

About Those Is Range Reductions
#1
Posted 17 February 2016 - 06:54 AM
I was thinking about the range reductions that IS received as I own a fair few of the affected Mechs - notebly among them being the Top Dog.
First of all I would prefer that they hadnt nerfed them because range is good.
However (for me personally) most of my matches tend to gravitate to sub 300m ranges as the match progresses, even to the point that I end up almost face hugging the enemy sometimes.
Now I havent had a chance to run my Mechs since the patch, but I envision that as long as I play smarter and use cover in the opening minutes of the match then perhaps its not going to be as bad as I first thought.
Your thoughts, agreements, disagreements appreciated.
#2
Posted 17 February 2016 - 06:56 AM
#3
Posted 17 February 2016 - 07:00 AM
I'm guessing CW is where this debuff could be felt the most. Longer ranges, and most importantly, Clan tech vs IS tech. If this debuff (along with the lifting of negative quirks on some clan mechs) shifts ranges and weapon strength more towards the Clans again, that is where it will be felt the most.
That's why myself as a PUGer, I'm more indifferent to it. Maybe if I was a serious CW player, this would be more cause for concern for me
#4
Posted 17 February 2016 - 07:52 AM
Edited by El Bandito, 17 February 2016 - 08:00 AM.
#5
Posted 17 February 2016 - 09:09 AM
I have an ALT IS account that was created just to follow the big units. When I got on TS for the House, they requested all aggressive push mechs with a minimum of snipers/lrms. We won probably 90% of the matches just throwing red doritos into their face, and the support players were given specific instructions on how to do their job (yes support). I really dislike the effect that OP safe damage has on the dynamics of the game. Every time I see any mech at 90+% health more than 1sq away from the main engagement, I hear an Urbie being recycled into a Prius.
#6
Posted 17 February 2016 - 09:24 AM
I find it funny that they felt it was perfectly fine that some IS chassis could out range clan ER Large Laser....that should never ever happen....I am not going to go Clan should be supper buffed and trump IS but IS specially in lasers range shouldn't have an edge over clans. The burn time as well so pretty annoying from my perspective. I stand by the point that before last patch, IS META builds > Clan META builds by far, now it's a little better, in general yes, Clan is better in an overall sense, but things are very different in the Meta game between the two and the power switches from Clan to IS.
Edited by CK16, 17 February 2016 - 09:28 AM.
#7
Posted 17 February 2016 - 09:29 AM
CK16, on 17 February 2016 - 09:24 AM, said:
I find it funny that they felt it was perfectly fine that some IS chassis could out range clan ER Large Laser....that should never ever happen....
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#8
Posted 17 February 2016 - 09:36 AM
Dimento Graven, on 17 February 2016 - 09:29 AM, said:
Why?
Cause that is part of what makes clan lasers unique and better then the IS, as this is how they were designed to be in all battletech in history of the franchise? They are not suppose to be the same. Tell me how it is balanced with some of the old quirked mechs that could Now out range clan ER Large Lasers, but now have quite shorter burn times and heat rating? If IS wants our range then they should get negative quirks to make it ok I can reach out, however beam time is now longer then basic IS and I have worse heat rating.
It is like the Clan UAC's, they are clan designs meant to be more advanced then IS tech. I get it there needs to be balance ( thus the Clan ER's longer burn times, and UAC burst damage vs single shot damage.). Is lasers shouldn't be junk, and they are not for stayed reasons of short burn time and better heat ratings. While clans have range and damage but trading for more heat generation, and usually not as pinpoint damage due to longer time to keep fire concentrated us more likely to spread damage.
Atleast till after Revival IS tech lacked in many ways to Clan, quiaff?
Edited by CK16, 17 February 2016 - 09:42 AM.
#9
Posted 17 February 2016 - 09:42 AM
CK16, on 17 February 2016 - 09:36 AM, said:
1. Most of them are lighter than the IS equivalent.
2. Most of them are SMALLER than the IS equivalent.
3. As far as I can remember in my much hungover state, ALL Clan weapons do MORE DAMAGE than the IS equivalent.
So allowing a FEW IS 'mechs to have longer range, PLUS, a shorter burn time, doesn't seem to be all that much of an issue, ESPECIALLY considering that items 1+2+3, allow Clan builds to have LARGER more POWERFUL alpha's than most IS 'mechs of equivalent weight class.
