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


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#101 wanderer

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Posted 03 May 2016 - 01:57 PM

Quote

these weapons have no points. Ammo + high heat? lol, in lore they had purposes for forces, or by costs. but in MWO, there is no place for such a bad system


Wait, you're actually thinking that a flamer capable of instantly spiking someone like they were slapped with half a dozen flamers a once with five times the range is bad?

Or a PPC/AC10 hybrid that also spiked the enemy's heat load is horrible? Plasma weapons are pretty darn nice in MWO terms.

#102 Templar Dane

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Posted 03 May 2016 - 02:29 PM

View PostShaio, on 13 July 2015 - 01:48 PM, said:

BWBG
Posted Image

(Broken Weapons Break Games) Posted Image


RACs would require a lot of face time. Calling them overpowered would be kind of stupid.

#103 Felicitatem Parco

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Posted 03 May 2016 - 02:38 PM

View Postlordtzar, on 03 May 2016 - 02:29 PM, said:


RACs would require a lot of face time. Calling them overpowered would be kind of stupid.


If you have 3x the firing rate of a UAC, and you mount 2 or 3 of them... You won't need much face time. Actually, you need 1/6 the face time of normal ACs.

Imagine fighting against a Mauler with two AC/10's... Okay, now imagine fighting a Mauler with 12 AC/10s. Not much face time needed for it to kill anything.

#104 Roughneck Cobra

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Posted 03 May 2016 - 03:04 PM

Is this for like, two years down the road?

Half the current stuff doesnt work right!

Madness!

#105 GreenHell

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Posted 03 May 2016 - 03:55 PM

My Rifleman RFL-5D build BEGS for the PPC-Capacitor!!! Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!Gimme!

#106 Metus regem

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Posted 03 May 2016 - 06:36 PM

You made the X-LPL too good, same mistake most people make when they want to convert it to MWO, that thing shout be HOT! the TT stats for the thing, ignoring the anti-infantry special quality (2d6 vs Infantry), is 14 heat for 9 damage, in other words 1.5 heat per damage point. And that's the trade off between the X-LPL and LPL, better range and Infantry killing vs cooler running and shorter ranged and a lot less good at killing Infantry...

#107 Andi Nagasia

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Posted 03 May 2016 - 07:06 PM

View PostSpitfiree, on 03 May 2016 - 09:12 AM, said:

Nerco'd for how amusingly stupid the Heavy Gauss and its explanation for damage drop off works.
" it also suffers from a number of drawbacks. The heavy projectile fired by the rifle experiences a significant loss of velocity, so it is weaker at greater distances. At medium range, the damage output is slightly reduced. Once at long range, the velocity loss becomes far more dramatic, with this reduced damage being halved."

Because heavier aerodynamic objects lose speed faster than light ones, I guess I must have misread physics my entire life lol.

would be cool even if the Science is Weird, SciFi and things and such,
also the Stats i give are My stats, im Editing them as time goes on with Feed back,
to see if we make New weapons useful and not just Make ones that make past Weapons Irreverent,

View PostStryker Ezekiel, on 03 May 2016 - 03:04 PM, said:

Is this for like, two years down the road?

Half the current stuff doesnt work right!

Madness!

Yup i know Tina has Checked this topic out at least 3 times,
ive been Editing and seen her in here, just looking never posting,

View PostMetus regem, on 03 May 2016 - 06:36 PM, said:

You made the X-LPL too good, same mistake most people make when they want to convert it to MWO, that thing shout be HOT! the TT stats for the thing, ignoring the anti-infantry special quality (2d6 vs Infantry), is 14 heat for 9 damage, in other words 1.5 heat per damage point. And that's the trade off between the X-LPL and LPL, better range and Infantry killing vs cooler running and shorter ranged and a lot less good at killing Infantry

i based them off Clan Pulse, Clan Ranges and Heat, but IS Duration's and Damage,
will they build up heat fast if you Fire off 1-2 no, but with 3-4 ect it will, dont worrie,
just look how hot 4-6 Clan-MPL Get, i think it will be balanced,

#108 Andi Nagasia

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Posted 26 June 2016 - 06:43 PM

some Stats Revisions,

#109 Garfuncle

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Posted 26 June 2016 - 07:16 PM

We desperately need new weapons to keep the game fresh. We have so many mechs and more on the way but we have had the same weapons for so long that new chassis are kinda blurring together in terms of how they can be built.

