Nikolai Lubkiewicz, on 28 May 2014 - 08:07 AM, said:
Clan weapons - There's not much of an update here, I've already explained in some Command Chair posts and with some interviews that the Clan weapons are going to be changed from their basic lore implementation. For example, the Autocannons are going to be firing in burst-fire mode, the LRMs will be in stream-fire mode. We have lasers which are going to have longer duration times. One of the things that we were talking about is the Clan LPX having switchable ammo types - right now we've found a problem that's inherent with our weapons system that's not allowing us to actually have an ammo swap-type. We are looking into possible other solutions and we'll let you know as soon as we can find out what we can do there. It's currently looking like we're going to be dealing with a mixture of a LBX and a actual clan autocannon. So basically, instead of being able to switch ammo types you'll be able to switch weapon types.
I like reading that Clan Weapons will operate differently, but could there also be some variety within weapon classes?
For example with the AC/20 class, for both IS and Clan, to have multiple types, such as one that has 3 damage per shot, another at 5 damage per shot, and another at 10 (obviously with adjusted ammo counts).
Good Luck with getting a better workaround on the problem preventing the switchable ammo!
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There hasn't been a lot going on in terms of general balance in the game right now. There's two reasons for this - 1. We have a tournament running right now and we cannot change the gameplay mechanics while that tournament is running, but we are actively looking into the SRM issue. There is a thing out there called the "Button Fix" - Brian's still looking into that, we're also looking to make sure it's going to propagate properly across the network in terms of host-state rewind, and hit registration.
Could we learn more about the Button Fix in a Command Chair post? I'd like to read more on how that is progressing.
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The autocannon nerf that we did to the AC2, you can expect that to start coming into effect for all autocannons, so that's the AC5, the AC10 and the AC20. What we're going to be doing is bringing in the range of all of the autocannons to make them more of a brawling weapons which they should be. The AC2 and AC5s will still be viable at long distance, it's just that they're not going to be pumping out as much DPS.
I'm confused on the relation between Range and then the mention of DPS, to be clear, will say cooldown for example be raised or even damage per shell reduced?
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There's been some concerns over artillery and air strikes, we are looking at trying to balance that out a little bit. What might be happening is that there's a little bit of excessive damage happening in terms of the area effect splash damage. We're going to look into that, and if that's not the cause then basically what we're going to do is probably reduce the overall damage amount. One of the things that is still a concern is that some people are saying that there's a lot of registration hits basically directed to the head based on air and artillery strike. Now one thing I have to caveat with is that the air and artillery strike is actually hitting the head, it's not splash damage that's killing you, it's not like some weird thing happening, it's an actual shell hitting you in the head that blows up your `Mech. But we'll look into that, if it requires us to reduce the amount of damage done to the head, we will do it but we are looking into it.
If the idea is to only reduce the headshot potential, I'd say at least reducing to 30-32 damage should work, while encouraging players to run full head armor to avoid a headshot, although I'd like to have further changes consider as I
posted here.
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One other thing that is currently on the table and Alex Schmidt is actually working with the engineers on this, is relooking at the way Mechs take damage when they fall. Now that's things like a light mech taking way more damage than a heavy mech when they drop off from the same height. Now this is going to be based on a scalar system, so the bigger the `Mech the more damage they're going to take. Smaller the mech, again it all depends on how much health do you need to be dropping from.
Awesome!