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#221 MonkeyDCecil

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Posted 29 May 2014 - 05:53 AM

View Postelitewolverine, on 27 May 2014 - 07:47 PM, said:


pics? this is a game not real life. I have an atlas grabbing a vultures LPL's and bending them in half...do we see that in the game?

The panther is a jumping mech...to jump in and out of position. Armed with a PPC, to snipe. It states it right there in the Readout. The panther jumps to perch and snipe atop a building for city fighting.

One could only make a logical conclusion that the Panther in other types of terrain would, jump and snipe...it is really not grasping at straws.

"Their first large-scale use by Kurita warriors came during the First Succession War in the battle for Quentin, when the 2nd Legion of Vega used their Panthers to severely maul the slower, heavier 'Mechs of the 42nd Avalon Hussars while avoiding return fire." How do you avoid return fire? Jump Sniping with the PPC.

"The Panther also proved itself a deadly urban combatant, using its mobility to easily navigate the more restricted space of a city environment and take out heavier opponents from rooftop sniping perches with its main weapon."

These TRO's, TT, and Books are written out of our little world of acronyms and words we use to describe a tactic.

This picture is clearing showing a jumping, AIMING, panther....i would only assume that it would jump aim and fire, unless it just likes to run around with its arm like that...

http://www.sarna.net...13K_Panther.jpg

More:
"For its city-fighting prowess, Lyran Commonwealth MechWarriors have nicknamed it "the Alley Cat." What it cannot do, even in a city, is face a heavy 'Mech such as the Warhammer or Zeus in a head-on engagement. Finding himself in that situation, the Panther pilot must rely on good shooting and the 'Mech's superior mobility to leave the field in one piece." How do you superior mobility and shoot? jump snipe

And more:
"If anyone ever worried whether Ahrmram would be able to keep up with the flow of battle in such a small 'Mech, they don't any longer. It is the colonel's command group that has to keep up with him as he jumps from front to front keeping personal tabs on the battle and participating, if necessary. More than once, Ahrmram's gunnery skill has helped turn the tide of battle." How do you jump from front to front and provide fire? jump snipe


How did they avoid in coming fire. Easy they stayed out of range or used cover. You move fire move. That how the teach it in the army. And once again you are assuming they can jump snipe because you like to jump snipe. Jump jets are for maneuvering only not as a way to fly and fire. How do i avoid a superior fire power I move shoot move fast then them. duh. No were in any of that did it say. Panther pilot would hide behind said object, then jump and snipe in air at enemy to keep from taking damage. And as for the last one. With the range of a PPC or ER PPC he could engage both fronts of a battlefield, especially with jump jets. Oh no a friendly mech is in my way and engaging another mech, let me jump over him so I can get to the other front. So me real prof. Which you still have not. You haven't even shown me circumstantial evidence. All you are doing is assuming. You should try not to do that when some one is asking you fro proof.

#222 H Seldon

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Posted 30 May 2014 - 06:56 PM

View PostDozier, on 28 May 2014 - 11:38 AM, said:

Most will not like this and presumable due to lights.

I say fuel on JJs not replenish. Have the same duration bar as in current mechanic. However have fuel loaded like ammo.

More JJs the more fuel consumed during lift.
The heavier the mech the more fuel needed to lift due to larger JJs.

I mainly run lights so the only real way I had though about compensating weight for added fuel,,

instead of 1 ton JJ on light, make it .75 and fuel .5 tons that way 2 JJs equipped with one fuel would weight same as currently installed 2 JJs. Something like 10-15 full duration thrust on a light per one fuel tank. Somehow proportion it in the same manner for larger mechs.


I could sit down and think about exactly how it would fully translate, but was just something that popped to mind.


How about make JJs 0 tons and just take up crit space. And then fuel adds weight. The more JJs you have, the higher you go and the more fuel you consume when using them.

#223 Mister Haha

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Posted 30 May 2014 - 11:33 PM

I am sad. Poptarting is STILL an issue? That'd make it about a year old of an annoyance.

#224 ArchSight

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Posted 31 May 2014 - 01:03 AM

I've heard the devs are thinking about increasing fall damage for heavier mechs and increasing jump jet heat on heavier mechs. The fall damage should increase the need for more jump jets due to running out of fuel before landing and the increased heat will lower the amount of ppc's used in alpha strikes while jump jetting. That will increase the difficulty of jump sniping.

