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Time Skip To Balance Clans And Remove Quirks?

Balance BattleMechs Weapons

51 replies to this topic

#41 Battlemaster56

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Posted 27 August 2016 - 06:49 AM

Would be happy just to give IS the rest of their ER lasers, UAC's, LBX's, and Streaks, and then give quirks to offset some problems that mech naturally come with( Bad geometry, mobility issues, and what left) then we can slowly bring in new toys that we can rekt each other with.

#42 Metus regem

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Posted 27 August 2016 - 07:09 AM

View PostBattlemaster56, on 27 August 2016 - 06:49 AM, said:

Would be happy just to give IS the rest of their ER lasers, UAC's, LBX's, and Streaks, and then give quirks to offset some problems that mech naturally come with( Bad geometry, mobility issues, and what left) then we can slowly bring in new toys that we can rekt each other with.


Shouldn't be much of an issue, it's something I've been advocating for, for a while now... The only problem is the IS UAC/10 and 20, do they do single shells like the IS UAC/5 or so they do a multi round burst like their Clan counterparts? If they a burst like the Clan counterparts, how man rounds in that burst so that they are not outright inferior to the Clan versions? If single shells, the IS UAC/10 and 20 could be very OP... Can you imgen a King Crab being able to blast you for 80 points in one location from twin UAC/20's, just with a double tap?

#43 Battlemaster56

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Posted 27 August 2016 - 07:20 AM

View PostMetus regem, on 27 August 2016 - 07:09 AM, said:

Shouldn't be much of an issue, it's something I've been advocating for, for a while now... The only problem is the IS UAC/10 and 20, do they do single shells like the IS UAC/5 or so they do a multi round burst like their Clan counterparts? If they a burst like the Clan counterparts, how man rounds in that burst so that they are not outright inferior to the Clan versions? If single shells, the IS UAC/10 and 20 could be very OP... Can you imgen a King Crab being able to blast you for 80 points in one location from twin UAC/20's, just with a double tap?

I understand your concern and tbh Idk how they will work it but to be safe I say just allow them to have some sort of mix of both burst and pinpoint for example UAC10 will fire 2 shells dealing 5 damage each it will burst but it doesn't require alot of shells so it be mostly pinpoint since it hard to spread two shells in general.

#44 Fart Huffer

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Posted 27 August 2016 - 07:47 AM

The only reason they wont do it is because they seem to have 0 clue to balance and make the tiny portion of weps that they now work as it is.

I would be all for this, it would actually make the game fun. All of the people arguing about x wep xrange vs y wep y range are ********. Those are all things that could be balanced by some one who knew what they were doing and its not like this game goes off the normal dmg/range anyway.

I would like to see wepon/mech/price/variant availability based on the clan/faction you play for and where in the star system you are dropping based on your account. Thats not going to happen either. I would like to see more maps. Thats not going to happen either. I would like to see game rewards at the end of a round be based of missions and who you killed. Thats not going to happen. I would like FUN mechanics in the game that arnt nerfed with idiot level balance. For example, everyones talking about how OP Heavy Guass would be compared to other cannons. Its like your morons have already forgotten about the charge up/cycle time they placed on the gauss we have now and how much people hate it. Balanced fun weps in mech...not going to happen. I would like to see elementals, not going to happen. I would like to see ground and areo unites, not going to happen. I would like drop ships to be more than just the gimiick explanation for why mechs are dropping onto a random planet, not going to happen. I would like clan/IS groups who play faction wf to have to buy and upgrade their own drop ships, not going to happen. I would like LAN capability, not going to happen. I would like a map editor so players can make their own maps and game modes, not going to happen. I would like to see a better anti-cheat and detection system, not going to happen.

NOTHING is ever going to happen. You can either accept it for what it is, a very shallow game (based on a questionable revenue system) with no promise that gives you some stompy giant robo action or you can dream about what it should be and be forever disappointed.


Lost cause

Edited by Fart Huffer, 27 August 2016 - 08:05 AM.


#45 Gentleman Reaper

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Posted 27 August 2016 - 08:35 AM

View PostMetus regem, on 26 August 2016 - 12:13 PM, said:

Light Fusion Engine, 2 slots each ST, .75% off the weight of a Standard Engine = bye bye Standard Engines.


If each engine gets their own structure buffs then each engine will suit specific roles:

STD: CT structure buff

IS XL: ST structure buff

LFE: no buffs, but no real penalties for losing side torso

C-XL: stays how they are, with penalties for losing side torso

Compact: CT and ST structure buffs/ huge CT buffs. The de facto zombie engine.

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RAC/2 and RAC/5 (Rotary Auto Cannons), how do you make them shoot? 2-6 round bursts of 2 or 5 damage shots each?


Could just make them fully automatic ACs firing 0.5-1 damage shells. Keep the random jamming for UACs, or better yet, get rid of it altogether.

