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With the heaver restrictions on Heat Thresholds in this update, we are re-introducing the Charge mechanic for Gauss Rifles and bringing the Energy Consumption values down to their original 1:1 values.
• Charge mechanic has been restored.
• Energy Consumption decreased to 15 (from 18).
• Cooldown Duration decreased to 6 (from 6.71).
Effectively a net double nerf from previous values. 3 less Energy Consumption is not a balanced trade off for now having a (slightly) longer CD (6.71 > 6.75) which also includes charge up.
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After reviewing the previous PTS testing data and evaluating the overall goals we wished to accomplish with Energy Draw, we feel that the previous PTS values for the Clan ERPPC presented too great a difference when compared against other weapons of similar weight, even with the drastic reduction to the Cooldown Duration of the Clan ERPPC. Restoring Splash Damage to the Clan ERPPC allows us to better justify a further reduction to its Cooldown Duration and Energy Consumption values, for roughly comparable Damage output.
For PPC weaponry in general we feel that we also had an opportunity to improve the Anti-ECM effect of PPC impacts, in an effort to provide the weapon with some additional utility.
Clan ERPPC
• Damage decreased to 10 (from 15).
• Splash Damage has been restored.
• Cooldown Duration decreased to 5 (from 6.8).
• Anti-ECM effect increased to 6s (from 4s).
• Energy Consumption decreased to 13.5 (from 15).
PPC
• Anti-ECM effect increased to 6s (from 4s).
ERPPC
• Anti-ECM effect increased to 10s (from 4s).
1) Anti-ECM effect is an irrelevant statistic for this weapon's performance. It is not even a build consideration for competitive game-play (i.e. no one in MRBC Div A or B even cares that this exists).
2) IS ER PPCs look exceedingly bad this round. Same CD as Clan ER PPCs, same heat generation, no splash damage, higher tonnage cost, higher critical slot cost.
If you are going to work on balance, you'll need to take this into account - the longer "Anti-ecm" effect doesn't do that.
The combat values need to be balance, the fluff values are irrelevant at this stage of balance.
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Up until now, Lasers have been designed with the same Cooldown Duration values across the entire Laser size class, while Beam Duration has generally been the primary attribute that distinguishes the different Laser classes.
We feel that previous implementation left little room for adjusting the different Laser weapons without introducing undesirable results. We feel a better solution here is to unlock the Cooldown Duration attribute for different Laser types, allowing this attribute to better distinguish Lasers from each other and to give us greater flexibility in balancing Clan Lasers against Inner Sphere Lasers.
For this implementation we are tuning Laser weaponry under the following design directives:
- Standard Lasers: Baseline lasers, which all other Laser types pivot around.
- ER Lasers: Keep the same Beam Duration as Standard Lasers, but with longer Cooldown Durations to adhere to the previously-stated design goals regarding Cooldown differences between close and longer ranged weaponry.
- Pulse Lasers: Beam Duration and Cooldown Duration will be lower than Standard Laser and ER Laser values, but some general tuning has been performed to shift Pulse Lasers into a slightly more DPS-focused role.
- Clan Lasers: Will typically have longer Beam Durations compared to their IS counterparts to account for their greater Damage and Range values.
• Beam Duration decreased to 1.1 (from 1.15)
ER Large Laser
• Beam Duration decreased to 1.1 (from 1.3)
• Cooldown Duration increased to 3.9 (from 3.74)
Small Pulse Laser
• Beam Duration increased to 0.6 (from 0.5)
• Cooldown Duration decreased to 2.4 (from 2.59)
Medium Pulse Laser
• Beam Duration increased to 0.7 (from 0.6)
• Cooldown Duration decreased to 3.3 (from 3.45)
Large Pulse Laser
• Cooldown Duration decreased to 3.5 (from 3.74)
Clan ER Small Laser
• Cooldown Duration increased to 2.8 (from 2.59)
Clan ER Medium Laser
• Cooldown Duration increased to 3.7 (from 3.45)
• Max Range decreased to 749 (from 770)
Clan ER Large Laser
• Beam Duration decreased to 1.25 (from 1.35)
• Cooldown Duration increased to 3.9 (from 3.74)
Clan Small Pulse Laser
• Beam Duration increased to 0.85 (from 0.75)
• Cooldown Duration decreased to 2.5 (from 2.59)
Clan Medium Pulse Laser
• Beam Duration increased to 0.9 (from 0.85)
• Cooldown Duration decreased to 3.3 (from 3.45)
Clan Large Pulse Laser
• Cooldown Duration decreased to 3.5 (from 3.74)
With so many Laser Weapons having their CD's made even longer, with lower heat caps, and nerfed module stats - why is the baseline beam duration an unwieldly 1.1s for the IS LLAS?
I find it hard to comprehend this, because the LLAS has for the longest time been one of the most consistently underused and mediocre laser weapons in the game.
When you are balancing your energy weapons, you need to look at the whole system - and the choice is either LASER SOLUTION or PPC SOLUTION when players are building around energy.
If you nerf one of them too much, or they have inherently less desirable stats - you get in imbalance where one completely dominates play (REF: PPC meta during height of best PPC stats, replaced by Laser meta post PPC velocity nerfs).
Lastly, pulse lasers will not be focused into a "DPS" focused role simply because they have lower cooldowns, because they will still be limited by heat caps.
The shorter your beam duration and the shorter your weapon cool down, the faster you will generate heat.
IS Medium Pulse & Clan Medium Pulse still look very bad in comparison to standard Medium and Clan ER Medium lasers. Too much tonnage and loss of range, for not enough value returned.
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Our initial Design for adjusting U-AC behavior called for distinct Jam Duration values across the U-AC line, centered around adjustments to the Clan U-AC/10 we pushed in the last patch on September 1st, but due to a communication mix-up the implementation of the Jam Duration changes ended up as a Global increase to 8s for all of the U-AC weaponry.
In this update we've fixed that Global 8s Jam Duration and have implemented the intended per-weapon Duration. As the Clan U-AC/10 is the reference point against which the other U-AC's are balanced, the Clan U-AC/10 keeps the 8s Jam Duration.
Inner Sphere U-AC/5
• Jam Chance increased to 15% (from 12%)
• Jam Duration reduced to 5.5s (from 8s)
Clan U-AC/2
• Jam Chance increased to 17% (from 7%)
• Jam Duration reduced to 2.3s (from 8s)
Clan U-AC/5
• Jam Chance increased to 17% (from 15%)
• Jam Duration reduced to 6.5s (from 8s)
Clan U-AC/20
• Jam Chance decreased to 17% (from 20%)
• Jam Duration increased to 10s (from 8s)
I'll just have to repeat what I said before, and that is you do not take a close range weapon that has a 17% chance to jam and a 10s jam duration.
The risk is higher than the reward, because limiting yourself to close range is already a risk factor.
Edited by Ultimax, 12 September 2016 - 11:26 AM.