Jump to content

Why Won't Pgi Get Tough On Ballistics?

Balance Weapons

117 replies to this topic

#21 Tombstoner

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,193 posts

Posted 30 October 2014 - 03:06 PM

Possibly because PGI has data showing auto cannons showing roughly that same amount of damage as other weapons over all, nothing stands out as needing to be nerfed.

#22 Alexander MacTaggart

    Member

  • PipPipPipPipPipPip
  • 490 posts

Posted 30 October 2014 - 03:17 PM

View PostTombstoner, on 30 October 2014 - 03:06 PM, said:

Possibly because PGI has data showing auto cannons showing roughly that same amount of damage as other weapons over all, nothing stands out as needing to be nerfed.


And again, the issue isn't the amount of damage they do, it's the manner in which they do it.

#23 Slow and Decrepit

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 525 posts
  • LocationBelen, the Mosquito Capital of NM

Posted 30 October 2014 - 03:55 PM

The gauss isn't a problem unless you like to stand in place. I can't use it anymore because between my nerve damage and that incredibly stupid charge mechanic, I can't time it right. You people crying about FLD need to realize the game needs to have things in it to make it interesting. Otherwise we all would lose interest playing with 2 ML and 2 MG. If there's something that you need to avoid, it just might make you a better pilot! Rather then crying about it, learn to adapt to it.

#24 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 30 October 2014 - 04:18 PM

Dispersion and reticle bloom would be significant counter-balance for ACs...especially rapid fire and/or boated, especially if it's unsynced.

The front loaded damage isn't the issue, and is supported in lore. The issue is that all we ons hired during an alpha is pin-point, which isn't implied in the lore.

#25 Alexander MacTaggart

    Member

  • PipPipPipPipPipPip
  • 490 posts

Posted 30 October 2014 - 04:28 PM

View PostCocoaJin, on 30 October 2014 - 04:18 PM, said:

The front loaded damage isn't the issue, and is supported in lore.


It's actually not. Autocannons in all lore sources are rapid-fire like the Clan UACs in MWO.

The closest thing in lore to IS ACs are giant mech-sized rifles that I forget the term for, which nobody uses anymore because they were obsoleted by autocannons.

#26 OznerpaG

    Member

  • PipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 977 posts
  • LocationToronto, Canada

Posted 30 October 2014 - 04:48 PM

IMO every AC in the game has more weaknesses than strengths except the IS AC20, which is 50/50 give/take. 20 pinpoint, but short range, low velocity, and it costs a minimum of 18t to mount effectively (which is still less weight per damage inflicted)

i know i'm in the minority, but except for the IS AC20 i wouldn't touch any other AC in the game with a 100 foot pole. unless they removed that stupid guass charge mechanism, which will never happen

#27 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 30 October 2014 - 04:55 PM

View PostFupDup, on 30 October 2014 - 12:58 PM, said:

Because they're being outclassed by some other option that isn't PPFLD?


And yet people demanded that "other option" be nerfed into the ground. :ph34r:

(And by "other option" I meant some crazy feline.)

Edited by Mystere, 30 October 2014 - 04:59 PM.


#28 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 30 October 2014 - 05:01 PM

View PostAlexander MacTaggart, on 30 October 2014 - 04:28 PM, said:


It's actually not. Autocannons in all lore sources are rapid-fire like the Clan UACs in MWO.

The closest thing in lore to IS ACs are giant mech-sized rifles that I forget the term for, which nobody uses anymore because they were obsoleted by autocannons.


That's right, I stand corrected...I keep forgetting that.

#29 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 30 October 2014 - 05:14 PM

View PostFupDup, on 30 October 2014 - 12:45 PM, said:

If they're "better than they should be" then why is the overall most effective mech in the game a laser-and/or-SRM-puking 75 ton heavy?


you mean the one using dualgauss?

#30 Walluh

    Member

  • PipPipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 682 posts
  • LocationLovingly stroking my Crab Waifu

Posted 30 October 2014 - 05:38 PM

AC/20s have piss poor range, only better than SRMs. Gauss is the only stupid one.

Also, anyone that still says clan weapons are "totally OP" really have no idea what they're talking about. Clan weapons are a little bit lighter, and they have range. They're also hot as balls, are mainly damage over time, and are just generally outclassed by IS weapons. ERM/LLAS are probably better than their IS counterparts, but the rest? Clan LRMs, Clan AC/2 through 20s, and outside of being boated on dire whales their UAC's kind of suck too. Gauss is more or less the same, and PPC's are better on the clan side for the moment, until the quirked PPC Machinegun Awesome comes out on the 4th

#31 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,478 posts
  • LocationSweden

Posted 30 October 2014 - 05:47 PM

The only current problem I see with autocannons are that the IS AC2 needs a little buff and the clan UACs need to be little better when not boated.

Gauss rifles are high risk high reward glasscannons, I think they're fun because they add some suspense to the game and seem fine balance wise.

