Jump to content

Weapon Flavour


28 replies to this topic

#1 Adamasartus

    Member

  • PipPipPip
  • The Vicious
  • The Vicious
  • 67 posts
  • LocationSpace Australia (Go, Space Broncos!)

Posted 24 November 2014 - 07:22 AM

Alrighty. So a hypothetical situation. You get hired by PGI to change how weapons behave in order to make them more different to one another. Your job isn't so much balance changes as making each weapon play differently. What do you do?

I'd give clan standard ACs short half-second bursts of one damage projectiles. Maybe ERPPCs could charge to increase their velocity.

So how about you?

#2 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 24 November 2014 - 07:43 AM

What I would change is Clan mech missile tube geometry. I'd slash it all by 50% because they all fire one at a time and are half the weight so there's no real need to have 20 tubes on an LRM 20.

I'd probably put an additional mechanic to PPCs. Hold to charge for 0.XX seconds to fire it so that it deals damage under 90m (meaning you are making the field turn off during this time for this particular shot).

I'd bring the Macross-Anime swirly missiles back just cause they are cool.

Flamers set mechs on fire for (x) seconds where their base heat goes up by (X) percent. The base heat increase depends on how long the mech was fried.

Some lasers that deal the bulk of the damage at the start or some lasers that do more damage but deal the bulk of the damage near the end of the beam.

#3 superteds

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 722 posts

Posted 24 November 2014 - 07:46 AM

adding manufacturers probably. ie;

x mlas does 5 damage, 10% more heat but 10% shorter duration
y mlas does 6 damage, 10% less range, 10% longer duration
z mlas does 4 damage, 10% less heat, 10% shorter duration

numbers are examples - it'd be a much bigger balancing nightmare though.

#4 Lily from animove

    Member

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

Posted 24 November 2014 - 07:50 AM

I would make pulselasers like in MW 3 ^^ I lovd that permabeam weapons. but in reverse i would tone down regular laser damage a bit and make them the instant shot lasers they have been in MW 3 too. this allows the pulselasers to be an heavier damage weapon that will annoy the opponent when he cosntantly gets a hot indicator in the hud and probably hsi sight distrubed by the lasers.

Edited by Lily from animove, 24 November 2014 - 07:51 AM.


#5 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Messenger
  • The Messenger
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 24 November 2014 - 08:16 AM

Mainly streaks.

I would like to remove the randomness of it, implement a system where the missiles cluster towards the component that your reticle was pointed on (like it was in MW4). Such as if you had lock, and you aimed at a leg, that's there the good amount would go to.
I'd change how they flew through the air. Minimum turning range so you cannot simply streak fast mechs that whiz past you (you would have to aim ahead of them). If you didn't have a component in sight, it would disperse slightly and they would try to aim for the center.
Skilled light pilots can avoid streaks by making quick last minute turns.
Minimum range before they're active.
Dumbfire option.

#6 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 24 November 2014 - 08:43 AM

  • Make Clan SSRMs and SRMs fire in streams like their Lurms already do. Potentially reduce the SSRM cooldown time to compensate. Normal SRMs for Clans could probably have their spread tightened to compensate, and a range increase to match SSRMs. So, they would be a bit better at "skirmishing" ranges but wouldn't be as good at twitch-brawling as IS short range missiles.
  • Speaking of missiles, try to find some way to change how their lock-on mechanics behave (i.e. can we make them able to target one body part based on the user's ability instead of relying on the game to decide where they hit?).
  • Make the IS Flamer fire a short "duration" instead of being a continuous stream. Buff both the IS and Clan Flamers so they aren't entirely useless...
  • Buff IS Machine Gun damage against armor and buff Clan MG critical hit chance + critical hit damage (differentiated purpose).
  • Make the Pulse Lasers for either faction into rapid-fire "laser dakka" with higher DPS and lower HPS than they currently have, at the obvious downside of not having "frontloaded" damage like they do now.
  • Do something with the Goose Rifle for either faction, I dunno.

