Fixing The I-S ?
#1
Posted 04 July 2014 - 12:11 PM
There are a bunch of little things that could help out alot in terms of fairly balancing things a bit towards the IS side.
First thing that comes to mind is Ghost heat caps, and multipliers on a few weapons.
All IS Lasers getting a +1 to heatcap would be a very nice start.
Bump up max # of weapons before a G-Heat penalty is applied by 1.
Meaning
ERLL & LL firing 3 weapons in sync VS. just 2. It balances out pretty close to clan firepower and heat.
MedLas and MedPulse firing 7 weapons in sync VS just 6, still right on target for HPS and dps.
Clan Lasers still far outrange and outgun anything the IS can carry, I think this is a fair tradeoff.
General adjustments.
PPC's needing anything done is debatable, I'd still prefer a Minrange rampup from 0-100 meters instead of magically doing no damage at 89 meters and full at 90+.
ERPPC heat could come down to 12.5 or 13.
AC-2 staggerfire multiplier needs to go, its already the hottest weapon with lowest DPS AC on the field, not that anyone cares about the AC-2 anymore, just saying the fun factor on the weapon is non-existant in its current state.
RESTORING THE VICTOR
Returning turn speed and torso twist speed to pre-nerf #'s or at least halfway there.
It just needs to happen.
With fall damage as harsh as it is, it keeps poptarts at a huge disadvantage, even if it gets adjusted to be less.
IS needs its Brawler Victor's back in action, and with it possible to deploy a VIC with a standard engine again, it would please alot of players who have since abandoned the mech.
Thats all I had on my mind, flame on.
#2
Posted 04 July 2014 - 12:13 PM
#3
Posted 04 July 2014 - 01:00 PM
#4
Posted 04 July 2014 - 01:17 PM
#5
Posted 04 July 2014 - 01:21 PM
#6
Posted 04 July 2014 - 01:34 PM
Large laser ghost heat scale has always been to low...It should nt have had a ghost heat set on that weapon in the first place. WHO complained about large laser alpha builds? They were always high risk to reward. UP it to 6 or gtfo.
I'd also say bump IS ppc ghost heat up to 3 possibly. so energy boats like the awesome and that one model of the Banshee i never see could have some nice knockdown weapons without overheating like a fat hog.
I really dont get where people are getting the "clanz are op" crap from tho. Everyone seems hung up on the dire wolf yet they keep forgetting that that is THE BEST ARMED MECH IN THE LORE. it hurt. It always hurt. and it always will hurt. but its slow as molasses in January in a snowstorm. The issue is is that the IS dont have any big gun mechs of thier own yet. but they should be in the pipes..The king crab and the mauler will have more than enough firepower to dance with the best of them when they finally add them. Some buffs to the IS autocannons will make them some nice rides.
#7
Posted 04 July 2014 - 01:39 PM
xXBagheeraXx, on 04 July 2014 - 01:34 PM, said:
I'd also say bump IS ppc ghost heat up to 3 possibly. so energy boats like the awesome
They have the new quirks, why not just allow the Awesome it's own quirk that allows it to use 3 PPC's without heat penalty. Making all IS PPC's go to 3 would allow and force many 'Mechs to do what made the Awesome unique.
#8
Posted 04 July 2014 - 01:43 PM
2 - Implement burst fire ACs for all ACs excepting LB ACs. cACs go to a 6-shot burst with 0.12s between shots in a burst (0.60s burst time), IS ACs go to a 4-shot burst with 0.10s between shots in a burst (0.30s burst time). This is the same for cUAC and UAC.
3 - Reduce cPL burn times by 0.10s across the board, decrease PL burn times by 0.10s across the board. Reduce PL heat slightly, varying by type. Potentially increase PL damage slightly, varying by type. Potentially increase cPL damage slightly, varing by type.
4 - Increase ML and LL ghost heat limits by 1 each (7 and 3, respectively). LPL removed from LL ghost heat track (separate 3-LPL limit). Clan lasers remain as they are.
5 - Increase cycle time on Gauss and cGauss by 1s, increase charge hold time for each by 0.50s.
6 - Reduce base heat on PPC and ERPPC by 1 each.
7 - Rework Flamer to 1 ton, 1 crit, 5 damage, 5 heat, 5 heat to target, 4s cycle time, 120m range. Rework cFlamer to 0.50 ton, 1 crit, 5 damage, 5 heat, 4 heat to target, 4s cycle time, 120m range. Impose a 4-cFlamer limit for the ghost heat threshold.
