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Weapon Balance Changes - What Are They? - Feedback


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#341 Gasoline

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Posted 04 June 2014 - 01:13 AM

View PostDr HaxZaw, on 03 June 2014 - 11:31 PM, said:

Am I the only person still sick to death of getting cored by one of these:


Probably... haven't run in a truck lately. :) *just kidding*

LRMs are annoying and nice to paint paperdolls yellow. They're only useful when boating them and waste horrendous amounts of ammo to kill just one enemy if no one else is engaging. Even attacking enemies with cherry red internals usually takes a few salvos for the killing blow. Making use of Artemis and TAG requires direct line of sight and exposes you for a loooong time to counterfire. If you're not unloading on a legged fully exposed enemy you're most likely going to waste 75% of your ammo for hills/buildings/obstacles/AMS/misses. And you're pretty much useless within the 90m minimum range without back up weaponry (which seems to be pretty popular currently :D).

What really gets me is seeing CPLT-C4's with nothing but two LRM15 on my team. So, to respond proper to your image: Yes, I died because of those guys running dry on "ze mizziles" and having no space for a single friggin small laser... :blush:

#342 Dr HaxZaw

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Posted 04 June 2014 - 02:05 AM

I mean the LRMs rarely kill me but when you got from being 100% and then being 75% with most of the damage taken on your centre torso its fairly stupid. If I take a gauss shot to the centre torso then at least I knew the other guy was a good shot (or got a lucky shot), rather than knowing the game programmed that shot to hit my centre torso.

The LRMs in their current form need a lot more clustering rather than the tight group they run. To be honest artemis should give LRMs the same pattern as the standard LRM is now and then allow the normal LRMs a really wide cluster with some missiles even missing the mech. Essentially a great long range support weapon for taking some armour off a mech before the firefight begins.

#343 Gasoline

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Posted 04 June 2014 - 03:42 AM

Hm, what chassis do you run? It looks like those chassis which seem to have more optimal hitboxes are more prone to get CT cored by LRMs while those with usually large CT hitboxes seem to tank LRMs better. The Awesome is a good example for the latter, it seems to tank LRMs way better than a Victor.

The other issue might be those Artemis enhanced LRM5 boats with TAG support.

I know where you're coming from, but the LRM is still not a good weapon. Basically an approach like Koniving's here would be something to balance LRMs a bit more and giving them at least some value to sport even single launchers.

#344 Joseph Mallan

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Posted 04 June 2014 - 03:45 AM

View PostDr HaxZaw, on 03 June 2014 - 11:31 PM, said:

Am I the only person still sick to death of getting cored by one of these:

Posted Image

You are getting killed by a Truck?

#345 TuntematonSika

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Posted 04 June 2014 - 04:53 AM

View Post1453 R, on 28 May 2014 - 04:12 PM, said:

I’ve actually been experimentating in recent days with ganged SRM-2 launchers as opposed to smaller numbers of larger systems. Even pre-this-buff, the results have been more interesting than many folks would’ve thought. The tightened spread on the 2s, combined with Artemis for folks who’re just that baller, is going to make the pile-of-derringers builds I’ve been toying with a lot more interesting. The Team Khandie Khane COM-2Ds my brother and I’ve been fooling with are about to become a lot more aggravating, and my poor Loupe de Guerre might actually start feeling something close to playable!

Looking forward to it, and to the constriction of autocannons back to something resembling sensible range. Being able to hit for noticeable damage at over 600 meters out with an AC-20 was just not anything remotely like making sense.



So your saying I probably sold my SHD-2D2 for nothing?

#346 TuntematonSika

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Posted 04 June 2014 - 04:56 AM

View PostJoseph Mallan, on 04 June 2014 - 03:45 AM, said:

You are getting killed by a Truck?


He is referencing that "truck"(bm-21) because they are pretty sick in firepower. They will literally rain hell.

#347 Dr HaxZaw

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Posted 05 June 2014 - 02:20 AM

Quote

Hm, what chassis do you run? It looks like those chassis which seem to have more optimal hitboxes are more prone to get CT cored by LRMs while those with usually large CT hitboxes seem to tank LRMs better. The Awesome is a good example for the latter, it seems to tank LRMs way better than a Victor.


Usually run a Jagermech which seems to have a massive hit box on the centre torso. Its basically why I always run them with max armour. I usually run my Firebrand but if I get sick of the LRMs I break out the twin gauss Jager-S.
I do own an awesome and noticed a massive difference in the abilitiy to soak up LRMs. On the awesome I was able to basically end up with my whole mech red by manouvering right but that doesn't really work on the jager.

#348 Angrah

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Posted 05 June 2014 - 05:41 AM

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.



The above statement is no comfort at all..
'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. ' means you have no idea what is feels like atm.
'Plus I do randomly play now and then on production and I do spectate players quite a bit when I'm not at work.' just makes you sound like a casual cause watching a game doesn't give you how it feels.

Notice how your defense against 'Doesn't play' makes it look like you agree.

