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Weapon Balance Changes - What Are They? - Feedback


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#201 Sochr000

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Posted 29 May 2014 - 11:31 AM

View PostWM Xitomatl, on 28 May 2014 - 04:58 PM, said:

...
MG's: More range. They had better MG's in World War II


He's right... Below are some specs on the Browning M2 (.50cal machine gun, developed in 1921). Hopefully they have better tech in 3050... lol
Effective firing range 1,800 m (2,000 yd) Maximum firing range 6,800 m (7,400 yd)

#202 Sochr000

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Posted 29 May 2014 - 11:55 AM

View PostScrap Catastrophe, on 28 May 2014 - 05:58 PM, said:

perhaps a klaxon warning, or INCOMING arty/air. Not unlike the missile warning. Warning that you are in the proximity of an incoming attack.


I like the idea of every mech on the side being arty'd/air struck getting the warning of incoming fire. That way it keeps some realism (radio intercept on a fire mission, radar spots incoming airplane), and people will have to look for the smoke. It will cause people to zoom out, look around, and/or scatter randomly until they figure out if they are the target.

#203 focuspark

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Posted 29 May 2014 - 12:00 PM

These changes, dare I say it, make sense. <applause>

#204 Felio

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Posted 29 May 2014 - 12:11 PM

Good move on the autocannons.

I'm surprised to see SRM damage increased, given that the increase to 2.0 was originally only going to be temporary until hit detection improved. Though I don't think the increase is a bad idea.

Extending small laser range is fantastic, but I still doubt people will take SPL over the ML. Maybe increase the rate of fire?

The changes to the medium pulse laser have been a long time coming; thank you.

I am curious about the flamer tuning we heard was coming a couple of months ago.

#205 Shredhead

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Posted 29 May 2014 - 12:35 PM

View PostBOWMANGR, on 29 May 2014 - 05:54 AM, said:


Poptarting needs skill ?!? :ph34r:

Yes. I eat people like you that think it's easy mode for breakfast. That only shows in which Elo bracket you're playing.
To prove my point I offer you a 1v1 at a time of your choosing, and we both can try poptart vs poptart.

#206 Wildstreak

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Posted 29 May 2014 - 12:38 PM

Here's another thought.
Cut LRM range to TT.
840m maximum.
Then some people will stop complaining.

#207 Ph30nix

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Posted 29 May 2014 - 12:45 PM

View PostPaul Inouye, on 28 May 2014 - 04:14 PM, said:


I've seen this thrown around a few times now so let me respond to it.

There are a total of 9 different builds of MWO on my machine... all at varying stages of completion of new features.

In 7 of these specialized builds, I can turn on specific debug tools that allow me to see exactly what's happening in the game simulation which is something you will never be able to determine in production (live build). I can also dynamically tune things as the game is running in these builds which is also something that is impossible to do on the live servers.

I do play the game, just not on production where I don't have the tools that let me see exactly what's going on in the game engine. Plus I do randomly play now and then on production and I do spectate players quite a bit when I'm not at work.

And remember, PGI is not a huge company where I sit in my office isolated from the team and just messing about doing this or that. I'm very hands on with the dev team and don't have a lot of time to head up features and play the game during the average workday.

god damn it Paul.... i actualy have to say somethign positive about you and something PGI is doing....(i even had to capitalize your name wtf is that!)

i will say i feel alot of balance issues could be fixed and meta problems solved if lasers were balanced to be more useful compared to other weapon systems. The medium laser heat reduction will probably be a HUGE help but the biggest problem is the damage spread combined with the other limitations (high heat and such)
i had a thought that maybe having most of the initial damage of the lasers being in the initial "hit" and dropping off from there
so instead of damage going like
1 1 1 1 1
it would be
2.5 1.5 .5 .5
or something like that
BUT the initial JUMP doesnt happen until beam hits. so if you first miss it reduces total possible damage by that ammount and does the jump once it hits so in the 1 1 1 1 1 thing
1(missed) 1(missed) 2(hit) .5 .5 so in end total damage is the same

that or mabye just reduce beam durations.....

oh and also your post tells me you're scared to play without your dev cheats :ph34r:

#208 Ph30nix

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Posted 29 May 2014 - 12:51 PM

oh as far as the convergance is concerened

i know ive read that fixing perfect convergance would screw up HSR in the method that was suggested/planned but what about

never allow perfect convergance have all the weapons fire slightly off center of our crosshairs DEPENDANT on their torso location.
so center torso weapons would go dead center to our crosshairs
left arms would fire slightly left of crosshair
etc etc

it doesnt have to be alot so in brawling range the distance would be enough to have all weapons hit CT when aimed at CT.

But at LONG ranges it would be off enough so that 4+ weapons fired at once would NOT all hit CT

so in the end short range would feel no real differnce, but long range would have the damage spread out slightly.

maybe if possible link this ti # of weapons locations fired? so if i only fire one weapon (one PPC/Gauss/AC) it will go center crosshair but if i fire 2 then they focus dependant on location.

#209 Bront

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Posted 29 May 2014 - 01:29 PM

View PostPaul Inouye, on 28 May 2014 - 04:14 PM, said:

I do spectate players quite a bit when I'm not at work.
Remember, Paul is watching you overheat. :ph34r:

#210 Kael Posavatz

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Posted 29 May 2014 - 01:36 PM

Sure, okay, I'll wait to see what happens before going totally nuts, but...

Any scientist will tell you that for a test (ie, experiment) to be valid you can only change one variable at a time, and I'll bring up but refrain from further commenting on the obvious mind-games that go into revealing information like this.

