#21
Posted 12 June 2014 - 02:32 PM
#22
Posted 12 June 2014 - 02:32 PM
#23
Posted 12 June 2014 - 02:37 PM
Pezzer, on 12 June 2014 - 02:21 PM, said:
Clan LRMs seem to be superior to normal LRMs in every way. Targeting computers are almost useless or not yet implemented. C-PPCs and ACs are the Clans' largest shortcomings (along with mediocre speed), but their sheer firepower and seemingly greater armor more than makes up for that.
The C ERPPC is another example of a weapon with NO downside compared to its IS version. Sure, the extra 5 dmg is dealt to surrounding areas, but it's still more dmg than the IS gets at the same heat profile.
The autocannons seem relatively balanced. Again, I would slow down their burst rate so there's more of a chance it splashes a target, but it's better than nothing.
I stick by my original statement: Clans aren't as OP as TT, but still WAY better than their current IS counterparts.
I haven't seen SSRM 6 in action yet. I wonder how ridiculous that is.
Edited by ShadowVFX, 12 June 2014 - 02:39 PM.
#24
Posted 12 June 2014 - 02:38 PM
ShadowVFX, on 12 June 2014 - 02:32 PM, said:
I would guess it will probably be much the same system, but lighter.
Edit: And no, targeting computers are not functioning currently- for the next couple weeks they are still "placeholder" gear like Command Console. (So if you have a TC mounted in one of your mechs, strip it for now.)
Edited by Pygar, 12 June 2014 - 02:40 PM.
#25
Posted 12 June 2014 - 02:45 PM
Clan Streaks, conversely, don't seem that bad. Clan SSRM6 have a cool down of 7 seconds, which seems fair. Haven't seen them in use yet though. I imagine I might change my tune when 24 are coming my way.
Edited by Pale Jackal, 12 June 2014 - 02:46 PM.
#26
Posted 12 June 2014 - 02:47 PM
ShadowVFX, on 12 June 2014 - 02:37 PM, said:
The C ERPPC is another example of a weapon with NO downside compared to its IS version. Sure, the extra 5 dmg is dealt to surrounding areas, but it's still more dmg than the IS gets at the same heat profile.
The autocannons seem relatively balanced. Again, I would slow down their burst rate so there's more of a chance it splashes a target, but it's better than nothing.
I stick by my original statement: Clans aren't as OP as TT, but still WAY better than their current IS counterparts.
I haven't seen SSRM 6 in action yet. I wonder how ridiculous that is.
Now I am more sure than ever that last weeks AC nerf was to balance Clan weapons and not IS weapons. The big bore UACs are terrifyingly powerful, and they probably cannot slow the bursts down without throwing the weapon out of balance with smaller Clan UACs. (at the end of the day, the UAC20 has to be able to spit out 5 point shells faster than CAC or UAC5s can put out 5 point bursts....otherwise the smaller cannons are better and nobody will use UAC20s.)
#27
Posted 12 June 2014 - 02:55 PM
ShadowVFX, on 12 June 2014 - 12:23 PM, said:
Highlights:
- Clan UAC sound amazing.
- LRMs fire much faster than I thought they would.
- The Ryoken is gigantic but has a beautiful cockpit.
- Now I can spray my name in the snow with yellow lasers.
What are some of your thoughts?
NGNG Stream:
http://nogutsnogalaxy.net/ngng.php
Things look good, the longer beam durations are less efficient but they LOOK COOL SO I DON'T CARE .
The dakka is sweet (although the ultras seem really finicky, even when they aren't jammed"
I really have to hand it to PGI.
Now I just have to grit my teeth and wait for the crying to get the fun things nerfed one by one. First the ac dakka and LURM bukkake, because when you wander out into the open like an idiot, without so much as a
#28
Posted 12 June 2014 - 03:01 PM
Pygar, on 12 June 2014 - 02:47 PM, said:
Now I am more sure than ever that last weeks AC nerf was to balance Clan weapons and not IS weapons. The big bore UACs are terrifyingly powerful, and they probably cannot slow the bursts down without throwing the weapon out of balance with smaller Clan UACs. (at the end of the day, the UAC20 has to be able to spit out 5 point shells faster than CAC or UAC5s can put out 5 point bursts....otherwise the smaller cannons are better and nobody will use UAC20s.)
Nope, people will use the big bores to make single component destruction easier and to save tonnage. Just like IS ACs.
#29
Posted 12 June 2014 - 03:06 PM
#30
Posted 12 June 2014 - 03:23 PM
Quote
Not really since the clan UACs have longer range. Which undoes last patch's nerfs.
Clan UAC20 = ~8dps (over 50% more dps than an AC20)
Clan UAC10 = ~6dps (50% more dps than an AC10)
Now on top of that the Daishi can have x3 UAC20s or x4 AC10s. Giving it ~24 DPS. And even more than that after you add a couple secondary lasers.
To put that into perspective, ballistic mechs like the x4 AC5 Jager that did 13-14 dps were considered overpowered before. The Daishi does very close to twice that dps. So I dont think asking for a UAC10/UAC20 nerf is entirely unreasonable.
UAC20 dps should be lowered to around 5.5dps. And the UAC10 should be lowered to around 4.5dps. Thats more consistent with previous damage levels. And still gives the UACs a nice dps buff over standard ACs.
Additionally the Daishi's ballistic side torsos should come with a penalty to ballistic cooldown. Similar to how the daishis arms come with a penalty to energy weapon cooldown. That would further help lower the Daishi's dps and balance its ballistic loadouts vs its non-ballistic loadouts.
