New Weapons Coming In 3068! How Should They Work? Discussion!
#161
Posted 07 July 2016 - 04:31 PM
#162
Posted 07 July 2016 - 05:15 PM
Looking at its weight 40 missiles fired over 2-2.5 seconds doesnt seem far fetched with cooldown of 3s after it finishes.
Also to keep siliness like multiple small launchers being better than 1 big, shorter duration=longer cooldown.
Velocity, 1000 sounds reasonable considering they are designed for 500m ranges...
260 proposed by op is just too slow and anything faster than 65kph will simply avoid fire and your heavy 12 tons launcher and shitton of tonnage spent on ammo will go to waste or it will be just a glorified bait for ams...
Edited by davoodoo, 07 July 2016 - 05:23 PM.
#163
Posted 07 July 2016 - 07:18 PM
RustyBolts, on 07 July 2016 - 04:31 PM, said:
I actually wish they'd have made all ACs burst fire, and just given the Clan ones a longer burst (more shells) for the given damage rating. We'll have to do it when the IS UAC/10 and 20 show up anyway, or the damage concentration will be even more insane than the KDK-3's people get mad about now.
#164
Posted 18 October 2016 - 10:43 PM
It should be moved *back* to 3025!
#165
Posted 19 October 2016 - 03:25 AM
#166
Posted 19 October 2016 - 03:39 AM
#168
Posted 19 October 2016 - 04:22 AM
Id prefer to see how much the energy draw mechanic does for balance when it finaly hits the main servers before they add new weapons.
Leaving Energy draw aside for the moment I think some things should be taken into consideration when adding new weapons.
Lets take a clan heavy large laser for example: twice the damage, twice the heat, same weight as a clan ER-Large laser. Less range. Considering most clan mechs are relativly fast for their weightclass the range will seldomly be much of an issue an close range maps. But the damage will be.
even with just 3 of them you can deal alot of pin point damage in mwo. Yes heat will be rather extreme but not much of a problem in a game that so heavily emphasized poking-alpha-retreat-cool,repeat-gameplay. like mwo does.
I think they should limit some hardpoints to some weapons or at least quirk hardpoints for a given location rather than the whole mech.
As a sidenote:Something like that could also be used as a balancing factor for mechs with low slung arms. Mech with low slung arms get quirks for weapons mounted in the arms. While others with high mounted arms dont get those.
Well I still hope that at some point when Inverted kinematiks is back in the game they include arms in the equation. So that the arms rise higher when the line of sight between arm mounted hardpoints is blocked. If it stay blocked at max elevation it should prevent firing of those weapons.
But back to the weapons and equipment.
For the IS. UACs should be relativly straight forward as are ER Lasers and SSRMs.
MRMs could work like srms but would need something to not make srms pointless. Maybe a split between direct damage and splash.
Light gauss would also be pretty much a direct port but maybe for those they could have less charging time but quite a significant min range.
The Heavy Gauss would surely be a nifty weapon to play around with. however I too think there needs to be some restrictions to some mechs to carry them at all or the stats should suffer a bit as it is capable of alot of extra damage for just 2 tons more.
Damage dropoff only balances weapons to a certain point in this game.
I doubt they would go into experimental weapons like x-pulses and hvACs.
The light fusion engines would clearly be a no brainer. Assuming the work like XL-engines do now in MWO, those would be nearly as much a must have as double hatsinks are today.
I would hope they dont make standart engines totaly pointless in the process. But considering the state single heatsinks are in, I wouldnt be surprised if that happens.
Honestly, as nearly all players use doubles isnt it more practical to take those as they are and make singles as effective as lets say 75-80% of a DHs instead of making DHS 140% of the current SHS?
Apart from the aforementionend heavy lasers, the clan ATMs should pretty much work like lrms but with a damage dropoff to simulate the different ammunitions.
Still I hope that at some point they implement different ammos.
But In all honesty, as much as i want my 2erppcs 2 atm6 warhammer IIC at some point...The game suffered alot of balance issues by making it 3050.
For a balanced game they should have stayed in 3025. I see why they went for the clan invasion. But still. I would have prefered a decent 3025 game with a pve/coop campaings and a seperate league function to balance and factionwars we have now.
Just my 2cents
Edited by Marxman, 19 October 2016 - 04:26 AM.
#169
Posted 19 October 2016 - 07:17 AM
Andi Nagasia, on 12 July 2015 - 06:00 PM, said:
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,
So on one hand we have asymmetrical balance, but then this new/lost tech brings IS closer to Clan tech.
So IS will be losing all their structure quirks and range quirks?
#170
Posted 19 October 2016 - 07:34 AM
Nightops25, on 19 October 2016 - 07:17 AM, said:
So on one hand we have asymmetrical balance, but then this new/lost tech brings IS closer to Clan tech.
So IS will be losing all their structure quirks and range quirks?
Id vote for all quirks made to balance clan/IS to be removed once a real balance is in place. But there are some quirks id like to see on some mechs no matter what faction. Something to make the mechs unique and/or to balance out low slung arms or large hitboxes. Balance for gameplay, quirk for flavor.