"Oh but it will break the game!" You know this how? Are you a wizard? I could care less about some short-term game balance issues for long-term success of the game as a whole. We need new weapons and that's that.

#110 wanderer

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Posted 26 June 2016 - 07:21 PM

At this point, PGI hasn't even put in all the 3050-era weaponry.

No Arrow IV. None of the Periphery-tech weapons like rifles or rocket launchers. Mortars. Artillery cannons.

I'd like to actually see those before the next tech jump, because the further we go, the more we get new tech that PGI can't code, considering they can't fix the same issues on current weapons like the LB-X.

#111 Andi Nagasia

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Posted 26 June 2016 - 07:22 PM

View PostGarfuncle, on 26 June 2016 - 07:16 PM, said:

We desperately need new weapons to keep the game fresh. We have so many mechs and more on the way but we have had the same weapons for so long that new chassis are kinda blurring together in terms of how they can be built.

"Oh but it will break the game!" You know this how? Are you a wizard? I could care less about some short-term game balance issues for long-term success of the game as a whole. We need new weapons and that's that.

Just this, can it break the game? yes it can, but it can also add so much more diversity,
thats what this Topic is about, making more, and giving Players Options on how to Play,

#112 MauttyKoray

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Posted 26 June 2016 - 07:34 PM

Ideally I would like to see them first add the filler weapons and truly balance IS-Clan as they're currently imbalanced (at least for things like lasers) because people complained that standard IS lasers and Clan 'ER' lasers weren't 'balanced' and they've been rigged into a position that make ER IS Med/Smalls awkward to fit in.

I'd have to say that 'new' weapons should at least be put on hold until the filler weapons are added. Things like LFE are possible I'd guess before that though.

#113 Andi Nagasia

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Posted 26 June 2016 - 07:37 PM

View PostMauttyKoray, on 26 June 2016 - 07:34 PM, said:

Ideally I would like to see them first add the filler weapons and truly balance IS-Clan as they're currently imbalanced (at least for things like lasers) because people complained that standard IS lasers and Clan 'ER' lasers weren't 'balanced' and they've been rigged into a position that make ER IS Med/Smalls awkward to fit in.

I'd have to say that 'new' weapons should at least be put on hold until the filler weapons are added. Things like LFE are possible I'd guess before that though.

Agreed, i didnt list Filler weapons in this Topic as we kind know how they will work,
but Filler Weapons come with alot of these new weapons, IS-ER-ML/SL(3058) Same a IS-X-PulseLasers,

#114 xXBagheeraXx

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Posted 26 June 2016 - 09:48 PM

Only waiting for IS UAC20s and Heavy gauss personally. possibly MRMS depending on how they work here.

#115 Baulven

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Posted 26 June 2016 - 10:33 PM

Does this mean I finally get my streak LRM 20s?

#116 LordNothing

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Posted 26 June 2016 - 10:46 PM

nekro much?

View Postwanderer, on 26 June 2016 - 07:21 PM, said:

At this point, PGI hasn't even put in all the 3050-era weaponry.

No Arrow IV. None of the Periphery-tech weapons like rifles or rocket launchers. Mortars. Artillery cannons.

I'd like to actually see those before the next tech jump, because the further we go, the more we get new tech that PGI can't code, considering they can't fix the same issues on current weapons like the LB-X.


as much as i would love to see ammo switching (not just lbx, but things like inferno ammo for srms and different lrm ammo), but i really dont think you need that to add new weapons. the mechanics already exist to add new lasers and autocannons, you could probibly implement arrows as lrm-1s with splash. new weapon mechanics would be awesome but i wouldn't let their absence hold things up too much, and they could be applied retroactively (gauss charge up for example).