Edited by FupDup, 24 November 2014 - 08:55 AM.


#7 Daneiel

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 490 posts
  • LocationSheridan

Posted 24 November 2014 - 09:10 AM

I would start with removing current mechlab and replacing it with repair-refit station not that factory type , in the same time i would add refit kits for the battlemechs and lockdown time for the mechs sent for bigger customisation . The weapons - 1st ACs - > burst fire for all ACs , 2nd - pulse lasers -> more like laser MGs but more acurate not that long beams ( more like the FupDup idea ) , 3th. Missiles - that is a bit more interesting - i would make them in that way - only 20-25 % of them achieve lock the other will fall around the target , 4th the flamers - a huge buff for them - increasing their heat build on the enemy 2-3 times or more they really need big help at that time , 5th. PPCs - i would add the same mechanic for IS PPCs like the Clan ones , but also i would add chrge system for all of them - you need to charge your weapon to fire and depends how much you charged it the damage will increase but will never be more then the original values ( you can hold the charge for a second and fire but the damage will be much lower then if charge it for 7 seconds for example ) and 6th. final G-rifles and PPCs while they charge all other weapons are inactive - that will simulate the huge power consumation of these weapons .

P.S. As KraftySOT mentioned below - that yellow beam need to go !!!!

Edited by Daneiel, 24 November 2014 - 09:27 AM.


#8 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 24 November 2014 - 09:16 AM

I wouldnt change their functionality, just their look.

Beams dont glow enough and the shimmer is bad. Id change the color palette around. Yellow is horrible. Change alot of the on hit effects...explosions for APBCR rounds fired from ACs is just terribad. Sparks like from a Gauss hit.

Lrm explosion sprites are too big, and last way to long. And in oxygenless enviroments like HPG, should have no explosion at all.

Id have smoke trials for the lrms. Have the SRMs spin like wire guided missiles again.

Its all cosmetic and polish. I think the weapons operate fine. Its just the presentation thats lacking. ALOT.

PPCs instead of a ballistic like projectile, would operate like "tag" and the Gauss "spinup".

First the containment beam would fire for a halfsecond, like tag does,but blue, and you paint the mech, then the particle "projectile" would travel instantly down it. For ER PPCs thered be no "heat simmer" indicating the containment shielding of the weapon itself, regular PPCs would have a heat shimmer out to their maximum minimum range.

That would be the only thing I change in function.

#9 The Boz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,317 posts

Posted 24 November 2014 - 09:20 AM

Null Signature, ECM, BAP, Command Console, TAG, LRM, NARC, Artemis. I'd change it all. Less binary, more intuitive, with a scaling "lock quality" value.

#10 buckX

    Member

  • PipPipPipPipPipPip
  • 250 posts
  • LocationShut down on a heat vent

Posted 24 November 2014 - 11:20 AM

I'd reconfigure pulse lasers to not be based around the same burn time + CD mechanic of regular lasers. Make them fire as long as you're holding the trigger, and stop once you release the trigger. Give them an internal reservoir or charge that depletes as they fire.

As example, the IS MPL does 6 damage and 4 heat, with a .6s burn, and a 3s CD. That means that as long as the beam is firing, the weapon is doing 10 dps, and generating 6.7hps. Maintain those dps and hps numbers for the beam, but give it a 5 damage reservoir that replenishes continuously at 1.67 damage/second. So if you try to use it like the current implentation, it would burn for .5 seconds, doing 5 damage, but would have regenerated .83 damage in that time, and the end result is that it would have the same .6 second burn for 6 damage, and would then take a slightly longer 3.6s to fully cooldown. The upside would be that you could let off the trigger the instant your target leaves your sights, making sure you're putting your damage on target, rather than into a rock they dodged behind.

If you really wanted to make them the high efficiency version with heightened accuracy as described in lore, you could even do one step further and have them only fire when the reticule is red. Since you don't lead with lasers, there's no problem with that that I can see. If you hold down the trigger and wipe back and forth across the target, the beam would cut out except when it's actually on target, helping you get those pesky light mechs swarming around you. With that in place, you'd have kind of a SRM:SSRM::L:PL syllogism. Obviously you'd need to nerf the numbers on paper, since the percentage of your damage on target is going to be a lot higher.

