 2014 - 08:25 AM, said:


lol...so he's using our ideas to balance IS weapons, on the Clan weapons...lol.


Why is that funny? You alone QQ'd enough for 50 players about how they never used Community input. Now they apparently do and your laughing...?

One of the new breed I guess. :)

#16 Pygar

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,070 posts

Posted 23 April 2014 - 08:40 AM

Cool, wish it was next Tuesday already cuz I'm dying to see the "3 rule", "Launch Module", and the hit detection fixes that we're all hearing so much about. Interesting ideas for keeping the Clans in line with IS tech... I really don't want to see the Clans come in and make IS mechs seem totally worthless.

#17 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 23 April 2014 - 08:43 AM

View PostAlmond Brown, on 23 April 2014 - 08:36 AM, said:


Why is that funny? You alone QQ'd enough for 50 players about how they never used Community input. Now they apparently do and your laughing...?

One of the new breed I guess. :)


Well, it makes the IS just that much better than the clans. Full customisation, with better weapons.

#18 Jack Avery

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 234 posts
  • LocationSwimming in the lava pools of the Pug Zapper of Mordor, Planet Terra Derpa

Posted 23 April 2014 - 08:45 AM

View PostCimarb, on 23 April 2014 - 07:49 AM, said:

...

SRMs
The change that Brian Buckton found is so significant that they have to test it to be sure the current damage won't be extremely overpowered. Involves a desync where SRMs weren't registering a hit - not the one on the 29th about this being registered on rear torsos.

All ACs will be damage over time weapons!

Clan LBX he is trying to be able to switch ammo like lore states. Trying to avoid for IS, because it would invalidate AC10.

...


SRMs will be fine at 2 damage with no splash if hit reg is fixed. Their flight path is terrible anyway.

Well, halfway there on the ACs, just need to realize that you need to do that to the IS ones as well.

And the LBX -- seriously, what the hell? You don't want to invalidate the IS AC/10, so you instead choose to leave the LB-10X invalidated? What are you thinking?

#19 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 23 April 2014 - 08:50 AM

View PostAlmond Brown, on 23 April 2014 - 08:36 AM, said:


Why is that funny? You alone QQ'd enough for 50 players about how they never used Community input. Now they apparently do and your laughing...?

One of the new breed I guess. :)


You don't get the irony? They are making the Clan weapons worse than the IS weapons.

View PostJack Avery, on 23 April 2014 - 08:45 AM, said:

SRMs will be fine at 2 damage with no splash if hit reg is fixed. Their flight path is terrible anyway. Well, halfway there on the ACs, just need to realize that you need to do that to the IS ones as well. And the LBX -- seriously, what the hell? You don't want to invalidate the IS AC/10, so you instead choose to leave the LB-10X invalidated? What are you thinking?


^^^

#20 Haakon Magnusson

    Member

  • PipPipPipPipPipPipPip
  • The Partisan
  • The Partisan
  • 636 posts
  • LocationI have no idea, they keep resetting CW map

Posted 23 April 2014 - 08:56 AM

View PostNicholas Carlyle, on 23 April 2014 - 08:25 AM, said:


lol...so he's using our ideas to balance IS weapons, on the Clan weapons...lol.
actually suggested burst fire as a solution to problem known as clan ultras, I like the way man thinks :) I hope he will also reduce clanner ranges to about the same as IS.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users