A Few Crazy Ideas.
#1
Posted 08 December 2015 - 03:03 PM
1.Change Pinpoint (skill) to increase the range on weapons by, say, 5%. PGI wouldn't even have to change the name of it and everyone likes a little more range on their weapons.
2.Flamers deal damage to internal structure, ignoring armor. When your mech overheats you take ticking internal damage so why shouldn't Flamers, which roast your mech have a similar ability?
They wouldn't be OP unless they dealt a lot of damage quickly. You'd still have to get within 100 meters for them to be effective but this would make them a little more useful.
3.Increase ammo per ton for ballistics and missiles. With an increase in TTK we need more ammo for ammo dependant builds to stay relevant. Nobody likes to run OOA in the middle of a glorious battle. I think a small increase like 80/T for AC2, 40/T for AC5 and 120 for atleast SRMs would be a nice change.
4.Decrease PPC and ER PPC heat by roughly 20% and increase PPC, ER PPC and ballistic velocity by say, 30-40%. Just to eliminate the uber quirks that some of them need.
What do you all think? What would you all like to see PGI add to help balance this game or just make it a lil better?
#2
Posted 08 December 2015 - 03:07 PM
I'd rather bump the velocity up to no less than 1300-1400 m/s, and leave the heat where it is.
I like their heat where it is because it emphasizes their lack of sustainability in brawling situations. This ensures that they have a significant weakness to prevent them from being omnipotent after their velocity gets notched back up to where it used to be.
Edited by FupDup, 08 December 2015 - 03:07 PM.
#3
Posted 08 December 2015 - 03:17 PM
2. Not a fan of armor piercing abilities. I'd prefer they just make flamers stronger at dealing damage, and make heat generation a secondary effect that is weak against armor (armor should be able to absorb and dissipate the heat pretty well) but stronger when targeted at exposed internals.
3. I want:
AC2: 100
AC5: 40
AC10: 20
AC20: 9
Gauss: 12
SRMs should just get a damage buff with a slight cooldown nerf.
4. Just buffing velocity should be enough for PPCs alone. ERPPCs could probably use a heat reduction to 12 in addition to velocity buffs. Or maybe have them generate heat on the target, for added flavor.
#4
Posted 08 December 2015 - 03:17 PM
Edited by cazidin, 08 December 2015 - 03:20 PM.
#5
Posted 08 December 2015 - 03:22 PM
cazidin, on 08 December 2015 - 03:17 PM, said:
Yes
That's what it was during the dying days of the PPC meta.
Though, it switched from 2 KM/s to 1.5KM/s.
Also had a 3 second cooldown at one point.
I still laugh that the second longest range weapon in the game had one of the fastest cooldowns...silly PGI.
#6
Posted 08 December 2015 - 03:35 PM
Also, I'm really bad at PPCs since I haven't used them much until recently.
Do math. Balance master's math is hilariously bad (BJ-3 is not OP, but who doesn't want a BJ?
Edited by Deathlike, 08 December 2015 - 03:35 PM.
#7
Posted 08 December 2015 - 03:51 PM
Other than that ammo is good where it's at. Those who know how to use ammo wisely (especially in CW) do very well with it. It's part of the overall strategy. Lurms DEFINITELY don't need ANY boost at the moment.
#8
Posted 08 December 2015 - 04:00 PM
#9
Posted 08 December 2015 - 04:01 PM
Dingo Red, on 08 December 2015 - 04:00 PM, said:
Are you counting the AWS's PPC quirks in your assessment?
Quirks to distinguish special mechs are totes okay, but I would also like the guns to have a "baseline usability" on mechs which lack such quirks.
#10
Posted 08 December 2015 - 04:04 PM
#11
Posted 08 December 2015 - 04:07 PM
GaiDaigoji, on 08 December 2015 - 04:04 PM, said:
The PPC's issue isn't range, it's that the velocity makes it unreliable at its current ranges. More on-paper range wouldn't really do much for the gun.
The ERLL had its heat reduced because its default value of 12 heat would make it useless. I could understand upping its heat to 9 in exchange for cutting its beam duration down to 1.0s, but no more heat than that.
#12
Posted 08 December 2015 - 04:10 PM
FupDup, on 08 December 2015 - 04:01 PM, said:
Quirks to distinguish special mechs are totes okay, but I would also like the guns to have a "baseline usability" on mechs which lack such quirks.
