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New Weapons Coming In 3068! How Should They Work? Discussion!


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#1 Andi Nagasia

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Posted 12 July 2015 - 06:00 PM

as it is right now IS & Clan are seemed for the most part Balanced,
their are however little things and both sides have Under-preforming mechs,
also With the Recent Introduction of FW/CW#3 PGI should have more Flexibility now,
as they will have more time to Spend on other Game Related and Programing things,

there have also been many new Topics have come up talking about the Timeline,
as such Russ has hinted he would like to see its Officially move up some time 2016,
allowing for more Content, we have already seen some of this with the Kodiak Variants,


So onto the Topic that many also feel needs to be Discussed now,
the Timeline, and why it needs to be moved up to 3060, Why? Weapons!
-
in 3060 IS have made amazing progress Reverse Engineering Clan Tech,
as well as great Strides into reinventing LosTech, helping close the IS to Clan Gap,
giving Us New Weapons to help Better Balance the weapons in both Factions Tech,
as well as adding more Flavor to both Ballistics and Missile Categories,
-
Their are 2 Categories of New Weapons,
1) IS Filler Weapon(Weapons that Clan has all Types but IS doesnt),
2) New Weapons,(New Weapons that have just Been Developed)
-
This Topic will Mostly Cover New(3060) Weapons,
your thoughts and Feelings and how you think they should be Balanced,
ill take your Ideas and Update the Weapons Stats with Everyone's Feed Back,
-
i understand that many feel all weapons need to be balanced first,
i agree but thats another Discussion, Posted Image


=First, IS Available Filler Tech=
Again these are Weapons that Clan has all Types but IS doesnt,
Weapons to Fill Gaps in the IS Weapon Lineups,
ER-SL/ER-ML
Extended range Variants of the IS Small&Medium Lasers,
increasing their range to be much closer to Clans ER-Lasers,
-
IS Ultra ACs
U-AC2/U-AC10/U-AC20
Ultra Versions of All IS Auto-Cannons,
(Assumed to work like Clan UACs but -1Shell)
(UAC2=1)(UAC10=2)(UAC20=3)
-
IS LB-X ACs
LB-AC2/LB-AC5/LB-AC20
LB-X Versions of All IS Auto-Cannons,
-
SSRM4/SSRM6
Extended Variants of the IS S-SRM Launchers,
increasing their use with more variants,

=Also, IS Filler Equipment=
these are Addisions that add an aditional flavor to IS,
in this instance to allow Clan use to IS mechs,
LightFusionE
Acts Much like the Clan XL but for the is for IS, weighs only 75% of a STD engine,
was developed in 3053(Wolfs Dragoons), became full available 3060-3062,
(Also Bridges the Gap between Clan and IS XL Engines)
-
PPC-Capacitor
gives any IS PPC the ability to charge then fire,
PPCs equipped with this Capacitor can still fire with out charging,
however charging then firing adds +5 damage to your PPCs damage,
(this Bridges the Gap between Clan and IS ER-PPC Damage)


=ON TO THE TOPIC=
Please Post your Thoughts on these New Weapons

=New IS Weapons=
X-Pulse-Lasers
XSPL/XMPL/XLPL
Extended Range Variants of the IS Small/Medium/Large-Pulse-Lasers,
increasing their Effective Range to be much closer to Clans Pulse-Lasers,
-
Weapon,...........Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Small-X-Pulse,.......3............3.......0.5.........2.25..........185...........310............1.......1...
Medium-X-Pulse,...6............6.......0.6.........3.00..........370...........620............2.......1...
Large-X-Pulse,......11..........10......0.7.........3.25..........660..........1120...........7.......2...
(i Kept most of their Stats from Normal Pulse but increasing their range and heat)
(it seems to be a Trade +33% heat for +40% Range in this Case)

