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Armor Was Doubled To Increase Ttk.

Balance

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#141 Khobai

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Posted 13 October 2014 - 11:21 AM

Short range weapons definitely need to do more damage. Inner Sphere SRMs and SSRMs need to go back upto 2.5 damage per missile to justify them weighing twice as much as Clan SRMs/SSRMs.

Also something needs to be done about the Clan Gauss because its outright better than the Inner Sphere Gauss.

#142 Tombstoner

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Posted 13 October 2014 - 11:42 AM

View PostLordKnightFandragon, on 12 October 2014 - 11:57 AM, said:



3x? So normally LL is supposed to have like a 9s recharge? Guass Rifle at like 18? LRM at like 20s?

Dang.

No all weapons fired once every 10s. if however you want to increase the pew... pew because once every 10 seconds is way too slow, you simply jack up the rate of fire to lets say every 4 seconds. This creates an issue if you don't lower damage and heat by the same amount. You alter the fundamental relation ship of mech building. it fubars everything. one that was later addressed by double armor, but a fire rate of 4 is a 250% increase in fire power. this means you need a 250% increase in armor to compensate for the fire rate change. then play test the game for further tweeks till it feels fine.... this was not done.





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