Edited by Angrah, 05 June 2014 - 05:42 AM.


#349 Alexandus

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Posted 05 June 2014 - 07:26 PM

I am happy that these changes are here and in game, yet I wanted to wait a few days before posting some thoughts. Here is what I have noticed: (Note: this is from my mere observations while playing in matches, I have ZERO actual statistical data to back this up)

-The PPC/AC5 Meta is still very alive and kicking. Appearance of this build has stayed the same or slightly increased
-General use of ACs has declined across all weight classes
-Use of LRMs has increased
-Use of ERLL has increased
-Use of Gauss Rifles/PPC/ERPPC has increased
-Dual PPC Jumpsniping BJs are appearing with increased frequency
-Use of Arty/Air Strikes has decreased slightly

I am a brawling pilot and I have found that I get much more productive matches when I use my few mechs that have long range builds, whether its my Stalkers with ERLLs or my dual gauss K2. It is very difficult to get the full punch with an AC now due to the run and gun tactics and long range sniping that occurs.

I believe that ALL weapon ranges should be brought down significantly, with short range weapons having ranges around 100-200 meters, and the longer range weapons being in the 500-600 meter range. Such changes, along with others (such as adding heat when jump jets are in use and screen shake at all times when airborn) could level the playing field more akin to the days of MechWarrior 4, a game that I go back to every now and then.

#350 Dr HaxZaw

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Posted 05 June 2014 - 10:06 PM

I'm still yet to get a comment from the developers as to why they think the massive over use of LRMs is a good thing for the game. Atlases are no longer running an ac, some lasers and srms. They run as many LRMs as they can, a gauss and some large lasers.

#351 Karl Streiger

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Posted 06 June 2014 - 01:52 AM

View PostDr HaxZaw, on 05 June 2014 - 10:06 PM, said:

They run as many LRMs as they can, a gauss and some large lasers.

:rolleyes:
while a Atlas is a terrible LRM Boat - a Gauss and some large lasers - and a 300 STD reactor and 14 DHS and ES means you have what 16t for LRMs available :rolleyes:

btw i have also LRMs on my Atlas Mechs -> 3x LRM 20 -the fourth has no LRMs.

Well i can't remember when i get killed by LRMs the last time..... must be some weeks ago - when battling two LRM boats in there assault base - while some ankle high tripwire what ever stopped effective movement of my Mech - and a Light MEch that had hit me with a NARC

Edited by Karl Streiger, 06 June 2014 - 01:55 AM.


#352 Wintersdark

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Posted 06 June 2014 - 09:59 AM

View PostKmieciu, on 03 June 2014 - 10:44 PM, said:

Hey Paul - you forgot about LBX range.


hahahahahahahahahaaha

*gasps*

hahahahahahahahahahah

*cough* *cough*

#353 Joseph Mallan

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Posted 06 June 2014 - 10:03 AM

View PostTuntematonSika, on 04 June 2014 - 04:56 AM, said:

He is referencing that "truck"(bm-21) because they are pretty sick in firepower. They will literally rain hell.

Then he shouldn't play a combat game guess. :P

#354 Dr HaxZaw

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Posted 06 June 2014 - 04:00 PM

Quote

while a Atlas is a terrible LRM Boat - a Gauss and some large lasers - and a 300 STD reactor and 14 DHS and ES means you have what 16t for LRMs available


I know but LRMs are overpowered and hence why people run them. Thats what annoys me, mechs which are being built way out of spec purely to accomodate as many LRMs as possible.



Quote

Then he shouldn't play a combat game guess.


Please tell me you play the table top game?

#355 Cest7

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Posted 07 June 2014 - 02:09 PM

AC Nerfs seem heavy handed... 900m on AC/10? This will just make the Gauss rifle more favourable, I don't know if you indend to push the AC/PPC meta back to Gauss/PPC...?

Increasing the SML range to be able to engage outside of the PPC min range seems like it would hurt brawling more than help it, people are still going to rush to within 90m to engage a ppc boat...

Srm and MPL changes are good, looking forward to seeing these.

Since everyone is going to boat Gauss/ppc, Can we get the Gauss recycle changed to 3.25? This would bring its recycle in line with the PPC (3.25s+0.75s=4.0s).

#356 wanderer

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Posted 09 June 2014 - 05:40 AM

Quote

I know but LRMs are overpowered and hence why people run them. Thats what annoys me, mechs which are being built way out of spec purely to accomodate as many LRMs as possible.


Wait, like short-range Victors rigged with PPC/AC-5/Gauss out of spec?

Or like the original Archer (LRM 40) or Crusader (LRM 30)? Perhaps the Salamander (LRM 45 or 60) or Viking (LRM 70)?

Oh, and LRMs are OP? Please, you gotta tell the premades up at the top that. It's all ballisticfests with a PPC or two mixed in, lasers for the lights with MGs, and missiles are about as common as Lolcusts.

#357 Cest7

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Posted 31 July 2014 - 03:05 AM

Gauss recycle to 3.25 seconds please.





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