Hypervelocity Autocannons
HVAC2/HVAC5/HVAC10
HVACs(Hypervelocity Autocannons) are Larger and Heavier,
but make up for it with having much longer Range and Velocity,
-
Weapon,..............Damage,..Heat,..Velocity,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Hypervelocity AC2,....2...........1........2200............1.............1120........2240.............8.......2...
Hypervelocity AC5,....5...........3........1800............2..............920.........1840............10......4...
Hypervelocity AC10,.10..........7........1400............3..............660.........1320............14......6...
(i Used some ACs Stats as well as some from C-LBXs, increasing their Range and Velocity)
(i tried to give them a different feel so not to Just be another IS-AC Weapon)
(Weight of Hypervelocity AC5 i reduced by 2Tons(16%) for more Viability)

Light-Gauss/Heavy-Guass
Lighter Gauss version for weight and space Saving,
Heavier Gauss version for Damage and Power,
-
Weapon,...........Damage,..Heat,..Charge,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Lighter Gauss,........8...........1........0.5.............4.............720..........1440...........12.......5...
Heavy Gauss,........25..........2........1.0.............5.............270...........810............17......10...
(Stats from Sarna, Charge and Cool-down can both be changed for Balance)
(Heavier Gauss Max Distance is X3 instead of X2, to give it its TT Feel)
(Weight of Heavy Gauss reduced by 1Ton(5.5%) for more Viability)
(Size of Heavy Gauss reduced by 1Crit(9%) for more Viability)

MRM
MRM10/MRM20/MRM30/MRM40
Medium Range Missiles, Unguided and used for Blanketing an area in Fire,
for FPS balance i see them Firing like SRMs but in a Fast Stream of Missiles,
-
Weapon,...Damage,..Heat,..Velocity,...Burst,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
MRM10,........10...........4.........260.......0.30.......3.50..........720...........720.............3.......2...
MRM20,........20...........6.........260.......0.55.......4.00..........720...........720.............7.......3...
MRM30,........30..........10........260.......0.80.......4.50..........720...........720............10......5...
MRM40,........40..........12........260.......1.05.......5.00..........720...........720............12......7...
(as they are Unguided like SRMs but Fire in Stream like C-LRMS i think will be Balanced)
(Burst as well as Cool-Down could be Changed for Balance in needed)


=New Clan Weapons=
Heavy Lasers
HSL/HML/HLL
designed to do alittle more damage than standard ER-Lasers,
but due to the increased damage they have reduced Laser Range,
because of the Weapons Power a Static Effect is active when Firing,
(Static Effect is much like being near an Enemy ECM mech)
-
Weapon,...........Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Heavy-Small,..........7...........4......1.00.......2.25...........120..........190............0.5......1...
Heavy-Medium,.....10..........6.......1.00.......3.00...........200..........400.............1........2...
Heavy-Large,........15..........11......1.20.......3.25...........405..........810.............4........3...
(for Heavy Lasers ive taken the Range of the Laser under them as well as X2 Damage)
(Example, i see a Heavy-Large working as 2CE-R-ML with C-ER-ML Range, +1Damage)
(i feel this would help Clan Mechs with less HardPoints, ADR, IFR, SHC, SMN, WHK)
(Lowered Damage on Heavy Large Laser by 1(6%) for Balance)

ATMs
ATM3/ATM6/ATM9/ATM12
Advance Tactical Missile System fires Guided Missile at Medium Ranges,
the launchers are heavy but they can hold 3 different types of ammo,
because of problems with this we can expect 3 launchers,
ATM-HE / ATM-STD / ATM-ER
-
Weapon,...Damage,..Heat,..Burst,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
ATM3,........(Type).......2......0.25........3.50.........(Type)......(Type)........1.5.......2...
ATM6,........(Type).......4......0.45........4.00.........(Type)......(Type)........3.5.......3...
ATM9,........(Type).......6......0.65........4.50.........(Type)......(Type)..........5........4...
ATM12,......(Type).......8......0.85........5.00.........(Type)......(Type)..........7........5...
-
Weapon(Ammo),...Damage,...Velocity,...Range,...Max Range,...
High-Explosive,..........3............160.........220...........220...........
Standard,...................2.............240.........820...........820............
Extended-Range,......1.............300........1420.........1420...........

