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Ngng Podcast With Paul Inouye

Weapons News Metagame

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#201 wanderer

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Posted 24 April 2014 - 12:09 PM

Quote

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


Of course they are. Clan weapons are smaller and lighter,and if you balance them to match IS ones, this means they have to be worse performing.

Quote

See I want my enemy's UAC20 to fire 2 20 point shells every 4-5 Seconds Not 4-8 shells doing 5 a piece. And why do I want that :lol: ? Cause that is how they shot me for over 25 years. :lol:


Sure. Soon as they make your UAC/20 perma-jam (remember it doesn't unjam in TT either), have a random 50% of missing with half the burst (cluster hit table, the UAC/20 hits with both on a 7+), and the shots only hit random locations because weapons that apply full damage instantly to one location in MWO are freaking broken and render the user superior to other weapons platforms.

#202 Tombstoner

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Posted 24 April 2014 - 12:15 PM

View PostNicholas Carlyle, on 24 April 2014 - 10:56 AM, said:


This game has some major underlying problems.

Atlases are slow, have huge hitboxes and has low slung weapons. So it basically HAS to put it's center torso in play to fire. And if you have two guys with 30 point FLD mechs, they can core him really damn quick.

Once more... called it +2 years ago.

During closed beta i gunned gown 2 atlases in the same match with ac-2's from 1500 meters. damage to me = zero.
that sums up game design for the last +2 years

The game is completely lacking any sort of defensive coefficient representing the interaction between speed/armor/art work.
in TT it was based on tonnage in MWO.... ??? So yea MWO game balance is FUBAR.

#203 Deathlike

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Posted 24 April 2014 - 01:59 PM

View PostTombstoner, on 24 April 2014 - 12:15 PM, said:

During closed beta i gunned gown 2 atlases in the same match with ac-2's from 1500 meters. damage to me = zero.
that sums up game design for the last +2 years


Well, that doesn't happen as much (unless the target was an actual newbie in a trial mech). But the overall point does stand...

#204 WaKK0

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Posted 24 April 2014 - 02:36 PM

Another set of reasons why this game is tanking... *sigh*

#205 Koniving

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Posted 25 April 2014 - 09:27 PM

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

ALL ACs damage over time weapons


Sorry bud, you missed something.
Clan UACs ONLY.
Clan LBX weapons will be Slug (single shot) or Cluster switchable.
Inner Sphere ACs will remain single shots.

It brings a tear to my eye.
But that's just what he said.

#206 Koniving

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Posted 25 April 2014 - 09:45 PM

View PostHaakon Magnusson, on 23 April 2014 - 08:56 AM, said:

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.


See... what the guy you quoted said was right. Paul is using the community's ideas for fixing ~all~ autocannons (with most of our examples being inner sphere ACs) to fix the Clan weapons.

We have been fighting with PGI, for about 1.5 years... to have the ACs switched to burst and auto fire to fit the lore and to pre-empt balancing concerns like the PPC + AC combination. An AC/20 may have done 20 damage to one spot on tabletop, but like all autocannons they fired anywhere from 3 to 100 shots to make said damage. And unlike the paper math of the board game, we can easily use that to spread damage in this game.

But here he pops on IGP's radio talkshow podcast thing and says "We're going to make it burst fire, 5 shots" and you like the way he thinks...as if he thought of it himself. The irony is how many times the idea was shot down by PGI time and time again. Now suddenly, 'We're using it to balance the clans.'

Now, just to clarify 'cause I know how it reads. I'm not actually attacking you. But I'm quite upset that these are coming across as his own ideas. The community and myself in particular have been pushing and pushing for this because of the would-be problems coming from his ideas of 'balance'. It wasn't the way he thought at all. At least not for Ultra Autocannons.

We even made videos like these.
Autocannons (burst fire AC/20 demonstrations).

July 13, 2013

Autocannons (variant chatter)

July 27th, 2013

Lasers! (variant chatter)


An hour long balancing discussion from threshold to weapon variants to King Crab to repair and rearm and so much more.

