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Ballistics As Of April Patches


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#1 Groundpound Devalis

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Posted 30 April 2014 - 10:37 PM

First of all, Kudos on the leaps and bounds made regarding Hit detection across the board. Seriously had I not already picked up the clan package I would now based on the posiive steps forward.

With these great strides a few issues have developed, specifically in the BALLISTIC category.


Machine guns are doing too much damage. I don't mind the way they shred through internals as crit seekers, that is fine and sticks to the spirit of the weapon. It is the amount of armor shredding they do before they get to internals that needs a look at... for reduction

Auto Cannons...I realize this is just opinion but, I feel very strongly about this particular subject. I felt this way before, but with improved Hit detection this is out of hand. AC 20's are supposed to be the big dog of ballistics. You round a corner you see a Hunchback or Atlas and you just know...oh crap its an AC 20. Sure you get that feeling, kind of, but realistically people fear the smaller rounds. People dread the multiple AC 2 or 5 builds. Why wouldn't they? You do practically the same damage at vastly superior range. Rattle your opponent just as much only FAR more often.

Now I know no one will like this remark, but in Table top these weapons all fired at the same rate. Range was he defining factor. AC 2s travel forever while you were FORCED to close for the AC 20 to be fired. I think these weapons being treated as slugs, therefore including bullet drop, has really changed the spirit of the auto cannon.

I see this fixed rather easily in one of two ways... or... possibly both? ( I suggest both but maybe try "A" and see how it feels)

A.) Increase the rate of Fire of the AC 20 and possibly 10 (don't use the10 much so not sure)


B.)Fixed ranges. This accomplishes two things. The AC 20 no longer does damage past 270 meters by exploding at the maximum range. You would do this with all AC's.

Fixing ballistics by using both of these methods would really return "Roles" to he different AC ratings. AC 2 for sniping, 5 and 10 to harassing at mid range, and the slugger to seal the deal inside short range.

Guass Rifle: I really liked the point click original version, it was the long range snipers dream. I don't mind the charge time in it's current existence as it sets the role of useful at range and unreliable inside point blank range. Do wish there was a way to manage both point and click with extreme close range It fall apart, but I can't think of anything.

Edited by Groundpound, 30 April 2014 - 10:37 PM.


#2 thisisxerxes

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Posted 30 April 2014 - 10:57 PM

I'd still say AC20s are fairly terrifying once you round that corner straight into the face of one.
Their strength is being able to do all that damage in one pinpoint burst. 3xUAC5 etc. might do higher DPS, but that requires a steady stream of dakka, a single AC20 just has to hit once. And if one's not terrifying enough, then try two :)

#3 Cest7

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Posted 30 April 2014 - 11:02 PM

The ac/2 range nerf has thrown the autocannon range scale way out of wack

#4 xe N on

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Posted 30 April 2014 - 11:08 PM

View PostGroundpound, on 30 April 2014 - 10:37 PM, said:

Machine guns are doing too much damage. I don't mind the way they shred through internals as crit seekers, that is fine and sticks to the spirit of the weapon. It is the amount of armor shredding they do before they get to internals that needs a look at... for reduction


So, you think small lasers are doing too much damage too? Because they have the same DPS as machine guns, slightly less range (30 m), but don't require additional tons of ammo ...

Seriously, machine guns are fine. They require a constant facing which is bad because you cannot spread much damage by torso twist. In addition on small and medium targets they spread alot, espacially if the targets is moving and uses torso twisting.

In fact, I peform much better in lights with 6 MLs than in my Ember with 4 MLs and 4 MGs. The reason is simple: high alpha with hit'n'run strategy and torso-twist to spread damage is better then a slightly higher DPS.

Edited by xe N on, 30 April 2014 - 11:12 PM.


#5 Vermaxx

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Posted 01 May 2014 - 06:32 AM

The machine gun is a joke weapon that is worthless for anything more than critseeking - which anything else can do by default by blowing off the damage component entirely instead of just critting items IN it.

I'm never going to disagree with increasing the ROF of the big cannons, because I love big cannons and it will let me do more damage. It blows off the stepped dps values they currently have though. And they did this to keep weapons balanced. Tabletop balance came from everything having the same ROF (1/turn) but different damages and/or spread. Most of that can't translate to MWO.

Fixing ranges kills ballistics dead. Absolutely, end of story. The AC20 that can't do half damage at double range is worthless. You had to charge in tabletop because you couldn't actually aim before you fired, you rolled dice. Long range was almost always a miss, and AC20 didn't have enough ammo to waste shots. You hit much more often in MWO, so the flipside is people tear you apart if you HAVE to get into 270m before you start shooting.

I hate the gauss charge, I think it really debilitates the use of the gauss as a true sniper weapon. Taking it out would fix the weapon, particularly since poptarting never stopped.

Edited by Vermaxx, 01 May 2014 - 06:35 AM.






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