These changes are not buffs for existing counter's to jump sniping or a new counter being created for players to use against jump snipers. The existing counter to jump sniping is inducing cockpit shake to a jump jetting mech by using AC's, Gauss rifle, lrms, srms, ppc's when they stop jetting up. Jump jetting as you may know shakes their aim reticule to mess up their shots while jetting upwards but stops shaking while falling without jetting. Keeping their cockpit shaking after they stop jetting will mess up their aim resulting in a shot that may or may not hit a player's mech where the jump sniper wanted to hit. Inducing cockpit shake to mess up a player's aim is called shot disruption.

The other counter to jump sniping is removing their cover with a new position that has cover only for your mech (not theirs).

Please use these counters to test out if jump sniping has affective counter in the game before asking for more changes to the game to the devs.

Edited by ArchSight, 31 May 2014 - 01:13 AM.


#225 Sagamore

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Posted 31 May 2014 - 01:09 AM

Well the final game of the tournament ONLY had mechs with jump jets involved. That tells you something.

#226 Koniks

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Posted 31 May 2014 - 01:17 AM

View PostArchSight, on 31 May 2014 - 01:03 AM, said:

I've heard the devs are thinking about increasing fall damage for heavier mechs and increasing jump jet heat on heavier mechs. The fall damage should increase the need for more jump jets due to running out of fuel before landing and the increased heat will lower the amount of ppc's used in alpha strikes while jump jetting. That will increase the difficulty of jump sniping.

Jump snipers tend not to be behind cover that requires them to jump high enough to make leg damage a real issue. This is going to have a bigger effect on brawlers. Likewise the heat increase. Jump snipers don't carry enough jump jets or activate them for long enough to be really affected by more heat. At worst, it'll add a little bit of time to their cooldown between shots but probably not enough to make rushing them easier.

#227 C E Dwyer

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Posted 31 May 2014 - 01:41 AM

View PostHellcat420, on 28 May 2014 - 05:28 PM, said:

in mechwarrior lore the ac2 is the only mech mounted autocannon that shoots a single projectile. it has nothing to do with novel cover art.


This isn't correct, as only the ac20 and ac2 are given as examples, there is no line between which fire a single shell, and which are multi shot weapons, in the general descriptions.

Ac2 yes, its also safe to assume the ac5 is a larger bored weapon firing a single shot at a slower rate of fire, the ultra with its multi barrels much like a gattling gun.

AC10-20 strongly a rotary multi barrel which is also probably powered from an outside source like a chain gun rather than the gases of the shell and recoil.

a note on sarna's page

The fluff about caliber needs an update should say barrel length, not size, as far to many people confuse it with bore size and not the length of the barrel in relation to bore size, and I'm waaay to lazy to make an acount just to do that.

Fluff or not, its a far better way of defining how a weapon works from a poor picture on the cover of a cheap novel

#228 Mavairo

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Posted 31 May 2014 - 01:58 PM

ACs should be Burst Fire.
Period.
I say this as a ballistic *****.

#229 Khobai

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Posted 31 May 2014 - 02:01 PM

I agree ACs should be burst fire.

But also jumpjets are way too good. All 24 mechs in the tournament finals were JJ capable. That is ridiculous. Mechs with jumpjets give up absolutely nothing to have jumpjets. Why is there no downside to jumpjets? Also why are hill climbing penalties so punitive as to force players towards mechs with jumpjets? I think its about time we reduced hill climbing penalties to something approaching reasonable.

#230 Mavairo

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Posted 31 May 2014 - 02:10 PM

I thought the Hill Climb penalties were stupid when they introduced them. It's only more stupid now in the face of so many JJ mechs. Especially with as retardedly often as Canyon Networks pops up in the que cycle.

#231 WhoDidTheElf

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Posted 31 May 2014 - 02:28 PM

With AC's being burst fire you run the risk of having them directly compete with lasers in their specific role which is a DoT effect. This brings a whole other set of balancing issues instead of "FLD vs. DoT".

I believe the issue really facing MW:O is the fact that AC's rule both FLD and DPS currently. If FLD > DoT then AC's need to be better with FLD and (a lot) weaker with DPS, while lasers need to be better with DPS and weaker with FLD. The reason lasers will eventually loose on the race for DPS is because of heat. Eventually you will over heat, particularly if you're trying to win a DPS race with AC's.


