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Sereglach's Ed-Pts Round 2 Feedback


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#1 Sereglach

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Posted 23 August 2016 - 09:50 PM

Alright, overall I think the changes made are moving in the right direction. Given the changes made there isn't much to post about outside of the Round 1 feedback HERE. After running more tests (particularly builds I was concerned about) here's the feedback I have to offer:

1. The penalty of 1 Heat per 1 Energy Overdraw seems in the right spot.

- Already the common 6xSPL Arctic Cheetah can only Alpha 3 times without shutdown, and an immediate 4th Alpha causes a shutdown with very notable internal damage. The build is still viable, but mitigated from constant Alpha.

- The 2xLL 2xAC/20 King Crab can only fire 1 Alpha without shutdown. It can also only fire 3 volleys of the AC/20's without shutdown. However, staggered fire of the AC/20's and occasional LL volleys are much more manageable and provide solid DPS for extended periods. This functions much more in line with what I expected.

- My HBK-IIC can fire its 2xLBX/10 and 2xERML build without penalty now. That seems to be in line and much more appropriate. In general it makes it a solid and consistent DPS build, as expected.

2. While most weapons feel really good, there are some that still feel off.

- I still really wish the convoluted mechanics of the Flamer would get scrapped and the weapon brought into energy draw. 1.0 DPS, 2.0 Heat DPS, 1.0 HPS, and 2.0 EDPS. You can inflict 15 points of heat damage (far less than you can now) before Energy Draw penalties kick in, presuming you're firing nothing else. The damage is modest but not OP, and it'd function right in line with all other weapons. There's also no exploitable issues that caused the Flamergeddon and the convoluted mess we have now. Please sincerely consider doing this. At least try it . . . we are, after all, doing a PTS series and it would bring the weapon into the Energy Draw system fluidly. The Heat DPS numbers could even be tuned to ensure that no stunlocking could happen, also.

- Dual Gauss doesn't really feel punishing unless you're firing a lot of other weapons with these. I realize not a lot of mechs run builds outside of Dual Gauss, but I think if you bumped the Energy Draw to around 25-30 then you'd be in a good spot to just remove the limit of 2. However, even as it stands now I can Alpha 2xGauss and 2xLL on my King Crab and only hit 67% heat. If I wait a mere extra second for heat dissipation then I can always fire an Alpha. While staggered fire is really easy to manage (as it should be) the Alpha potential still just feels too high right now.

- Ok, the heat penalty on 4xSSRM/6 actually requires management now. Cooldown reductions may not be as necessary to make the weapon actually feel heat buildup, but for the missile spread it's still terrible damage overall. I wish we could see firing mechanics set more to match C-LRM's in short range with better maneuverability, as it would be a win/win, but I guess we'll see how this weapon unfolds.

- Still the perfect time to give MG's a little bump for a solid nil-Heat and nil-Energy Draw weapon to use as filler in builds. At least remove the cone of fire, please. Then consider bumping the damage back to 1.0 DPS.

- Particularly given recent developments in ED on PPFLD weapons, I still advocate for removing jam-chance from the UAC's. Let Energy Draw act as the penalty for double-tapping too much (especially at the new overdraw penalty rate). This allows skill and not a RNG to determine weapon effectiveness.

3. The audio cue still just sounds too subtle/weak to me. This is especially true when firing larger/more powerful weapons (like big Autocannons). Please make it more pronounced/distinct.

4. Energy Draw seems to be now appearing in the Mech Stats window, but the numbers are odd/broken. The max energy for all mechs is 120 and the Alpha-Draw for some mechs is really out of place. The Arctic Cheetah w/ 6xSPL shows a proper 36 draw but my HBK-IIC w/ 2xLBX/10 2xERML shows a draw of 50.

Edited by Sereglach, 23 August 2016 - 10:13 PM.






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