#1
Posted 18 June 2014 - 02:11 PM
#2
Posted 18 June 2014 - 02:18 PM
Edited by Corbenik, 18 June 2014 - 02:19 PM.
#3
Posted 19 June 2014 - 08:13 AM
#4
Posted 19 June 2014 - 03:09 PM
The devs said pre-release that there wouldn't be a minimum range, but damage would scale from doing 0 damage at zero meters to doing full damage at 180m. That isn't working, and currently clan LRM's have a 180m minimum range.
#5
Posted 19 June 2014 - 03:14 PM
#6
Posted 19 June 2014 - 03:15 PM
Kadix, on 19 June 2014 - 03:09 PM, said:
The devs said pre-release that there wouldn't be a minimum range, but damage would scale from doing 0 damage at zero meters to doing full damage at 180m. That isn't working, and currently clan LRM's have a 180m minimum range.
Put the bottle of 'roids down and cool off. Or better yet, maybe you should go read up on some of this stuff? Even the designers of the TT game have said they regret a large amount of the Clan tech and how broken it makes the game. LRMs in particular have always been a hot issue, even in TT. Someone isn't stupid for calling them broken, because they certainly are. I love my Battletech franchise and have been playing the TT game for over 25 years, but to allow Clan LRMs in MWO to run exactly as they did in TT is just a slap in the face to gameplay balance.
Edit: I'm too lazy to quote the dev post that states it, but they said LRMs will deal less damage the closer to under 180m the target is. And it will not be linear. This means at 90m, you won't be doing 50% damage, but probably closer to 30%. It still makes them flat-out better than IS LRMs, but OH WELLZ!
Edited by ShadowVFX, 19 June 2014 - 03:18 PM.
#7
Posted 20 June 2014 - 04:31 AM
#8
Posted 20 June 2014 - 04:46 AM
#9
Posted 23 June 2014 - 04:09 PM
Also, IS tech eventually catches up to clan tech by stealing and retro-fitting and even developing new technologies.
Personally I'm unhappy with the reduced damage curve on clan LRMs, but it's better than having the minimum range as it is right now. Clan mechs are seriously disadvantaged in many ways compared to IS mechs in-game right now - the least of which being that none of us trothkin have skilled up our mechs yet.
#10
Posted 24 June 2014 - 09:04 AM
Panzerbjorn, on 23 June 2014 - 04:09 PM, said:
Also, IS tech eventually catches up to clan tech by stealing and retro-fitting and even developing new technologies.
Personally I'm unhappy with the reduced damage curve on clan LRMs, but it's better than having the minimum range as it is right now. Clan mechs are seriously disadvantaged in many ways compared to IS mechs in-game right now - the least of which being that none of us trothkin have skilled up our mechs yet.
See part of my problem is the fact we are supposed to never be able to use clan weapons or reverse engineer.
#11
Posted 27 June 2014 - 12:47 PM
#12
Posted 27 June 2014 - 05:07 PM
Here's to hoping...
#13
Posted 25 September 2014 - 10:24 PM
The game is balancing by putting clan mechs on both sides right now. As odd as it is to see, it works for game play balance. Between that and price anyway.
#14
Posted 26 September 2014 - 02:54 AM
#15
Posted 04 October 2014 - 06:31 AM
#16
Posted 04 October 2014 - 07:52 AM
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users