Streak LRMs
SLRM5/SLRM10/SLRM15/SLRM20
Streak Long Range Missiles, Guided and more accurate then normal LRMs,
for balance i see them Firing like IS-LRMs in a Volley, but with Better spread @ longer Cooldown,
-
Weapon,...Damage,...Heat,...Velocity,...Cool-down,...Range,...Max Range,...Tons,...Crit*,
SLRM5,..........5.............2.........160............4.70............900............900..............2........1...
SLRM10,.......10............4.........160............5.00............900............900..............5........2...
SLRM15,.......15............5.........160............5.30............900............900..............7........3...
SLRM20,.......20............6.........160............5.60............900............900.............10.......5...
(as they are like IS-LRMs in most every way but they cant Indirect Fire as per Lore)
(giving them Better Spread, but Longer Cooldown should give them more use)

I-PPC
Improved Particle Projector Cannon is an Improved Lighter C-PPC,
which acts like as a Normal PPC but for Clan, at 6Tons 2Crits like Clan ERPPCs,
(as their is no Sarna Page for the I-PPC(Table from CGL's, Interstellar Operations)
Posted Image
(I-PPCs (LosTech2822)(ReintroducedTech3060)=
-
Weapon,........Damage,..Heat,..Speed,.Cool-down,..Range,..Max Range,..DPS,..Tons,..Crits,
C-I-PPC,............10..........10......1200........3.5..........80-540....810(X1.5).....2.8.......6........2...


=New Equipment for Both=
Laser-AMS(LAMS)
Laser Anti-Missile System works like normal AMS but is Energy based,
it works by using a Laser to shoot down Incoming missiles instead of a Ballistic spray,
this causes LAMS to generate heat as it fires and shoot downs Missiles,
-
Weapon,....Damage,..Heat,..Speed,.Range,..Max Range,..Tons,..Crits,
LAMS,..........3.50.......1/sec....100......120...........240.............1.........1...
(Stats based on normal AMS but with Flamer Heat/Sec, when shooting down Missiles)

Rotary Autocannons
RAC2/RAC5
RACs(Rotary Autocannons) fire much faster than normal ACs or even UACs,
but make up for it with having much longer Range and Velocity,
-
Weapon,...Damage,..Heat,..Velocity,..Cool-down,..Range,..Max Range,..Tons,..Crits(IS),..Crits(C),
Rotary AC2,....2...........1........2000.........1.00*...........720........1440..............8..........3..............4...
Rotary AC5,....5..........1.5......1150..........2.30*..........620........1240.............10.........6..............8...
*= RACs have a Spoolup time, each shot will fire faster than the first resting at 1/2Cool-down(5Shots)
(i think this will push RACs into being more of a DPS weapons rather than a replacement for UACs)
(for Balance the number of Shots needed for Spoolup can be Changed(5 = -10%CD each shot)


Again, This Topic will Mostly Cover New(3068ish) Weapons,
your thoughts and Feelings and how you think they should be Balanced,
ill take your Ideas and Update the Weapons Stats with Everyones Feed Back,

Thoughts, Comments, Concerns?
Thanks


Edit- All Weapon Stats Finished
Edit2- Heavy Laser Burn Time reworked,
Edit3- Heavy/Light Gauss Ranges reworked,
Edit4- Heavy Gauss Weight reduced by 1Ton,
Edit5- Heavy Large Laser damage reduced,
Edit6- Hypervelocity Autocannons Added,
Edit7- Missile Weapon Velocities Added,
Edit8- Changed Heavy Gauss Ranges,
Edit9- rework as allowed by (Scout),
Edit10- Added I-PPCs, LAMS, RACs,
Edit11- Streak LRMs added

Edited by Andi Nagasia, 13 March 2017 - 08:21 AM.


#2 Kiiyor

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Posted 12 July 2015 - 06:55 PM

When do Plasma rifles and cannons appear? I'd love an ammo dependent PPC that added heat to my foes. You could add a cap for maximum external heat transfer, just like in TT, to help prevent it being too overpowered.

Also, HAGs.

Burst fire gauss!

#3 5th Fedcom Rat

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Posted 12 July 2015 - 06:57 PM

View PostKiiyor, on 12 July 2015 - 06:55 PM, said:

I'd love an ammo dependent PPC that added heat to my foes.


Mount an AC/10 on an Ember.

#4 Nika Romanova

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Posted 12 July 2015 - 07:01 PM

Was this announced somewhere, or is it speculation?