#11 Tombstoner

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,193 posts

Posted 24 November 2014 - 11:43 AM

For direct fire weapons i would break them down into 4 categories. FLD vs. DOT--- Gauss,PPC's vs auto-cannons, lasers. then ammo based vs energy. then tweek damage , heat, recharge excetera....

#12 EvilCow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,243 posts

Posted 24 November 2014 - 11:58 AM

I'd leave pulse lasers where they are currently and make regular lasers become continuous beams with 80% of their rated damage delivered during their "duration" time and a further 20% for each further "duration" interval, heat would be generated proportionally.

For example, the large laser (numbers thrown there as example):
8 damage 6 heat in the current duration interval, lets say 1 second.
2 damage 1.5heat for each second in "sustainer mode" with a limit of 5 seconds after which the weapon shuts down automatically.

After releasing the trigger the weapon would go in its cooldown phase. The tradeoff would be having to expose themselves for little additional damage but it could be useful in certain situations and cool looking for sure.

Pulse lasers would have a more pinpoint characteristic, no changes from current implementation.

#13 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 24 November 2014 - 12:02 PM

1. Make LRMs a level approperately. 4 LRM 5s is better than 1 LRM 20, and that is stupid.
2. Make IS auto cannons fire in bursts, because thats how they fire in lore and just give them more ammo per ton than the clans as a trade off.

#14 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 24 November 2014 - 12:23 PM

All PPC: When it hits an opponent, it gives a second or 2 of hud disruption, scrambles everything as per MW4
IS ACs split damage among 2 shells. Gives IS ACs burst damage, cuts down a bit on PPFLD and still lets them have better overall PPFLD then Clans.
Clan ACs reduce shot spread to 3 shells, instead of 4
When hit by a laser, your target's heat dissipation will decrease by 2.5% per laser that hits, and also per size of the laser.

So basically if you hit your opponent with 4 ERLL, your going to decrease his heat dissipation by 2.5% per laser, so thats 10% and 2.5% per size of the laser, there is S/M/L so in the end, its a 17.5% Reduction to target heat dissipation, duration of this effect, idk, maybe 5s. Just enough to kinda make lasers annoying to be shot at by....kinda slow everyones shooting down a bit lol...Duration would be triggered by the 1st laser that hits, any subsequent laser shots would not add this effect until the heat duration had finished, so you could only affect your target with one penalty once every 5s.

Lets call that effect the reason to use lasers....ACs and LRMs get their massive screen shake, Lasers get the heat effect...lol.

#15 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 24 November 2014 - 04:42 PM

PPC
  • Brief, committed (i.e. can't abort), 0.65 second charge time before firing
  • 1200 m/s projectile velocity
  • Can do damage under 90 m with 10% chance of exploding
  • Disrupts ECM as well as the struck 'Mech's ability to lock targets
  • Recoil requires realignment with target after firing
(C) ER PPC
  • Brief, committed, 0.5 second charge time before firing
  • 1300 m/s projectile veolcity
  • Same EMP effects as PPC
  • Recoil requires realignment with target after firing
The idea with the PPCs is to make them more capable at longer ranges where they should excel but also make them behave like the powerful weapons that they are. PPCs are not running charged, unlike the Gauss, so they need to power up before firing. The user cannot cancel this process once the trigger is pulled, adding some gravity to the action. If you are firing a PPC, you better make sure it's what you really want to do and that you are going to hit.



ERPPCs have a massive heat penalty but are also overbuilt, so they get a reduced charge time.