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Light AC/2 and Light AC/5 = bye bye AC/2 and AC/5


Lower range, longer cooldown, lower velocity, easy enough.

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Heavy Gauss Rifle / Improved Heavy Gauss Rifle = Why take an AC/20 when both of these do more damage,out range and are only 2 heat....


They weight 18 and 20 tons respectively, not to mention you can't carry them in the arms...

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MRM's = Rockets for the Rocket god! No seriously, these are unguided rockets... that launch in 20, 30 or 40 rocket salvos


Very inaccurate, suited for saturating targets.

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That's just the IS side of things, not even touching ammo switching weapons....


This debate is only valid if PGI actually figures out how to do it.

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Heavy Lasers = wee! more damage for a hotter weapon


Way hotter, also maybe long duration and a high energy value. Also normal HLs disrupts your sensors every time you fire them, if info warfare is powerful enough when it comes this could be a huge drawback.

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Hyper Assault Gauss Rifles = Burst fire Gauss Rifles in 20, 30 or 40 damage versions!


20/30/40 is just a class number, could also work like the RACs and just be fully automatic, with the larger HAGs having a higher rate of fire (they all technically fire 1 damage slugs in lore).

#46 MechaBattler

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Posted 27 August 2016 - 09:15 AM

They could make them work. They just wouldn't be what they are in the lore. As for the Light Fusion Engine. Just buff the standard engine with 3x the internal hit points. That way it's further distinguished as the tough engine to bring.

We seriously need something to shake things up.

#47 Gentleman Reaper

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Posted 27 August 2016 - 09:27 AM

View PostMechaBattler, on 27 August 2016 - 09:15 AM, said:

They could make them work. They just wouldn't be what they are in the lore. As for the Light Fusion Engine. Just buff the standard engine with 3x the internal hit points. That way it's further distinguished as the tough engine to bring.

We seriously need something to shake things up.


3X would be way overpowered. At least a 30% hit point boost would be a good start, but no bigger than 50%. The compact engine could get a way larger bonus.

#48 MechaBattler

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Posted 27 August 2016 - 10:21 AM

View PostGentleman Reaper, on 27 August 2016 - 09:27 AM, said:


3X would be way overpowered. At least a 30% hit point boost would be a good start, but no bigger than 50%. The compact engine could get a way larger bonus.


Well it's gotta be enough that it's noticeable. Though I guess only mechs with torso/head mounted weapons will really stand out. Both side torsos, you might as well be dead with most mechs. I'm sure the Centurion would appreciate being able to zombie mech longer. :3

Edit: Actually given how often shoulders get popped off, you would need a longer hit pool if you wanted the engine to stand out.

Edited by MechaBattler, 27 August 2016 - 10:24 AM.


#49 Mechwarrior1441491

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Posted 27 August 2016 - 11:39 AM

removing quirks is the worst thing ever. You'll see more than half the mechs in the game sit in a stable and never be used. Useless variants you will never pilot, even if that mech has a saving grace.

#50 Battlemaster56

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Posted 27 August 2016 - 11:52 AM

View PostMechwarrior1441491, on 27 August 2016 - 11:39 AM, said:

removing quirks is the worst thing ever. You'll see more than half the mechs in the game sit in a stable and never be used. Useless variants you will never pilot, even if that mech has a saving grace.

I think you missed the point the real reason why quirks been added to offset the tech gap between clans and spheroids, and most of it not really needed just the structure to offset bad geometry on mechs, agility for mechs that can put huge engine or have locked engines, no weapon quirks or anything. And top performing mechs don't need quirks at all(maybe crappy variants can receive a small dose)

#51 Mechwarrior1441491

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Posted 27 August 2016 - 12:04 PM

Do you not remember pre Quirk? The amount of mechs NEVER, if EVER rarely used were most of the mechs in the game. I see all mechs now, because quirks offer flare and usefulness in otherwise lackluster builds compared to better mechs able to do the same thing.

Top performing mechs were all people were playing with at that time. Quirks changed that. If it goes, everyone will shelve most of their stable except for the odd time you are feeling nostalgic. Then you get rolled by performing mechs and go back to your own performing mechs.

#52 Requiemking

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Posted 28 August 2016 - 09:26 PM

View PostRequiemking, on 26 August 2016 - 07:38 PM, said:

This would be nice, but there is still a problem to me. How do you account for mechs that were made into the potent death-dealers they were by virtue of the tech in them?

For example, the Lancelot. At first glance, it is nothing more than a slightly faster, all energy Jaegermech. However, within it's chassis the Lancelot carried one of the most powerful targeting systems ever created, the KBC Starsight Model 3. This system allowed the Lancelot to track and prioritise hundreds of targets and projectiles (IE missiles) at once, transforming it into THE go-to AA battlemech. How does one replicate that kind of power in MWO, a game with hilariously bad targeting and very little incentive to lock targets unless you are running LRMs or Streaks.






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