One of the built in mechanics of regulating DPS, and damage, of AC's is ammo. Once you're out of ammo you loose your damage capability. The problem with ammo, for the most part, is that it's a moot point. This gives AC's the obvious advantage of FLD plus almost erasing the down side with unlimited ammo giving them the DPS advantage as well. The question is then, how do we keep AC's designed advantage, FLD, while limiting it's DPS? Longer cool downs.

Longer cool downs, particularly for larger bore weapons or those that are FLD, such as, AC/10, AC/20, Gauss Rifle, PPC, ERPPC, drops their DPS significantly while retaining their FLD pinpoint accuracy advantage. This allows snipers to retain their huge pinpoint damage advantage, while limiting how often it occurs (lowering DPS).

On the flip side, weapons like medium lasers, mgs, SRMs, small lasers, pulse lasers, and the AC/2 retain their short cool downs, which gives them a DPS advantage, and helping to bring them more in line with their FLD cousins. (LL and ERLL would be some where in the happy middle) This also has the effect of giving brawlers a chance to close the gap, now that they know that dual Gauss jag has a 8.5 second cool down. On top of that, it really punishes those who boat FLD weapons because once that brawler closes the gap, he's going to put a hurt on them pretty fast. Also this makes missing that much more punishing, retaining that "skill" aspect of sniping.

As far as the OP's question is concerned, I believe Bishop had it right, retain shake for a moment on the drop to help with Jump sniping, without eliminating it as a tactic.

Edited by WhoDidTheElf, 31 May 2014 - 02:30 PM.


#232 Khobai

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Posted 31 May 2014 - 02:34 PM

Quote

With AC's being burst fire you run the risk of having them directly compete with lasers in their specific role which is a DoT effect.


Not really because an autocannon firing 4-5 bursts is still completely different from a laser spreading damage uniformly over the entire duration of beam.

Its like 4...4...4...4...4... vs 1.1.1.1.1.1.1.1.1.

#233 Koniving

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Posted 31 May 2014 - 02:36 PM

View PostTincan Nightmare, on 28 May 2014 - 05:49 PM, said:

Spoiler



90mm on the AC/2 end? Or do they mean Light ACs? Because the highest I've found so far is 80mm and with nothing yet to challenge that, I've been taking it as fact. -_-

I'm personally well aware of Sarna's "single shot" and "single blow" flaws, which come from tabletop players filling out the much needed information and interpreting a Tabletop use as a "single shot" rather than a culmination or summary. In fact the Solaris VII ruleset is entirely guilty of this miss-assertion. Seriously, none of it really translates back to tabletop no matter how you interpret it. :rolleyes:

I do thank you though. I don't have access to everything (because I'm not funded well enough buy them) and this helps quite a bit! :huh:

Do you have anything on how Agricultural mechs work? Their size is rather small and I've been morbidly curious. Some of them (like the Cattlemaster and Copper) are not "thick" enough to have much room for their components + the pilot.

#234 WhoDidTheElf

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Posted 31 May 2014 - 02:37 PM

View PostKhobai, on 31 May 2014 - 02:34 PM, said:


Not really because an autocannon firing 4-5 bursts is still completely different from a laser spreading damage uniformly over the entire duration of beam.

Its like 4...4...4...4...4... vs 1.1.1.1.1.1.1.1.1.


No it's not, it's a damage over time effect instead of a front loaded damage. If you give AC's burst then you just remove the FLD aspect of the game, and now allow AC's to directly eat lasers cake for them by making them the superior DoT weapon.

#235 Mavairo

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Posted 31 May 2014 - 02:37 PM

View PostKhobai, on 31 May 2014 - 02:34 PM, said:


Not really because an autocannon firing 4-5 bursts is still completely different from a laser spreading damage uniformly over the entire duration of beam.

Its like 4...4...4...4...4... vs 1.1.1.1.1.1.1.1.1.


Not only this, but it's still not Competing against ACs because ACs have much less heat than Lasers, but more tonnage. This is a trade off people will actually consider....vs ... just slap an AC in there and call it a day.

As it is right now there is no question which is a better weapon system.
ACs or Lasers...

One big Pimp Slap, or a DOT weapon..