#32 Blakkstar

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 249 posts

Posted 30 October 2014 - 05:51 PM

Ballistics are exactly what they are supposed to be: low-heat, high-damage weapons for which you pay steep penalties in tonnage and ammo.

Overall they're the best balanced weapons class in the game, which is why complaints about them are so rare. PGI does need to work on weapon balance, but how about they do it by fixing the problems and not breaking what works?

#33 Alexander MacTaggart

    Member

  • PipPipPipPipPipPip
  • 490 posts

Posted 30 October 2014 - 06:05 PM

View PostBlakkstar, on 30 October 2014 - 05:51 PM, said:

Ballistics are exactly what they are supposed to be: low-heat, high-damage weapons for which you pay steep penalties in tonnage and ammo.


None of this would change if IS ACs where changed to burst-fire. They would still be low-heat, high-damage weapons that you pay for in weight and ammo bins.

#34 Slow and Decrepit

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 525 posts
  • LocationBelen, the Mosquito Capital of NM

Posted 30 October 2014 - 06:07 PM

View PostBlakkstar, on 30 October 2014 - 05:51 PM, said:

Ballistics are exactly what they are supposed to be: low-heat, high-damage weapons for which you pay steep penalties in tonnage and ammo.

Overall they're the best balanced weapons class in the game, which is why complaints about them are so rare. PGI does need to work on weapon balance, but how about they do it by fixing the problems and not breaking what works?


I know that it's never going to happen, but I would love to see the gauss charge nerf go away. Far, far, away!

#35 Abivard

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,935 posts
  • LocationFree Rasalhague Republic

Posted 30 October 2014 - 06:13 PM

It isn't that ballistics are OP, it is that lasers and missiles have many bugs making them under perform.

Fix energy weapon hit reg.
As for missiles, you cant really fix stupid players so stop trying to adjust LRM's to compensate for stupid. Instead make them have some effect against skilled players.

#36 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 30 October 2014 - 06:17 PM

Nerf ballistics again? Seriously?

They already had all their ranges and velocities reduced drastically. They do not need additional nerfs. Ballistics have been nerfed more powerfully than every other weapon in the game to date except, possibly, PPCs.

#37 Abivard

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,935 posts
  • LocationFree Rasalhague Republic

Posted 30 October 2014 - 06:22 PM

View PostLily from animove, on 30 October 2014 - 05:14 PM, said:


you mean the one using dualgauss?


The only mech that is deadly and tough to kill that uses dual Gauss is the Direwolf. Let that sink in, DIREWOLF, 100 ton assault mech, dual Gauss....why the heck shouldn't it mount dual Gauss! in fact why is it penalized for equipping 3 Gauss?

The dual Gauss jagers and cats die faster and easier than they can get kills, so they are giving up a helluva a lot to use dual Gauss.

#38 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 30 October 2014 - 06:25 PM

View PostAlexander MacTaggart, on 30 October 2014 - 06:05 PM, said:


None of this would change if IS ACs where changed to burst-fire. They would still be low-heat, high-damage weapons that you pay for in weight and ammo bins.


Then lower the weight on IS Autocannons. If you're going to take away the only reason they're useful for their weight, make them weigh less. Seriously, they're made of friggin cast iron and osmium, it's unreal.

Mind you, I support IS AC's becoming burst fire from a lore standpoint. All AC's are inherently burst fire like their name suggests, but unless you give them incredibly low burst counts and lower tonnage requirements, they'll be useless.

Edited by Alek Ituin, 30 October 2014 - 06:26 PM.


#39 Alexander MacTaggart

    Member

  • PipPipPipPipPipPip
  • 490 posts

Posted 30 October 2014 - 06:27 PM

View PostAlek Ituin, on 30 October 2014 - 06:25 PM, said:


Then lower the weight on IS Autocannons. If you're going to take away the only reason they're useful for their weight, make them weigh less. Seriously, they're made of friggin cast iron and osmium, it's unreal.

Mind you, I support IS AC's becoming burst fire from a lore standpoint. All AC's are inherently burst fire like their name suggests, but unless you give them incredibly low burst counts and lower tonnage requirements, they'll be useless.


Well yeah, after you change how they work you then have to re-balance them around the new mechanic. Sorry if it sounded like I meant "literally just make them burst-fire and leave everything else alone" - I've just brought the point up so many times I've stopped typing out a huge effort post each time because nobody ever actually reads it.

#40 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 30 October 2014 - 06:29 PM

View PostFupDup, on 30 October 2014 - 12:45 PM, said:

If they're "better than they should be" then why is the overall most effective mech in the game a laser-and/or-SRM-puking 75 ton heavy?


Cause of broken hitboxes + hardpoints + optimal blend of mobility and firepower.

And I will not trade my Dakka Whale for any other mech.

Edited by El Bandito, 30 October 2014 - 06:31 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users