However, your comment at the end about monitoring weapon use and making future balancing decisions does give the feel that we are going to see bets being taken on 'what weapon will we nerf this week?'

On the upside, spreading out those arty/airstrike boxes mean the arty/airstrike modules are going to start becoming useful.

#211 RancidSnivel

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Posted 29 May 2014 - 01:45 PM

I do not know why you hold mine the table top rules. It's a simulator is not it? If I want to play table top, I play with. But this is supposed to be a simulator, so be realistic too ... 900 m radius of the AC/10? At the 30th century?? And please ... 240 m radius of the MG? My air gun can do more ....

I do not know why you need to be clot-bound...

#212 Magos Titanicus

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Posted 29 May 2014 - 01:46 PM

I really do like what i see :-D

#213 MischiefSC

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Posted 29 May 2014 - 02:20 PM

pppcs still core of issue. have been for over a year. The fixes are mostly great but will have no real impact on that core issue.

10 m range changes are functionally irrelevent in regular game play. Changing beam color would be more impactful. However, slas were never supposed to be a go-to and unless the whole max damage is better than armor or speed thing changes that will continue.

#214 Sean von Steinike

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Posted 29 May 2014 - 02:41 PM

View PostGoose, on 28 May 2014 - 05:53 PM, said:

And what light can afford max head armor?

Look: I have no problem with th'ah strikes being non-bluffs, but since even the highly alert tend to not see the smoke, it should be Betty's job to say something …

What light is stupid enough to slow down to get hit by a strike to begin with? If you are sitting still, you are probably doing it wrong as a light pilot. Even sitting on a cap is unwise. I usually run in circles around a cap point at full or near full speed to make sure I don't get striked (or have some dual gauss core me at range) when I am in a light.

#215 Jabilo

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Posted 29 May 2014 - 03:27 PM

I'll reserve judgement on most of it until I play it, but medium pulse lasers certainly needed a buff.

As others have pointed out though we need to be careful to keep their unique flavour and not turn them in to heavier medium lasers.

I would prefer to see them hot, heavy and point blank but with high damage - real knife fighters weapons compared to the jack of all trades utility of medium lasers.

#216 Fais

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Posted 29 May 2014 - 03:28 PM

Paul's response blows my mind, and its exactly whats wrong with this game. This is how I sum it up.

"its ok that I don't play the game because I have dev tools, and they don't give me any time to play anyways."

Someone needs to be playing everyday 8 hours a day, and that person sole job is to balance the game tweaking the stats on the weapons.

#217 Nothing Whatsoever

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Posted 29 May 2014 - 03:41 PM

View PostFais, on 29 May 2014 - 03:28 PM, said:

Someone needs to be playing everyday 8 hours a day, and that person sole job is to balance the game tweaking the stats on the weapons.


Hey, I could do that! :ph34r:

#218 Ph30nix

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Posted 29 May 2014 - 03:44 PM

View PostFais, on 29 May 2014 - 03:28 PM, said:

Paul's response blows my mind, and its exactly whats wrong with this game. This is how I sum it up.

"its ok that I don't play the game because I have dev tools, and they don't give me any time to play anyways."

Someone needs to be playing everyday 8 hours a day, and that person sole job is to balance the game tweaking the stats on the weapons.

i can't belive im actually going to defend him but, what he says is that he is basicly playing on PTR's ALL the time, true he SHOULD pop his head into the general pool once in awhile (we *PROMISE* we wont gang up on you or TK you) to see how the average games go while setting his MMR to the varios levels to see what we experience.







*i am totaly and compeltely lying we will light you up and roast marshmellows on your reactor.

#219 Leigus

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Posted 29 May 2014 - 07:01 PM

View PostSochr000, on 29 May 2014 - 11:31 AM, said:


He's right... Below are some specs on the Browning M2 (.50cal machine gun, developed in 1921). Hopefully they have better tech in 3050... lol
Effective firing range 1,800 m (2,000 yd) Maximum firing range 6,800 m (7,400 yd)


Machine guns are decently balanced as they are though; if you increase the range, the damage should return to .08 damage per shell (.8dps rather than 1.0dps).

#220 J0anna

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Posted 29 May 2014 - 07:24 PM

The reduction of AC's to 2x falloff is fine, but how about returning AC-10 and AC-20's back to their old (faster) projectile speeds. At least then you have a better chance of hitting what you aim at (vice throwing it over their head and watching it come down on them) - I worry that the shorter range and slow projectile speeds will result in UAC-10's and 20's being not worth the tonnage. By the way how fast is the burst in the new UAC's? If it's like machine guns, then it should be fine, but if it's like firing AC-2's on chain fire then UAC's will be completely worthless as you'll never hit a moving target for anywhere close to "rated" damage. Also will Inner Sphere UAC-5's be getting "burst fire" or keep their current mechanic?

I would prefer fixing hit reg vice boosting SRM's, but I'm beginning to think there's a lot more to fixing it than we know. Either way, it's still very disappointing to watch SRM's sail through an enemy mech for no damage.

As opposed to nerfing artillery/airstrike damage - I'd prefer you keep the damage the same and just up the number of missiles to 15 or 20 (and keeping the (new) larger area) thus a missile hitting you in the head could not kill you. I don't want to go back to the days when you just ignored the smoke.

Overall I'll have to play around with the changes to see their impact. Remember the changes to BT weapons now (with the clans) and in the future (the new IS weapons) were all about making combat MORE deadly, not less. If you are continually nerfing weapons back to 3050 standards, you have effectively stopped all weapon advancement and stagnated the game. During this time period, BT was undergoing a massive arms race, that we seem to be ignoring.





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