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Weapon Balance Changes - What Are They? - Feedback


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#81 Helmer

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Posted 28 May 2014 - 06:39 PM

View PostJman5, on 28 May 2014 - 05:41 PM, said:

This is a common misconception, but the head has only 15 internal hitpoints. So even with a fully healthy/armored cockpit you only have 33HP there.

check out smurfy's if you don't believe me

Doh that's right. Good catch. 32 might be a better damage number then...



Cheers.

Edited by Helmer, 28 May 2014 - 06:39 PM.


#82 ShinVector

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Posted 28 May 2014 - 06:39 PM

Range nerf.. Says 'All Auto Cannons' but does not mention LBX auto cannon. Hmmm....
Assume Gauss is still unaffected.

RIP AC40 Jager and Cat. Does really effect me since I prefer Gauss and light mech anyway.. Actually a pro for lights.

While fixing LRMs.. Please fix the HSR code for lasers for high ping too.

See more people moving to LRMs...

#83 Thorqemada

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Posted 28 May 2014 - 06:40 PM

View PostHelmer, on 28 May 2014 - 05:32 PM, said:

Between maxed out armor and internal structure the head has 36 pts of damage it can take. So as long as a pilot doesnt skimp on head armor, they can still sustain a direct head hit and survive (until someone sneezes on their head)



Cheers.


Do Strikes critical hits or not?

PS: I had the Impression that the Head has 18 Armor + 15 Structure Points for a total of 33 ???

PPS: Thx for the proof that it has in fact 33 HeadPoints :D

Edited by Thorqemada, 28 May 2014 - 07:11 PM.


#84 wanderer

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Posted 28 May 2014 - 06:41 PM

The problem with AC's wasn't range.

It's front-loaded damage. Burst fire. Fixed.

Arty/airstrikes can still randomly one-shot targets. The increased spread was nice, but go ahead and drop the damage down to 30/shell...and add an extra shell or two into the bigger shell pattern. 30/12 with the wider spread means more area-denial, but no more instakills and less damage on any given target anyway (total damage = 360 vs 400, scattered across a 75m impact area). Likewise, put another bomb into the drop line for an airstrike and reduce the damage below the headshot threshold.

#85 ShinVector

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Posted 28 May 2014 - 06:41 PM

View PostKhobai, on 28 May 2014 - 06:37 PM, said:

love the upcoming balances changes.

but im worried that the ERLL will be a little too good now


For low pingers they will be good.. Not high pingers...
PPCs still better than ERLL for killing people fast.

#86 Deathlike

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Posted 28 May 2014 - 06:44 PM

View PostShinVector, on 28 May 2014 - 06:39 PM, said:

Range nerf.. Says 'All Auto Cannons' but does not mention LBX auto cannon. Hmmm....
Assume Gauss is still unaffected.


LBX wouldn't benefit from the 3X range or the overall AC nerf... either way.

Gauss is a different beast to think about as lowering its max range would not allow one to snipe @ 1320m (660m optimal aka, it's worse than the ERPPC, and the ERPPC requires heat whereas the Gauss has massive tonnage/crit consumption+gun explosion factor).

Quote

While fixing LRMs.. Please fix the HSR code for lasers for high ping too.

See more people moving to LRMs...


The New Module in the Vlog that removes the target box when out of LOS would actually nerf LRMs.

LRMs are effectively gonna be nerfed indirectly through new additions.

#87 Toadkillerdog

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Posted 28 May 2014 - 06:45 PM

so, why can't we just make the arty and airstrikes work realistically? Show a smoke canister fire off the mech, hit the ground, then start smoking. It would only add about a second to the delay, but would allow people to actually see and react to the arty, rather than a magically teleporting canister behind you every time

#88 Deathlike

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Posted 28 May 2014 - 06:45 PM

View PostThorqemada, on 28 May 2014 - 06:40 PM, said:

Do Strikes critical hits or not?

PS: I had the Impression that the Head has 18 Armor + 15 Structure Points for a total of 33 ???


Yes, they do. If anything, it can/will trigger ammo explosions based on the damage dealt... even a partial hit will generate a crit roll chance if the damage is great enough, so a 18 pt hit to the head (removing all external head armor) can generate an ammo explosion if you left ammo there.

Edited by Deathlike, 28 May 2014 - 06:46 PM.


#89 Wintersdark

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Posted 28 May 2014 - 06:56 PM

View PostShinVector, on 28 May 2014 - 06:39 PM, said:

Range nerf.. Says 'All Auto Cannons' but does not mention LBX auto cannon. Hmmm....
Assume Gauss is still unaffected.
I think it's a good assumption that Gauss is unaffected; this also helps highlight it's usefulness.

As to LB-X, it's irrelevant. The LB-X is utterly worthless well before it's optimal range, let alone further out.

Quote

RIP AC40 Jager and Cat. Does really effect me since I prefer Gauss and light mech anyway.. Actually a pro for lights.
You'll still see lots of boomjagers, but this is a significant nerf to them - limiting their effective range so substantially.