Autocannons
  • Number rating now represents damage per two (2) seconds rather than damage per shot
  • Heat represents amount of heat generated over those two seconds of firing
  • Can equip ammo types; AP deals damage directly to structure through armor dependent on range, HE adds 10% of total possible damage to target regardless of range, SAPHEI does an extra 5% to both armor and structure but has shorter range, etc.
  • Guns do not fire in bursts, but for as long as the trigger is held
  • Recoil forces constant user input to maintain damage on target
What this does is decouple rate of fire from heat. Why? Because the primary advantage of something like an AC/2 is that it offers incessant and annoying plinking, not that it does damage. Under the current system, the AC/2 will burn the user to a crisp if she attempts to get maximum plinkage from her guns, and that's not okay for something that barely even scratches the target.




This change also decouples damage from rate of fire; with this system you can offer manufacturer flavors of each damage class that all do the same damage in the same amount of time, but spread out over a different number of rounds to suit your play-style.

The change has the overall effect of raising the TTK through reduced DPS (AC/2, 5) or increased HPS (AC/10, 20). Ammo types can bring it down again in certain conditions and with certain trade-offs.

Lubalin Ballistics
  • Switchable cluster or slug for both Inner Sphere and Clans
  • Cannot use specialty ammo
  • Recoil requires re-alignment with target after firing
The reason we didn't initially have switchable munitions for the LB cannons is because slug in the LB-10 renders the AC/10 obsolete. If we have ammo types offering compelling incentives to use ACs, though, then having slug on the LB does not render them obsolete. Instead, it allows 'Mechs that need the tonnage to have a fighting chance against the larger 'Mechs with their much more specialized ACs.




Unlike ACs, LBs also only fire a single round that does the rated damage.

Machine Guns
  • Exactly as they are, but at 0.1 damage per round
Self explanatory, really.




Gauss Rifle
  • No charge time, always charges after every shot
  • Longer, 5-second charge time
  • 8 heat on firing
  • Incurs a 0.10 HPS penalty on your dissipation per gun
  • Retain 90% chance of detonation on crit
  • Recoil requires realignment with target after firing
The problem with Gauss is that it can be fired quickly with extreme projectile velocities and still do high damage at extreme ranges. It also generates no heat at all.




Doing heat alone would make players think twice before firing it in conjunction with a set of PPCs, and the slower refire reduces its brawling capability and allows more brawl-focused teams a chance to exploit the down-time to move in.

The increased standby heat is what you get for having your powerplant maintaining a current in the Gauss Rifle to keep it charged enough to instantly fire that slug at hypersonic velocities.

Standard Lasers
  • Short duration, front-loaded
  • High impulse damage, low damage rates over time
  • Do most damage at listed optimum range, damage falls off on a steeper squared curve both on both sides of that point, steeper curve
One of the reasons lasers have been cited as non-competitive is that they take a relatively long time to get their damage out, Making them burst-damage weapons that do their thing in less than half a second, however, allows them to compete. To balance this high-impulse damage, they will need longer cycle times to lower the DPS.




Because they also sport longer range but inferior optics, they also have a faster fall-off for damage. The reason it falls off on both sides of the curve is because a weapons-grade laser beam is actually conical in shape so that the firing optics don't get damaged by said beam. Because your damage is dependent on the area of the impact point (which is a circle), your damage curve is quadratic.

Pulse Lasers
  • Constant-on as long as trigger is held
  • Low impulse damage, high damage over time
  • Do most damage at listed optimum range, damage falls off on a shallow squared curve both on both sides of that point
The polar opposite to regular lasers, these don't do a lot of damage per shot but they do tons of damage over time if you hold the trigger down. They will also, naturally, heat up faster, but consider them to be the energy equivalent to ACs that trade heat efficiency for lower weight.




Because they have more refined firing optics and to balance the shorter optimum range, they have a shallower quadratic damage curve than regular lasers .

SRMs
  • Two ammo types: guided and unguided
  • Guided package does less damage and has less range than unguided
  • Guided package targets random components
SRMs will behave almost as they do now, but the current Streaks will become the Guided munitions option. The guided munitions will also not be very agile, unable to track lateral, fast-moving targets without deflection. Guided can be dumb-fired.