August 9th, 2013

Problem is, he probably got his UAC ideas from this.. Skip to 2:50. Wait for UACs.


The 30 heat threshold he mentioned? Also our idea though it predates that post. Btw it'd make it so that with 4 PPCs you'd fire them 1 at a time or 2 at a time, fire them across 6 seconds to avoid shutting down, and wait 4 to 6 more seconds before you can even think to fire them again without shutting down. But here we do 8 PPCs 2 at a time at 0 seconds 2 more at 0.5 seconds, and then again at 4 seconds and 4.5 seconds.
30 threshold, firing 8 across 12 seconds... or ghost heat, firing 8 across 4.5 seconds....hmmm... According to Paul ghost heat was the better solution!

Can't see why.

Edited by Koniving, 25 April 2014 - 10:06 PM.


#207 Reno Blade

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Posted 25 April 2014 - 10:44 PM

If CUACs are burst, CLBX are Cluster/Slug, ISACs are Slug and ISLBX are Cluster, then most people will stick with CLBX with Slug ammo and ISACs to keep the front loaded pinpoint damage.

We have Ghost heat for 2x AC20 and for >3x AC2 macro-fire, but not for PPC+AC which is the best combo for front loaded damage.

Talking about 30-35 damage limit in the podcast, I think that, if we keep PPCs as 10 damage to one point, we need to push that limit down to 20-25 damage alphas with ghost heat.
Using PPC+ACs should not be THE best option ingame.

I really like the way Ghost heat works with LLaser boats.
You can have 6LLaser Battlemaster/Stalker and alpha, but the heat will put you at >95% heat in one shot.
You can shoot 2 LL each and stay below 60% heat and keep dishing out fire if you are not focused (because of the beam duration you need to stay out of cover the whole time).
It's a great example of risk&reward mechanic that lets you do what you want, but makes you think of what is the best action in a current combat situation without one obvious choice only.

comming back to the PPC+AC alpha:
the only downside is the high heat of the PPCs and high tonnage to add the (dual AC5) ACs which makes it a typical Assault build.
Why is it better than taking 2x LL, 1x ML and 1x AC10?
Because it's harder to handle 3 different weapon groups, keep the Lasers on target for the whole duration and manage the heat than with only 2 types of weapons with a "easy" 22 heat/30dmg per shot?
2PPCs + 2AC5
= 20heat/20dmg + 2heat/10dmg
= 22heat/30damage or 0.733 heat / damage

2LL + 1ML + 1AC10
= 14heat/18dmg + 4heat/5dmg + 3heat/10dmg
= 21heat/33 damage or 0.636 heat / damage

#208 Cimarb

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Posted 26 April 2014 - 03:50 PM

View PostKoniving, on 25 April 2014 - 09:27 PM, said:


Sorry bud, you missed something.
Clan UACs ONLY.
Clan LBX weapons will be Slug (single shot) or Cluster switchable.
Inner Sphere ACs will remain single shots.

It brings a tear to my eye.
But that's just what he said.

He didn't really touch on CLBX other than saying it would have switchable ammo, so I'm going to wait until he is more specific before getting too upset. I am just ecstatic that burst-fire ACs will be in the game, because that is how I want to use them! I also have high hopes that this is a test for all ACs across the board, but I'm not holding my breath either.

As far as Paul taking credit for it, I can't say I am surprised. I was in the military and currently in the automotive advertising world, both of which that is par for the course. With how Paul disavowed EVERY bad idea and took credit for all of the good ones at the beginning of the podcast, I assume that is just how he works too.

Regardless, I won't be getting paid for it either way, so I'm just happy it is being implemented! Let them take the credit for it, as long as we get our way :(

#209 Koniving

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Posted 26 April 2014 - 04:04 PM

The problem is they did say slugs. A specific thing said: "You could fire them with the cluster shot, or a slug." Not slugs, a slug. A single round. They did say Clan UACs would be burst. Paul during the confusion said about autocannons and ultra autocannons said: "Only Clans." Then Derrick or whatever said "Right, because Clans don't have autocannons just ultra autocannons." Paul responded: "Correct. Only Clan Ultra Autocannons will be burst."