#90 Faith McCarron

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Posted 28 May 2014 - 06:57 PM

First of all, I would like to say I'm very happy with the overall tone of these changes. Whereas past changes have often been sweeping, changing values to a large extent, these seem very moderate. To me, this is how nerfing/buffing SHOULD be done, incrementally. If a nerf/buff is too small, it can always be increased later. This is a much better method than a large change that has to be later dialed back.

Secondly, I think most of these weapon changes are right in line with where they need to be. It's especially nice to see an effort made to make pulses and SRMs more viable.

My one critique would be to the Arty/Airstrike changes. I think all of the changes are good ones, but I think an absolutely critical change needs to be having the RNG nature of strike damage adjusted to eliminate headshots. Strike headshot kills should not happen, and they do at an alarming rate.

#91 Gas Guzzler

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Posted 28 May 2014 - 07:04 PM

Thanks for all these adjustments! I think they are all going the right direction.

Love the concerns about AC nerf making it harder to approach meta jump shooters. LOL come on guys, meta jump snipers are using autocannons so they will get nerfed by this. Really, it hurts them more then you, because when you are approaching a jump sniper, they are going to pop up and hit you A LOT more then you hit them.

Edited by Gas Guzzler, 28 May 2014 - 07:08 PM.


#92 ShinVector

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Posted 28 May 2014 - 07:11 PM

View PostDeathlike, on 28 May 2014 - 06:44 PM, said:


LBX wouldn't benefit from the 3X range or the overall AC nerf... either way.

Gauss is a different beast to think about as lowering its max range would not allow one to snipe @ 1320m (660m optimal aka, it's worse than the ERPPC, and the ERPPC requires heat whereas the Gauss has massive tonnage/crit consumption+gun explosion factor).



The New Module in the Vlog that removes the target box when out of LOS would actually nerf LRMs.

LRMs are effectively gonna be nerfed indirectly through new additions.


I don't get you.... LBX kinda sucks at range due to the spread... Reduce damage at range is going to make it suck even more.... LBX at 3x max range versus AC at 2x max range would make an interesting pro/con choice.

LRMs 'nerfs' (not limited to LRMs btw...) are going to be insignificant because they are module based... It going to inaccessible to a significant number of players that do have the GXP, Cbills or module slots to fit them.

#93 Butane9000

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Posted 28 May 2014 - 07:11 PM

I like the MPL buffs and SRM tweaks.

I don't think the SL or SPL will ever be a serious weapon. I've never seen them work except on energy boat lights or the HBK-4P.

I am excited about the AC switch. Still think the AC2 got nerfed a bit much and needs a fire rate increase.

Otherwise continue this trend and maybe we'll finally see that aggressive weapon balancing you were speaking of so much earlier this year.

#94 Khobai

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Posted 28 May 2014 - 07:14 PM

Quote

I don't think the SL or SPL will ever be a serious weapon


not at 100m range at least. they shouldve been buffed to 120m, same as the machine gun.

#95 DeathlyEyes

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Posted 28 May 2014 - 07:17 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.

Interesting, highly realistic bots. Why don't we have single player? Even so, I doubt simulations can account for poptarting, and various other strategies only an advanced AI could actually conceive of doing. It seems to me the only realistic expectation for these simulations is that they are simply mechs walking straight at each other firing weapons in the most optimal way.

Edited by SLDF DeathlyEyes, 28 May 2014 - 07:23 PM.


#96 ManDaisy

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Posted 28 May 2014 - 07:19 PM

These are good changes. Hopefully they leave the LBX alone. it needs all the love it can get.

#97 Triordinant

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Posted 28 May 2014 - 07:20 PM

Heat reduction for Large Pulse Lasers please. They already weigh 7 tons. I'd go for the range going back to 300m if the heat was reduced to 7.5.

#98 and zero

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Posted 28 May 2014 - 07:23 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.


...so you do play the game..and therefore simply must not understand it at all??? Spectacular. I mean seriously the game balance and state of the gameplay in general has been such **** for so damn long, if you really are playing the game, maybe you just do not understand it? Or are obscenely bad at it?

Just look at your coming 'tweaks' to pulse lasers. Firstly, they will still be ****. And, second and even more ridiculous, you have just been gradually bringing them closer to parity with regular lasers. Wow, what an innovative way to make them viable competitively.

Edited by and zero, 28 May 2014 - 07:24 PM.


#99 DeathlyEyes

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Posted 28 May 2014 - 07:25 PM

Try making these changes.....

Eliminate Gauss charge and put Gauss rifle recycle rate to 6 seconds. Increase PPC recycle time to 5 seconds and eliminate ghost heat all together. Reduce laser duration to .5 seconds for regular lasers and .3 seconds to pulse lasers. Reduce hill climb penalties and buff acceleration and stopping rates of all mechs by 15%. See what happens then to balance.... I bet a lot of positive things would come from these changes.

#100 ManDaisy

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Posted 28 May 2014 - 07:31 PM

Make non fatal heat damage at 85% heat that damages up to 30% internal health. Leave fatal damage past 100% heat. Get rid of ghost heat. I guy can dream . :D





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