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Nerf Clan Erl And Ml Please

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#101 Y E O N N E

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Posted 29 May 2015 - 05:28 PM

View Postlordtzar, on 29 May 2015 - 02:56 PM, said:


Clan vs IS equilibrium will take years. Quirks are needed for the foreseeable future. If you nerfed the **** out of all the clan lasers, what's the point? Right now, as things are, why would anybody take a TBR over a thunderbolt? People are fitting pulse lasers and missiles over the laser vomit, why not just take the thunderbolt and not have to deal with the mickey mouse ears?

IS still has their laser vomit. IS still gonna spam large lasers. The recent clan nerfs were kneejerk reactions to people using the two best clan mechs....a lot....and it never even dawned on them to consider why.

IS have good light mechs, good medium mechs, good heavy mechs, and good assaults. Clan had one good medium, two good heavies, and 1.5 good assaults. If there had been a better selection, there wouldn't have been so many TBRs and SCRs.

And then unjustified nerfs come. What as it, 40% more IS players? When the typical reaction in mmos is to join the "best" side. Devs that don't play the game, listening to biased players.....ugh


Spoiler


View PostAresye Kerensky, on 29 May 2015 - 03:41 PM, said:


I'm sorry, but that's a steaming load of BULL F****** $&*%

The 65t TDR-5SS w/ 7 MPL weighs the same tonnage, and has the same damage output as a 6 CERML HBR with a 42 alpha. With quirks, it can do full damage with those 7 MPL up to 385m, giving the HBR a whopping 20m advantage in range (aka: yes, that's "twenty" meters).


Now, the 5SS can do all those 42 points of damage within 0.6s. The HBR, at 1.15s, has to stay exposed for nearly DOUBLE the amount of time in order to do its full 42 points of damage.

What do you think the 5SS is doing after it's done firing? Lingering around letting the HBR do full damage? Not twisting? No, it's going to go back behind cover to recharge, or twist away to spread incoming damage.

That's what you don't understand about this argument. You say the IS player has to shoot more often, which is true with certain builds, but then you go on to say that the IS pilot can only shoot while the Clan player is exposed, which I guess is also true, but you're doing your calculations with the assumption that the IS player will continue to stand there taking it while its weapons are recharging, which is plain idiotic.

The TDR-5SS weighs the same as the HBR, yet its side torsos have 15 more HP each, does the same damage for less heat in half the duration, has NEARLY the same range, runs a standard engine, has at least 3-4 of its weapons left if it gets either torso shot off, no heat penalty for losing a side torso, and runs just under 7kph slower.


Spoiler


Edit: added spoilers because longpost is long.

Edited by Yeonne Greene, 29 May 2015 - 05:31 PM.


#102 Aresye

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Posted 29 May 2015 - 06:10 PM

View PostFlutterguy, on 29 May 2015 - 03:58 PM, said:


I'm going to stay out of this for the most part but where are you getting that number? By my calculations including the range module it should be 220*1.6 = 352m and then you're being disingenuous anyways by not including the range module on both sides so a proper comparison would be 352 to 445.5 or a range difference of 93.5 meters, not 20 meters.

You can go back to your rant now.


Perhaps you are forgetting to factor in the 50% Medium Pulse Laser range quirk along with the 25% Energy Weapon Range quirk? That's a 75% range quirk to the 7 MPL build.

220 * 0.75 = 165
220 + 165 = 385

It's cute you forgot to factor in the most important part of the mech for your rebuttal though.

Sources:
Smurfy's Mech Lab
Snafet's Quirk List

Edited by Aresye Kerensky, 29 May 2015 - 06:12 PM.


#103 Y E O N N E

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Posted 29 May 2015 - 06:15 PM

View PostAresye Kerensky, on 29 May 2015 - 06:10 PM, said:


Perhaps you are forgetting to factor in the 50% Medium Pulse Laser range quirk along with the 25% Energy Weapon Range quirk? That's a 75% range quirk to the 7 MPL build.

