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August 8Th Weapon Balance Update And Patch - Feedback


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#101 Icebergdx

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Posted 07 August 2014 - 07:27 PM

If you guys wanted to break the clan mechs, and PPCs as a whole, then why did you even bother to put them in the game. The ghost heat on Clan ERLL and the speed reductions are total and absolute BS!

#102 tangles 253

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Posted 07 August 2014 - 07:27 PM

this is utter crap. a ppc is supposed to be FAST, now anything can watch it come from a distance and move to dodge it.

the more and more you implement seemingly random complicated numbers and 'quirks' make it a pre-requisite to be a nuclear physicist. the game, at its core, should be fun and enjoyable to play. not overly complicated and penalizing

there are PLENTY of excellent ideas to address this issue and then some.

i like the idea of making the ppc an oval shaped projectile (fast, but hits like an elongated wide laser, hidden in the gfx though), so it spreads damage, and while your at it, add a scale so as it travels away from you it will impart, say 3 damage at 250/300mtrs, to full noise at max range and taper back down from there.

make the mechs engine play a role as to how many weapons can be let off at once. give it a heat scale like meter in the hud to quantify it. go into or over your upper and max thresholds and suffer the consequences- melted heat sinks, fuzzy hud, arm actuators not having the power to keep the guns pointed up and forward, your mech slowing down. for eg- a 200 rated engine has 100 energy points to give at any one time, your mech needs 30 to move around at top speed. fire one ppc (35 energy?) and your fine, fire 2 and try to charge a guass (40) your mech near stops, the ppc's in your arms fire and hit the ground, the guass fizzes out and has a slug stuck in the rail.

with this system you basically only need to tune the energy required for each weapon to work at this stage, not add to the heap of ghost heat, ppc slowness, guass charge up parifinalia.

i dont like the way this is headed in short.

#103 Mystere

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Posted 07 August 2014 - 07:27 PM

View PostFupDup, on 07 August 2014 - 06:59 PM, said:

When it comes time that I actually agree with something -- anything -- that Mystere writes, it means that somebody, somewhere, dun goffed pretty damn hard.


Your words are a cold sharp dagger that just made my heart bleed. :angry:

I'm so glad I've been accused of being a Phoenix, though. :(

Edited by Mystere, 07 August 2014 - 07:28 PM.


#104 Prezimonto

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Posted 07 August 2014 - 07:27 PM

I can get behind every change except the added ghost heat modifier to 12. At 3 it's expensive, but livable. At 12 it's not useful to dual fire them almost ever.

#105 Lightfoot

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Posted 07 August 2014 - 07:28 PM

Why don't you just make the Mechs tougher? It's obvious they are too weak and so far the only way you have figured out to cap damage is to make large energy weapons do excessive and non-supported levels of heat.

I have been thinking that if an arm stub (the remnants of the destroyed arm become a shield in essence) can cause a mech's center torso to take 25% of normal damage due to damage transmission rates through the arm stub and side torso, then making the mechs tougher to direct damage would not have a major negative impact and could be balanced so that no mech became strangely over-powered. You can favor Light and Medium mechs in the same way Heat Scale does (by mostly ignoring small and medium sized weapons for heat scaling). Oh well, think on that. As has been mentioned, MechWarrior has customization of the Mechs at the core of it's balance mechanics and replayability. Ghost heat messes that balancing up alot.

Edited by Lightfoot, 07 August 2014 - 07:31 PM.


#106 Xavier

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Posted 07 August 2014 - 07:28 PM

View PostBLOOD WOLF, on 07 August 2014 - 07:26 PM, said:

who here loads there mech with CERLL's?

The PPC i need to see the differnce


UM Who doesn't???

I guess in your ELO bracket maybe they haven't discovered CERLL's yet

#107 East Indy

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Posted 07 August 2014 - 07:29 PM

I don't think the changes you've made to the PPC make up the answer to pinpoint FLD, but I admire the boldness. We've stuck with the game this far; you're responsive, so we can be flexible.

#108 Xenosphobatic

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Posted 07 August 2014 - 07:29 PM

Brilliant!ly bad.