It'll be worth listening to again.

Also remember Paul said there was no problem with a 35 damage alpha. No problem with mixing autocannons and PPCs. It's "natural." Burst fire would alienate that in his eyes.

(Was listening to it again.)
"What about the Inner Sphere UAC/5?" Paul responds: "The Inner Shere will not be affected."

Edited by Koniving, 26 April 2014 - 04:52 PM.


#210 DirePhoenix

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Posted 27 April 2014 - 07:22 AM

View PostCimarb, on 26 April 2014 - 03:50 PM, said:

As far as Paul taking credit for it, I can't say I am surprised. I was in the military and currently in the automotive advertising world, both of which that is par for the course. With how Paul disavowed EVERY bad idea and took credit for all of the good ones at the beginning of the podcast, I assume that is just how he works too.


Paul took credit for the misbalanced Repair/Reload system that apparently made everyone go broke*, although he didn't mention who was responsible for removing it entirely instead of just balancing it.



* - I didn't go broke, I just learned not to play with expensive items until I could actually afford to lose them, which is sort of how I think it should be anyway.

Edited by DirePhoenix, 27 April 2014 - 07:25 AM.


#211 Davers

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Posted 27 April 2014 - 07:29 AM

So the Clans basically get an AC/20 with longer range that weighs 2 tons less and one less critical slot.

#212 Chemie

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Posted 27 April 2014 - 09:16 AM

View PostDavers, on 27 April 2014 - 07:29 AM, said:

So the Clans basically get an AC/20 with longer range that weighs 2 tons less and one less critical slot.


Oh, they get a lot more than that. CML have same range as IS LL. But don't worry, PGI is going to increase the beam duration a tiny bit and ignore the fact those clan mechs have 60-80 pinpoint damage potential.

#213 Davers

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Posted 27 April 2014 - 10:55 AM

View PostFaith McCarron, on 24 April 2014 - 07:05 AM, said:

Did anyone else finish listening to this podcast utterly depressed in terms of any hope for CW? From the way Paul was talking and wording things, work hasn't even begun on CW. Hell, it sounds like plans haven't even been roughly finalized for CW. It's seeming more and more like CW is going to always be the far-off dream, replaced with short term distractions like UI 2.0, Launch Module, Clan Invasion, etc, to make us think that work is being done on CW, when it fact, it's just these small projects that dont bring us actually any closer to CW, with the normal helping of new mechs sprinkled in.

Any time you hear from them, it's always "We're really happy with where we're at right now, we're just putting the final polish on <insert shiny distraction here> and after that, we'll be setting our sights on Community Warfare to get that where you guys want to be". Over. And over. And over.

I really wish PGI would stop talking about "The Clan Invasion" since all it really is is a mech sale. New mechs? Yes. New mechanics? Yes. But the entire context of the Invasion is missing. The Clan mechs might as well be a brand new IS technology breakthrough. There is no IS to invade, and since when CW arrives, the Clans will be already here so they aren't actually invading anything.

#214 Cimarb

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Posted 27 April 2014 - 04:47 PM

Added a link to Piepers summary (here).
Edit: darn autocorrect...

Edited by Cimarb, 27 April 2014 - 04:49 PM.


#215 Haakon Magnusson

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Posted 28 April 2014 - 06:02 AM

View PostKoniving, on 25 April 2014 - 09:45 PM, said:

But here he pops on IGP's radio talkshow podcast thing and says "We're going to make it burst fire, 5 shots" and you like the way he thinks...as if he thought of it himself. The irony is how many times the idea was shot down by PGI time and time again. Now suddenly, 'We're using it to balance the clans.'

Now, just to clarify 'cause I know how it reads. I'm not actually attacking you. But I'm quite upset that these are coming across as his own ideas. The community and myself in particular have been pushing and pushing for this because of the would-be problems coming from his ideas of 'balance'. It wasn't the way he thought at all. At least not for Ultra Autocannons.


