Weapon Balance Changes - What Are They? - Feedback
#121
Posted 28 May 2014 - 10:56 PM
#122
Posted 28 May 2014 - 11:00 PM
#123
Posted 28 May 2014 - 11:04 PM
Overall the effort appears to be encourage close-in fighting/ brawling. IMO this is good as my PUG experience is more of people trying to plink with distance fire and generally failing to do much damage at around 600m (while I rain LRMs in return... Not an even trade. At All.)
This would likely encourage people to cover out of cover and attack close in. Which sits fine with me. I don't need to dig them out now... coupled with the inevitable "NO LOS NO LOCK" module, I think basically it'll just become a more close-in game than current, which IMO isn't terrible.
Specifics: Rather than the current approach, pulse lasers might benefit more from having less burn time, or just switching to a MG-like burst effect. Actually, the Burst effect might be more visually interesting.
Damage from arty/ airstrike might need to reduce to 30/hit due to headshots. 35 is still headshot country. If you're in the zone to receive a headshot from arty, you're likely to eat another few rounds too, so 30 per hit should be enough to worry people.
Qn: So does that Hangman icon on loading mean Paul is watching us?
#124
Posted 28 May 2014 - 11:14 PM
#125
Posted 28 May 2014 - 11:33 PM
#126
Posted 28 May 2014 - 11:35 PM
Those lazer changes defiantly made me incredibly hard.
Now for those AC changes.. I LIKE EM! However I suppose we get to see how it changes those meta builds. However.. I am slightly worried that AC5s and UAC5s might reach a tad too far. Its not a lot of damage but hell. I like the idea of making victor drivers cry >.>
#127
Posted 28 May 2014 - 11:36 PM
Edited by Vaskadar, 28 May 2014 - 11:36 PM.
#128
Posted 28 May 2014 - 11:59 PM
Lasers are way too hot compared to ACs and even after ther AC-nerf ACs will still dominate. The best way to break dominance of the ACs is to increase the heat of ACs drastically and introduce ghost heat for AC5 and AC10 when equipping more then 2.
In fact, I won't feel any impact on my 2xAC5 2xPPC jump sniper DS because I seldom engage targets in more then 1000 m distance with my Autocannons.
#129
Posted 29 May 2014 - 12:08 AM
xe N on, on 28 May 2014 - 11:59 PM, said:
In fact, I won't feel any impact on my 2xAC5 2xPPC jump sniper DS because I seldom engage targets in more then 1000 m distance with my Autocannons.
Yes, you will, because damage will drop off steeper for targets beyond 620 meters. Meaning that you will do (slightly) less damage to targets at 800m. Not a big change, but larger than zero.
#130
Posted 29 May 2014 - 12:32 AM
#131
Posted 29 May 2014 - 12:34 AM
#132
Posted 29 May 2014 - 12:38 AM
Paul 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.
If this is truly the case how can you justify nerfing the AC/10 and AC/20 max ranges when all this will do is make the A/C 5 PPC meta even stronger against brawlers that want to take AC 20s combined with medium lasers for example. I completely agree that the AC 5 and UAC 5 needed a nerf because it was to effective combined with PPC's in the current meta. 2 AC 5 2 PPC meta builds are going to be even more powerful against load outs that use AC 10s and AC 20s is that really what you want??
If so this game is going to be even worse than it currently is. This is just another case of you indirectly making the ac5 PPC poptart meta even stronger than it already is.
This is just plain stupid please do not change maxium ranges of the AC/10 and AC/20...
#133
Posted 29 May 2014 - 12:40 AM
I would have considered a different change for artillery: half damage per shot (40->20) but doubled shots (10->20), lower damage but better saturation, I would keep the increased area.
The change of airstrikes is right as-is IMO.
Could the developers consider a small improvement for LBX10 now? something like damage 10->12/14 would give it an edge in brawling situations, it is what they did in MW4 and worked nicely.
#134
Posted 29 May 2014 - 12:49 AM
You should REALLY re-think about the implementation of hardpoint size to create REAL ROLES on the battlefield...
... but I see that even the missile tubes limit is going to disappear
Edited by SirSlaughter, 29 May 2014 - 12:50 AM.
#135
Posted 29 May 2014 - 12:49 AM
The problem with Acs isn't really their range, it's that batteries of ACs and PPCs fired together all give pin-point damage because of instant convergence. Reducing the range a bit will only result in the same sort of alpha-strike gameplay, but at slightly shorter ranges. The fundamental problem remains that of instant, 100% effective, convergence.
Paul - why can't you just re-introduce a finite-time weapons convergence? I believe it was present in earlier versions of the game. It would fix so many problems at a stroke. If there's a fundamental problem with it (maybe too difficult to do with HSR?), just tell us and we can stop going on about it.
What's frustrating for players like me is that I am sure you know all this.
#136
Posted 29 May 2014 - 01:03 AM
#137
Posted 29 May 2014 - 01:09 AM
I read the changes, I really liked them and then I came here to read all the ridiculous things people are going to whine about and most of you are saying that these changes are good? This is lame. Where are the exaggerated opinions? The entitled game balance meisters? Where is the AC40 Jagernoob whine squad?
I am disappoint...
Edited by BOWMANGR, 29 May 2014 - 01:10 AM.
#138
Posted 29 May 2014 - 02:02 AM
I'd totally revamp the arti consumables. Make arti longer on a far wider range that it denys area but give people the chance to flee the area. That means 15-20 seconds until it kicks in, a field wide warning and mark on the map / battlegrid that shows the target area (srsly this is the future and we have enough tecnical equpment in a mech to run a fusion reactor..), wide area denial (Battlefield any1?) and Damage to 20 - 25 / shell. Duration 1 minute, limited to 2-3 players per team.
Airstrike is ok I guess. 30-35 damage, a small spread, warning would be also nice and it should show in what direction it hits.
This would also create diversity between the two.
Your changes seem more like a buff to arty and a nerf to heavier mechs. Especially ones without jumpjets. Another topic you didn't even touch.
#139
Posted 29 May 2014 - 02:35 AM
I liked almost all those changes this 2014. See how it goes, a few more tweaks and we might be there!
Also:
Paul Inouye, on 28 May 2014 - 04:14 PM, said:
Wow, you responded! While people were saying that "Devs don't play their game" and throwing around with "why Paul still has his job", there was only silence from you guys. Don't alienate yourselves, fight back!
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