8 - Increase MG and cMG damage to 0.10 per tick, tighten cone of fire significantly.
9 - Increase damage per pellet on all LB and cLB ACs to 1.1, retain 1 pellet per AC rating.
10 - Increase critical damage multiplier on SRMs, SSRMs, LB ACs, MGs, and Flamers by a small amount, varying by weapon type.
#9
Posted 04 July 2014 - 02:10 PM
Ronyn, on 04 July 2014 - 01:39 PM, said:
They have the new quirks, why not just allow the Awesome it's own quirk that allows it to use 3 PPC's without heat penalty. Making all IS PPC's go to 3 would allow and force many 'Mechs to do what made the Awesome unique.
Because I would also love to see laserboat stalkers and the like return as well. those were fun builds.
And most IS assault classes have THAT ONE energy only or energy heavy model that most have to suffer though, it would make the pain much more bearable.
#10
Posted 04 July 2014 - 02:14 PM
How about linking the weapon types? Seriously PGI?
These are all referring to Clan weapons...
2 ER LL is safe. 3 ER LL gets ghost heat.
2 LPL is safe. 3 LPL gets ghost heat.
Makes some sense I guess.
But then PGI FAILS us.
These weapons are almost identical but...
2 ER LL + 2 LPL is safe, no ghost heat. Beam times are nearly identical, damage is nearly identical, range, well keep it under 600 and no one cares.....why are they NOT linked?
Here's another one, and this is freaking hilarious.
3 LRM-15s = ghost heat.
2 LRM-20s + LRM-15 = NO GHOST HEAT... WTF!?
3 UAC/10s is okay. 4 UAC/10s = ghost heat.
So build UAC/20 + 3 UAC/10s + 2 UAC/5s. No ghost heat.
.....really?
....Really?
I think we should just go to a lower threshold and throw ghost heat out the damn window.
Edited by Koniving, 04 July 2014 - 02:15 PM.
#11
Posted 04 July 2014 - 02:20 PM
Koniving, on 04 July 2014 - 02:14 PM, said:
How about linking the weapon types? Seriously PGI?
These are all referring to Clan weapons...
2 ER LL is safe. 3 ER LL gets ghost heat.
2 LPL is safe. 3 LPL gets ghost heat.
Makes some sense I guess.
But then PGI FAILS us.
These weapons are almost identical but...
2 ER LL + 2 LPL is safe, no ghost heat. Beam times are nearly identical, damage is nearly identical, range, well keep it under 600 and no one cares.....why are they NOT linked?
Here's another one, and this is freaking hilarious.
3 LRM-15s = ghost heat.
2 LRM-20s + LRM-15 = NO GHOST HEAT... WTF!?
3 UAC/10s is okay. 4 UAC/10s = ghost heat.
So build UAC/20 + 3 UAC/10s + 2 UAC/5s. No ghost heat.
.....really?
....Really?
I think we should just go to a lower threshold and throw ghost heat out the damn window.
Im pretty sure large **** lasers and large lasers get ghost heat, or at least they did the last time i tried running a build like that on my 8Q.. Two larges and two large puleses nearly redlined the thing.
#12
Posted 04 July 2014 - 02:20 PM
Koniving, on 04 July 2014 - 02:14 PM, said:
2 LPL is safe. 3 LPL gets ghost heat.
Makes some sense I guess.
But then PGI FAILS us.
These weapons are almost identical but...
2 ER LL + 2 LPL is safe, no ghost heat. Beam times are nearly identical, damage is nearly identical, range, well keep it under 600 and no one cares.....why are they NOT linked?
Actually, 2 ERLL/LL + 2 LPL are ghost heat linked. This hasn't changed for a while (well, there was a ghost heat revision when people wondered why LL/ERLL + LPL weren't linked - even though there was no reason for that...)
#13
Posted 04 July 2014 - 02:22 PM
xXBagheeraXx, on 04 July 2014 - 02:20 PM, said:
Im pretty sure large **** lasers and large lasers get ghost heat, or at least they did the last time i tried running a build like that on my 8Q.. Two larges and two large puleses nearly redlined the thing.
CLAN weapons.
CLAAAAAAAAAAAAAAN WEAPONS.
Not IS.
