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Mwo Laser Balance! Are Lasers Already Balanced?


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#21 Kaeb Odellas

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Posted 14 September 2015 - 11:27 PM

View PostKhobai, on 14 September 2015 - 09:56 PM, said:


People used to boat more than 6 lasers though. The 9 MPL headcapper Awesome used to be a thing. At one time that was actually a scary mech, but then they significantly reduced the size of head hitboxes, and it wasnt so scary anymore.


7 MPL. No Awesome can carry 9.

#22 Khobai

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Posted 15 September 2015 - 01:30 AM

Quote

7 MPL. No Awesome can carry 9.


same difference. 7 was still enough to headshot.

#23 Andi Nagasia

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Posted 15 September 2015 - 05:19 PM

View PostNarcissistic Martyr, on 14 September 2015 - 08:32 PM, said:

Assuming you want a dynamic balance between the two tech bases to minimize the need for quirks IS lasers have to be superior to their clan equivalents once you enter the IS laser range.

Your numbers don't do that, hell if anything they buff the clan tech. Considering the wolverine 6k is considered to be on par with high tier clan mechs a 15-20% improvement in IS lasers is probably about right and would certainly be where I'd start


Small Lasers(IS= Duration -0.12 Range +1m)(Clan= Duration +0.05 Range +4m)
IS gets abit less Duration, Clan gets abut more Duration, Range is negligible,
-
Medium Lasers(IS= Duration -0.05 Range +2m)(Clan= Duration +0.04 Range +3m)
IS gets abit less Duration, Clan gets abut more Duration, Range is negligible,
-
Large Lasers(IS(LL)= Duration +0.08 Range +110m)
IS LL gets abit more Duration, but that comes with 100m more Range,
(IS(ER)= Duration -0.17 Range +45m Heat +1)(Clan= Duration -0.18 Range -20m Heat -1)
IS get less Duration and 45m more range at +1 heat, Clan get less Duration and 20m less range at -1 heat,

so Small and Medium lasers seem for the most part balanced,
if the above stats are used than IS Small and Medium Lasers benefit,
Large Lasers on the other hand seems to be the main problem Balance Wise,
using these Stats would normalized all Large lasers into a more Balanced State,





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