Pimp Slap wins everytime.

Edited by Mavairo, 31 May 2014 - 02:39 PM.


#236 Koniving

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Posted 31 May 2014 - 02:40 PM

View PostKhobai, on 31 May 2014 - 02:34 PM, said:

Not really because an autocannon firing 4-5 bursts is still completely different from a laser spreading damage uniformly over the entire duration of beam.

Its like 4...4...4...4...4... vs 1.1.1.1.1.1.1.1.1.


Indeed.

View PostWhoDidTheElf, on 31 May 2014 - 02:28 PM, said:

With AC's being burst fire you run the risk of having them directly compete with lasers in their specific role which is a DoT effect. This brings a whole other set of balancing issues instead of "FLD vs. DoT".


I'm with Khobai here.
What you would actually have is for FLD, players would use PPCs or Gauss. They can combine PPCs and Gauss but it's like strapping on a bomb or two, and makes you slow and easy to kill.

With a damage over time mechanic, PGI will always have autocannons firing faster. So even in bursts, the ACs will always outperform lasers because this is what PGI chose. Every shot will be doing more damage than a laser, too. For example if an AC/5 takes 2 shots over 1 second, that's 2.5 damage per shot. A Medium Laser would do 0.5 damage per tenth of a second, so it'd take 10 'spurts' of 0.5 to do 5 damage, versus the AC/5's 2 shots. Even at 5 shots, it'd be increments of 1 damage versus increments of 0.5.

Even then, the AC/5 currently fires a second time in under 2 seconds, meaning if it took a full second to do the burst it'll be firing again in less than 0.8 seconds after. The ML won't fire for 3 seconds after it did a 1 second beam, meaning it takes 4 seconds in total to 'fire' again.

In fact even if the burst is longer than the laser beam, the time it takes the repeat the AC burst will always be shorter. And in the one case where that is not true (AC/20 versus ML), the AC/20 obviously trumps it. Even with 4 ML you have the combined heat issue, and the AC/20 is still significantly more effective because it throws the enemy's aim off.

ACs will always be superior whether upfront damage or with burst fire in damage over time mechanics, because this is how they are designed in this game. -_-

(Time to repeat shorter, not slower. Oops.)

Edited by Koniving, 31 May 2014 - 02:50 PM.


#237 WhoDidTheElf

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Posted 31 May 2014 - 03:00 PM

View PostKoniving, on 31 May 2014 - 02:40 PM, said:


Indeed.


I'm with Khobai here.
What you would actually have is for FLD, players would use PPCs or Gauss. They can combine PPCs and Gauss but it's like strapping on a bomb or two, and makes you slow and easy to kill.

With a damage over time mechanic, PGI will always have autocannons firing faster. So even in bursts, the ACs will always outperform lasers because this is what PGI chose. Every shot will be doing more damage than a laser, too. For example if an AC/5 takes 2 shots over 1 second, that's 2.5 damage per shot. A Medium Laser would do 0.5 damage per tenth of a second, so it'd take 10 'spurts' of 0.5 to do 5 damage, versus the AC/5's 2 shots. Even at 5 shots, it'd be increments of 1 damage versus increments of 0.5.

Even then, the AC/5 currently fires a second time in under 2 seconds, meaning if it took a full second to do the burst it'll be firing again in less than 0.8 seconds after. The ML won't fire for 3 seconds after it did a 1 second beam, meaning it takes 4 seconds in total to 'fire' again.

In fact even if the burst is longer than the laser beam, the time it takes the repeat the AC burst will always be shorter. And in the one case where that is not true (AC/20 versus ML), the AC/20 obviously trumps it. Even with 4 ML you have the combined heat issue, and the AC/20 is still significantly more effective because it throws the enemy's aim off.

ACs will always be superior whether upfront damage or with burst fire in damage over time mechanics, because this is how they are designed in this game. -_-

(Time to repeat shorter, not slower. Oops.)



The problem is exactly what you point out; if you change auto cannons to a burst effect, making them a DoT weapon, they will still be superior to lasers, except they will do it in the exact same fashion instead of in a unique way.

Edit: Okay not in the exact same fashion, but one almost identical.

