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Command Chair Post: Upcoming Balancing Changes

Balance Weapons Gameplay

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#1 FupDup

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Posted 28 May 2014 - 04:31 PM

Paul made a CC post today.
http://mwomercs.com/...where-are-they/

Here is what he plans to do:


1. All ACs will have 2x max range instead of 3x.


2. SRM spread will be reduced based on salvo size. Smaller salvos get less spread, while the SRM6 will still get a small reduction.


3. SRM damage increased to 2.15.


4. SRM impulse values for SRM2 and SRM6 lowered to match the SRM4 (0.192 to 0.11).


5. SL/SPL range increase to 100m/200m (optimal range/maximum range).


6a. MPL range increase to 220m/440m.
6b. MPL heat reduced to 4.6.


7a. Air strike spacing between shells increased 20% (8-9 meters).
7b. Arty strikes AoE increased from 60m to 75m (spacing out the shells more).
7c. Both strikes damage reduced from 40 per shell to 35 per shell.



All in all, these don't seem that bad. There are some weapons that could still use buffing (Flamer I'm looking at you!) and the meta won't change much, but overall it might actually be a salvageable balancing patch for once.

Edited by FupDup, 28 May 2014 - 04:33 PM.


#2 KharnZor

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Posted 28 May 2014 - 05:06 PM

View PostFupDup, on 28 May 2014 - 04:31 PM, said:

Paul made a CC post today.
http://mwomercs.com/...where-are-they/

Here is what he plans to do:


1. All ACs will have 2x max range instead of 3x.


2. SRM spread will be reduced based on salvo size. Smaller salvos get less spread, while the SRM6 will still get a small reduction.


3. SRM damage increased to 2.15.


4. SRM impulse values for SRM2 and SRM6 lowered to match the SRM4 (0.192 to 0.11).


5. SL/SPL range increase to 100m/200m (optimal range/maximum range).


6a. MPL range increase to 220m/440m.
6b. MPL heat reduced to 4.6.


7a. Air strike spacing between shells increased 20% (8-9 meters).
7b. Arty strikes AoE increased from 60m to 75m (spacing out the shells more).
7c. Both strikes damage reduced from 40 per shell to 35 per shell.



All in all, these don't seem that bad. There are some weapons that could still use buffing (Flamer I'm looking at you!) and the meta won't change much, but overall it might actually be a salvageable balancing patch for once.

Looks good.

#3 cSand

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Posted 28 May 2014 - 05:08 PM

Wow, that's a pretty damn good list I have to say

#4 Procyon Alpha

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Posted 28 May 2014 - 05:13 PM

+1 on this one

#5 Ecrof

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Posted 28 May 2014 - 05:17 PM

My triple gauss phract and dual ppc cicada are so happy. :lol: Looks like a good patch. :D Nice to see some buffs to brawling.

Edited by Ecrof, 28 May 2014 - 05:18 PM.


#6 Eddrick

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Posted 28 May 2014 - 05:24 PM

I'm looking forward to these changes. I welcome seeing more encounters with brawlers.

It may not be enough to change the meta. But, it's also, a differant approch then the more recent, "Balancing with a Sledge Hammer".

A simlar tweek to the Large Pulse Laser would be nice, too.

#7 Diablobo

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Posted 28 May 2014 - 05:29 PM

Raising the AoE of Arty strikes just makes it harder for the slower mechs to escape the damage area. Lowering the damage is good, but making the AoE larger just means that more shells are going to hit.

#8 Mystere

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Posted 28 May 2014 - 05:36 PM

View PostDiablobo, on 28 May 2014 - 05:29 PM, said:

Raising the AoE of Arty strikes just makes it harder for the slower mechs to escape the damage area. Lowering the damage is good, but making the AoE larger just means that more shells are going to hit.


It's called "give and take". :D

#9 Wolfways

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Posted 28 May 2014 - 05:42 PM

No mention of LRM's :D

#10 Levi Porphyrogenitus

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Posted 28 May 2014 - 05:52 PM

In before moderator:

*Ahem*

Please keep all feedback in the appropriate thread.

<thread locked>

Now that that's done...

All in all I like the changes. I do wish they'd taken the opportunity to give the SL a bit of a range edge over the SPL (120/240 maybe), as well as bumping the damage/pellet on the LBX to 1.1 or 1.2.

#11 Tremendous Upside

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Posted 28 May 2014 - 05:56 PM

Wow... That's going to be a MASSIVE nerf to the AC20. Absolutely no reason to take one over a gauss rifle. Too heavy, too many crit slots required, and 6 heat per shot - all to do 1-2 damage at 500m. Ouch.

#12 Abivard

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Posted 28 May 2014 - 05:58 PM

View PostWolfways, on 28 May 2014 - 05:42 PM, said:

No mention of LRM's :D

I think the new module that will break target lock as soon as line of sight is lost to be more than enough of an LRM nerf to make LRM's extinct.

#13 Alexandrix

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Posted 28 May 2014 - 06:03 PM

I'm just happen to see SOMETHING being done.Thanks.Now keep doing it.more often :D

#14 Mcgral18

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Posted 28 May 2014 - 06:06 PM

So, strikes can still headshot at 35 damage.

SRMs....well, .15 is slightly more than an individual MG bullet.

#15 LordKnightFandragon

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Posted 28 May 2014 - 06:06 PM

View PostBanky, on 28 May 2014 - 05:56 PM, said:

Wow... That's going to be a MASSIVE nerf to the AC20. Absolutely no reason to take one over a gauss rifle. Too heavy, too many crit slots required, and 6 heat per shot - all to do 1-2 damage at 500m. Ouch.



It is a massive shell, prolly 150mm or so, it wouldnt have great range.

It will still shine in it's intended range...

Cuz nothing like insta legging a light mech with a well placed AC20 shot.

Edited by LordKnightFandragon, 28 May 2014 - 06:06 PM.


#16 Wolfways

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Posted 28 May 2014 - 06:08 PM

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

I think the new module that will break target lock as soon as line of sight is lost to be more than enough of an LRM nerf to make LRM's extinct.

I was actually hoping for buffs, but you are probably right :D

#17 Tremendous Upside

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Posted 28 May 2014 - 06:09 PM

View PostLordKnightFandragon, on 28 May 2014 - 06:06 PM, said:




It is a massive shell, prolly 150mm or so, it wouldnt have great range.

It will still shine in it's intended range...

Cuz nothing like insta legging a light mech with a well placed AC20 shot.


Assuming you'll ever get to that range. PPCs and GR's aren't getting touched...

#18 Nauht

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Posted 28 May 2014 - 06:11 PM

I'm just shaking my head at the constant nerfs.

Everyone here has been telling them for how god knows long now that the problem has always been the pinpoint accuracy of weapons. There have been a multitude of proposed fixes posted - from cone of fire, reticle sway, multiple reticles and more.

Yet they keep nerfing weapons.

It's like the poptart meta. Problem with poptarting so lets's nerf the turn while in the air.
They put reticle shake for going up... why the fsuck not down too?

Why can't they put at least a reticle sway when you're moving?

I just don't get it. But then again why am I not surprised.

#19 Mystere

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Posted 28 May 2014 - 06:13 PM

View PostWolfways, on 28 May 2014 - 06:08 PM, said:

I was actually hoping for buffs, but you are probably right :D


Well considering the huge outcry when LRMs were made to go 175m/s, why were you even hoping for a buff?

#20 Deathlike

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Posted 28 May 2014 - 06:15 PM

The SRM buffs are long overdue. 11 months or so (10 months since the very LAST change) is... woefully and painfully slow.





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