Thoradin, on 29 May 2014 - 07:47 AM, said:
Ok, most of these fixes seem fine (in a general tweaking sort of way). Do feel this just shifts the meta in a slightly different direction each time. Which TBH is also fine as people have fun tweaking there builds.
Couple of things which are seriously wrong with missiles though:
1) Whats the current status on splash damage? I'm assuming its still absent? (God I hope so...)
2) Impulse / Screen shake : ideally this should wholly be based on damage taken over time (short duration like .5 sec) NOT based on a specific weapon type. Why on earth does the screen shake so much when 5 LRM missiles hit a mech? And this balancing also shows it, and SRM2 has the same impulse as an SRM6 !! WHY? (what makes 4 dmg the same as 12?)
I'd expect to get a big shove being hit by an AC20 round, why as much or more from an LRM missile (doing approx 1 dmg). Thats probably an exaggeration (its difficult to test...).
It just sets the game up for abuse through the use of chain firing these special impulse weapons, this denies the opposition from playing as the cockpit shakes about. The mechanic should be a general one for all weapons, big alpha? Big screen shake.
Afaik impulse x damage is the amount of shake.
For a SRM2 and SRM6 to have same impulse just means, if you get hit by 6 missiles its 3x as strong as it is if you get hit by 2.
warner2, on 29 May 2014 - 08:04 AM, said:
Agree, LRMs are an option for this. I think the fact that the map is random contributes towards LRMs not being used in that role. For those players who play in leagues that will allow teams to know the map in advance next season, or hell for that matter in PGIs own tournament, LRMs may see more use as a way to suppress on larger maps (when you know you are on Alpine or whatever).
ERLL don't produce enough knock to really be able to suppress and disrupt aim, and the beam duration I think is too long, yes. Perhaps they could give ERLL some more knock/impulse, then. I just think giving the pulse lasers more knock/impulse would be a good differentiator and give them an interesting role.
Lasers have 0 impact/impulse.
On one side, it helps to underestimate a target (4-6 LLaser can hurt a lot if ignored = not twisting or taking cover).
On the other side, without the impulse/shake, you won't have any problems shooting back if getting hit by a laser "boat".
(also a reason to mix your loadouts)