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


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#181 Alex Morgaine

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Posted 13 January 2017 - 10:26 PM

I believe a re-re-balance will be in order if we get is catch up equipment. Safest to assume base tonnage and slots are left to tt specs, with adjustments to range, damage and heat, ammo as well. The big question i have will be split crits. Will they do that?

Edited by Alex Morgaine, 13 January 2017 - 10:26 PM.


#182 LordNothing

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Posted 13 January 2017 - 10:45 PM

the issue of split crits is something xl engines already do. they would have to make it do things like disable shoulder actuators, figure out where to put the actual gunpoint on the model (presumably modeled to show that the arm is in fact fixed), and stuff like that.

i had the idea about arrow iv i had was that it would take 11 crits, and make ammo take 2 crits. this would allow only torso placement on all mechs, special mechs like the catapult c3 would just not have shoulder actuators (an intrinsic fixed arm), and have a full 11 slots in each arm. this would hopefully produce the same effect as a split crit would, without actually having to write any code. though its probibly better just to do it the right way.

Edited by LordNothing, 13 January 2017 - 10:46 PM.


#183 Too Much Love

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Posted 13 January 2017 - 11:25 PM

How should they work?

Like crazy OP in the beginning, and like nerfed garbage 6 month later.

#184 Prc

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Posted 14 January 2017 - 12:33 AM

Finally

Posted Image

#185 The Unstoppable Puggernaut

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Posted 14 January 2017 - 01:50 AM

Realistically we're looking at Q4 IMO.

I'd love to see even 20% of the OP's weapons put into the game but it'd probably useless tech that's easy to implement that gets priority first.

Is this a marketing update or is it going to be what the people actually want, that's the key question.

#186 The Silent Protagonist

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Posted 14 January 2017 - 03:24 AM

Something not on that list I'd love to see: LAMS. Unlimited ammo AMS appeals to me

I'd say balance it by weighing 3 tons, maybe make it less effective vs missiles (I can't remember how many AMS can shoot down, is it 20% of the missiles a second?) So maybe make its DPS against the missiles half or 3/4 the effectiveness?

Just imagining the glorious laser show that'd come of the Kit Fox with 3 LAMS... Posted Image

Posted Image

Posted Image


Edited by The Silent Protagonist, 14 January 2017 - 03:42 AM.


#187 El Bandito

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Posted 14 January 2017 - 03:55 AM

View PostThe Silent Protagonist, on 14 January 2017 - 03:24 AM, said:

Something not on that list I'd love to see: LAMS. Unlimited ammo AMS appeals to me

I'd say balance it by weighing 3 tons, maybe make it less effective vs missiles (I can't remember how many AMS can shoot down, is it 20% of the missiles a second?) So maybe make its DPS against the missiles half or 3/4 the effectiveness?

Just imagining the glorious laser show that'd come of the Kit Fox with 3 LAMS... Posted Image



Traditionally LAMS was limited by heat. It costs 5 heat per Clan LAMS and 7 heat per IS LAMS to fire in the duration of 10 seconds. And since MWO cooldown is much faster than TT cooldown, mechs with multiple LAMS will heat up fast.

#188 The Silent Protagonist

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Posted 14 January 2017 - 04:19 AM

View PostEl Bandito, on 14 January 2017 - 03:55 AM, said:


Traditionally LAMS was limited by heat. It costs 5 heat per Clan LAMS and 7 heat per IS LAMS to fire in the duration of 10 seconds. And since MWO cooldown is much faster than TT cooldown, mechs with multiple LAMS will heat up fast.


Possibly have it function like any other weapon then? Click to activate for 10 seconds, generate the heat (increased to account for the increased cooldown) then it'll deactivate afterwards?

#189 charliedelta76

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Posted 14 January 2017 - 04:29 AM

Where's the Rotary Autocannon At?
http://www.sarna.net/wiki/Rotary_AC/2

Description[edit]

Developed in 3062 by the Federated Commonwealth, the Rotary Autocannon/2 is based only loosely on the Autocannon/2. While it has the same bore, it is capable of firing up to six times as many rounds as its standard cousin, allowing it to deal three times the damage of even an Ultra AC/2. The weapon may be use to fire up to six times in a turn, with each additional shot giving the potential for increased damage. At the same time, each extra shot increases the amount of heat the autocannon builds and increases the chance for a jam. Like Ultra autocannons, Rotary autocannons are unable to make use of special munitions.[2]
Clan Diamond Shark engineers created their own version of the RAC/2 in 3069 and go to full production in 3073.[1]

#190 El Bandito

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Posted 14 January 2017 - 04:31 AM

View PostThe Silent Protagonist, on 14 January 2017 - 04:19 AM, said:

Possibly have it function like any other weapon then? Click to activate for 10 seconds, generate the heat (increased to account for the increased cooldown) then it'll deactivate afterwards?


That sounds clunky since there is no guarantee the missiles will come for 10 seconds. Just make it so that it will shoot 10 shots per second, and each shot deals 0.35 damage to missiles--overall same DPS as regular AMS--and each shot will cost 0.2 heat (it can be balanced later on). Which means LAMS will cost 2 heat per second to use, but with unlimited ammo.

