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Paul Inouye Posted A Clarification On How Clan Lasers Are Nerfed (Not As Bad As You Thought) And How No-Lock On Will Affect Laser Damage.


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#1 Hans Von Lohman

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Posted 14 October 2015 - 02:56 PM

Ok, go here for the post.

http://mwomercs.com/...harts-for-pts2/

Also, the quick version.

Clan lasers are now only going to reach out to x1.4 their listed range instead of the x2.0. Inner Sphere lasers are unaffected. Basically the maximum ranges of both IS and Clan lasers are going to be around the same range, give or take a few meters, but the shorter, "maximum firepower" range is clearly favor the Clans.

Posted Image

As for not having a lock on for laser damage, it moves the range when lasers start to do less damage inwards a bit. You can still fire out to the same range you can with a lock (just remember that Clan laser bonus ranges were nerfed as well).

Lore reason why it does this. The focal length of the laser lenses. No lock = the laser is not at the correct focus on the correct range and you get less that perfect damage. They need to have that lock on to set the range for the laser, just like all you delinquents who torched ants with a magnifying glass (what is wrong with you kids anyways? USE EYE PROTECTION WHEN YOU DO THAT CRAP! I don't feel bad for you when all you can see are those fuzzy blue swirling patterns).

I.E.

I.S. Medium laser = 162 meters/540 meters without a lock
C-ER Medium laser = 243 meters/567 meters without a lock

I.S. Medium laser = 270 meters/540 meters with a lock
C-ER medium laser = 405 meters/567 meters with a lock

Posted Image

Again, don't freak out. This is the Public Test Server. It may fall in a heap and send them back to the drawing board and do something else. That is what testing is for.

Edited by Hans Von Lohman, 14 October 2015 - 03:24 PM.


#2 Kraftwerkedup

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Posted 14 October 2015 - 02:57 PM

Yeah its totally worse than I thought.

#3 Monkey Lover

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Posted 14 October 2015 - 02:59 PM

I like it :)

#4 oldradagast

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Posted 14 October 2015 - 03:00 PM

Thanks for posting this, but knowing the details does not change just how badly thought out this proposed change is.

The game does NOT need more goofy and illogical mechanics, like ghost heat and PPC's magically dealing 0 damage at 89 meters from the target. Yet another nutty thing to explain to new players, another way to mess with certain mechs, etc. Just more silliness.

Add a variable cone of fire, narrow it down when a lock is achieved, and be done with it.

#5 FupDup

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Posted 14 October 2015 - 03:01 PM

Ghost Damage is now fully operational.

#6 InRev

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Posted 14 October 2015 - 03:05 PM

View PostHans Von Lohman, on 14 October 2015 - 02:56 PM, said:

Again, don't freak out. This is the Public Test Server. It may fall in a heap and send them back to the drawing board and do something else. That is what testing is for.


My question is, what kind of moron would think this would be acceptable to allow past the concept phase and then code? This should have died when scrawled on a napkin after a night of binge drinking. More hidden rules. More unintuitive "ghost" mechanics. More changes that disproportionately affect the bottom of the ecosystem (lights, mediums) more than the top (heavies, assaults)

"Just hold R" is a ******** response because ECM will still reduce target lock time for 3 seconds meaning you now have to stare at that UAC 5 or dual goose Dire Whale so that your IS MLs can do full damage at 270 meters. And if you're a light mech weaving between terrain and taking snap shots at targets of opportunity, well . . . you're **** out of luck.

#7 Gas Guzzler

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Posted 14 October 2015 - 03:07 PM

RIP Black Knight, between ML range and loss of heat gen quirks, it has nothing.

:mellow:

#8 Shadow Magnet

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Posted 14 October 2015 - 03:08 PM

From what I can see on the PTS, both optimum and maximum range are reduced when the target is not locked.

IS MPL with range module: Non-locked optimum range 145m, locked optimum range: 242m

#9 FupDup

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Posted 14 October 2015 - 03:08 PM

View PostGas Guzzler, on 14 October 2015 - 03:07 PM, said:

RIP Black Knight, between ML range and loss of heat gen quirks, it has nothing.

:mellow:

You dirty, baby-eating meta crutch abusing skillless tryhard! You will take your 3-damage Medium Lasers at 270m and you will like it!

#10 Slepnir

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Posted 14 October 2015 - 03:08 PM

View PostXX Sulla XX, on 14 October 2015 - 03:02 PM, said:

No I dont think you do.

Actually given pauls track record, yes, yes he does. paul cannot understand how the heat scale is supposed to work, or how it's ok for some mechs to actually be heat neutral, or how to prevent boating abuse without a stupid mechanic like ghost heat. and the list goes on.

#11 Gas Guzzler

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Posted 14 October 2015 - 03:09 PM

View PostFupDup, on 14 October 2015 - 03:08 PM, said:

You dirty, baby-eating meta crutch abusing skillless tryhard! You will take your 3-damage Medium Lasers at 270m and you will like it!


B-B-b-but who considered the Black Knight meta in the first place??