Edited by Khobai, 12 June 2014 - 03:34 PM.
#31
Posted 12 June 2014 - 03:33 PM
Lostdragon, on 12 June 2014 - 03:06 PM, said:
Currently, I don't the D.O.T. thing is going to work like many of it's biggest enthusiasts had hoped- the burst rate is so fast on many of the Clan guns that they really don't seem to matter....in fact people who have gotten to fly them all seem to like the burst fire better than single shell.
Khobai, on 12 June 2014 - 03:23 PM, said:
Not really since the clan UACs have longer range. Which undoes last patch's nerfs.
Clan UAC20 = ~8dps (over 50% more dps than an AC20)
Clan UAC10 = ~6 dps (50% more dps than an AC10)
Now on top of that the Daishi can have x3 UAC20s or x4 AC10s. Giving it ~24 DPS. More than that after you add secondary lasers.
To put that into perspective, mechs like the x4 AC5 Jager, that did 13-14 dps were considered overpowered before. The Daishi does very close to twice that dps. So I dont think asking for a UAC10/UAC20 nerf is entirely unreasonable.
I personally think the UAC20 should be around 5.5dps. And the UAC10 should be around 4.5dps. Thats more consistent with previous damage levels. And still gives the UACs a nice dps buff over standard ACs.
I think people might just have to get used to the damage being higher...oddly, between the fact that Clans have more damage but not really more armor, and that both lines of tech are going to be intermixed, I think that it might be ok to just leave it all as-is. (also, it might actually be that enough people bought clans that PGI wont have to worry about it too much...guess we'll see around this time next week when people have had more exposure time in the actual in game environment.)
Edited by Pygar, 12 June 2014 - 03:33 PM.
#32
Posted 12 June 2014 - 03:36 PM
#33
Posted 12 June 2014 - 03:37 PM
PGI told us the Clan weapons were going to be hotter to make up for their superior range. An extra 30% beam duration does not make up for twice the range and 50% more damage of their IS counterparts.
#34
Posted 12 June 2014 - 04:43 PM
Khobai, on 12 June 2014 - 03:36 PM, said:
I don't think any Assault can stand against the Daishi. That said, lights and mediums make short work of the Daishi with experienced pilots. It really would be a team effort to take one down, like it is to take an Atlas
#35
Posted 12 June 2014 - 05:19 PM
Khobai, on 12 June 2014 - 03:36 PM, said:
Really, unless they just nerf the crap out of everything, or even go so far as to say "screw it, clan mechs and IS mechs have all the same stuff, just different shapes"...it's just not possible to change that...
...and I saw it coming as far back as a month ago, because just too many things still had too many advantages despite the multiple soft nerfs.
We'll see how people really feel about it next week when it hits the regular public servers...but again, I think it will be fine- IS pilots are going to have Clan mechs on their team helping just as often as on the other side shooting at them, and all the usual techniques for keeping yourself alive for the whole match still apply, and good aiming along with focus fire kills Clan mechs pretty much just as fast as anything else. (and even if it isn't all "balanced", the current "meta" has gotten extremely stale, and could use a good stiff kick to the balls anyways.)
And don't forget, they have to be careful with how much they nerf Clan tech, because eventually "2C" technology will come along.
Edited by Pygar, 12 June 2014 - 05:21 PM.
#36
Posted 12 June 2014 - 05:45 PM
Quote
Its definitely possible to change it and in fact theyre going to have to because its way overpowered. Theyve introduced a mech that can do twice the dps of a mech that was previously considered overpowered... so its not just overpowered its extremely overpowered.
#37
Posted 12 June 2014 - 05:54 PM
506dmg in the first battle, died, but with 6 assists, a gob of component kills and a win.
2nd game, 698dmg, 3 kills, 7 assists, a win, I survived,
2nd game was on Terra therma, where one would think my heat would murder me.....I shut down plenty from losing my trigger discipline, but my heat cooldown on the thing is actually good.
Gotta say, this Warhawk is a beast. Ofc, im L2P a bit better as well. learning the peekaboom a bit better. Learning to not try to be a hero and to back up when im under fire. Playing it more like I used to in Planetside 2, smart...cover, fire...oh yeah.
Plus this Warhawk can take a beating. 526armor really allows it take a hit.
Gotta say, my initial speculations are being erased. Them C/ ERPPC are evil lol.
And im chain firing, not meta lolpha....doing much better now that ive got a mech I can take seriously.
lastly, Hi Koniving, saw you in the 2nd battle on Terra Therma. Lol. Fun seeing forumsiders in game.
Edited by LordKnightFandragon, 12 June 2014 - 05:55 PM.
#38
Posted 12 June 2014 - 06:14 PM
#39
Posted 12 June 2014 - 06:33 PM
This was back during 8v8, but could be modified for 12v12
Have Star of Clan (5 mechs) vs 2 Lances of Inner Sphere (8 mechs)
They could temporarily just have it be a 5 clan + 4 IS vs 12 IS or something too.
TT used similar methods to balance clan vs IS
#40
Posted 12 June 2014 - 06:35 PM
Ningyo, on 12 June 2014 - 06:33 PM, said:
This was back during 8v8, but could be modified for 12v12
Have Star of Clan (5 mechs) vs 2 Lances of Inner Sphere (8 mechs)
They could temporarily just have it be a 5 clan + 4 IS vs 12 IS or something too.
TT used similar methods to balance clan vs IS
They already said that they weren't going to do this. Same thing with Zellbrigen.
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