Guess my slight sarcasm got lost in the way, I don't mind they steal our ideas if it enables the game to progress. I know there has been lots of talk about ACs with burst, which doesn't appeal to me, higher dps ultras, why not... though granted now normal ACs do still have their problems but even with the inherent problem of pinpoint ac damage I don't want our weapon system choice to be s/m/l ballistic tics OR raytracing tics. (Sure we'd have ppc/gauss, but I guess we turn those too into trickle fire)

In the end the question is, how to decouple pcc/ac ... global cooldown of sorts for AC's vs other weapons?

Edited by Haakon Magnusson, 28 April 2014 - 06:02 AM.


#216 Reno Blade

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Posted 28 April 2014 - 06:43 AM

These changes may/are not his own ideas, but he is the one taking the decision to do it.
Why should it mather if someone of us or "them" had the idea at all?
Just because they decided they can do it now without problems and that it solves certain concerns is it worth less?

#217 Koniving

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Posted 28 April 2014 - 09:37 AM

View PostHaakon Magnusson, on 28 April 2014 - 06:02 AM, said:

(Sure we'd have ppc/gauss, but I guess we turn those too into trickle fire)
In the end the question is, how to decouple pcc/ac ... global cooldown of sorts for AC's vs other weapons?

Thing is ACs are supposed to shoot fast. So a global cooldown makes no sense at all; it'd be like Ghost Heat. Which also makes no sense. The problem is the 40 to 100+ threshold everyone has which rises.

Gauss, PPCs, and depending on the source (or variant) lasers were the instant damage weapons.
(Windy facts that PGI doesn't care about.)
Spoiler

But anyway, yeah the sarcasm was sort of lost.
Problem PGI keeps ignoring is the PPCs themselves. If thresholds were lower, people would really limit their use because they shoot too fast. Thing is... they shoot pretty fast. They used to shoot faster if this was any indication. Regular PPCs fired every 3 seconds while ER PPCs fired every 4 seconds; talk about making ERs worthless... It all ties together and the current system is pretty screwed.

But at least if you don't like the burst fire with the Clans, then just slap in LBs and switch the ammo type to slugs.

#218 Haakon Magnusson

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Posted 29 April 2014 - 07:04 AM

View PostKoniving, on 28 April 2014 - 09:37 AM, said:

Thing is ACs are supposed to shoot fast. So a global cooldown makes no sense at all; it'd be like Ghost Heat. Which also makes no sense. The problem is the 40 to 100+ threshold everyone has which rises.

Gauss, PPCs, and depending on the source (or variant) lasers were the instant damage weapons.

Truth be told, Lasers were never the 'tick fire' weapons that they are in MWO. They were the instant, upfront damage
...
Problem PGI keeps ignoring is the PPCs themselves. If thresholds were lower, people would really limit their use because they shoot too fast. Thing is... they shoot pretty fast. They used to shoot faster if this was any indication. Regular PPCs fired every 3 seconds while ER PPCs fired every 4 seconds; talk about making ERs worthless... It all ties together and the current system is pretty screwed.

But at least if you don't like the burst fire with the Clans, then just slap in LBs and switch the ammo type to slugs.

I agree, GC is not optimal, just trying to figure out ways to desync it from weapons it is normally combined with, tweaking speeds only can gimp the weapon so far.

I really like MWO take on lasers, over time raytracing tic is cool. As is normal ac pinpoint. It becomes problem when boating OR combining with other pinpoint weapons. (In general, there is a limit HOW much you can boat ACs, but it does run away in some examples)

But with me liking pinpoint AC (and otherwise as well) brings up the problem you mentioned with PPC/gauss.

No matter how we fix ACs, new pinpoint meta will rise up. The meta willl only shift to Daishi dual guass/dual PPC and we are back to wondering of PPC/gauss need to be damage tic weapons.,, then we achieved that all weapons have lost their unique flair.

