Posted this here as it's hopefully more of a 'constructive post' which hopefully someone at PGI will pick up on. (fingers crossed!)
I guess PGI hasn't realised that this is ridiculous yet?
Having a weapon which can hit at near enough 2km, but has a 2 sec burn time and is even allowed range buffs.
Please tell me that I'm not the only one? I know there are a few other people out there who feel the same way, but we have to send some kind of message to these guys that this is crazy; I mean, apart from hardly anyone using the Clan Er Large lasers these days while the Clan Er Med laser is now head and shoulders above the rest.
Why not just revert the burn time and pull the range in?
The reason why Clan Er Larges were The Meta before was because you could do good damage at extreme range AND boat the weapons easily. They slammed it with the ghost heat to stop boating (correct) but then added burn time (wrong). You have to be asleep to be hit properly with that thing. Its not even about the skill of the player with the lasers, but the ability of the person to negate shots by moving into cover, torso twisting etc.
This sh*t is getting stale. I think they should get a couple of people from PGI to sit down and play the game regularly, get away from the main office group away from all the other conflicting opinions and blah blah, play the game, get into it and then give constructive input before nerfs hit. It would save a lot of frustration. Also, why not just buff IS mechs with tweaks instead of outright smashing Clan mechs which people paid money for? The current approach is non-sensical and invariably ends up PGI chasing their tails, wasting their time nerfing and counter balancing while the player base goes nuts (sometimes justifiably, sometimes not to much).
I hope someone at PGI sees this and sees that this post is more reason than rant.
Thankyou guys..
Input welcome.
3
Clan Er Large Rebalancing In Light Of Over-Nerf.
Started by Violent Nick, Aug 29 2014 10:26 PM
3 replies to this topic
#1
Posted 29 August 2014 - 10:26 PM
#2
Posted 29 August 2014 - 10:52 PM
I agree with you. a little decrease in range, even change the range damage a bit, but put the burn time back to normal. and for god sakes! ADD some Stronger sound to the Clan weapons! They sound.. Not bad but they just don't have that "Wow' Factor that the Inner sphere dose.
#3
Posted 29 August 2014 - 10:56 PM
Lol, apparently you haven't been keeping up on the times. On the test servers, they rebalanced it already and fixed this.
http://www.reddit.co..._the_pts_xpost/
It's being addressed.
http://www.reddit.co..._the_pts_xpost/
It's being addressed.
#4
Posted 30 August 2014 - 12:10 AM
sigh, broke my own rule, didn't bother searching. lol
anyhow,
that's my .002 on it
Sandpit, on 29 August 2014 - 11:40 PM, said:
Ok after having played on the test server for several drops I feel the burn time on the recent laser nerfs is too much. It needs to be dialed back a bit more. There's several reasons for my thoughts regarding this past the obvious burn time just being too much of a nerf.
First (the obvious one), the nerf is just too severe. The amount of time it takes to put all of a single lasers damage on target (notice I said target, not hit location) is nearly impossible unless you're sniping at long range form a secure position and not under fire from anyone else. After the first few matches I decided to start collecting a little anecdotal info.
On average I was lucky to get half of the damage from a single laser on target without having to either pull back myself and get back under cover, or the enemy mech drops behind cover themselves. That means you're doing half damage many times for all of the heat. Not much of a trade-off.
(Now please, before any of you throw out the "L2P", I may not be the most "leet" player in MWO, but I DO know how to play and do quite well in laser boats"
Now beyond that is another factor I noticed. The rate of fire coupled with the long burn really messes with being able to cycle through on chain fire. I wanted to test out a 4 CERLL Twolf. I quickly noticed that the RoF was outclassed by just about every other weapon systems out there including Clan ACs. This came out to roughly 1.5 (give or take, remember this is anecdotal I know but feedback nonetheless) to 1.0. That's a 3-2 in dealing damage. That's quite a bit and adds up very quickly if you're involved in any kind of brawl or facing down multiple opponents or just plain on a small map and not a whole lot of options.
There was also another quirk I noticed. Due to the longer burn times and the current RoF it can be nearly impossible to overheat if you just chain fire and cycle through. That sounds like a good thing on the surface but it's caused by a near impossible feasible and viable way to actually use this tactic. The beam duration wrecks the weapon's synergy with others.
I can understand they needed to be nerfed a bit but this just isn't working too well. Range and heat could have been much more effective without making it this harsh. It seems like PGI is systematically nerfing long range combat to make room for the "players wanting 600m combat range" and it kinda sucks. You don't have to be so harsh on weapons like this. Instead, consider looking at other nerfs, for months (years?), players pleaded with PGI to reduce the 3x effective range of ACs. You guys nerfed every which way you could think of except that one.
The complaints continued. You tried heat, ammo, RoF, projectile speed, and FINALLY you reduced the range. How many :ACs are OP" threads do you see floating around now? Not many. Many are asking you to change the nerf. Why not, instead, think about buffing other weapons that you think are designed to counter that weapon? Why not build the game UP instead of nerfing it down.
First (the obvious one), the nerf is just too severe. The amount of time it takes to put all of a single lasers damage on target (notice I said target, not hit location) is nearly impossible unless you're sniping at long range form a secure position and not under fire from anyone else. After the first few matches I decided to start collecting a little anecdotal info.
On average I was lucky to get half of the damage from a single laser on target without having to either pull back myself and get back under cover, or the enemy mech drops behind cover themselves. That means you're doing half damage many times for all of the heat. Not much of a trade-off.
(Now please, before any of you throw out the "L2P", I may not be the most "leet" player in MWO, but I DO know how to play and do quite well in laser boats"
Now beyond that is another factor I noticed. The rate of fire coupled with the long burn really messes with being able to cycle through on chain fire. I wanted to test out a 4 CERLL Twolf. I quickly noticed that the RoF was outclassed by just about every other weapon systems out there including Clan ACs. This came out to roughly 1.5 (give or take, remember this is anecdotal I know but feedback nonetheless) to 1.0. That's a 3-2 in dealing damage. That's quite a bit and adds up very quickly if you're involved in any kind of brawl or facing down multiple opponents or just plain on a small map and not a whole lot of options.
There was also another quirk I noticed. Due to the longer burn times and the current RoF it can be nearly impossible to overheat if you just chain fire and cycle through. That sounds like a good thing on the surface but it's caused by a near impossible feasible and viable way to actually use this tactic. The beam duration wrecks the weapon's synergy with others.
I can understand they needed to be nerfed a bit but this just isn't working too well. Range and heat could have been much more effective without making it this harsh. It seems like PGI is systematically nerfing long range combat to make room for the "players wanting 600m combat range" and it kinda sucks. You don't have to be so harsh on weapons like this. Instead, consider looking at other nerfs, for months (years?), players pleaded with PGI to reduce the 3x effective range of ACs. You guys nerfed every which way you could think of except that one.
The complaints continued. You tried heat, ammo, RoF, projectile speed, and FINALLY you reduced the range. How many :ACs are OP" threads do you see floating around now? Not many. Many are asking you to change the nerf. Why not, instead, think about buffing other weapons that you think are designed to counter that weapon? Why not build the game UP instead of nerfing it down.
anyhow,
that's my .002 on it
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