220 * 0.75 = 165
220 + 165 = 385

It's cute you forgot to factor in the most important part of the mech for your rebuttal though.

Sources:
Smurfy's Mech Lab
Snafet's Quirk List



There's no 75% range quirk. The quirks give it +50% on the MedPulse (25% general energy, 25% MedPulse), plus 10% module is 1.60 * 220 = 352.

I have a TDR-5SS. I've never played it outside of Testing Grounds, but I do have one. You need to go look at Smurfy again, because it doesn't have 75% improvement to range.

#104 Aresye

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Posted 29 May 2015 - 10:52 PM

I stand corrected then. Snafet's quirk list is out of date, but it doesn't change my position, because my position is based on real experience playing these very IS and Clan mechs in CW, with the loadouts used in my examples.

Posted Image

*Edit: That was done with a STK-4N, TDR-9SE, TDR-5SS, and RVN-2X. I've only had 4 3500+ damage matches in CW. 2 of them I got over the course of 4 months while playing Clan mechs. The other 2 I got within the same week playing IS mechs.

Edited by Aresye Kerensky, 30 May 2015 - 12:43 AM.


#105 Moldur

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Posted 29 May 2015 - 11:46 PM

Do we want to do all this juggling with different chassis quirks and stuff? Are clan lasers supposed to compete with unquirked IS lasers and be inferior to quirked IS lasers? What's the goal here? Do we just pick and choose, because that's what it looks like right now.

Which side has range advantage? Right now I believe the longest range lasers in the game beloag to the Zeus-9S,with an 810m range before drop-off on erLL. "Ohhh, but that's just one chas-" so ******* what?! What? Do you want to compare clan lasers to every single chassis?! Is it supposed to be balanced with every single IS chassis in the game? Well it's not! (Big surprise.) Quirks make sure that it will never be balanced across the board... Ever! Not even IS lasers are balanced with every IS chassis in the game. Why? Because PGI seems to semi-arbitrarily jerk their quirk juice out of their balance stick and smear it all over whatever it touches. We have a select few IS chassis with superior lasers dominating the top rung of laser-vana, below them there are clans and regular IS quirked lasers to some arguable degree, then below them are IS mechs with unquirked lasers. How are clan and IS lasers supposed to be balanced when Clan mechs are in the middle of the disgusting quirk sandwich mess? Go up? Go down? Go around? Make it so clans dominate all? nah. Make it so stock IS lasers are better than clans while quirked IS mechs are far better than clans? Noooo.

Quirks were a mistake.
CW was a mistake.

But before we blame PGI for balance issues, just remember that PGI works long and hard on their mistakes, so it makes it ok.

#106 Y E O N N E

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Posted 30 May 2015 - 12:43 AM

Quirks are a huge mistake.

View PostAresye Kerensky, on 29 May 2015 - 10:52 PM, said:

I stand corrected then. Snafet's quirk list is out of date, but it doesn't change my position, because my position is based on real experience playing these very IS and Clan mechs in CW, with the loadouts used in my examples.


I'm not questioning and have never questioned your position on the Thunderbolt. I agree, it's totally out of line. What I am and have been questioning is your take on the math behind it and laser mechanics in general, which is only half-informed.

View PostMoldur, on 29 May 2015 - 11:46 PM, said:

Do we want to do all this juggling with different chassis quirks and stuff? Are clan lasers supposed to compete with unquirked IS lasers and be inferior to quirked IS lasers? What's the goal here? Do we just pick and choose, because that's what it looks like right now.


No, we don't want to do all this juggling. IS futuretech needs to get here and IS equipment needs to be tweaked to some sort of parity with Clan tech so no quirks are needed at all. Then we can all live happily ever after...

...except for the inbreds demanding Clans be straight-up superior in a game where they can't be. They won't be happy.

