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Balance P2 Feedback


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#1 Doman Hugin

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Posted 17 October 2015 - 07:09 AM

ECM

Thanks for removing the null signature umbrella, the increased targeting time is closer to what it is meant to be.
It should however be more of a counter to the bonuses provided by TAG, NARC etc.

Equipment / Weapon health

Over the time I’ve played MWO I can probably count on one hand the times a piece of equipment stopped working before the location fell off, so I can’t give any credible feedback here.

Heat Sinks

IS Doubles: Maybe cooldowns a little quicker, not enough for me benefit from, it should help some loadouts, but not many.

Clan Doubles: Cooldown similar to IS, but lower cap balances this out pretty well, not noticed any difference in mech’s I’m used to.

IS Singles: tried in testing grounds, still not worth using.

Clan Laser Max ranges

I like this change, they have greater long range but the damage drops off faster.
The IS ER Large Laser could probably use this mechanism too, to make it a component of ER technology.

Reticule Mechanic

I have to admit I’ve fired on unlocked mech’s in the distance and used the red flash as indication I’ve got range on them, and fired blindly through the tree canopy on bog hunting for a red flash.

For the Range one I’ll now have to do a quick calc to figure if it’s in range, and I won’t be able to abuse the mechanic on bog.

So without my targeting computer knowing a mech is there I do the calcs, and there is no “magic” mech finder attached to my weapons, I like it.

Laser damage drop off if not targeted

I’ve noticed a drop off of damage done on laser mech matches, not played enough to be very accurate but it seems to be about 10% to 20%. I believe this to be snap shots at range or at fast harassing mech’s without wanting to un-lock my primary target.

So point and click laser damage seems to be reduced, I like that too, not having both ranges easily visable however is disconcerting (would be better to have both ranges listed and the one available lit up).

Sensor Range / Info sharing

Not really noticed much difference here, but as I’ve not managed to get on Alpine or Tourmaline maps I’ve not really had the opportunity to test it that well.
But what I can deduce from that, is that on the other maps it’s not making much difference, or the maps are still too small.
Edit: done a bit more testing, ranges actualy seem a bit long, scouts seem too easy to spot. If sensors were double edged current ranges might be OK, as in if smaller mechs had a built in scaled debuff to ranges so scouts and lighter mechs were harder to spot.


Will update if I find anything to change from future drops.

Edited by Doman Hugin, 19 October 2015 - 02:57 AM.






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