New Weapons Coming In 3068! How Should They Work? Discussion!
#21
Posted 12 July 2015 - 11:55 PM
#22
Posted 13 July 2015 - 02:48 AM
#23
Posted 13 July 2015 - 03:29 AM
#24
Posted 13 July 2015 - 03:58 AM
Edited by Mors Draco, 13 July 2015 - 03:59 AM.
#26
Posted 13 July 2015 - 01:52 PM
darn Bombast lasers must be further in the future...
#27
Posted 13 July 2015 - 03:41 PM
#29
Posted 13 July 2015 - 03:47 PM
#30
Posted 13 July 2015 - 03:50 PM
Trev Firestorm, on 12 July 2015 - 11:15 PM, said:
TheArisen, on 13 July 2015 - 02:48 AM, said:
ManDaisy, on 13 July 2015 - 03:41 PM, said:
I agree, i Tried to Use Systems we already have for each of the New Weapons, Stats,
and Even Thought these are My Stats, i tried to make them Balanced to what we already have,
Titannium, on 12 July 2015 - 11:55 PM, said:
Narcissistic Martyr, on 13 July 2015 - 03:42 PM, said:
ManDaisy, on 13 July 2015 - 03:47 PM, said:
Guys Guys Focus, just Weapons up to 3060 Please,
Lightfoot, on 13 July 2015 - 03:29 AM, said:
Please nothing that requires Split-Crits(though i would love Arrow I),
#31
Posted 13 July 2015 - 05:44 PM
Mcgral18, on 12 July 2015 - 07:06 PM, said:
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).
I think I agree with this. It takes a lot of weapons off the table with this Heavy large. However this is the only weapon I have an issue with.
#32
Posted 14 July 2015 - 05:41 PM
they now only do 15Damage(down from 16Damage)
remember i have them Designed as 2 Smaller Lasers Tied together,
Weapon............Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
ER-ML(X2),...........14..........12.....1.15.......3.00..........405...........810............2........2...
Heavy-Large,........15..........11.....1.20.......3.25..........405...........810............4........3...
again i feel this would help with mechs with Fewer hard points Available to them,
Ghost heat of 2 like all other Clan Large Lasers will help balance this Further,
Edit-
Also Added Hypervelocity Autocannons,
Edit2-
Also Added Velocity stats to Missile Weapons,
Edited by Andi Nagasia, 17 July 2015 - 05:54 PM.
#33
Posted 14 July 2015 - 05:54 PM
#34
Posted 15 July 2015 - 10:35 PM
#37
Posted 17 July 2015 - 10:19 PM
The blood freaking asp
#38
Posted 17 July 2015 - 11:18 PM
Andi Nagasia, on 14 July 2015 - 05:41 PM, said:
they now only do 15Damage(down from 16Damage)
remember i have them Designed as 2 Smaller Lasers Tied together,
Weapon............Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
ER-ML(X2),...........14..........12.....1.15.......3.00..........405...........810............2........2...
Heavy-Large,........15..........11.....1.20.......3.25..........405...........810............4........3...
again i feel this would help with mechs with Fewer hard points Available to them,
Ghost heat of 2 like all other Clan Large Lasers will help balance this Further,
Edit-
Also Added Hypervelocity Autocannons,
Edit2-
Also Added Velocity stats to Missile Weapons,
#39
Posted 17 July 2015 - 11:43 PM
Edited by kapusta11, 17 July 2015 - 11:52 PM.
#40
Posted 18 July 2015 - 06:39 AM
kapusta11, on 17 July 2015 - 11:43 PM, said:
so its 180, ok ill rework the Stats abit,
(sorry going off Sarna which is in Hexes),
(Hexes to Meters isnt an Exact Science) ,
Edit-
changed Heavy Gauss to 240m, instead of 180m,
to give it a place under the AC, but over S/M lasers,
Edited by Andi Nagasia, 18 July 2015 - 06:46 AM.
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