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#10
Posted 17 February 2016 - 09:50 AM
Dimento Graven, on 17 February 2016 - 09:42 AM, said:
1. Most of them are lighter than the IS equivalent.
2. Most of them are SMALLER than the IS equivalent.
3. As far as I can remember in my much hungover state, ALL Clan weapons do MORE DAMAGE than the IS equivalent.
So allowing a FEW IS 'mechs to have longer range, PLUS, a shorter burn time, doesn't seem to be all that much of an issue, ESPECIALLY considering that items 1+2+3, allow Clan builds to have LARGER more POWERFUL alpha's than most IS 'mechs of equivalent weight class.
Ballistics are different, though, if you've ever been at the receiving end of a bullet hose, you know that the spread ballistics of Clan AC's isn't completely without benefit.
So, your position is mostly based on the Lore of BattleTech then?
If they want a quirked mech that they want to out range Clans then it should atleast have some of the draw backs,either longer burn time, instead of the blink of an eye pin point damage. Or that that chassis should have neg quirks that make it so alpha img such IS ER Large Lasers is incredibly heat inefficient. Meaning that each beam might be pin point but each one has atleast a chance to hit different parts of the enemy mech.
I know being on the opposite end of Daka sucks, both sides can rip apart the other, doesn't mean I can't atleast dream of a double tapped UAC 20 for 40damage

#11
Posted 17 February 2016 - 10:07 AM
CK16, on 17 February 2016 - 09:50 AM, said:
So the inherit 'draw back' of being limited to a SINGLE longer range weapon system wasn't enough? I mean, all a Clanner had to do was use their XL based speed and agility to close into range, and suddenly the long range benefit of that ONE weapon system was rendered meaningless, as the Clan brought his much larger alpha to bare.
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Again, it's a Clan plan debate tactic to complain about THE ONE weapon system with longer range, even though it was for only a FEW chassis, and complain about the shorter burn time, all the while refusing to acknowledge the systemic affect of having the aforementioned weapons benefits (which pretty much exists for nearly every Clan weapon), plus the benefits of Clan XL, plus the benefits of free CASE in EVERY section, plus the option of TC (IS CC can't be loaded but in a few 'mechs and doesn't even do half of what Clan TC's do, ESPECIALLY after this last buff to the Clan TC), etc. etc. etc.
Somehow the IS having, what... 10 to 15 chassis that had ERLL ranges longer than Clans (even though EVERY OTHER Clan weapon had a range advantage, or fired at the same distance as the IS equivalent) broke the game...
It's a position I find unreasonable considering that even at extreme range, those IS weapons were doing MINIMAL damage, AND AGAIN, once the Clan pilot closed to a distance where his weapons were in range, his alpha is probably going to be half again that of the IS pilot, at a minimum.
In balancing there's supposed to be give and take on both sides. The Clans appear to have a lot of give they could survive to add balance.
Systemically, the Clans generally have faster and more survivable 'mechs with larger alphas than the IS typically can field.
Objectively it doesn't seem very balanced.
#12
Posted 17 February 2016 - 10:15 AM
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Those "few" chassis were absolutely prolific though. They were used every game in obscene quantities.
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It was the combination of longer range AND shorter burn time that was the problem. Now that the longer range is removed the shorter burn time isnt an issue.
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CXL isnt as huge of an advantage anymore.
1) CXL was majorly nerfed with speed debuffs
2) IS mechs get hugeass structure quirks to help them use XL
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so our laser ammo doesnt explode? free case doesnt help when pretty much every clan build spams lasers.
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Yet level 1 TC is still the only one thats used. The higher levels arnt worth the tonnage/crit cost.
But I agree IS CC needs a buff and I think most clan players would also agree.
Edited by Khobai, 17 February 2016 - 10:20 AM.
#13
Posted 17 February 2016 - 10:27 AM
Khobai, on 17 February 2016 - 10:15 AM, said:
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Clans had the option to render ONE benefit useless, and overpower the other with larger alphas, and yet it was STILL being projected as somehow 'broken the game' by certain Clan zealots...
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1) CXL was majorly nerfed with speed debuffs
2) IS mechs got hugeass structure quirks
Beyond that though, an IS 'mech STILL not dare load an XL for any serious game play, because even with the CT/ST buffs, take out a single ST on an IS 'mech with an XL and it's game over for that pilot.
