Cooling Down The Is Large Lasers...
#61
Posted 14 February 2015 - 03:05 AM
#62
Posted 14 February 2015 - 04:15 AM
"oh 4LL at once ? same ghost heat as befor! buy mechs!"
#63
Posted 14 February 2015 - 05:53 AM
Going 3LL's is actually an intersting style for poke-builds, e.g. together with an AC10 on an Orion-K, and there is a trade-off to the usual 2LL+ML's. In such a case, none of the weapon layouts is stronger, resulting in an interesting decision: 3 tons more or additional range.
This is just one of the situations why i think the heatscale free 3LL should be viable. It isn't overpowed by any means, at least not more than an LL+ML combination would be.
Additionally, the comparision with clans is indeed interesting: The potential pinpoint damage of clan lasers and the high range of CERML are one of the reasons which give certain clanmechs a notable edge (especially with XL and smaller heatsinks). Even being able to use 3LL as IS won't change much about this difference, IS pinpoint will still be weaker. As said, it's less of an advantage compared to variety. Which imo is a great thing to have. Heatscale proved to solve some issues, but LL's were always one of the most controverse decisions. I think it's outdated at this point.
It could help alleviating the clan range advantage to certain degrees, though. 450m still aren't very much, but it's a beginning.
Edited by Averen, 14 February 2015 - 06:33 AM.
#64
Posted 14 February 2015 - 06:17 AM
Perform temporary trials, monitor community reaction, make permanent after a couple of weeks without complaints.
#65
Posted 14 February 2015 - 06:30 AM
#66
Posted 14 February 2015 - 06:44 AM
#67
Posted 14 February 2015 - 06:56 AM
Keep this change for the ERLL and LL.
Its creates an alternative to PPC builds.
It helps IS mechs that dont have 12 energy hard points etc.!!!!!
It helps the balance of IS mechs vrs Omni's
I am not sure about LPL's.
The only down side I see is that my LL STK packs 4 LL's and i will have to adjust to make the most of this change.
Seriously keep this change. Unless the upcoming quirks adds something that cant be taken into account at the moment.
Good call to the guys making this game.
#68
Posted 14 February 2015 - 07:05 AM
#69
Posted 14 February 2015 - 07:13 AM
Moenrg, on 14 February 2015 - 07:05 AM, said:
I am not sure about all of this. But you have a point. Either way, once battlemechs and omni mechs are balanced then double internals of all mechs. Then we have a proper mechwarrior game maybe. The guys and girls building this game have done an excellent job so far, but balance is wack at the moment and ttk needs to close to how it was pre omni mech.
#71
Posted 14 February 2015 - 07:33 AM
However, it also slightly buffs several mechs not so shining atm:
SHD-2K (ERLL ofc), VTR-DS, TDR-9SE and some more.
It also makes playing some variants less painful and more playable in public queue ( La Malinche, CTF-1X and more ).
Overall, thanks for hearing us and trying this change out.
Would be really glad to see it becoming permanent
PS: Sp4rtan, 2 LPL + 5 MPL was better. Now they're roughly on par.
Edited by Zeleglok, 14 February 2015 - 07:34 AM.
#72
Posted 14 February 2015 - 07:48 AM
I was just in a long range duel with a CERLL wielding Omni mech and it didnt got well even with the changes but it was a closer fight. The quirks for some IS mechs will help with the ranges though.
#73
Posted 14 February 2015 - 08:12 AM
This is a nice buff for IS mediums, heavies and assaults. It reinforces the CW meta that against the IS(organized teams at least), you do not engage in poking battles. The IS have nice velocity quirks on their PPCs and now with Ghost heat changes on erLL trading at range should be advantageous for the IS ( high weapon mounts, low heat, low burn time, @ range equality)
It reinforces the meta of IS dominance at range and Clan brawling with hordes of small and pulse lasers
#74
Posted 14 February 2015 - 08:21 AM
#75
Posted 14 February 2015 - 08:23 AM
Johnny Z, on 14 February 2015 - 07:13 AM, said:
I am not sure about all of this. But you have a point. Either way, once battlemechs and omni mechs are balanced then double internals of all mechs. Then we have a proper mechwarrior game maybe. The guys and girls building this game have done an excellent job so far, but balance is wack at the moment and ttk needs to close to how it was pre omni mech.
