#41
Posted 17 January 2016 - 08:37 AM
#42
Posted 17 January 2016 - 08:39 AM
Quicksilver Kalasa, on 17 January 2016 - 08:29 AM, said:
So what part of the player population are we talking about? Because if we're talking about the average tier 2-3 player, the Highlander and Cataphract are all but extinct, except possibly the CTF-0XP with gauss, which is still relatively rare. Also, at tier 2-3, hardly anyone uses ERLL boats at all, unless you count Ravens. It's the most rare of large lasers in pub matches.
I can understand people who want to balance the game based on what happens at the highest level, or based on what happens in the average game, but we do have to be careful not to cherry-pick arguments. The meta-builds for comp teams fighting on Tourmaline is a fairly specific context
Quicksilver Kalasa, on 17 January 2016 - 08:29 AM, said:
As I see it, this supports my argument.
#43
Posted 17 January 2016 - 08:44 AM
#44
Posted 17 January 2016 - 08:56 AM
Alistair Winter, on 17 January 2016 - 08:39 AM, said:
I can understand people who want to balance the game based on what happens at the highest level, or based on what happens in the average game, but we do have to be careful not to cherry-pick arguments. The meta-builds for comp teams fighting on Tourmaline is a fairly specific context
Well yes, ERLL is barely used in pub matches, so making sure ERLL isn't the only consideration on long range maps wouldn't hurt pubs any would it
The only reason large lasers are rare in pubs is because of how many quirked mechs have Large Laser range with LPLs, which is more than enough range for matches.
Edited by Quicksilver Kalasa, 17 January 2016 - 09:03 AM.
#45
Posted 17 January 2016 - 08:58 AM
#46
Posted 17 January 2016 - 09:43 AM
ChapeL, on 17 January 2016 - 08:58 AM, said:
Don't forget about heavier ammo.
#48
Posted 17 January 2016 - 10:04 AM
Something other than "cos poptarts 2 years ago", that makes me think this is anything but people wanting to enhance ideas for builds.
There is nothing wrong with current velocity values. Someone disagree and give me a good reason why please.
#49
Posted 17 January 2016 - 10:14 AM
Fade Akira, on 17 January 2016 - 02:23 AM, said:
So are you mate, what is your point? Its a forum, we are discussing our mutual viewpoints. What gives your opinon more worth than mine? Are you going to link me a petition to PGI to alter AC velocity values or something? If not, then its your opinon, and my opinon. Nothing more, nothing less.
Pull up Metamechs. Tell me how many ballistics you see in those builds. Metamech's isn't The Laser Showcase, however it may look: It's a listing of the proven strongest builds, from the experience of a large number of competitive players. It shows - in aggregate, which removes bias - what actually works best.
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If Lasers get better damage output at any given range, for less space/tonnage, then lasers are objectively better weapons.
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It's not that there's more lasers than ballistics because there's more energy hardpoints. I'm not comparing numbers equipped, I'm comparing builds that utilize ballistics at all. Ballistic heavy chassis, a couple notable exceptions aside, are generally the weaker chassis as a result. All the best builds ignore ballistics completely in favour of just packing on more lasers, and that's ridiculous.
Notice you don't see heavy ballistic Hellbringers tearing up the place? How if you look through the Metamechs Tier 1 list, you see virtually no ballistics at all (except the occassional, rare Gauss), and even chassis with ballistic hardpoints just don't use them - it's all massed lasers.
That behavior is a direct result of lasers being better weapons.
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#50
Posted 17 January 2016 - 10:15 AM
Fade Akira, on 17 January 2016 - 10:04 AM, said:
Something other than "cos poptarts 2 years ago", that makes me think this is anything but people wanting to enhance ideas for builds.
There is nothing wrong with current velocity values. Someone disagree and give me a good reason why please.
Because they pale in comparison to Hitscan lasers.
Lasers, which in their particular flavours, perform better at long range, better at mid range, and better at short range.
A stark contrast to the past.
ACs as a family could use those de-nerfs.
#51
Posted 17 January 2016 - 10:17 AM
ChapeL, on 17 January 2016 - 08:58 AM, said:
Because right now, it hits 0 damage at 2x it's optimal range. I'd like to see them go back to the prior value of 0 damage at 3 times it's maximum range, so that, in the case of the IS AC20, the damage at 540m (2xmax range) is then 10 damage instead of 0.
Firing beyond that is certainly not worth it, but at 2xOptimal, damage drops to zero much faster, and imho that's kind of silly.
So, at 2x, you're hitting 10 damage at 405m, at 3x you're hitting 10 damage at 540m.
That's why.
#52
Posted 17 January 2016 - 10:18 AM
What they can do is look at the weight and slots on a number of them and make them not as much of a liability instead of taking laser vomit. For instance, UAC5s. Let's look at the numbers.
IS AC5 - 4 slots, 8 tons
IS UAC5 - 5 slots, 9 tons
Clan AC5 - 4 slots, 7 tons
Clan UAC5 - 3 slots, 7 tons
Wouldn't logic dictate if they we similar (Clan being lighter of course) that the IS UAC5 should be 3 slots, 8 tons. Or, the Clan UAC5 should be 5 slots, 8 tons. I know they are going by TRO for weight, but maybe they should both be same slots/tons. This is just the tip of the iceberg of what I see could be changed with tonnage and slots to make them more desirable.
#53
Posted 17 January 2016 - 10:21 AM
KodiakGW, on 17 January 2016 - 10:18 AM, said:
What they can do is look at the weight and slots on a number of them and make them not as much of a liability instead of taking laser vomit. For instance, UAC5s. Let's look at the numbers.