#5 Andi Nagasia

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Posted 12 July 2015 - 07:02 PM

View PostKiiyor, on 12 July 2015 - 06:55 PM, said:

When do Plasma rifles and cannons appear? I'd love an ammo dependent PPC that added heat to my foes. You could add a cap for maximum external heat transfer, just like in TT, to help prevent it being too overpowered.

Also, HAGs.

Burst fire gauss!

all in 3067-69, so abit far out,
for this discussion we are just covering 3060 Weapons,
and your thoughts on how they work or should work,

Edit-

View PostNika Romanova, on 12 July 2015 - 07:01 PM, said:

Was this announced somewhere, or is it speculation?

Russ Has Stated that we are in now in 3052(3053 with the New Year),
he also once said that he would like to move up to 7-8 years(3058-59),
but nothing official, and yes this is all Speculation, :)

Edited by Andi Nagasia, 12 July 2015 - 07:07 PM.


#6 Kiiyor

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Posted 12 July 2015 - 07:03 PM

View PostNika Romanova, on 12 July 2015 - 07:01 PM, said:

Was this announced somewhere, or is it speculation?


Just speculation, methinks.

Stuff like heavy lasers would be problematic. Heavy Large lasers weren't that great in TT, but Heavy Mediums are godly if you can deal with the short range - and would be great on light mechs.

#7 jlawsl

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Posted 12 July 2015 - 07:04 PM

I think I would see an increase on all stats on the lasers to include damage, duration, heat and cooldown. I think they would look something like 7 ton versions of 1st wave clan LPLs. They will be somewhere between the current clan weapons and the IS ones. And that Heavy Gauss...I doubt that weight would stay, that or the damage goes down. For a 20% Weight increase(the same as 2 UAC5s) you are getting 25ppd. If it goes by the lore, the range drop off in damage is gonna start pretty quickly or the velocity of the round is going to be lower or both.

#8 Mcgral18

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Posted 12 July 2015 - 07:06 PM

Your Heavy Lasers are simply too fantastic...they're nearly double the performance of their IS normal counterparts.

Heavies should have longer burn times than Pulse Lasers!


Keep their TT optimal range, but drop their falloff damage to 0.5, so the HML deals 10 damage at 270M, but nothing at 405M (while an unquirked isML will deal 2.5)

Increase their burn time to slightly above their ER counterparts (aside from the ERLL).

#9 Andi Nagasia

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Posted 12 July 2015 - 07:13 PM

View PostMcgral18, on 12 July 2015 - 07:06 PM, said:

Your Heavy Lasers are simply too fantastic...they're nearly double the performance of their IS normal counterparts.

Heavies should have longer burn times than Pulse Lasers!


Keep their TT optimal range, but drop their falloff damage to 0.5, so the HML deals 10 damage at 270M, but nothing at 405M (while an unquirked isML will deal 2.5)

Increase their burn time to slightly above their ER counterparts (aside from the ERLL).

well how i have them is that they become like 2 Lasers,
for the perpose of helping builds with few hardpoints,

so for Example
a HLL would be like having 2ER-ML with -2Heat, +2Damage, +2Tons,
a HML would be like having 2ER-SL with -1Crit Slot,
a HSL would be the odd Man out being like a ML,

the HLL would be amazing for the ADR, IFR, SMN, WHK as they lack HardPoints,
to balance their Damage you have the Ghost Heat, so they cant be Over Boated,

Edit
i see what you mean i was a Copy Paste Error of mine,
the Heavy Lasers arnt supposed to have IS Burn Times,
ive Corrected this, they now have longer Burns than C-Pulse,

Edited by Andi Nagasia, 12 July 2015 - 07:37 PM.


#10 ArchMage Sparrowhawk

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Posted 12 July 2015 - 07:17 PM

View PostNika Romanova, on 12 July 2015 - 07:01 PM, said:

Was this announced somewhere, or is it speculation?

This is MWO, baby. Where we've been partying like it's 3050 for the last 3 years.

#11 ScreamingSkull

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Posted 12 July 2015 - 07:22 PM

Heavy Gauss should have a lower max range than the Light Guass fyi.