Ok, for PPC a fix MIGHT be making it a large projectile dealing splash damage (It propably is a HUGE technical obstacle or something... because that is only reason why it isn't implemented), gauss will be the final meta-gun (Regardless the charge mechanic, which merely is an insurmountable obstacle to noobs (and me.. then again I never really loved gauss so I can't be arsed))

EDIT: LB slugs, I am hoping/guessing they will be with lesser DPS than IS ACs with slugs and buckshot higher

Edited by Haakon Magnusson, 29 April 2014 - 07:08 AM.


#219 Cimarb

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Posted 29 April 2014 - 07:57 AM

View PostHaakon Magnusson, on 29 April 2014 - 07:04 AM, said:

Ok, for PPC a fix MIGHT be making it a large projectile dealing splash damage (It propably is a HUGE technical obstacle or something... because that is only reason why it isn't implemented), gauss will be the final meta-gun

Regarding the PPC fixes, see the second post in the link in my signature - there are lots of ways to adjust it while keeping its "flare".

Splash damage isn't necessarily an issue, as you could have it function (deal damage) like a very close spread LBX and just have the graphic of the PPC cover that same area, or make each individual projectile an energy blob itself, which would be even easier.

Honestly, though, the way to make the PPC closest to cannon, and most art, would be a stream. This would make it more similar to a normal laser, but a PPC is supposed to look like the beam from Ghostbusters, technically (that's what it is, after all).

#220 Koniving

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Posted 29 April 2014 - 08:12 AM

View PostHaakon Magnusson, on 29 April 2014 - 07:04 AM, said:

I agree, GC is not optimal, just trying to figure out ways to desync it from weapons it is normally combined with, tweaking speeds only can gimp the weapon so far.


Supposedly they have the same firing rate. Just like IS AC/10 and LB/10. Cluster ammo is cheaper and some its mostly about what is best for the situation at the time.
Their UAC DPS is identically twice our AC DPS at last mention. So as UACs supposedly churn out x damage twice as fast, it's pretty much true here. The UAC/20 completes 40 damage in 4 seconds but it's pumping out 5 shots per '20', so its churning 5 shots per 2 seconds with a 2 second cooldown. That's a shot every 0.4 seconds. But the second burst has a jam chance. Ghost heat's supposed to still apply.

PPC and splash damage was something they worked on but required them to fix splash mechanics of "grenade" i.e. the missiles. Since they muted the splash as they discovered if they turned it off or if they changed the base code it screwed up everything (evidently "LRMs" and "SRMs" fired in a straight line and didn't react to anything), its safe to say they gave up on it. After all they worked on splash damage back in early 2013 and simply stopped with only mention of the problems with tinkering it.

PPCs would be perfectly fine if the threshold was 30 and we had heat penalties. Example: PPC is 10 heat. Fire 10 heat, you get 33.33333(repeating)% heat. Fire 2 at once and it's 66.666667% heat. Fire 3 and it's instant 100% heat shutdown, no matter what map, no matter what conditions. 2 ER PPCs = 30 heat = shutdown. No matter what. The problem is MWO has a rising threshold, and that just screwed everything up. Right now the max under normal circumstances is 88.56 and still carry an ER PPC in a Victor. On Frozen City you can get up to 103-ish.

Clans at current stock designs if untampered with, can fit enough heatsinks to reach 120 to 130 if the pilot skill tree does not change soon. Can you imagine a mech that could potentially fire 130 heat in ER PPCs at 15 damage each? That's 8 ER PPCs for 120, while walking on forest colony and NOT overheating while dealing 120 damage pinpoint. It's not even possible in tabletop, but you could do it in MWO if not for ghost heat. That's...pretty sick...and a huge failure.