View PostMauttyKoray, on 26 June 2016 - 07:34 PM, said:

Ideally I would like to see them first add the filler weapons and truly balance IS-Clan as they're currently imbalanced (at least for things like lasers) because people complained that standard IS lasers and Clan 'ER' lasers weren't 'balanced' and they've been rigged into a position that make ER IS Med/Smalls awkward to fit in.

I'd have to say that 'new' weapons should at least be put on hold until the filler weapons are added. Things like LFE are possible I'd guess before that though.


i would only do filler tech before advancing the timeline if there was a balance issue. such as clan streak crow dominance in scouting. either severely buffing is ssrm2s or pre-introducing 4s and 6es, or both. clans have 2 additional missile options from the is, however i might opt for streak4s and inferno2 launchers instead for variety.

autocannons are a mess with the clans getting 3 complete sets where the is has 1 complete set and a couple extras tacked on. its not so terrible if you ignore cacs (which are weak, neglected, and ignored by pgi and should probibly be deleted), but clans still have a 2 weapon advantage which racs 2s and 5s would easily fill.

is still has more ppc variety but the clan version blows both out of the water. lasers are probibly the area that needs work. is does have 3 options for large lasers to clans 2. so clan needs another ppc equivalent option and another large laser equivalent option. they both have 2 small and medium laser options. so i think in terms of weapons quantity energy is pretty even. so if you give is er meds and smalls, you would need to give the clan a couple more options as well (er micro lasers for example).

this of course ignores cross tech balance. but i feel that is for the most part at an all time high. you cant really take one side and give them better all around options and give the other side more situational options, i think that would make for bad balance. so i am firmly focused on both sides having the same number of options.

#117 wanderer

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Posted 26 June 2016 - 11:30 PM

View PostLordNothing, on 26 June 2016 - 10:46 PM, said:

as much as i would love to see ammo switching (not just lbx, but things like inferno ammo for srms and different lrm ammo), but i really dont think you need that to add new weapons. the mechanics already exist to add new lasers and autocannons, you could probibly implement arrows as lrm-1s with splash. new weapon mechanics would be awesome but i wouldn't let their absence hold things up too much, and they could be applied retroactively (gauss charge up for example).


Without ammo switching, the Clan Advanced Tactical Missile system doesn't exist.

Y'know, the biggest missile advancement to date as of 3060 for the Clans.

And Arrow IV's are literally an artillery missile. Thousands of meters range, not really fast but a single AoE on impact.

#118 Hornviech

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Posted 26 June 2016 - 11:46 PM

You forgot Tandem Charge SRM, One Shot rockets, Hot loaded Systems, SwarmLRMs and of course I think IS has Omni Mechs in 3060!

#119 LordNothing

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Posted 27 June 2016 - 12:44 AM

View Postwanderer, on 26 June 2016 - 11:30 PM, said:

Without ammo switching, the Clan Advanced Tactical Missile system doesn't exist.

Y'know, the biggest missile advancement to date as of 3060 for the Clans.

And Arrow IV's are literally an artillery missile. Thousands of meters range, not really fast but a single AoE on impact.


if you are going to fudge things implementing 3060 weapons now, might as well fudge things in other ways. arrow ivs worked in other mechwarrior games and as a mechwarrior fan (not necessarily a bt fan) lothe their absence. its a bit of a fudge. some of these new maps are certainly big enough to handle missiles with 2km range. it would certainly help curb the excessive levels of camping you see in games right now. getting bombed with aoe weapons from a distance would certainly make one very interested in closing that distance.

the lack of ammo switching is not a hard block preventing new weapons in general. it only really blocks certain types of weapons (or turns them into ugly multi system placeholders like cacs, destined to be neglected from balance tweaks and receiving modules). perhaps other weapon mechanics would be a more straightforward addition, and of course the ones that can use old mechanics.

#120 wanderer

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Posted 27 June 2016 - 12:47 PM

I'm not for implementing 3060 weaponry until they, y'know, manage to get the 3050-era ones mostly working first.

There's a fair-sized chunk of ballistic weapons missing, and every 'Mech mounted artillery-type weapon (unless you count LRMs) doesn't exist in MWO. Neither the short range arty cannons or the longer range Arrow IV's.

For that matter, we don't have hardened armor either.





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