I was, and fair point, maybe PPCs should be helped out a little.
#13
Posted 08 December 2015 - 04:47 PM
#14
Posted 08 December 2015 - 04:57 PM
cazidin, on 08 December 2015 - 04:47 PM, said:
Make them not have useless damage.
Increase it to 2 DPS. Straight change that variable.
Remove heat on target if you want, but make them effective, short range weapons.
#15
Posted 08 December 2015 - 05:17 PM
Mcgral18, on 08 December 2015 - 04:57 PM, said:
Make them not have useless damage.
Increase it to 2 DPS. Straight change that variable.
Remove heat on target if you want, but make them effective, short range weapons.
Give flamers two modes
Heat mode = no damage but increases heat output on target
Damage mode = damage but no heat output on target
Think of it is a cutting torch. The more focused you get the flame the less it heats up the metal and starts cutting it. Same principle and solves most of the flamer balancing issues.
#16
Posted 08 December 2015 - 05:22 PM
Sandpit, on 08 December 2015 - 05:17 PM, said:
Heat mode = no damage but increases heat output on target
Damage mode = damage but no heat output on target
Think of it is a cutting torch. The more focused you get the flame the less it heats up the metal and starts cutting it. Same principle and solves most of the flamer balancing issues.
PGI can't do modal weapons See: Clan LBX.
Despite the fact that all they would have to do is have two separate weapons display in the list, one for one mode and one for another, and use the "only fire one at a time" code they already wrote for the Guass to prevent firing both modes at once.
More on topic, flamers definitely need something. 2 DPS seems reasonable, considering MGs would just barely be viable at 1 DPS and flamers produce tons of heat and are even less reliable than MGs are.
#17
Posted 08 December 2015 - 05:41 PM
Regarding Flamers, I believe both them and Machine Guns should get a solid DPS Bump to at least 1 DPS, if not 1.5 DPS (slightly better than a Small Laser), but have the range reduced to 90m Optimal.
Make them murderous CQC weapons. Remove the Heat component on target. This makes Flamers a High heat High Damage weapon at short range. Machine Guns would be No Heat, High Damage weapons, but I think the Ammo Count should be halved.
Regarding ammo in general? No. No increase.
Why? Because that is the trade off. You get pinpoint, low heat, front loaded damage, but are restricted in quantity.
Or you can take Lasers for pinpoint damage over time, with high heat. AC 2s could do with more heat reduction, and possibly a slightly faster firing rate.
And lastly, the Peeps. After finally getting over the Poptart butthurt, yes, I agree they could do with a velocity increase, but heat and reload should stay the same. PPCs should be a low DPS, High Impact Long Range weapon. Maybe deal some heat to the target too. At less than 400m, they should get overwhelmed by Short Range weapons.
#18
Posted 08 December 2015 - 05:42 PM
AEgg, on 08 December 2015 - 05:22 PM, said:
Despite the fact that all they would have to do is have two separate weapons display in the list, one for one mode and one for another, and use the "only fire one at a time" code they already wrote for the Guass to prevent firing both modes at once.
More on topic, flamers definitely need something. 2 DPS seems reasonable, considering MGs would just barely be viable at 1 DPS and flamers produce tons of heat and are even less reliable than MGs are.
Let's start with striking out your opening line and go from there shall we? Since it has absolutely nothing to do with my post or the topic. "PGI can't" isn't the basis for any argument in this thread
I don't know (or want to) know the math well enough to give specific DPS numbers for them, but if they switched it to two formats like that it brings them back into a more useful tool and more balanced I think.
The reason people goof off with them and boat them in such high numbers is because realistically they're an untterly useless weapon. In their current iteration they really serve no purpose in the game other than selling out of your inventory in comparison to every other weapon in the game, even the MG
#19
Posted 08 December 2015 - 05:45 PM
#20
Posted 08 December 2015 - 05:54 PM
cazidin, on 08 December 2015 - 03:03 PM, said:
1.Change Pinpoint (skill) to increase the range on weapons by, say, 5%. PGI wouldn't even have to change the name of it and everyone likes a little more range on their weapons.
I'd be more on board with the idea of extending optimal range without extending maximum range.
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