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My Thoughts After A Few Matches


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#1 sycocys

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Posted 14 October 2015 - 07:47 PM

Quoting since I posted it originally in the wrong sub-forum.

Shorter version - laser ranges need to be tweaked - no surprise - but I really enjoyed the rest of the changes. Surprised they thought it through and have come up with something that has some real promise.

View Postsycocys, on 14 October 2015 - 06:45 PM, said:

Obviously. I don't think anyone even Paul would have assumed a flat 60% was the correct number to go with, but overall the mechanic actually felt really good in actual matches.

Really enjoyed having to adjust my approach some even in a light to how I was going to make lines of attack that would let me both target and get my proper range on, or hit under range on someone while I went for the target I wanted.
Very cool addition, and I can see this mechanic adding depth if more of the info tech is going to continue to affect how the rest of the battlefield approaches things and what weapons people will bring to compensate for varying degrees of info access.

Next iteration or adjustment try adjusting each individual laser or at least size with some more appropriate ranges.

Maybe try smalls at 90%
Meds at 80%
and LL at 70%

See how something along those lines would work out.

Other than that I enjoyed the changes made, ecm finally isn't a magical wonder box which is probably the most meaningful balance change this game has seen in since ecm was implemented.

And thank you very much for communicating on the test with us, made a world of difference actually knowing what was going on.

Edited by sycocys, 14 October 2015 - 07:47 PM.


#2 Apathy Enrage

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Posted 14 October 2015 - 07:54 PM

I'm with you! It felt really good! The TTK is actually really nice! I haven't ran any hardcore laser boats yet, but the mech's I've got that use them as secondary weapons have all been doing pretty well still. Only a slight drop in performance, really.

I liken it to the CB days... I really really like it so far. The one thing that makes me laugh is all the people claiming streaks are king, but really, I disagree... I didn't notice streaks being any better than they already are.

#3 sycocys

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Posted 14 October 2015 - 07:59 PM

Streaks are streaks - the guys that run them have always ran bap, now they can have a little extra ammo if they want to wait for the acquisition. And its going to change right back once the mechs get their info war quirks anyhow, the streak boats will likely get some sort of penalty to lock time with increased decay or something.

#4 MechaBattler

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Posted 14 October 2015 - 08:14 PM

I agree the laser lock mechanic needs to be tweaked. On my large laser boats it doesn't seem that bad. But on my medium laser builds. It's much harsher. It must be brutal on small lasers.

#5 Fractis Zero

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Posted 14 October 2015 - 10:56 PM

I'm liking the changes as well. And yes the nerf to lasers is harsh. But it's better to over nerf and then give back. Taking bits away at a time will have the forum full of rage for months!

#6 50 50

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Posted 15 October 2015 - 03:54 AM

From what I could see, all the clan lasers have been adjusted with the range but it's not a huge drop.
I did note that the IS ER Large has a reduced range as well.

The drop in optimal range would be more noticeable on the larger lasers as it does drop by a few hundred meters.
The smaller weapons shouldn't be as noticeable due to the close proximity anyway.
A Clan Small Pulse laser for example:
Optimal Range:
99m without lock.
165 with lock.
New Maximum range:
264m (Down from 330m)

However, you only needed to run your targeting reticule over a untargeted mech and it automatically targeted, that is if you didn't already have a lock.
It may be more useful for the test to leave the target acquisition with it's current values to get a better idea of the locked/not locked difference.

Edited by 50 50, 15 October 2015 - 03:56 AM.


#7 sycocys

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Posted 15 October 2015 - 05:52 AM

I was mostly running my Death Knell with 3 MPL and 1 SL. No bap, and the only modules I added were the MPL ones for a match just to see how the range difference worked out.

Think I averaged about 180-190 damage across a few matches, versus more more normal 350-400 but a lot of that can be attributed to me trying to test out the non-target ranging as well as how fast I could target put shots on, re-target and put shots on something else.

Got a kill with the small laser, but that's not really out of normal once you single someone out away from the pack with that Commando.
--
And yeah the smaller laser do get hit kind of hard, but its less hard because of their shorter range to base that 60% off of. It really not super terrible, forces you to really consider your movements and approach to targets rather than just pop out and alpha 8 mpl or 4/5lpl then duck/cool/repeat.

I'm sure the ranges will be adjusted to something a bit more sensible for each type though - so I'm really not worried about that part. More worried about the cryhards convincing PGI to kill it because it gets rid of their long range shadow laser vomiting pretty much entirely.

#8 Vashramire

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Posted 15 October 2015 - 06:25 AM

The new laser system has its merits and some tweaks are needed, such as something for small lasers. My only concern is all this info warfare and laser lock on damage fall off is a lot of information to process for new players. Obviously those of us who have played for going on several years will understand and be fine but with the Steam launch coming up, it may be an overload to the brain for them.

Lasers do damage to their effective range only when locked but if not locked then 60% of that range, scaling to 0 linearly out to double the initial effective range unless you are using clan weapons then it's 60% farther than effective range. Plus weight class sensor ranges and heat and ranges modified by modules.

Of course if this goes through it will likely be covered at some point in the tutorial but it's still a lot for new people to take in.

#9 sycocys

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Posted 15 October 2015 - 06:35 AM

Well the game really needs to be more in-depth like this though. Will be the source of variety and continued life in the game. It will really do a lot to make this game more tactical and less of a CoD/simple fps which whether the guys railing against the changes now want to admit, will make the game much better.

Do agree that its a bunch for new players and that we will have to keep on PGI to find ways to add all the new functions into the tutorial as well as probably just a nice reference sheet to go back to for everyone.

#10 LennStar

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Posted 15 October 2015 - 12:45 PM

View PostApathy Enrage, on 14 October 2015 - 07:54 PM, said:

The one thing that makes me laugh is all the people claiming streaks are king, but really, I disagree... I didn't notice streaks being any better than they already are.

Let me guess, you dont do lights?
Its not fun getting 1-shot killed or crippled without a change to hide.

IS SSRM2 - ok. 6SSRM boats with 400m range - OP. Heck, if an SSRM only Maddog can kill most assaults (not to mention lighter mechs) in an 1:1 then something is wrong.



To the lasers: esp. some IS builds will feel it. They are already at a disavantage to clan Meds, meybe less now, didn't test it. But to all other weapons they will.





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