#12 Kraftwerkedup

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Posted 14 October 2015 - 03:09 PM

PPCs, then LRMs, then Lasers, then ACs, then Lasers, then LRMs, then PPCs, then SRMs, then PPCs, then Lasers, now PPCs again.

What a merrygoround...

#13 Hans Von Lohman

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Posted 14 October 2015 - 03:10 PM

View PostKraftwerkedup, on 14 October 2015 - 02:57 PM, said:

Yeah its totally worse than I thought.

View PostSilentWolff, on 14 October 2015 - 03:00 PM, said:

I speak for the entire community when I say, F Paul.


Neither of you speak for me. I like changes that I think make the gameplay better.

This game needed to be more balanced, and lasers were too good right now. Firepower in general is too high, so moving away from EZ mode lasers and more use of SRM's and Autocannons is a good thing.

Also, ECM is getting nerfed HEAVY. About time too. The new ECM will only have a coverage range of 90 meters, and even then all it does is cloak you for 3 seconds. If you move out of cover for 4 seconds, we lock onto you, (although it will still take longer to lock-on fire and forget missiles and get your damage readout).

Clans were always the worst thing added to Mechwarrior/BattleTech in the first place. The "balance" for them was to always have them fight a 2-to-1 odds, with OP mechs, and OP pilots (pilot skills are not reflected in MWO).

Really, in the end all this is doing is making people use their R-key properly, and make sniping as a Clan a bit more skill based as you use PPC's or ballistic weapons.

Edited by Hans Von Lohman, 14 October 2015 - 03:28 PM.


#14 FupDup

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Posted 14 October 2015 - 03:11 PM

View PostGas Guzzler, on 14 October 2015 - 03:09 PM, said:

B-B-b-but who considered the Black Knight meta in the first place??

MAYBE YOU SHOULD JUST ADAPT YOU LASER-VOMIT TRYHARD! :P

View PostKraftwerkedup, on 14 October 2015 - 03:09 PM, said:

PPCs, then LRMs, then Lasers, then ACs, then Lasers, then LRMs, then PPCs, then SRMs, then PPCs, then Lasers, now PPCs again.

What a merrygoround...

Spin me baby right round, right round baby right round...

#15 LordNothing

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Posted 14 October 2015 - 03:11 PM

why only clan? is erll is pretty damn deadly with quirks+modules.

in fact just make it a trait of all er lasers to make them different from standard is lasers and all pulse lasers.

i think pulse lasers should actually deal most of their damage on the pulse. instead of being continuous hitscan weapons. take the is spl. it has 4 damage, so the laser would pulse 4 times, each one delivering a 1 damage ppfld. you can play with damage/pulse, number of pulses, and delays between pulses to balance them.

Edited by LordNothing, 14 October 2015 - 03:18 PM.


#16 InspectorG

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Posted 14 October 2015 - 03:12 PM

I think its a step in the right direction but it may not be enough.

Clan Optimum ranges may need juked. C ERML is too much like a IS LL. Clan superiority should be the Total of Cxl+C-Endo+C-DHS+C Weapons.

Equalize Clan and IS damage, Clan gets some extra range and overall savings with equips. Saved tonnage and space will allow bigger engines or more gun boating. That alone should be enough advantage, not every single component having advantages that add up geometrically or even exponentially.


As far as the Lock, this will be unpopular but it may not be enough.

Efficiency in MWO is max firepower focuses on choice target. Happens at all scales. Group setting is which team coordinated most fire first on choice target that will cost enemy team the most output.(Info and Comms)

Even 1 vs 1 , players should ideally maximize their fire(alpha) onto enemy vital to subtract their ability to return fire. This is done while minimizing return damage.

Laser drop off damage without a lock is good but all weapons save MG/Flamr/SRM should have drop off. LRMs likely need a different system.

I would also suggest reducing Radar ARC for heavies and Assault to radar blind them a bit and limit info shared not via VOIP.

I would also nerf(most) Heavy/Assault turn rate to make them more forward oriented in firepower in relation to the radar arc nerf. but this would be to balance heavier mechs vs lighter mechs.

#17 FupDup

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Posted 14 October 2015 - 03:12 PM

View PostLordNothing, on 14 October 2015 - 03:11 PM, said:

why only clan? is erll is pretty damn deadly with quirks+modules.

But IS lasers aren't OP.

#18 InspectorG

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Posted 14 October 2015 - 03:13 PM

View PostSilentWolff, on 14 October 2015 - 03:00 PM, said:

I speak for the entire community when I say, F Paul.


Please dont speak for me.

#19 Gas Guzzler

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Posted 14 October 2015 - 03:14 PM

View PostLordNothing, on 14 October 2015 - 03:11 PM, said:

why only clan? is erll is pretty damn deadly with quirks+modules.


They are baselining no quirks.

#20 InspectorG

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Posted 14 October 2015 - 03:14 PM

View PostFupDup, on 14 October 2015 - 03:01 PM, said:

Ghost Damage is now fully operational.


Needs Emeror Palpatine Meme.





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