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Lets Fix Lasers (Pts 5) Pulse Vs Standard
Started by , Sep 25 2016 03:02 PM
3 replies to this topic
#1
Posted 25 September 2016 - 10:16 PM
#2
Posted 06 October 2016 - 08:31 PM
Source Mystic, on 25 September 2016 - 03:02 PM, said:
In the last patch in pgi's infinite wisdom they decided to make pulse more dps oriented
and standard lasers more damage dealers with more cooldown great I am glad you are finally seeing the light. PGI
I have only been talking about this since i started playing
Values still need to be adjusted though
Pules and standard are far to close to even be noticeable stat wise
3 second cool down for everything is a bit absurd. Only true burst weapons like ppc and erppc and gauss should get high cool downs standard lasers should fall in between burst and dps.
If i was to start to fix this values would look something like this.
small lasers 4dmg
coldown 1s
standard mediums 6dmg
cooldown 2s
large lasers 8 dmg
coldown 3s
SPL 2 dmg
coldown 1/2 a second
Mpl 3dmg
cooldown 1s
LPL 4dmg
coldown 2.5s
This is also only a example of lasers on Inner sphere all such values would have to be modified for clan.
These values would be my starting point they would most likely need to be adjusted up some but the key to this working would be values would be halved for the pulse. any deviation of this would cause imbalance
So far as duration pulse should be able to fire twice in the same time as a standard is fired once. this should be a direct standard to pulse conversion for damage and duration.
As far as range goes on the standard vs pulse. I think a straight up 1:1 ratio for damage to heat on standard lasers would make sense since they are running double damage but can only be fired once in the same time a pulse can fire twice for the same damage. but the pulse would get a better heat to damage ratio and less range.
Pulse would be a more effective long lasting dps weapon. Pulse would get a lower heat for the same damage making it more sustainable but at the cost of range.
So standard lasers would get better range and pulse would bet a better heat to damage ratio. This makes total sense from a perspective of energy management and balance
it would also mean brawling would be a pulse oriented because the pulse would be more sustainable long term.
IF you fix this I will discuss my fixes for erppc ppc and gauss other wise known as PPFLD
My goal is not to make any weapon better but to give all weapons a strength a weakness and make mwo builds more diverse than just lpl and mlp and daka.
The mwo community is tired of the current meta and would like a simpler system that balances it self. Your build should dictate what and how you go after a mech
Standards lasers should preform better at range and do better damage but only be able to be fired half as fast and at the expense of a 1:1 heat to dam damage ratio
Pulse should fire twice as fast as standard lasers with less range and a more efficient heat to damage ratio.
These weapons if balanced right could add alot of variety to builds beyond just
( insert best weapon for all situations here )
We want a game with variety we want builds that counter other builds .No build should be strong against everything .
As far as energy draw I am still not a big fan but if weapons are balanced the heat system will not be such a issue anyway.
and standard lasers more damage dealers with more cooldown great I am glad you are finally seeing the light. PGI
I have only been talking about this since i started playing
Values still need to be adjusted though
Pules and standard are far to close to even be noticeable stat wise
3 second cool down for everything is a bit absurd. Only true burst weapons like ppc and erppc and gauss should get high cool downs standard lasers should fall in between burst and dps.
If i was to start to fix this values would look something like this.
small lasers 4dmg
coldown 1s
standard mediums 6dmg
cooldown 2s
large lasers 8 dmg
coldown 3s
SPL 2 dmg
coldown 1/2 a second
Mpl 3dmg
cooldown 1s
LPL 4dmg
coldown 2.5s
This is also only a example of lasers on Inner sphere all such values would have to be modified for clan.
These values would be my starting point they would most likely need to be adjusted up some but the key to this working would be values would be halved for the pulse. any deviation of this would cause imbalance
So far as duration pulse should be able to fire twice in the same time as a standard is fired once. this should be a direct standard to pulse conversion for damage and duration.
As far as range goes on the standard vs pulse. I think a straight up 1:1 ratio for damage to heat on standard lasers would make sense since they are running double damage but can only be fired once in the same time a pulse can fire twice for the same damage. but the pulse would get a better heat to damage ratio and less range.