Edited by El Bandito, 14 January 2017 - 05:11 AM.


#191 The Silent Protagonist

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Posted 14 January 2017 - 05:01 AM

View PostEl Bandito, on 14 January 2017 - 04:31 AM, said:


That sounds clunky since there is no guarantee the missiles will come for 10 seconds. Just make it so that it will shoot 10 shots per second, and each shot deals 0.35 damage to missiles--overall same DPS as regular AMS--and each shot will cost 2 heat (it can be balanced later on). Which means LAMS will cost 2 heat per second to use, but with unlimited ammo.

Sounds to me like a good starting point, definitely. My last suggestion would also have used up valuable weapon groups, too, now I think about it; or yet another key to press alongside ECM's "J". Bad idea.

I am hoping for it if only because of how it'd help save weight on lights not having to have ammo, seeing as it's such a premium for them. Especially seeing as I can no longer outrun LRMs in my TDK (which is a good thing, as much as I miss it)

On a separate note, hugely looking forward to X-Pulses and light gauss. I'm hoping if XPls are added that they'll behave more like MW2's pulses, for that pew-pew I so desperately crave.

#192 Lightfoot

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Posted 14 January 2017 - 05:07 AM

Light Gauss Rifles: 8 damage/12 tons should, must not have a charge-up. If MWO can't handle this they should not advance the timeline. Period.

You mention HVACs, which are similar to Gauss weapons in damage and range. Will they have a charge-up? There comes a point where MWO has to stand without new nerfs for every Battletech weapon and that point is the second gen weapons which will all eclipse the lowly and ancient standard Gauss Rifle, which PGI and so many MWO players fear so much, it still has the non-Canon charge-up phase after years of game development.

You MWO players had better start demanding tougher mechs instead of relying on BFG nerfs because all the second gen weapons are BFG's that are bigger and more f-ing than the ancient Gauss Rifle with no charge-up.

For instance, a RAC-5 (3062) is unsupportable by MWO, it has the same DPS as 5xAC-5. Heavies easily carry 3 with plenty of ammo. That's 15xAC5. Welcome to 3060.

Edited by Lightfoot, 14 January 2017 - 10:03 AM.


#193 El Bandito

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Posted 14 January 2017 - 05:17 AM

View PostLightfoot, on 14 January 2017 - 05:07 AM, said:

You MWO players had better start demanding tougher mechs instead of relying on BFG nerfs because all the second gen weapons are BFG's that are bigger and more f-ing than the ancient Gauss Rifle with no charge-up.


Or, PGI doesn't even have to implement them in the first place. I wouldn't even shed a tear for the lack of Heavy Gauss, or MRM 40, in the future.

#194 Lightfoot

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Posted 14 January 2017 - 05:29 AM

View PostEl Bandito, on 14 January 2017 - 05:17 AM, said:


Or, PGI doesn't even have to implement them in the first place. I wouldn't even shed a tear for the lack of Heavy Gauss, or MRM 40, in the future.


But the 3060 weapons are all like that, and actually the HGR is not that high on the scale. MRMs too. Talking about RACs, Heavy Lasers, HVACs, various guided missiles. All eclipse the Gauss Rifle easily. Tougher mechs or the new weapons will end up so nerfed they will not function half the time. Which world do you want? The one where you pull the trigger and the gun jams for 20 seconds or the one where the damage is absorbed or deflected by the mechs?

#195 El Bandito

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Posted 14 January 2017 - 05:33 AM

View PostLightfoot, on 14 January 2017 - 05:29 AM, said:

But the 3060 weapons are all like that, and actually the HGR is not that high on the scale. MRMs too. Talking about RACs, Heavy Lasers, HVACs, various guided missiles. All eclipse the Gauss Rifle easily. Tougher mechs or the new weapons will end up so nerfed they will not function half the time. Which world do you want? The one where you pull the trigger and the gun jams for 20 seconds or the one where the damage is absorbed or deflected by the mechs?


Tougher mechs will obsolete older weapons. Why should PGI obsolete something they took time and effort to make? Give RACs cone-of-fire, and give Heavy Lasers heavy heat. HVACs are already balanced by more tonnage and low ammo. HVAC10 has the same ammo per ton as Gauss Rifle and weighs almost as much!

Edited by El Bandito, 14 January 2017 - 05:39 AM.


#196 Deathshade

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Posted 14 January 2017 - 05:48 AM

Quote

This March, we will be detailing the mid-summer release of new Inner Sphere and Clan weaponry and equipment for MechWarrior Online. The timeline is advancing, and with it comes not only a new array of potential weapons and equipment technology with which to customize your existing ‘Mechs, but the potential for an array of new and remarkable ‘Mechs to pilot and customize.




Finally PGI is talking about new Clan and IS tech!

We don't want more shiny mechs and unless you give us the shiny new weaps first!


I predict there will be a "New Tech Weapons Pack" you guy buy to get all the goodies. :) It was said first here!

Edited by Deathshade, 14 January 2017 - 06:10 AM.