#107 Aresye

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Posted 30 May 2015 - 01:01 AM

View PostYeonne Greene, on 30 May 2015 - 12:43 AM, said:

No, we don't want to do all this juggling. IS futuretech needs to get here and IS equipment needs to be tweaked to some sort of parity with Clan tech so no quirks are needed at all. Then we can all live happily ever after...


Parity would be giving Clans the option to run IS tech. Autocannons, lasers, etc. Same tonnage, crits, and stats.

I'd gladly take a reduction in range and damage if it meant I didn't have to face tank a stalker line waiting for my 1.5s ER Large to finish.

#108 happy mech

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Posted 30 May 2015 - 02:59 AM

cerml beam is 6.087 dps
IS ml beam is 5.556 dps

cerml is 1.167 damage per heat
IS ml is 1.25 dph

cerml time between shots is 3+1.15 seconds
IS ml time between shots is 3+0.9 seconds

cerml is 405 range
IS ml is 270 range


there are not big differences in the first three cases, however the 50% more range is very big difference
since it is an ER laser and we do not want the clan and IS equipment to be the same, lets say it keeps the 405 range
what to trade?

biggest problem is the long range high alpha for low tonnage, so i would reduce the beam dps to reduce the alpha capability and keep the damage and range
new cerml beam dps = 66% of IS ml beam dps (to mimic the IS ml range being 66% of clan erml range) = 3.704 beam dps
new cerml beam duration = 7/3.704 = 1.89 seconds

do something like this for all weapons, unlock clan equipment and upgrades, remove overdone IS quirks

#109 Y E O N N E

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Posted 30 May 2015 - 11:51 AM

View PostAresye Kerensky, on 30 May 2015 - 01:01 AM, said:


Parity would be giving Clans the option to run IS tech. Autocannons, lasers, etc. Same tonnage, crits, and stats.

I'd gladly take a reduction in range and damage if it meant I didn't have to face tank a stalker line waiting for my 1.5s ER Large to finish.


It doesn't have to be quite like that. I wouldn't even mind making Inner Sphere auto-cannons burst or Clan auto-cannons slug so that both sides have the same utility. If LFEs, LACs, LPPCs, HPPCs, and Magshots show up, there's really nothing to complain about in that department for the Inner Sphere pilots. Clans can even get their full 15 pin-point C-ERPPCs, maybe even heavy lasers, too.

But what does have to happen is all like-named, non-pulse lasers need to deal the same impulse damage, with Clan tech having the option to hold on-target longer to deal greater damage and IS tech having slightly longer range to balance out that extra damage and the lower speed. IS pulse lasers need to be reverted to short range; impulse damage is their game and if you extend their range they become insanely broken. Broken on the Thunderbolt, broken on the Locust, broken on the Firestarter.

Spoiler


#110 Aresye

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Posted 30 May 2015 - 07:54 PM

View Posthappy mech, on 30 May 2015 - 02:59 AM, said:

biggest problem is the long range high alpha for low tonnage, so i would reduce the beam dps to reduce the alpha capability and keep the damage and range
new cerml beam dps = 66% of IS ml beam dps (to mimic the IS ml range being 66% of clan erml range) = 3.704 beam dps
new cerml beam duration = 7/3.704 = 1.89 seconds


Have you ever used lasers at a 1.8 or greater duration? There's a very good reason why the CERLL was never used when it had its short period of being up at 2.0s duration. Between mech movement, defensive twisting, hitboxes, and hitreg issues, it was basically like shooting a pillow, virtually useless against everything that doesn't stand 100% still.

Pretty much no laser should be above a 1.5s duration, and even that's pushing it. PGI should be looking at other ways to balance Clan tech, such as cooldown time, heat, etc. Either that, or they should fix HSR, so when I DO keep my aim on a component for the full duration, I do the damage I'm supposed to do.