IS AC5 - 4 slots, 8 tons
IS UAC5 - 5 slots, 9 tons
Clan AC5 - 4 slots, 7 tons
Clan UAC5 - 3 slots, 7 tons
Wouldn't logic dictate if they we similar (Clan being lighter of course) that the IS UAC5 should be 3 slots, 8 tons. Or, the Clan UAC5 should be 5 slots, 8 tons. I know they are going by TRO for weight, but maybe they should both be same slots/tons. This is just the tip of the iceberg of what I see could be changed with tonnage and slots to make them more desirable.
PGI has taken a hard line that no weapon or equipment will have different tonnage or slots than it had in Tabletop. This leaves us with the option of improving other characteristics of the items to make them worth the investment they need.
Also, how would making the Clan UAC/5 take 5 slots and 8 tons make it more desireable? That would make them worse...
Edited by FupDup, 17 January 2016 - 10:22 AM.
#54
Posted 17 January 2016 - 10:42 AM
627, on 17 January 2016 - 12:01 AM, said:
Can you uh.... Smurfy that? I mean, without lrms. If you meant to exaggerate, I apologize, slight exaggeration does not translate over text well. I don't think I've ever been hit with an 80+ point alpha except for that one time there was a crazy man with an 8 erPPC Dire.
Edited by Moldur, 17 January 2016 - 10:42 AM.
#55
Posted 17 January 2016 - 10:50 AM
Moldur, on 17 January 2016 - 10:42 AM, said:
Can you uh.... Smurfy that? I mean, without lrms. If you meant to exaggerate, I apologize, slight exaggeration does not translate over text well. I don't think I've ever been hit with an 80+ point alpha except for that one time there was a crazy man with an 8 erPPC Dire.
There's the one Whale, Dual Gauss, 2LPLs, 4ERMLs for 84 damage, and it can do it twice fully, then drop down to only LPLs&Gauss for a time.
Edited by Mcgral18, 17 January 2016 - 10:50 AM.
#56
Posted 17 January 2016 - 10:52 AM
ChapeL, on 16 January 2016 - 10:39 PM, said:
well, poptarts switched to AC20 and AC10 after gauss charge was added, then after the they each got reduced, went to dual ac5...until it got reduced, lol....
Edited by Bishop Steiner, 17 January 2016 - 12:07 PM.
#57
Posted 17 January 2016 - 11:26 AM
KodiakGW, on 17 January 2016 - 10:18 AM, said:
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IS AC5 - 4 slots, 8 tons
IS UAC5 - 5 slots, 9 tons
Clan AC5 - 4 slots, 7 tons
Clan UAC5 - 3 slots, 7 tons
Wouldn't logic dictate if they we similar (Clan being lighter of course) that the IS UAC5 should be 3 slots, 8 tons. Or, the Clan UAC5 should be 5 slots, 8 tons. I know they are going by TRO for weight, but maybe they should both be same slots/tons. This is just the tip of the iceberg of what I see could be changed with tonnage and slots to make them more desirable.
This is because they were added as placeholders (for a system that was never implemented), they aren't "real" weapons and just shouldn't be used.
Regardless, slots and tonnage is, for better or worse, not going to change. This is something PGI is not going to bend on, its totally off the table.
Moldur, on 17 January 2016 - 10:42 AM, said:
Can you uh.... Smurfy that? I mean, without lrms. If you meant to exaggerate, I apologize, slight exaggeration does not translate over text well. I don't think I've ever been hit with an 80+ point alpha except for that one time there was a crazy man with an 8 erPPC Dire.
#58
Posted 17 January 2016 - 11:39 AM
You could acheive the same end result via nerfing lasers, theoretically. Normally, I prefer nerfs to buffs (because I'm not a child who can't grasp game design needs vs. omg they're breaking my stuffs) but in this case, there aren't a lot of good ways to nerf lasers now that don't negatively impact gameplay.
Heat? Lasers are already quite hot. It wouldn't be a lot more heat to make them entirely unusable - it'd be a short road between OP and UP.
Duration? Absolutely not. As duration increases, gameplay experience decreases. It makes them deal less effective damage most of the time which is ok, though if reducing damage is your goal, then just nerf damage. However, longer duration leads to greatly increased unintentional friendly fire, and increases face time requirements leading to further lower TTK. Duration is the one change that makes lasers less fun to use, even with effectiveness taken right out of the picture.
Range, or damage. There's not much space for range alterations now without getting silly. So, that just leaves damage. Doable... but... meh.
On the other hand, a simple velocity increase on ballistics makes them more usable (particularly at range), without increasing how much damage they are capable of doing. It serves to buff ballistics, but in a more granular fashion; and it does so without increasing their overall peak damage output.
Heat reduction could be done for some, too. It's a less "fun" buff, though - makes them better, but not easier to use. Ease of use will contribute heavily to weapon usage at lower tiers, so firing faster shells helps ballistics perform a little more consistently, which makes other balance changes easier.
#59
Posted 17 January 2016 - 11:49 AM
Ultimatum X, on 16 January 2016 - 11:08 PM, said:
Unfortunately range without velocity is kind of irrelevant.
Even now, max ranges at these velocities are pretty hard to pull off consistently, and mostly generates unfavorable trades.

Wintersdark, on 17 January 2016 - 11:39 AM, said:
Except this is actually the reversion of a previous nerf, so not really the same as what you're saying (powercreep).
Edited by Yosharian, 17 January 2016 - 11:50 AM.
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