#197 Gentleman Reaper

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Posted 14 January 2017 - 07:12 AM

View PostLightfoot, on 14 January 2017 - 05:07 AM, said:

Light Gauss Rifles: 8 damage/12 tons should, must not have a charge-up. If MWO can't handle this they should not advance the timeline. Period.

You mention HVACs, which are similar to Gauss weapons in damage and range. Will they have a charge-up? There comes a point where MWO has to stand without new nerfs for every Battletech weapon and that point is the second gen weapons which will all eclipse the lowly and ancient standard Gauss Rifle which PGI, and so many MWO players fear so much, it still has the non-Canon charge-up phase after years of game development.

You MWO players had better start demanding tougher mechs instead of relying on BFG nerfs because all the second gen weapons are BFG's that are bigger and more f-ing than the ancient Gauss Rifle with no charge-up.

For instance, a RAC-5 (3062) is unsupportable by MWO, it has the same DPS as 5xAC-5. Heavies easily carry 3 with plenty of ammo. That's 15xAC5. Welcome to 3060.


Why are nerfs to TT mechanics a bad thing? There's lots of restrictions to these new weapons that would prevent them from completely obsoleting older tech:

HVACs: They're as heavy as the next class of AC (8/12/14 tons, no HVAC/20), they have less ammo and generate more heat per shot (except HVAC/2)

Heavy Gauss: It's 18 freaking tons, has marginally better range than an AC/20, is so bulky it requires a standard engine to use and cripples you if it detonates.

RACs: Can simply be a high ROF AC that fires weaker rounds, you get high DPS in exchange for requiring constant face-time.

MRMs: pretty much a shotgun-spread of missiles, you won't be dealing 40 damage to a single location

Heavy lasers: Ridiculous heat, messes with your sensors every time you fire it and requires you to charge it like the current Gauss rifle.

View PostDeathshade, on 14 January 2017 - 05:48 AM, said:




Finally PGI is talking about new Clan and IS tech!

We don't want more shiny mechs and unless you give us the shiny new weaps first!


I predict there will be a "New Tech Weapons Pack" you guy buy to get all the goodies. Posted Image It was said first here!


They stated that all the equipment will simply be updated to the mechlab, no paywall to get them early.

Edited by Gentleman Reaper, 14 January 2017 - 07:13 AM.


#198 cazidin

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Posted 14 January 2017 - 08:06 AM

While it IS good that PGI is going to add 3060 tech I think we shouldn't let the Hype Train take us too far down the tracks. We don't know what they'll be adding or how they'll balance it. Anyone remember Clan Tech when it was first introduced?

#199 Lightfoot

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Posted 14 January 2017 - 09:59 AM

View PostEl Bandito, on 14 January 2017 - 05:33 AM, said:


Tougher mechs will obsolete older weapons. Why should PGI obsolete something they took time and effort to make? Give RACs cone-of-fire, and give Heavy Lasers heavy heat. HVACs are already balanced by more tonnage and low ammo. HVAC10 has the same ammo per ton as Gauss Rifle and weighs almost as much!


Yes, they would likely need to nerf HVACs like the Gauss Rifle. The Gauss Rifle had 1500 mps slugs when it was nerfed. HVACs are fairly similar.

PGI does not withstand player rants and whines very well. Just saying the 3060 wave of weapons out performs the Gauss Rifle. If they don't they are heavily nerfed to vanilla ability so why bother? MWO's mechs are too fragile for the 2xRecycle PGI has put on most weapons and the fact that MWO can't support a simple Gauss Rifle with no charge-up without player's heads exploding is proof.

Edited by Lightfoot, 14 January 2017 - 10:01 AM.


#200 Lightfoot

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Posted 14 January 2017 - 10:12 AM

View PostGentleman Reaper, on 14 January 2017 - 07:12 AM, said:


Why are nerfs to TT mechanics a bad thing? There's lots of restrictions to these new weapons that would prevent them from completely obsoleting older tech:

HVACs: They're as heavy as the next class of AC (8/12/14 tons, no HVAC/20), they have less ammo and generate more heat per shot (except HVAC/2)

Heavy Gauss: It's 18 freaking tons, has marginally better range than an AC/20, is so bulky it requires a standard engine to use and cripples you if it detonates.

RACs: Can simply be a high ROF AC that fires weaker rounds, you get high DPS in exchange for requiring constant face-time.

MRMs: pretty much a shotgun-spread of missiles, you won't be dealing 40 damage to a single location

Heavy lasers: Ridiculous heat, messes with your sensors every time you fire it and requires you to charge it like the current Gauss rifle.


They stated that all the equipment will simply be updated to the mechlab, no paywall to get them early.


What's wrong with making the mechs tougher so they can withstand the 2xRecycle PGI has added to most weapons, especially the big ones? Prior to MWO ERPPCs had a 8 second recycle, so did the Gauss Rifle. I mean you really need to look no further than that to understand why 12v12's with these 2xRecycling weapons have such short TTK's. What's wrong with fixing that? Sometime before the 3060 weapons are released would be smart.





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