Pulse would be a more effective long lasting dps weapon. Pulse would get a lower heat for the same damage making it more sustainable but at the cost of range.
So standard lasers would get better range and pulse would bet a better heat to damage ratio. This makes total sense from a perspective of energy management and balance
it would also mean brawling would be a pulse oriented because the pulse would be more sustainable long term.
IF you fix this I will discuss my fixes for erppc ppc and gauss other wise known as PPFLD
My goal is not to make any weapon better but to give all weapons a strength a weakness and make mwo builds more diverse than just lpl and mlp and daka.
The mwo community is tired of the current meta and would like a simpler system that balances it self. Your build should dictate what and how you go after a mech
Standards lasers should preform better at range and do better damage but only be able to be fired half as fast and at the expense of a 1:1 heat to dam damage ratio
Pulse should fire twice as fast as standard lasers with less range and a more efficient heat to damage ratio.
These weapons if balanced right could add alot of variety to builds beyond just
( insert best weapon for all situations here )
We want a game with variety we want builds that counter other builds .No build should be strong against everything .
As far as energy draw I am still not a big fan but if weapons are balanced the heat system will not be such a issue anyway.
The damage of pulse and standard lasers are the same in your example..... Pulses are supposed to have higher damage per second at the cost of more heat buildup. Your solution is to make them do the same damage over time, but still penalize pulses with more heat?
So based on your logic... To make things fair, everything should do the same damage over time for different ranges. No variety, no meta, no silly tabletop rules. Pffft.... Why don't we just take away all these silly weapon names and such. We will make it even simpler:
Short Generic Weapon (shoots glowy things every second for bad damage so everyone lives a long time)
Medium Generic Weapon (Shoots rainbow beams every 4 seconds for even worse damage. We have to let the short weapons be able to close or it isn't fair)
Long Generic Weapon (Shoots a large rock at 3 feet per second so everyone can dodge it. If someone happens to get hit by it, it scratches their paint. Punish snipers for being good at the game)
And that is all the weapons we ever need. Silly people wanting to min-max builds to gain advantages.........
Your idea is horrible. If you can't find a counter for a build, then you haven't even tried google yet.
#3
Posted 09 October 2016 - 04:33 AM
Michael Archer, on 06 October 2016 - 08:31 PM, said:
The damage of pulse and standard lasers are the same in your example..... Pulses are supposed to have higher damage per second at the cost of more heat buildup. Your solution is to make them do the same damage over time, but still penalize pulses with more heat?
So based on your logic... To make things fair, everything should do the same damage over time for different ranges. No variety, no meta, no silly tabletop rules. Pffft.... Why don't we just take away all these silly weapon names and such. We will make it even simpler:
Short Generic Weapon (shoots glowy things every second for bad damage so everyone lives a long time)
Medium Generic Weapon (Shoots rainbow beams every 4 seconds for even worse damage. We have to let the short weapons be able to close or it isn't fair)
Long Generic Weapon (Shoots a large rock at 3 feet per second so everyone can dodge it. If someone happens to get hit by it, it scratches their paint. Punish snipers for being good at the game)
And that is all the weapons we ever need. Silly people wanting to min-max builds to gain advantages.........
Your idea is horrible. If you can't find a counter for a build, then you haven't even tried google yet.
So based on your logic... To make things fair, everything should do the same damage over time for different ranges. No variety, no meta, no silly tabletop rules. Pffft.... Why don't we just take away all these silly weapon names and such. We will make it even simpler:
Short Generic Weapon (shoots glowy things every second for bad damage so everyone lives a long time)
Medium Generic Weapon (Shoots rainbow beams every 4 seconds for even worse damage. We have to let the short weapons be able to close or it isn't fair)
Long Generic Weapon (Shoots a large rock at 3 feet per second so everyone can dodge it. If someone happens to get hit by it, it scratches their paint. Punish snipers for being good at the game)
And that is all the weapons we ever need. Silly people wanting to min-max builds to gain advantages.........
Your idea is horrible. If you can't find a counter for a build, then you haven't even tried google yet.
So obviously you just use meta "sniper" builds a.k.a. 'I can't play good up close so I have to use ERL/4Xzoom meta to get any kinda of score'.
You're probably the same kind of low life that uses macros and thinks is okay because its not "technically" cheating.
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