While I'm fine with doubling internals, I don't share your fears over a reduction in TTK. In fact I want to see reduced TTK's across the board as tech level increases. I'm not sure how much TT you played, but for those unfamiliar with TT, the introduction of the clans created level 2 rules (and/or level 2 tech). Advances in IS weapons brought about level 3 rules (or level 3 tech). I still maintain that 'nerfing' level 2 tech down to level 1 tech was the absolute wrong way to go. It results in there being no advance in weapons technology.
Do you want IS UAC's and Rotary AC's to be as useless as clan UAC's? Do you want MRM/40's or Thunderbolt 20's to have insane ghost heat limiting you to firing only 1? If we make the new weapons useless, then why will people use them? So no, I want them to be deadly, and very powerful. As new weapons came out people stopped using the older weaker weapons, that happened in history, it happened in TT and it should happen here. This "we're stuck forever with 3025 technology" thought process is dumb. PGI can move the timeline at any time they want (as they've shown), what good will it do if those newer weapons are not better than current? If I'm stupid enough to run across an open area, then I deserve to be blown away in any mech. Battlemechs (and Omnimechs) have always had more than enough firepower to destroy each other.
#76
Posted 14 February 2015 - 08:46 AM
Moenrg, on 14 February 2015 - 08:23 AM, said:
While I'm fine with doubling internals, I don't share your fears over a reduction in TTK. In fact I want to see reduced TTK's across the board as tech level increases. I'm not sure how much TT you played, but for those unfamiliar with TT, the introduction of the clans created level 2 rules (and/or level 2 tech). Advances in IS weapons brought about level 3 rules (or level 3 tech). I still maintain that 'nerfing' level 2 tech down to level 1 tech was the absolute wrong way to go. It results in there being no advance in weapons technology.
Do you want IS UAC's and Rotary AC's to be as useless as clan UAC's? Do you want MRM/40's or Thunderbolt 20's to have insane ghost heat limiting you to firing only 1? If we make the new weapons useless, then why will people use them? So no, I want them to be deadly, and very powerful. As new weapons came out people stopped using the older weaker weapons, that happened in history, it happened in TT and it should happen here. This "we're stuck forever with 3025 technology" thought process is dumb. PGI can move the timeline at any time they want (as they've shown), what good will it do if those newer weapons are not better than current? If I'm stupid enough to run across an open area, then I deserve to be blown away in any mech. Battlemechs (and Omnimechs) have always had more than enough firepower to destroy each other.
Chasing FOTM is the bane of online gaming and is a cheap tactic many games use to keep players chasing the ball.
This game is likely the most complicated game to balance maybe ever? If not its close.
So I dont think this game is playing FOTM but actually trying to balance tons of mechs and game play rules that have been added since launch.
It wouldnt bother me at all if the game had many balanced roles for many play styles all valid and usefull set in stone. Like chess, but unlike chess they add many gameplay features and content instead of relying on cheap chase the FOTM or cheap content like linear lvl's.
Example for addition to role is add a active ping to the Beagle Active Probe. It sends out a sonar like ping spotting all mechs within certain distance but also alerts the other team to the beagles location... Anyway getting balance set would allow some more interesting gameplay features to be on the field and off like the star map.
I hope very few and only high quality lostech weapons are added and thats about it for adding straight weapons Mechwarrior currently has in game. Things like mine or mortars are not currently in game and would be possible great additions.
Edited by Johnny Z, 14 February 2015 - 09:06 AM.
#77
Posted 14 February 2015 - 09:09 AM
#78
Posted 14 February 2015 - 09:13 AM
Simply beautiful!
#79
Posted 14 February 2015 - 09:26 AM
If they can find ways to minimize ghost heat or at least make it more logical, it's a step in the right direction.
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