The primary benefits the Clans have received from their version of the XL are still there and can't be discounted.
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If an IS 'mech wants to try and 'match that, they can only put CASE in ST's (last I checked) and it cost them 1 ton of weight that could go to HS's/weapons/ammo/engine.
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#14
Posted 17 February 2016 - 10:42 AM
CK16, on 17 February 2016 - 09:24 AM, said:
I find it funny that they felt it was perfectly fine that some IS chassis could out range clan ER Large Laser...
I find it funny that clan ER medium lasers outrange IS large lasers.
If you're going to talk abotu "QQ" regarding range inadequacies then I would suggest you start there.
Still want to make this into a "IS QQ" argument regarding weapon ranges with your representing the IS side of the argument?
I can relate the entire history of the situation going all the way back to CB if you'd really like to discuss it, but I'm willing to bet you just figured you'd troll with your "QQ" comments and figure everyone would either ignore, take the bait, or jump on your bandwagon instead of offering to have an actual discussion on the situation.
Now your reply to this response will quickly dictate the direction of this conversation and we'll see if you're interested in discussing MWO balance or just another in a very long list of mediocre trolls trying to derail constructive threads. Let's see which one you are shall we?
#15
Posted 17 February 2016 - 10:54 AM
Sandpit, on 17 February 2016 - 10:42 AM, said:
No they don't, especially after the nerf to max range (405 vs 450). That said the cERML is still a good weapon, but not near the power level it used to be and I would still love to see the iLL normal range buffed (to at least 500m, at least).
Edited by Quicksilver Kalasa, 17 February 2016 - 10:55 AM.
#16
Posted 17 February 2016 - 10:59 AM
Quicksilver Kalasa, on 17 February 2016 - 10:54 AM, said:
What happens to the ERML range if a Clan TC1 is loaded on the 'mech?
(I am working and can't look up the stats on the TC1, so that's why I ask. I'm sure one of you will have this on hand/memorized and do the calcs in your head)
#18
Posted 17 February 2016 - 11:06 AM
IS XL side torso destruction is death. Knock out a clan side torso and they are slowed down a bit. But they can still fight. The IS guy is watching from someone else's cockpit.....
Pretty clear to me.
I'd give the clan apologists the point that some of the IS mech were overquirked. However the IS did need the range boost to remain competative.
And 'because lore' is a dumb argument. Jordan Wiesman himself said he wished he never made the clans as OP as they were.
I mean damn. 4 clan MEDIUM lasers are roughly equivalent to 3 IS Large lasers......
#19
Posted 17 February 2016 - 11:07 AM
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It gets 421m range instead of 405m range
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They dont. CERML max range got nerfed a while ago
CERML max range is x1.7 its optimum range. ISLL max range is still x2 its optimum range.
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IS Large Lasers suck though. Nobody uses them. Because for 1 extra heat you can get 50% more range from the IS ERLL. Do ISLL need a buff? probably.
When you compare CERML to a bad weapon that needs a buff... of course its not a favorable comparison.
Edited by Khobai, 17 February 2016 - 11:15 AM.
#20
Posted 17 February 2016 - 11:12 AM
meteorol, on 17 February 2016 - 11:00 AM, said:
Especially since they don't. ER ML is 405 optimal, 688max, IS LL is 450/900
IS LL = 9 damage, 7 heat - DPH = 1.29 - HPS = 1.65
CERML = 7 damage, 6 heat - DPH = 1.17 - HPS = 1.45
One-for-one the IS LL does provide .12 damage more per heat generated, THOUGH, the heat generation of the Clan ERML is far more efficient, .20.
HOWEVER:
IS LL = 5 tons, 2 crits - DPT = .42
CERML = 1 tons, 1 crits - DPT = 1.69
One-for-one the Clan ERML far exceeds the IS damage potential.
Systemically, the CERML is a more efficient weapon, can be boated to much higher extremes and much more efficiently than the IS LL can. Heck the differences in ghost heat threshholds for ML's and LL's (the same for Clan and IS right? Can't remember, correct me if I'm wrong), make sure that a Clanner can almost always build a bigger more heat efficient alpha with ML's than an IS pilot can with LLs.
Again, just based off the objective interpretation of the raw base numbers.
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