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Nerfing Clan Autocannons And Ultra Autocannons

Balance BattleMechs Gameplay

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#1 AntiCitizenJuan

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Posted 12 October 2014 - 05:31 PM

I'll keep it simple.

Radically reduce cockpit shake from Clan Autocannons
and
Make them not have the explosion effect (which blinds the player).

Keep the damage and fire rate the same. This keeps them as formidable weapons, lets mechs like the DWF keep their firepower, and removes an extremely annoying aspect of facing them in the field.

This also provides the IS Autocannons a benefit not shared by their clan counterparts, because they would retain the screenshaking and blinding effects.

Edited by AntiCitizenJuan, 12 October 2014 - 05:31 PM.


#2 Alex Warden

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Posted 12 October 2014 - 05:45 PM

View PostAntiCitizenJuan, on 12 October 2014 - 05:31 PM, said:



This also provides the IS Autocannons a benefit not shared by their clan counterparts, because they would retain the screenshaking and blinding effects.


you mean aside from the pinpoint damage? clan uac´s are already balanced enough with the "dps rather than pp" damage... i agree dakka dires are too much damage- and screenshake output at once though, but that´s a loadout problem with some clanmachines, not a weapon problem...

i like my kitfox with 1 uac10, it´s really fun, not overpowered at all and seriously doesn´t need any nerfing...

what could be done might be to reduce the "impulse" level for each ADDITIONAL UAC . wouldn´t mind that (say 1uac=Imp 1, 2nd=imp 0.8, 3rd=imp 0.6 and so on)

Edited by Alex Warden, 12 October 2014 - 05:51 PM.


#3 SaltBeef

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Posted 12 October 2014 - 06:18 PM

Clan autocannons suck BOOOOALLLLLSSS! Already Deal with it!

#4 Angel of Annihilation

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Posted 12 October 2014 - 06:20 PM

View PostAntiCitizenJuan, on 12 October 2014 - 05:31 PM, said:

I'll keep it simple.

Radically reduce cockpit shake from Clan Autocannons
and
Make them not have the explosion effect (which blinds the player).

Keep the damage and fire rate the same. This keeps them as formidable weapons, lets mechs like the DWF keep their firepower, and removes an extremely annoying aspect of facing them in the field.

This also provides the IS Autocannons a benefit not shared by their clan counterparts, because they would retain the screenshaking and blinding effects.



Fine with me. I will offer a trade. You can take the shake and flash as long as you give Clan ACs the Bang....as in Bang your hit for full damage with a single hit just like IS ACs do.

#5 Nightmare1

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Posted 12 October 2014 - 06:20 PM

Another thread about nerfing another great feature of the game? Really?

...If everything keeps getting nerfed, we'll eventually be reduced to being handed a manual on how to throw rocks at each other.

#6 Koniving

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Posted 12 October 2014 - 06:24 PM

He's just asking for a removal of the flashy boom effect (don't really care here) and the NightCore Dubstep-style rapid-shake (which I'm fine with reducing as it doesn't seem to matter if it's UAC/2s or UAC/20s, the shake seems to be the same).

Now if the OP was asking for reduced damage or firing rate or something, then I'd be like o.O;

#7 AntiCitizenJuan

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Posted 12 October 2014 - 06:26 PM

View PostNightmare1, on 12 October 2014 - 06:20 PM, said:

Another thread about nerfing another great feature of the game? Really?

...If everything keeps getting nerfed, we'll eventually be reduced to being handed a manual on how to throw rocks at each other.


>being blinded and unable to return fire
>great feature

#8 Nightmare1

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Posted 12 October 2014 - 06:28 PM

View PostAntiCitizenJuan, on 12 October 2014 - 06:26 PM, said:


>being blinded and unable to return fire
>great feature


You think that when you are shot, you should not experience any discomfort? :rolleyes:

#9 Burktross

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Posted 12 October 2014 - 06:38 PM

View PostNightmare1, on 12 October 2014 - 06:28 PM, said:


You think that when you are shot, you should not experience any discomfort? :rolleyes:

You shouldn't experience "you can't play the game anymore" amounts of nightclub raving in your face from the sheer overload of autcannon rounds
we should make every weapon do this then.
especially mgs
mmmm

#10 Glythe

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Posted 12 October 2014 - 07:32 PM

Honestly when you stop and think about it you should have to hit the cockpit to make the mech shake from the player's point of view (especially something like an Atlas).

A UA5 should cause about as much shake hitting the torso of an Atlas as a hull mounted machine gun shooting a modern tank.

#11 ManDaisy

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Posted 12 October 2014 - 07:34 PM

except they are nothing alike and your comparison is invalid

Clan acs are balanced by spread and shake weight and range. Innersphere acs are balanced by hole punching power.

Clan ACs have to hold on target. IS ACs dont. Without the shake IS ACs would be FAR superior.