Deathlike, on 04 July 2014 - 02:20 PM, said:
Actually, 2 ERLL/LL + 2 LPL are ghost heat linked. This hasn't changed for a while (well, there was a ghost heat revision when people wondered why LL/ERLL + LPL weren't linked - even though there was no reason for that...)
CLAAAAAAAAAAAAAAAAAAAAAAAAAAAAN WEAPONS.
...are not.
Clan ER LL and Clan LPL do not count as linked in the game.
I'm waiting on the video where I'm poking fun at it to finish uploading, but while I do that, here's a short video from yesterday.
LRM 20 * 2 + LRM-15.
No ghost heat.
Edited by Koniving, 04 July 2014 - 02:28 PM.
#14
Posted 04 July 2014 - 02:22 PM
Deathlike, on 04 July 2014 - 02:20 PM, said:
Actually, 2 ERLL/LL + 2 LPL are ghost heat linked. This hasn't changed for a while (well, there was a ghost heat revision when people wondered why LL/ERLL + LPL weren't linked - even though there was no reason for that...)
It's true of IS LL/LPL/ERLL, but is it true of cERLL/cLPL?
#15
Posted 04 July 2014 - 02:29 PM
Koniving, on 04 July 2014 - 02:22 PM, said:
CLAAAAAAAAAAAAAAN WEAPONS.
Not IS.
CLAAAAAAAAAAAAAAAAAAAAAAAAAAAAN WEAPONS.
...are not.
Clan ER LL and Clan LPL do not count as linked in the game.
I'm waiting on the video where I'm poking fun at it to finish uploading, but while I do that, here's a short video from yesterday.
LRM 20 * 2 + LRM-15.
No ghost heat.
According to smurfy's, it should be the case...
For future reference, please use C in front of any weapon you are referencing the Clan weapons... I do it personally so I don't get confused in any conversation...
Levi Porphyrogenitus, on 04 July 2014 - 02:22 PM, said:
I dunno, I'd defer to the guys with the Clan Packs.
Edited by Deathlike, 04 July 2014 - 02:30 PM.
#16
Posted 04 July 2014 - 02:30 PM
Koniving, on 04 July 2014 - 02:22 PM, said:
CLAAAAAAAAAAAAAAN WEAPONS.
Not IS.
Derp, my bad sir, carry on!
So wait...Clan lrms dont have ghost heat on them???!!! no wonder ive seen so many quad 15 madcats running around...
Perhaps it is a bug, or perhaps they are seeing how they perform, and possibly buffs to the IS counterparts, or removal of some weapons from the ghost heat scale are in the piple....
HOly crap
DID I JUST GET OPTIMISTIC???!!!!!WTF!!!???
Edited by xXBagheeraXx, 04 July 2014 - 02:33 PM.
#17
Posted 04 July 2014 - 02:32 PM
Good job Paul...
#19
Posted 04 July 2014 - 02:35 PM
xXBagheeraXx, on 04 July 2014 - 02:30 PM, said:
So wait...Clan lrms dont have ghost heat on them???!!! no wonder ive seen so many quad 15 madcats running around...
Works on identical LRMs.
Does NOT work on different sized LRMs.
Example in the upcoming video: 3 LRM-15s = ghost heat.
2 LRM-20s and 1 LRM 15 = no ghost heat.
Levi Porphyrogenitus, on 04 July 2014 - 02:22 PM, said:
Truth be told, IS LPL and LL were too dissimilar to be worth linking...until PGI made the LPL run cold and beefed its range, so now I think it's worth that they're linked.
(Switching topic to Clan weapons now.)
But since the public test I've been complaining about the weapons not being linked. In fact if you go into the public test server feedback on weapons I put it under ER LL and LPL. ERLL beam time seemed kinda short or the LPL was too long, and the weapons are very closely similar. Also the lack of ghost heat. Made me sad that it'd be oversighted. Then it got live, and I went quad larges (2 ER Large, 2 LPL).
And it's still functional...despite how PGI put ghost heat on Clan LRMs for the patch...said they linked them...nothing is linked. LPL and ER LL? Still not linked.
#20
Posted 04 July 2014 - 02:35 PM
Deathlike, on 04 July 2014 - 02:32 PM, said:
Good job Paul...
Honestly dont feel bad about that mess up for once. Ghost heat needs to go as it is, ofc this means i might try some daul large laser/large pulse laser configs to see how it works. ive been needing a third direwolf build anyway.
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