My approach is to keep the weapons unique, instead of making all of them DoT weapons, and to bring lasers up to par with FLD weapons. There is merit to having FLD, even on an extremely long cool down, it punches holes in mechs, and allows you to twist out of the way of damage. The problem is right now DoT weapons just do not compete. Instead of making everything the same, why not just change the cool downs? I'm sure it's a lot easier to code then changing AC's to burst fire.

Edited by WhoDidTheElf, 31 May 2014 - 03:06 PM.


#238 Koniving

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Posted 31 May 2014 - 03:19 PM

View PostWhoDidTheElf, on 31 May 2014 - 03:00 PM, said:

The problem is exactly what you point out; if you change auto cannons to a burst effect, making them a DoT weapon, they will still be superior to lasers, except they will do it in the exact same fashion instead of in a unique way.

My approach is to keep the weapons unique, instead of making all of them DoT weapons, and to bring lasers up to par with FLD weapons. There is merit to having FLD, even on an extremely long cool down, it punches holes in mechs, and allows you to twist out of the way of damage. The problem is right now DoT weapons just do not compete. Instead of making everything the same, why not just change the cool downs? I'm sure it's a lot easier to code then changing AC's to burst fire.

They still would do it in a unique way. They are projectiles, they can't be led by hitscan, they still arc (and truth be told you can fire an AC/20 over a wall and actually hit someone. Seriously, you can. After the upcoming nerf that ability will be pointless, but the fact is you could land shots over a wall by firing up into the sky and still have the ability to hit the target when it comes back down. It does 2 damage which is why no one does it).

The problem right now is that the weapons are not unique. The ACs as they currently are negate and eliminate SRMs. (The reason a Shadowhawk with its 80mm AC/5 carried an SRM-2 rack at all was that 1] SRMs were guided and 2] SRMs were frontloaded in lore, meanwhile his AC/5 required 10 shots to do 5 damage and it had to be focused; the SRMs would only need 2 missile hits to do 4 damage, the best part is even while guided they went after heat so there was no struggle to lock).

Currently, large lasers and large pulse lasers do between 27 and 31.8 damage in just a little short of 10 seconds. 3 times their stated damage in that time.
An AC/20 does 60 damage, 3 times its stated damage (in 8 seconds). AC/10 does 5 times its stated damage at 50 in exactly 10 seconds. The AC/5 does 30 in 10 seconds, and the AC/2 does 32 or 34 in 10 seconds, which leads to a lot of firepower when boated.

These are with the recent nerfs, before the nerfs they did 35 and 38 damage respectively for the AC/5 and AC/2. Compare that an ML does 15 damage, a PPC does 30 damage, a Clan ER PPC does 45 damage in 8 seconds (while the Gauss Rifle takes over 10 seconds to do 45 damage).

They compliment PPCs, which are identical. Making them slower to fire would only further compliment PPCs, leading to the problem we already have but worse. In fact lasers, machine guns and flamers are the only non-FLD weapons to exist in the game. There is nothing unique about the autocannons as they are now. I feel the burst fire mechanic would actually make them more unique than they are at this moment. Especially given their cold nature and firing rate they are superior to every other weapon system. Even then they will still be fundamentally the most overpowered weapon in MWO.

Instead, I would be in favor of making LRMs more front loaded (Currently all weapons do up to 3 times their TT damages within 10 seconds. Except Gauss Rifles which got nerfed into the ground yet somehow are still balanced with lasers and PPCs. ACs are not balanced; they're superior in every way. In fact the AC/2 has 16 times its damage in 10 seconds and the AC/5 has 6 times its tabletop damage in 10 seconds. Missiles are not balanced, they require too many conditions to be effective and they simply are not.)

At the moment LRMs are 1.1 damage to 2 in a ratio against tabletop (0.55 to 1). The LRM-5 is superior in that it gets 4 times the damage in for its size than the others which get 3 times in. All weapons get 3 times their TT damage so there is nothing special. But AMS can take out x number of missiles every time. The only way to counter that is to stream missiles constantly, effectively making LRMs a damage over time weapon when this weapon should not be. Name one army that uses guided missiles as a damage over time weapon? None.

Add to this the annoyance of LRM spam. It's constant, it never stops. The AMS issue and low damage yield results in the boating paradox. Ghost heat has, matter of factually, made this paradox worse.