Streak SRMs
  • Targets specific components
  • Longer lock time than guided SRM package
  • More agile missiles than guided SRM package
  • Longer range than guided SRM package
  • Longer cycle time than SRMs
Streaks are advanced-guidance missiles able to be targeted to a single component. However, the operation is computationally intense and takes longer to achieve lock. Once lock is obtained, however, the missiles move faster and over greater distances than regular SRMs. Skilled lights can close the distance and then use agility to prevent a lock. Doing so, however, renders retreat difficult since that allows for an easy kill as the Streak user will be able to lock the fleeing light and hit it.




LRMs
  • No indirect fire except on NARC or TAG
  • Direct fire follows a direct-fire ballistic trajectory rather than always-on plunging-fire
  • Missiles do not arm until 200 meters
LRMs are almost unusable in a direct-fire scenario right now, which encourages timid, indirect fire in players. This is not how LRMs are supposed to work. This fixes that shortcoming but also still allows indirect fire with proper coordination. LRMs usable with direct fire will also allow missile-centric 'Mechs like the CPLT-A1 to remain useful in any situation with a combination of SRM and LRM.




Flamers
  • 2 heat to target 'Mech for every 1 produced on own 'Mech
  • Linear heat to user regardless of number used
Flamer's problem is that it does as much or more heat to the user as it does to the target. Make it do more to the target and without exponential penalty to the user, and it becomes a useful tool for support Lights to tie up enemy firepower while larger allies finish it off. It also makes for even one to be a useful tool in a brawl.

Edited by Yeonne Greene, 24 November 2014 - 09:00 PM.


#16 Matthew Ace

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 891 posts
  • Twitter: Link
  • LocationSingapore

Posted 24 November 2014 - 07:27 PM

1. Lasers, Large, All types

All types of Large-sized lasers have minor splash damage component, introducing an additional benefit for choosing to equip a Large-sized laser over several Medium-sized laser. Blazer will have an even stronger and wider splash component if added.


2. All Pulse Lasers

Instead of being just lasers with shorter burn and other different specs, they will do frontloaded damage per pulse.


3. Autocannon (all solidshot type)

All autocannon besides LBX Cluster shoots a very short stream of shells, to slightly increase TTK versus smaller mechs. An attempt to introduce glancing blow.

IS: Damage divided among 4 shells, delay of 0.03s in between.

Clan: 5 shells, delay of 0.05s between.


4. Through-armor critical

Through-armor critical is added. TAC causes a portion of damage to be dealt directly to internals. Critical hits otherwise applies as per normal. The larger the weapon is, the larger the proportion of damage is dealt towards internals.


5. Directfire weapons with Minimum range

Directfire weapons are unable to converge any more past minimum range. E.g. when shooting PPCs at targets closer than 120m, it will converge as if the target is at 120m (120m so that some element of inaccuracy will already exist at 90m and below).


6. SRMs

Add limited guidance package. Upon launch and every 15m the missiles are able to adjust its flight by an angle of up to 2 degrees (for a max adjustment of 36 degrees) towards enemy mech if present within its flight path.

Artemis, in addition to tightening spread, improves upon the limited guidance. Upon launch and every 15m, the missiles are able to adjust its flight by up to 3 degrees, for a total of up to 54 degrees towards enemy mech if present within its flight path.

If enemy mech nearest to reticle is TAGged, missile flight adjustment is further increased by 0.5 degrees upon launch and every 15m.


7. SSRMs

Separate lockon from LRMs. In addition to lockon, upon firing, lockon must be held on target for a brief period of time for missiles to successfully fire or the firing will be aborted.


8. LRMs

Lockon time is increased based on target movement speed and position of reticle towards centre of enemy target. Artemis reduces lockon time.


9. Component/sub-component based convergence

Instead of every weapon converging fully towards center of reticle, each component or general firing point has a point where weapons take reference convergence angle from (E.g. The dead centre of a Swayback's hunch) and fire parallel to it, hence spreading damage, increasing TTK and introducing an additional benefit for choosing a larger weapon over multiple smaller weapons.