#109 Noth

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Posted 07 August 2014 - 07:29 PM

View PostBLOOD WOLF, on 07 August 2014 - 07:26 PM, said:

who here loads there mech with CERLL's?

The PPC i need to see the differnce


Many ran two which this still nerfs pretty very hard.

I've seen PPCs at that speed, and used them well at that speed, however they were considered absolute crap. This change just shifts the meta rather than fixes the issues.

Edited by Noth, 07 August 2014 - 07:31 PM.


#110 DeathlyEyes

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Posted 07 August 2014 - 07:30 PM

All you needed to do is increase the time it takes to recycle the PPC. You couldn't even get this right. Please use the door. Probably can't get that right either.

Edited by SLDF DeathlyEyes, 07 August 2014 - 07:30 PM.


#111 Newtype

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Posted 07 August 2014 - 07:30 PM

View PostPrezimonto, on 07 August 2014 - 07:27 PM, said:

I can get behind every change except the added ghost heat modifier to 12. At 3 it's expensive, but livable. At 12 it's not useful to dual fire them almost ever.

I feel the same way, well actually either this or change the number of C-ERLL from 2 to 3 again.

#112 Colonel Tequila

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Posted 07 August 2014 - 07:31 PM

seriously poor design choices.

why don't you test these design choices before putting them on live servers.

#113 John80sk

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Posted 07 August 2014 - 07:31 PM

Ok, more sensible solution.

+1s to PPC cooldown
+1 heat on CERLL

add +1 to each until balanced

#114 hybrid black

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Posted 07 August 2014 - 07:31 PM

View PostBLOOD WOLF, on 07 August 2014 - 07:23 PM, said:

you guys are over-reacting.


View PostBLOOD WOLF, on 07 August 2014 - 07:26 PM, said:

who here loads there mech with CERLL's?

The PPC i need to see the differnce



how low is your ELO man because its its boated in a high ELO all the time as much as a PPC with some other gun

#115 Bartholomew bartholomew

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Posted 07 August 2014 - 07:31 PM

Ghost heat for two large lasers. You just have to be joking right. The stand out there in open forever weapon right. And two is way too many. WOW, is it refund time now??

This is getting to be too repetitive. I mean You all remember the last time you got mass refund requests after you dropped the ball this bad right?

And here I was going to buy more mechs. BLOW THAT!!

#116 BLOOD WOLF

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Posted 07 August 2014 - 07:32 PM

View PostSLDF Xavier, on 07 August 2014 - 07:28 PM, said:


UM Who doesn't???

I guess in your ELO bracket maybe they haven't discovered CERLL's yet

Whoa, watch the assumptions. Maybe it is because In the higher elo's you do not need damage dealing monsters to win a game. Not everyone uses meta mashers

Edited by BLOOD WOLF, 07 August 2014 - 07:32 PM.


#117 mrblockhead

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Posted 07 August 2014 - 07:32 PM

Another thought, ghost heat penalties should be reduced for firing multiple weapons on different body parts. Like firing 2 erll, one on the left arm and one the right torso. Or maybe even a slight decrease in heat penalties in general?? Maybe I'm just upset about firing off 2 erll at once...

#118 Night Fury76

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Posted 07 August 2014 - 07:32 PM

I would like to welcome everybody to Paul's new game

"No-Skill Face Punching High Alpha Brawling under 100 meters On-line"

And the "We don't make maps, because there is no money in it, comment was just more than stupid, niko"

Cheers

#119 Noth

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Posted 07 August 2014 - 07:33 PM

View PostBLOOD WOLF, on 07 August 2014 - 07:32 PM, said:

Whoa, watch the assumptions. Maybe it is because In the higher elo's you do not need damage dealing monsters to win a game. Not everyone uses meta mashers


CERLLs are not meta.

Edited by Noth, 07 August 2014 - 07:33 PM.


#120 LaserAngel

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Posted 07 August 2014 - 07:33 PM

Looks good to me. I will wait to see how it turns out. Also for once I'm not even mad.





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