Gauss Rifles with a charge up are fine. If anything they're now nerfed into oblivion compared to ACs.
  • But if ACs had that burst, their heat would be divided over several shots making them thermally cooler to operate (no more overheating from firing AC/2s).
  • If we had the 30 threshold, that'd really matter because without ghost heat, if AC/20s were proper heat (7 instead of 6) and single shot, we'd still overheat in 3 shots with the typical 12 DHs AC/40 Jager build.
  • With heat penalties as originally in MWO during closed beta we'd have 80% heat causing damage to our weapons, heatsinks and ammunition. 24 heat is 80%. And 101% heat would instantly destroy ammunition containers.
  • So burst or automatic fire would be meaningful (say chemjet gun style 4 shots for an AC/20 at 5 damage each, one per second gives you a nice automatic rate at 1.75 heat per shot and 7 heat per 20 damage. Or it could be burst fire with 1 shot per half second, churning out 4 shots in 2 seconds and having a 2 second magazine change time.
  • Their range could be recoil related instead of 'bullet suddenly becomes useless'. This would give crouching -- a function PGI is considering but thinks would be useless -- an actual use. Crouch to decrease your recoil and increase your pinpoint. It'd also make ACs as a poptarting weapon less useful.
  • Yet PPCs would be under control. Sure, big pinpoint, but you'd never be able to safely fire 2 standard (and even then you'd have to wait several 6 seconds with 15 true DHS to safely fire again without hitting 100% heat, more like 10 seconds to safely fire again without hitting the penalties and at some point longer than that to cool down as eventually you'd overheat. That or now and then fire them one at a time). An ER PPC could never be fired two at once.
  • And the Gauss Rifle even with its charge up time would become much more appealing to players.
Though if you want to Desync a PPC, a delay fire is the best solution.


The Gauss Rifle charge up came weeks after I suggested a push button 'charge up and fire' for PPCs. Where you hit the button, the PPC takes half a second or so to charge up where it visually forms up at the tip of the barrel and then WHOOSH! flies through the air.
Paul threw it on the Gauss rifle. :P

I'm just sad that it'd never be done that way. Though sooner or later I'll have my own way to test my own ideas in a tangible environment; or at the very least use it in animated cinematics based on some tabletop campaigns. :rolleyes:

View PostCimarb, on 29 April 2014 - 07:57 AM, said:

Regarding the PPC fixes, see the second post in the link in my signature - there are lots of ways to adjust it while keeping its "flare".
Splash damage isn't necessarily an issue, as you could have it function (deal damage) like a very close spread LBX


You've got an interesting solution to that problem. But then you just created the Snub-nosed PPC, and defeated the purpose of having one. If that didn't exist, I'd be all giggity and onboard with it. :D

I've done something similar with my own ideas on laser variants. For example, using Halo's Spartan laser as a base, I thought of a variant of regular lasers with a charge up (that gave a warning through vibration, a loud noise and the build up of smoke) that after the charge up would produce an instant upfront burst of damage, and then cool down. Then it turns out I made a bombast laser unintentionally!

Though truth be told, PGI did that with SRMs when they made 'em dumbfire.
SRMs are guided.
Guided and locked according to TRO (but lock is not required to fire).
According to the story books (that I read so far), they are soft-locked (just hit R and fire) but are easily distracted by larger heat sources. i.e. if you target Player A but player B has a larger heat source and is closer the missile goes after the wrong target. Or they go after pits of lava instead but in the books I've read they haven't ever been dumb-fired' just easily distracted. (Mind you I've read 7 of them so far out of more than 50 so yeah).

This is why the Raven 3-L and Kintaros carry SRMs and NARCs. SRMs chase NARCs in a way described in some Battletech books as rabid piranhas (oh the irony) that bump and grind as they fight each other to hit the NARC'd target while ignoring heat sources (thus the increased accuracy). Meanwhile Artemis also overrides their heat-seeking nature by pointing a beam at something and keeping their interest. (Quite literally the SRMs I read about seem to have Attention Deficit Disorder as they otherwise rapidly lose interest in their intended targets.)

MRMs are supposed to fire as the SRMs do now. Le sigh. So PGI has done that kind of mistake before.

Edit: Made it easier to read.

Edited by Koniving, 29 April 2014 - 11:40 AM.






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