Now, what happens if we keep its DPS but frontload the damage? LRMs stop firing like MGs, become dangerous, the spam ends, players are happier, nothing got nerfed or buffed. Best of all missiles will "feel right."

Double damage, double cooldown (reload), double heat and reduce the LRM count back to 120 where it properly belongs. We'll have LRMs that mean something, that terrify players. But the reload time for an LRM-5 will be 6.5 seconds, for an LRM-20 will be 9.5 seconds. (In 20 seconds they'll do identical damage to what they do now). An AMS will have doubled its value, but won't completely neutralize what LRMs do. The long reload times, even with chain fire, mean that missile boating is a suicidal tactic that'll make them the center of an enemy rush; so tons of ammo or launchers will be traded for other weapons.

Mechs with the single missile launcher will feel much more effective with their launchers. But most of all, players will be a lot more careful about when they shoot.

-_-

ACs at burst would give more reason to use the Gauss, which no one uses.

Edited by Koniving, 31 May 2014 - 03:46 PM.


#239 Khobai

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Posted 31 May 2014 - 03:21 PM

Quote

. If you give AC's burst then you just remove the FLD aspect of the game


Good FLD shouldnt exist anyway. It breaks the game.

#240 Mavairo

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Posted 31 May 2014 - 03:22 PM

View PostWhoDidTheElf, on 31 May 2014 - 03:00 PM, said:



The problem is exactly what you point out; if you change auto cannons to a burst effect, making them a DoT weapon, they will still be superior to lasers, except they will do it in the exact same fashion instead of in a unique way.

Edit: Okay not in the exact same fashion, but one almost identical.

My approach is to keep the weapons unique, instead of making all of them DoT weapons, and to bring lasers up to par with FLD weapons. There is merit to having FLD, even on an extremely long cool down, it punches holes in mechs, and allows you to twist out of the way of damage. The problem is right now DoT weapons just do not compete. Instead of making everything the same, why not just change the cool downs? I'm sure it's a lot easier to code then changing AC's to burst fire.


FLD Pinpoint is for GR and PPC.
NOT ACs.
ACs are too light for them to be allowed to be FLD and their damage is far too high for it.

There's nothing "unique" about a weapon system that isn't fielded in any sizable numbers. Which is exactly where Lasers are right now. There is absolutely zero advantage to having a Laser instead of a PPC or AC right now.

ACs becoming a DOT weapon (which incidentally is how they are in every other single mechwarrior title..and yet they don't walk away from lasers in those games) means there is a choice to be made.
Lasers even bigger lasers, would work better in lighter mech chassis, and you can generally mount more of them than ACs, while also having bigger engines.

While ACs would be a better choice in multi ballistic heavier mechs. Which is exactly how it's supposed to be.

They aren't "the same" not even close. Lasers being hit scan weapons vs the leading required for ACs, gives lasers an advantage, as do their tonnage. heat management with a laser mech isn't nearly the Gripe people make it out to be. The whole problem is, FLD is far far too easy to mount up and run with instead.

People will actually field lasers, if ACs become DOT weapons. Do you honestly think you would see 2PPC and 2 AC5 anymore if ACs become Burst Fired?

They won't. Their damage per ton wouldn't measure up, especially given our capacity based heat system. ACs becoming DOT weapons would mean the entire mechs hard points become very important. This also funnily enough includes SRMs and LRMs since you will need far more Overall Damage to break someone open.

AC heavy builds would be running for more "heat neutral" mechs, and in larger tonnage mechs, while mechs like the Swayback would make it's way back into the lime light because it is faster than a given AC mech will be on average, while maintaining a superior damage per ton ratio.

This also opens up the field for the Awesome to return as well since you can't just keel a veteran pilot that's in one over at 7000000 meters anymore. It also means it's multi PPC capability (as it has relatively few energy hard points, so you want to mount PPCs) has an advantage over AC boats.

Lightmechs suddenly can hit and fade Properly instead of being second or fourth rate brawlers. Medium mechs with their balanced hardpoints make a great deal more sense, and several mechs, who do not have multi ballistic ports aren't seen as fourth rate cousins in the Heavy department.

In other words it bends the meta over, Eradicates it, and opens up an entire host of different playstyles instead of Alphas forever and just fire your ACs until your heat comes back down.

How is this not BETTER for the game?

Edited by Mavairo, 31 May 2014 - 03:38 PM.






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