Edited by ManDaisy, 12 October 2014 - 07:38 PM.


#12 Metus regem

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Posted 12 October 2014 - 07:41 PM

View PostAntiCitizenJuan, on 12 October 2014 - 06:26 PM, said:


>being blinded and unable to return fire
>great feature


You do know that that is the only redeeming feature of the clan UAC series right?

I mean they do their damage over time, so that if you have enough skill to type that post you can torso twist that damage allover your mech, making that CUAC do a fraction of the pin point damage of an IS AC....

#13 Scratx

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Posted 12 October 2014 - 08:24 PM

Oh, come on... clan UACs can barely hold their own against IS ACs, you're just mad because people can boat lots of them in a Dire Wolf.

Newsflash : That's what the Dire Wolf is designed to do. BOAT. FIFTY. TONS. OF. GUNS.

And it sacrifices everything but armor to do that.


I don't like being blinded from incoming gunfire but that's part of the game, and it's not just the Dire Wolf that can accomplish that. Plenty of spheroid hardware can also make it hell to see through all the incoming crap.

#14 Metus regem

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Posted 12 October 2014 - 08:26 PM

I have no issue finding a match, I look at the percent and pick my mech based off of that number, I don't que up in an assualt or heavy if the number is over 34%. I ran the CUAC 5 Dakka wolf 3 times found it to be fun, but not effective.

Since then, I've been trying to run stock load outs on my Clan mechs. Either PGI load outs, or TRO Alternate configurations, for the challenge.

Guess I must be one of the few that do.

#15 Hoax415

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Posted 12 October 2014 - 08:33 PM

So many clan partisans, you had your months of pay2win, chill out flocking to every thread and screaming lalalalalalalalala at the top of your lungs. If you leave things to Paul he'll nerf the blinding and the damage.

The OP is just saying: "hey crowd control in my fps is kinda lame and doesn't really fit".

The blinding aspect of clan autocannons is silly and does not lead to tactical or interesting gameplay just the frustration of not being able to see a damn thing. It is also not some intentional balance feature to make up for the lack of pinpoint FLD AC's for clans.

Everyone pretending otherwise is completely full of it.

Edited by Hoax415, 12 October 2014 - 08:38 PM.


#16 Kirkland Langue

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Posted 12 October 2014 - 08:36 PM

Cockpit shake and blinding flashes are the kind of "feature" which has no place in MWO. They do nothing but cause anger and frustration.

But whatever, it's just another one of those things which displays the incompetence of the developers. Frustrating features are pretty much a bad idea for any F2P multiplayer game... but whatever, it's their game.

Oh and those who want to cite battletech as the origin of cockpit shake - whatever. Next time you play TT, make sure to play with a house rule that any time someone hits a mech with a ballistic weapon, or LRM, they punch the Player in the face to really get a sense of it.

Edited by Kirkland Langue, 12 October 2014 - 08:38 PM.


#17 Piney II

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Posted 12 October 2014 - 08:48 PM

So......................getting hit shouldn't cause some flash and cockpit shake?

LMAO! :lol:

The Clan ACs truly do not need nerfed. They're nowhere near as effective as IS ACs with their burst fire, spread out damage.

I would kill to put IS guns on my Clan mechs.

#18 Kirkland Langue

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Posted 12 October 2014 - 08:59 PM

View PostPiney, on 12 October 2014 - 08:48 PM, said:

So......................getting hit shouldn't cause some flash and cockpit shake?

LMAO! :lol:


The answer is no, it shouldn't. It's idiotic to add mechanics which do nothing more than cause frustration. Of course, I already think of the Devs as idiots - so my efforts to get them to remove idiotic aspects of the game are unlikely to go anywhere.

#19 Mcgral18

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Posted 12 October 2014 - 09:00 PM

View PostHoax415, on 12 October 2014 - 08:33 PM, said:

So many clan partisans, you had your months of pay2win, chill out flocking to every thread and screaming lalalalalalalalala at the top of your lungs. If you leave things to Paul he'll nerf the blinding and the damage.

The OP is just saying: "hey crowd control in my fps is kinda lame and doesn't really fit".

The blinding aspect of clan autocannons is silly and does not lead to tactical or interesting gameplay just the frustration of not being able to see a damn thing. It is also not some intentional balance feature to make up for the lack of pinpoint FLD AC's for clans.

Everyone pretending otherwise is completely full of it.


Calling cACs OP...
Posted Image

#20 Hoax415

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Posted 12 October 2014 - 09:12 PM

I didn't call them OP at all, but it wouldn't be a party for all the "leave the poor clan mechs alone" crowd if you weren't here making bad posts.

The blinding effect is a silly side effect of PGI not thinking things through and just using the same visual explosion for each clan shell as they have for IS shells. The result is pretty stupid and only someone desperately clinging to any clan advantage would say it makes for good or fun gameplay.





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