#12 Andi Nagasia

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Posted 12 July 2015 - 07:32 PM

View PostScreamingSkull, on 12 July 2015 - 07:22 PM, said:

Heavy Gauss should have a lower max range than the Light Guass fyi.

Dam your Right, ive Changed it, Nice catch, :)

#13 Shaio

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Posted 12 July 2015 - 07:42 PM

View PostNika Romanova, on 12 July 2015 - 07:01 PM, said:

Was this announced somewhere, or is it speculation?


This post is for recreational speculation. It took three years to balance the Inner Sphere Tech tree on it's own. Then the clan Tech Tree was introduced and PGI is still striving to find balance the game under it's current architecture. It is unlikely that we will see any new tech injected into the game beyond what has already been announced within the next two years.

#14 Andi Nagasia

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Posted 12 July 2015 - 07:45 PM

View PostShaio, on 12 July 2015 - 07:42 PM, said:

This post is for recreational speculation. It took three years to balance the Inner Sphere Tech tree on it's own. Then the clan Tech Tree was introduced and PGI is still striving to find balance the game under it's current architecture. It is unlikely that we will see any new tech injected into the game beyond what has already been announced within the next two years.

we may see it much sooner depending on how the MWO BattleValue Mech Rebalance goes,

#15 Escef

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Posted 12 July 2015 - 07:52 PM

View PostNika Romanova, on 12 July 2015 - 07:01 PM, said:

Was this announced somewhere, or is it speculation?


They are actual in-universe weapons and equipment from further along the timeline, but there has been no indication of the timeline being jumped forward and/or these items being added.

#16 Shaio

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Posted 12 July 2015 - 08:00 PM

View PostAndi Nagasia, on 12 July 2015 - 07:45 PM, said:

we may see it much sooner depending on how the MWO BattleValue Mech Rebalance goes,


Perhaps you are under estimating the significance of the battle value project for re-balancing of the game from the ground up. It has not even began yet and will likely not be fully realized for a full year. First will come the test servers, then the initial release, followed by a period of monitoring and tweaking.

Frankly I do not believe 5060 is even on PGI's radar for 2016.

#17 LordKnightFandragon

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Posted 12 July 2015 - 08:02 PM

When IS get ER lasers they should basically be like Clan lasers, longer range, and increased laser beam duration....ofc, at that point in time, when they get Clan range base AND IS range and CD quirks, it will just put the balance so far in the IS park its sickening.

At that point we will truly see what it would be like for Clans to get IS options and Clan range and stuff.

Edited by LordKnightFandragon, 12 July 2015 - 08:02 PM.


#18 El Bandito

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Posted 12 July 2015 - 08:06 PM

View PostLordKnightFandragon, on 12 July 2015 - 08:02 PM, said:

When IS get ER lasers they should basically be like Clan lasers, longer range, and increased laser beam duration....ofc, at that point in time, when they get Clan range base AND IS range and CD quirks, it will just put the balance so far in the IS park its sickening.

At that point we will truly see what it would be like for Clans to get IS options and Clan range and stuff.


IS already has ERLL and it is not very impressive. Sure there will be IS ERML and ERSL but so what? Did you not see all the salty Clanner posts about how regular IS ML is so much better than their CERML due to less heat? IS ERML will probably have even less DPH (same heat, less damage) than CERML, since that is canon.

Besides, 3060 tech is so far away that you should worry about the incoming "big balance patch" first.

Edited by El Bandito, 12 July 2015 - 08:08 PM.


#19 Mcgral18

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Posted 12 July 2015 - 09:32 PM

View PostAndi Nagasia, on 12 July 2015 - 07:13 PM, said:

I see what you mean i was a Copy Paste Error of mine,
the Heavy Lasers arnt supposed to have IS Burn Times,
ive Corrected this, they now have longer Burns than C-Pulse,


They still seem pretty short to me, but almost right. I guess I'd have to use them to see the short range VS burn duration VS generous damage application.

#20 Trev Firestorm

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Posted 12 July 2015 - 11:15 PM

To be honest, Xpulses MRMs and heavy gauss are pretty much my favorite bt/mw weapons so I'm all for this.





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