Jman5, on 29 September 2015 - 08:20 AM, said:
No more mucking around, no more pie in the sky ideas. Here are simple changes that will modestly improve Ballistic weapons without breaking anything.
Ammo Change
Problem: Tonnage. They're too heavy when you factor all the weapons, ammo, and CASE(?).
Solution: Add more ammo/ton. The goal I would aim for is 200 damage per ton of Ammo. Similar to what you did for the AC/10 a few months back. Don't want to bother mathing it out? No problem! I'll do all the work for you.
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- AC/2: 75 -> 100
- AC/5: 30 -> 40
- UAC/5: 30 -> 40
- AC/10: unchanged
- LB10X: 15 -> 20
- AC/20: 7 -> 10
- M-Gun: 2,000 -> 2,500
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- Clan UAC/2: 75 -> 100
- Clan UAC/5: 60 -> 80
- Clan UAC/10: Unchanged
- Clan UAC/20: 28 -> 40
- Clan M-Gun: 2,000 -> 2,500
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- LB2X: 75 -> 100
- LB5X: 30 -> 40
- LB10X: 15 -> 20
- LB20X: 7 -> 10
This may not seem like much, but what it does is improve the tonnage efficiency by about 1/2 - 1 ton per weapon. Not a crazy change, but it helps mitigate the primary problem with ballistics. This is also the only way to address the tonnage issue without breaking stock builds.
AC/2, UAC/2, and LB2X Change:
Problem: They're way too hot!
Solution: Change heat from 1 -> 0.5
LBX Change
Problem: They can't really compete with other autocannons and if you want spread damage, you might as well use an SRM 6.
Solution:
Increase pellet damage from 1 -> 1.3 (LB10x would do 13 damage now)
Note: You'll notice that I left out Gauss. For the time being I think we should leave it's ammo/ton where it is.
Note2: You will also notice that the new LBX damage increase breaks the 200 dmg/ton guideline. I think when you factor in the the spread and missing it all evens out.
Bonus Fix:
Give AC/2 and AC/2 derivatives Weapon Cooldown Modules please!
Memories are really short around here.
Before the 6/2 patch, people were complaining of having a hard time with ballistics. Also during this time, experienced ultra-ballistic mech pilots were ripping other mechs to shreds.
PGI killed two birds with one stone with the 6/2 patch, reduction in volley for ACs. I didn't have a problem with ballistics but people swear the reduction in volley or speeding up of rounds per shot helped. The reduction in volley increased heat which was designed to nerf the ultra-ballistic mech a bit, imo.
The 6/2 patch was not good enough for some people. The ballistics, Clans in particular, were still to difficult to use and the experienced ultra-ballistic mech pilots were still shredding up armor.
The 7/7 patch reduced ammo rounds per volley this time around to try and nerf the ultra-ballistic mechs even more.
It has been a great success for PGI based on my stats. So why do you think PGI would buff ballistics when they were nerfed back in June and July?