Edited by Matthew Ace, 24 November 2014 - 07:42 PM.


#17 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 24 November 2014 - 07:39 PM

View PostYeonne Greene, on 24 November 2014 - 04:42 PM, said:

Machine Guns
  • Exactly as they are, but at 0.1 damage per second
Self explanatory, really.

Their current damage per second is 0.8.

You want to reduce the damage of Machine Guns by a factor of eight times.

Wat.



I also can't agree with nerfing the AC/2 and AC/5 into the ground.

No, the AC/2's issue is not heat, it's that it doesn't have much reward for a 6 ton package. An ER Large Laser is lighter, needs no ammo, is a lot easier to use (hitscan), and is just all-around superior in almost any circumstance. Having all the range in the world doesn't matter a damn if the target isn't threatened at all by the firing. Speaking of which, most targets don't even stay exposed that long at extreme ranges anyways. Oh hey, you might get to tickle a Stalker for 1-2 damage from far away while he's waddling across Alpine to a hill...not worth the 6+ tons.

The AC/5 is relatively well-balanced, not really excelling at anything while also not sucking at anything. Jack of all trades but a master of none.

#18 Colonel Jaime Wolf

    Member

  • PipPipPipPipPip
  • Death Star
  • Death Star
  • 127 posts
  • LocationPhilippines

Posted 24 November 2014 - 08:23 PM

I always felt that the audio of weapons fire in a game could make a lasting impression.

remember Counter-Strike's AWP? The BANG of that rifle is iconic, and so was the feeling of the one-hit kill. hey, everybody loves that sound.

If only ACs, Gauss Rifles, and PPCs sounded better. that would really upgrade the fun in this game. I really hope they improve this simple feature.

It would also kick serious ass if we could have a recoil feature from shooting these guns. I wanna see the cockpit or mech shake a bit when it fires a large caliber round. or rattle when we dakka smaller caliber rapid fire from AC2s.

And best if we could see mechs get rocked a bit more from big bore hits. wow, the immersement would feel great. as it stands, we just fire guns but don't "feel" them. catch my drift?

#19 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 24 November 2014 - 08:53 PM

View PostFupDup, on 24 November 2014 - 07:39 PM, said:

Their current damage per second is 0.8.

You want to reduce the damage of Machine Guns by a factor of eight times.

Wat.



I also can't agree with nerfing the AC/2 and AC/5 into the ground.

No, the AC/2's issue is not heat, it's that it doesn't have much reward for a 6 ton package. An ER Large Laser is lighter, needs no ammo, is a lot easier to use (hitscan), and is just all-around superior in almost any circumstance. Having all the range in the world doesn't matter a damn if the target isn't threatened at all by the firing. Speaking of which, most targets don't even stay exposed that long at extreme ranges anyways. Oh hey, you might get to tickle a Stalker for 1-2 damage from far away while he's waddling across Alpine to a hill...not worth the 6+ tons.

The AC/5 is relatively well-balanced, not really excelling at anything while also not sucking at anything. Jack of all trades but a master of none.


I made a typo, I meant meant 0.1 damage per round. C'mon, man, read between the lines! Nobody wants a gun nerfed that hard.

As for the AC/2, I'm not nerfing it, I'm altering its role. Short of changing it to do more damage or weigh less, it's always going to get outclassed by the AC/5. Always. Increase the DPS? Also increase the heat. That's a no-win scenario.

The only thing it is good for is cockpit rattle. It used to be plenty viable in that capacity, but now it isn't since it roasts the user. Up the ammo per ton, remove ghost heat, increase RoF, decouple RoF from damage, and now you've got a weapon that can pound the crap out of and blind the enemy from 900 meters out with modules. That's fantastic. Can't fire that ERLL when you can't see what you're shooting at. Despite the QQ on this forum, I consider blinding the enemy with gunfire a legitimate tool, and I'll blast a hole larger than the diameter of the sun in any argument anybody makes against that. Finally, if you have enough people doing it, you only need a few 'Mechs dealing massive damage to core them out while they can't see. With increased ammo, you can also deny passage through corridors with constant fire.