MW4 did balanced weapons by reload time, heat and slotsize/type all those things can be applied to mwo. Some mechs wich would have been overpowerd by boating x weapon couldnt. The reloads were longer in general so you had time to move between cover and so on. Im all for a fast paced game allright, but especially in a 12 v 12 environment the combined power of short reloads, focus fire and boating basicly makes the game a poke and shoot game instead of a game of move and shoot.
Of cause there are exeptions in gameplay under certain conditions but still. I do like mwo, but it could be so much more.
#171
Posted 19 October 2016 - 07:58 AM
#172
Posted 19 October 2016 - 04:20 PM
Combine quick play with faction play by simply filtering based up two factors: your skill rating and the mech you're piloting. If you pick a Clan mech, you'll be in some inter-Clan battle and if you pick IS you'll be involved in one of the IS House battles or a Solaris match.
"Alternate" 3027 so we can leave all already released mechs in-game. Simple.
And on weapons:
I for one would love to see all velocity-changing, cooldown, and range weapon quirks outright deleted.
It makes absolutely no frakkin sense, for example, for a UAC or PPC to have a faster or slower velocity or because it's mounted on a Chassis A instead of Chassis B.
The weapons are modular so it's the exact same frakkin hardware stuck on a different chassis. If MWO wants to make a quirk believer out of me they really need to 'splain why a medium laser gets better range on Chassis A instead of Chassis B -- especially in cases with "tech A" being an inferior technology to "tech B."
It just seems like a lazy cop out. Oh God...I'm ranting. Again. Because of quirks
#173
Posted 13 January 2017 - 07:09 PM
#174
Posted 13 January 2017 - 07:19 PM
Star Commander Horse, on 19 October 2016 - 04:20 PM, said:
I for one would love to see all velocity-changing, cooldown, and range weapon quirks outright deleted.
It makes absolutely no frakkin sense, for example, for a UAC or PPC to have a faster or slower velocity or because it's mounted on a Chassis A instead of Chassis B.
The weapons are modular so it's the exact same frakkin hardware stuck on a different chassis. If MWO wants to make a quirk believer out of me they really need to 'splain why a medium laser gets better range on Chassis A instead of Chassis B -- especially in cases with "tech A" being an inferior technology to "tech B."
It just seems like a lazy cop out. Oh God...I'm ranting. Again. Because of quirks
Targeting Computers similarly shouldn't be speeding up projectiles or increasing range either, then, but generally I agree. Those kinds of quirks actually make moving from one 'Mech to another a pain in the butt, having to readjust what should be muscle memory to use the same equipment. The exception, though, are 'Mechs that really can't bring many weapons, i.e. Spider 5V (gets two energy, both in the CT) or Locust 3V (two Energy in CT, two Ballistics in arms). They need something to boost their output. More hardpoints is one option, rate of fire quirks is another.
Really, the base values on current equipment are out of whack. The weapon quirks should be unnecessary on most 'Mechs with some tweaks to the base values. Less heat for Medium-class lasers and PPC classes, faster cool-down for Medium and Small-class lasers and standard ACs. Slightly higher velocity for PPCs and standard ACs. A little more range on the Large and ER Large Laser. A little less duration on the Medium and ER Large laser (also cER Large). Etc.
#175
Posted 13 January 2017 - 07:33 PM
Each launcher gives 3 weapons in the FCS
S-ATM
M-ATM
L-ATM
Each is the same launcehr, but is functionally a different weapon for firing groups and ammo. They share a cooldown
Star Commander Horse, on 19 October 2016 - 04:20 PM, said:
I for one would love to see all velocity-changing, cooldown, and range weapon quirks outright deleted.
It makes absolutely no frakkin sense, for example, for a UAC or PPC to have a faster or slower velocity or because it's mounted on a Chassis A instead of Chassis B.
The weapons are modular so it's the exact same frakkin hardware stuck on a different chassis. If MWO wants to make a quirk believer out of me they really need to 'splain why a medium laser gets better range on Chassis A instead of Chassis B -- especially in cases with "tech A" being an inferior technology to "tech B."
It just seems like a lazy cop out. Oh God...I'm ranting. Again. Because of quirks
The weapons aren't modular, they are not made by the same manufacturer, or compatible with each chassis, and the weapon classes are only an abstraction of a variety of weapon.
#176
Posted 13 January 2017 - 07:36 PM
Snowbluff, on 13 January 2017 - 07:33 PM, said:
Each launcher gives 3 weapons in the FCS
S-ATM
M-ATM
L-ATM
Each is the same launcehr, but is functionally a different weapon for firing groups and ammo. They share a cooldown
The weapons aren't modular, they are not made by the same manufacturer, or compatible with each chassis, and the weapon classes are only an abstraction of a variety of weapon.
That's always what I imagined they would do for ammo switching, I can't see this sort of system not working with the game code...
#177
Posted 13 January 2017 - 07:53 PM
#178
Posted 13 January 2017 - 08:09 PM
#179
Posted 13 January 2017 - 08:10 PM
Light Fusion Engines are the single thing I wanted to see available which would make me actually play Inner Sphere mechs. I think I might dive in and make some purchases and start burning EXP on chasis early since it's only SPENT Exp that will be eventually refunded with the new trees.
#180
Posted 13 January 2017 - 08:24 PM
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