#111 Gyrok

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Posted 31 May 2015 - 04:04 PM

View PostAresye Kerensky, on 30 May 2015 - 07:54 PM, said:


Have you ever used lasers at a 1.8 or greater duration? There's a very good reason why the CERLL was never used when it had its short period of being up at 2.0s duration. Between mech movement, defensive twisting, hitboxes, and hitreg issues, it was basically like shooting a pillow, virtually useless against everything that doesn't stand 100% still.

Pretty much no laser should be above a 1.5s duration, and even that's pushing it. PGI should be looking at other ways to balance Clan tech, such as cooldown time, heat, etc. Either that, or they should fix HSR, so when I DO keep my aim on a component for the full duration, I do the damage I'm supposed to do.


I would totally be fine there...give us a .25 sec longer cooldown...fine...it effectively limits the DPS beyond even heat.

#112 LORD ORION

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Posted 31 May 2015 - 04:12 PM

Won't be long until every clam chasis is running Gauss and CL-ER-MLs, not used, or is an Arctic Cheetah.

#113 Nightmare1

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Posted 31 May 2015 - 06:10 PM

There are already too many nerfs on the Clans as they are. PGI should unlock the chassis.

#114 happy mech

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Posted 01 June 2015 - 06:05 AM

View PostAresye Kerensky, on 30 May 2015 - 07:54 PM, said:


Have you ever used lasers at a 1.8 or greater duration? There's a very good reason why the CERLL was never used when it had its short period of being up at 2.0s duration. Between mech movement, defensive twisting, hitboxes, and hitreg issues, it was basically like shooting a pillow, virtually useless against everything that doesn't stand 100% still.

Pretty much no laser should be above a 1.5s duration, and even that's pushing it. PGI should be looking at other ways to balance Clan tech, such as cooldown time, heat, etc. Either that, or they should fix HSR, so when I DO keep my aim on a component for the full duration, I do the damage I'm supposed to do.


currently cerml is the same as IS ml (tonnage, nearly same damage per heat, beam dps), except having more initial damage (offset by longer beam duration) and 50% more range
now, how would you balance this 50% more range (which IS can get for 4 tons more)?

also keep in mind, clans have cersl for close range (200, more comparable to IS ml 270)

#115 Widowmaker1981

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Posted 01 June 2015 - 06:31 AM

People are looking at Clan laser weapons and assuming they should have 1 to 1 parity with IS laser weapons. They shouldnt.

IS can customise engine sizes. this is a BIG THING, especially for heavier mechs. Taking the Gargoyle as an example: in TT, your movement speed in hexes is engine rating/tonnage, and this must be a whole number, since you cannot move 1/2 a hex. So the Gargoyle has 2 choices: 4 movement from a 320, or 5 from a 400. You decide that you want a faster mech, so you use the 400. However in MWO speeds are done in KM/H because its real time, so this restriction is gone, your Gargoyle COULD use a 375, saving a lot of tonnage, and only moving a couple KM/H slower, its very very worth doing. The optimal engine size from MWO perspective is, for heavier mechs especially, almost never a TT possible size. Hence literally all clan mechs are saddled with an inefficient engine size (Yes, even the Timber. If it could drop to a 350 it most certainly would), because of TT construction rules that do not apply in MWO.

Clan mechs also frequently dont come with sensible upgrades (endo steel), have locked in Jumpjets and Heatsinks reducing their build options (along with not very good burst fire mode this is why you dont see clan AC builds, because you dont need heatsinks for AC builds), and have crappy ACs.

Given all these drawbacks, if all their weapons are balanced 1 to 1 with IS weapons, what would that make clans? oh yes, WORSE. I agree that clans should not be strictly better than IS mechs, but they also shouldnt be strictly worse.

#116 LordBraxton

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Posted 01 June 2015 - 06:32 AM

Buffing clan ACs to be as good as their lasers will just make clans vastly OP. Buff their autocannons, and nerf their lasers gently. I'd really like AC's to be viable on my clan mechs.

Edited by LordBraxton, 01 June 2015 - 06:32 AM.






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