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Lct 1V Losing Laser Duration


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#61 Moonlight Grimoire

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Posted 17 July 2016 - 05:54 PM

Honestly in the Locust 1V and the Spider 5V both should have instead gotten a small duration quirk, a small range quirk, and big cool down quirks. They don't have the hardpoints to carry a bunch of weapons so it is better to make it so you can fire more often (thus reducing the artificial front loading of damage as a laser 50% duration quirk does) so instead you get a nice fast mechs with the ability do some good DPS and take advantage of open components, throw in some range, velocity, and rate of fire quirks and you have a little mech meant for dashing in and taking advantage of damaged mechs.

IDK, I want to do what PGI is claiming to do which is making the default loadout for each mech be the focus of it's quirks and try to make them at least usable. Seriously a fast cool down slightly longer range lightly shorter burn ML with 4 MG's and a standard engine in a Locust would be quiet fun. Same style quirks for the 3V would work wonderfully, and for the 5V Spider (minus the MG quirks). Yes fast burning lasers are super nasty, but, they make people super salty (since they can't lead a target) but a fast cool down, heat gen quirks, bit of range and duration (nothing beyond 10%) would work rather nicely. If people still find these super frail mechs too powerful, you can reduce the agility related quirks a bit, but, honestly I find the changes to the locusts rather silly, same to the spider, sure change the quirks, but, they changed the wrong quirks or changed them far too much.

#62 Y E O N N E

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Posted 17 July 2016 - 05:58 PM

You know, if they gave the LCT-1V between a 50-100% rate of fire increase on the MGs, removed the laser duration quirk, and kept the cool-down somewhere between 25-50% for the laser, I'd be ecstatic.

#63 JC Daxion

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Posted 17 July 2016 - 05:58 PM

View PostCranial Enigma, on 15 July 2016 - 06:35 PM, said:

Weapon duration, weapon velocity, and heat gen quirks need to die imo. But I believe that most weapon/offensive quirks need to go away so that we can get a true balance pass and weapon buff/change for IS (and some clan weapons too) rather then rely on this horrible band-aid system.

But battle-tech and mech designs aren't fair so no matter what there will be a need for structure/armor quirks when they make sense (raven's legs, hunchback's hunch ect.).




I totally agree with the first 2,, Weapon velocity, and duration need to die! They are quirks that completely change the way a weapon works, as in timing of when to fire as the biggest offender, But duration is another one too.. It just makes certain mechs have a clear advantage when using one weapon, and makes them extremely hard to balance.



Cool down, and Heat is the perfect way to help boost DPS on under performing mechs, which is the EXACT purpose of the quirk system.


To me, quirks are cooldown+ heat for DPS buffs.. Accell/decell twist for movement, and then of course armor/structure buffs to make certain mechs more tanky.. I think these are the perfect ones to keep to help mold certain mechs into nitches.. aka making a mech a better tanker, or another one a better mover, and then tweak DPS for over all viablity..


Down the road i would like to see ammo, Jumpjet, and sensor style quirks to further Nitch certain mechs, making some that have a huge issue with ammo in todays 12v12 100 ton game, and JJ's for moving, and sensors for well perhaps a more sensor based system to come.

#64 Chagatay

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Posted 17 July 2016 - 06:06 PM

View PostYeonne Greene, on 17 July 2016 - 05:58 PM, said:

You know, if they gave the LCT-1V between a 50-100% rate of fire increase on the MGs, removed the laser duration quirk, and kept the cool-down somewhere between 25-50% for the laser, I'd be ecstatic.


I would just boost MGs* as a weapon class (not tied to Locust at all). 25% CD on the laser isn't too crazy.

*adding 50% effectiveness either through faster firing or damage increase would not probably not be that crazy. If PGI is sensible they could just slowly buff them to that level over several patch iterations.

#65 Y E O N N E

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Posted 17 July 2016 - 06:16 PM

View PostChagatay, on 17 July 2016 - 06:06 PM, said:


I would just boost MGs* as a weapon class (not tied to Locust at all). 25% CD on the laser isn't too crazy.

*adding 50% effectiveness either through faster firing or damage increase would not probably not be that crazy. If PGI is sensible they could just slowly buff them to that level over several patch iterations.


Well yes, but PGI doesn't want to touch weapons for some reason. Remember that they said they'd reduce PPC heat, see where it went, and make small adjustments? It still needs adjustments. Where are they?

#66 InspectorG

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Posted 17 July 2016 - 08:48 PM

View PostPjwned, on 15 July 2016 - 08:55 PM, said:


Why should an extremely fast light mech have so much bonus armor on its legs that it's hardly even worth aiming there?


For me its for the protection of puggmates bumping into me and damage from terrain-hopping.

Im mean, for me, when i die in a Locust its either i got greedy and out of position and ate a big alpha to the center mass.

Or its end match yolo trip to Valhalla.

Why PGI nerfed them so is beyond me unless this is some fix to Scouting mode or somesuch.

Easier to nerf a mech than balance a game mode?

#67 InspectorG

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Posted 17 July 2016 - 08:53 PM

View PostYeonne Greene, on 17 July 2016 - 05:58 PM, said:

You know, if they gave the LCT-1V between a 50-100% rate of fire increase on the MGs, removed the laser duration quirk, and kept the cool-down somewhere between 25-50% for the laser, I'd be ecstatic.


And after a month of, you know, all those Locust pilots(5-7% of the cue) just CLEANING up all the cored bads during end match...

Dem MGs gonna get touched with the nerf bat.

"These OP Locusts with the insane heatless MG shouldnt be able to drop a Kodiak in 10 seconds"

PGI will ignore the risk of getting to 100m and facetime because, well, i dont think they play MWO let alone roll Locust.





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