The AC/5 also isn't getting nerfed. 2.5 dps isn't too far off of 3 and with specialty ammo and cool-down modules, it'll be right back where it already is.

#20 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 24 November 2014 - 09:10 PM

View PostYeonne Greene, on 24 November 2014 - 08:53 PM, said:

I made a typo, I meant meant 0.1 damage per round. C'mon, man, read between the lines! Nobody wants a gun nerfed that hard.

Okay then, crisis averted. I can step down from my battle stations now. ;)


View PostYeonne Greene, on 24 November 2014 - 08:53 PM, said:

As for the AC/2, I'm not nerfing it, I'm altering its role. Short of changing it to do more damage or weigh less, it's always going to get outclassed by the AC/5. Always. Increase the DPS? Also increase the heat. That's a no-win scenario.

Technically one can lower the heat at the same time as increasing the damage rate, to keep the existing heat rate or even lower it.

As for the AC/5 comparison, I'm actually mostly comparing the AC/2 to the ERLL. Both are guns that reach out to extreme ranges, with very similar tonnages. I think that they should be roughly analogous (but not 100% clones of course), whereas right now the latter is a lot better at the extreme-range poking role (and other roles) than the former.


View PostYeonne Greene, on 24 November 2014 - 08:53 PM, said:

The only thing it is good for is cockpit rattle. It used to be plenty viable in that capacity, but now it isn't since it roasts the user. Up the ammo per ton, remove ghost heat, increase RoF, decouple RoF from damage, and now you've got a weapon that can pound the crap out of and blind the enemy from 900 meters out with modules. That's fantastic. Can't fire that ERLL when you can't see what you're shooting at. Despite the QQ on this forum, I consider blinding the enemy with gunfire a legitimate tool, and I'll blast a hole larger than the diameter of the sun in any argument anybody makes against that. Finally, if you have enough people doing it, you only need a few 'Mechs dealing massive damage to core them out while they can't see. With increased ammo, you can also deny passage through corridors with constant fire.

Cockpit shaking tends to be more relegated to a "nuisance" type role than making a real difference, unless the shaking is super duper extreme. In which case, using more than one of the gun wouldn't be beneficial anyways.


I see two "roles" that the AC/2 could be easily shuffled into:

A. Long-range suppression weapon, aka what it used to be before Paul went crazy on it (roughly 0.5 second cooldown, no Posted Image heat). Fast firing rate, good damage, and some bonus cockpit shaking. The current version doesn't have enough of these traits to be decent. Doesn't necessarily need the full 0.5s cooldown restored, but it should certainly fire a bit faster and have its heat per shot reduced a bit simultaneously.

B. Long-range "mini sniper" cannon. Would deal much more frontloaded damage (somewhere around 4 or so) but with reduced DPS to compensate (approximately 2.0 DPS, if it was given 4 damage per shot). It would be much better in long-range poking battles due to more upfront damage but less effective in close quarters due to DPS. Ammo per ton would probably have to get reduced to maintain approximately 150 damage per ton of ammo. This also solves the heat per second issue nicely. I think that this one would be cooler and offer more flavor, but...

The big issue with approach "B" is that it requires PGI to deviate from the mindset that an Autocannon "must" do the same damage per shot as is listed in its weapon name (i.e. AC/10 "must" do 10 upfront damage, no higher or lower allowed). Option A therefore seems more likely due to the status quo, although Paul would still probably reject it...


View PostYeonne Greene, on 24 November 2014 - 08:53 PM, said:

The AC/5 also isn't getting nerfed. 2.5 dps isn't too far off of 3 and with specialty ammo and cool-down modules, it'll be right back where it already is.

It's far enough to make a difference.

Really though, the gun doesn't really need much touching. It already has its uses without being too bad or too good.

Edited by FupDup, 24 November 2014 - 09:11 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users