Jump to content

Promoted To Balance Overlord


44 replies to this topic

#41 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,480 posts
  • LocationSweden

Posted 20 January 2017 - 04:40 AM

I would make the gate generators in invasion vulnerable to friendly fire, so we wouldn't have to wait for the pugs to open them before pushing to their spawn.

#42 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 20 January 2017 - 05:41 AM

View PostSjorpha, on 20 January 2017 - 04:40 AM, said:

I would make the gate generators in invasion vulnerable to friendly fire, so we wouldn't have to wait for the pugs to open them before pushing to their spawn.


Why, when you can just as well have the commander issue an order to do so instead?

#43 cazidin

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 4,259 posts

Posted 20 January 2017 - 11:40 AM

Alright! Time for MY balance changes! Let's hope that Paul never reads them.

Smart:
1.IS and C-ER PPC damage increased to 12. Splash removed from the latter.
2.PPC velocity increased by 400 M/S for each.

3.Machine Gun DPS increased to 1.5
4.Machine Gun CoF reduced by another 35%

5.All Ballistics have triple range and velocity increased.
6.Jump Jet Fixes

Dumb:
1.LRM velocity doubled/NARC velocity doubled and can't be knocked off.
2.Machine Gun Ghost Heat at 4. We can't let the devastating 6 MG Spider return!
3.Reticle Shake duration tripled and happens instantly with JJs.
4.(Optional) C-XL can now randomly explode on ST loss. 40% chance. Posted Image

#44 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 20 January 2017 - 12:20 PM

First I would change the heat system. Lower heat cap, higher dissipation. Add in negative effects for being above certain amounts of heat, performance, cooldown, possibly even range, but penalties in multiple directions to help discourage super hot builds. You wanna run hot you can do, but you're gonna feel it. Maybe throw in steam in the cockpit, because eff your sight.

I would do away with quirks. BUT return them in the form of skill points that mechs start with, not included in the max skill points. Leave it to the player base to decide what they feel will help a mech most

I would also have a formula for amount of points. Number of low mounted weapons versus high mounted. Total number of hard points. Max Engine, more points if the cap is low for your weight class. JJs, MASC, ECM would reduce points.

I would give IS XLs a death delay. It stays alive for like 8 seconds, unless the CT or other side is destroyed. I would also triple XL Engine HP. Give standard engines triple HP as well to make the most tanky option.

I would change LRMs. I would give them better spread when in line of sight of target, as well as a velocity buff to encourage more direct play with them.

Bring Infotech back. Reduce crit chance to internals when not locked on. Would also give ECM a wider radius again. But only increases time to lock on for allies. Though I'd probably test this quite extensively to see if it's even worth the strain of tracking infotech.

Edited by MechaBattler, 20 January 2017 - 12:25 PM.


#45 Reno Blade

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 3,466 posts
  • LocationGermany

Posted 20 January 2017 - 12:25 PM

coincidence that I posted this just recently:
https://mwomercs.com...g-3060-weapons/

I think it might all be positive, but most replies tend to see all as negative... so it works for this thread? :P

View PostReno Blade, on 20 January 2017 - 03:04 AM, said:

As the release of 3060 tech was announced, I re-thought the whole weapon and TTK discussion and came up with the following agenda to achieve the goals.

Are you agreeing with the goals?
Are you agreeing to the means to achieve these goals?
Are all edge-cases covered?


GOALS

A.) Make mechs feels huge and powerful
B.) Increase TTK
C.) Make arm-weapons important
D.) Increase performance of low hardpoint variants vs boats



CHANGES

General changes:
  • G-1) Increase all Internal Structure by 100%
  • G-2) Reduce Torso movement speed values by ~50%
  • G-3) Add Energy Draw meter (for beam weapons only)
  • G-4) Reloading is now capped to x weapons per type at a time (more details below)


Energy Weapon specific changes:
  • E-1) Reduce Beam weapon cooldowns by ~30-50%
  • E-2) Increase all beam durations by ~20-50%
  • E-3) Increase Heavy Laser beam duration to 150% of IS counterpart
  • E-4) Laser beams flicker and then stop if total Energy is exceeded (~40dmg)
  • E-5) PPCs (all classes) will gain a 0.5s - 1.0s fire-delay (auto charge)
  • E-6) Only 2x PPCs can be fired/charged at a time
  • E-7) PPC Capacitors are used as a separate weapon in the weapon groups to charge the extra 5dmg/5heat and generate permanent 0.5 heat per sec while charged – charge time as PPC cd
  • E-8) Reloading 1x PPC, 1x LL/LP, 2x ML and 4x SL at a time

Missile Weapon specific changes:
  • M-1) All missiles fire in streams
  • M-2) Reloading up to 20LRM, 20MRM, 12ATM and 12SRM/Streak ammo at a time

Ballistic Weapon specific changes:
  • B-1) All ACs fire in streams (LBX excluded)
  • B-2) UACs gain 1x projectile per volley instead of Double-Tap ability
  • B-3) Rotary ACs use more projectiles for a volley and increase the ROF over time, but can overheat the weapon
  • B-4) Only 1x Gauss can be charged at a time
  • B-5) When charging a Gauss, all energy weapon reloading is paused
  • B-6) Gauss CD is reduced by 50%, but Charge time and Charge-hold time is doubled
  • B-7) Reloading 1x Gauss, 1x AC20, 1x AC10, 1x AC5 or 2x AC2 at a time

Note:

E-1, M-1 and B-1 will increase TTK even with big alphas, as the damage is much more spread if the shooter is not very skilled.
E-8, M-2 and B-7 will further increase TTK, as boating weapons will have lower DPS from reload limits. Players have the choice between burst (boating) or sustained dps (less hardpoints used).


Weapon example values:

Changes E-1, E-2 and E-3:
Spoiler


Changes B-1, B-2 and B-3:
Spoiler




Example builds

2x PPC + Heavy-Gauss
Spoiler



1x UAC20, 2x UAC10, 2x UAC5 build
Spoiler



2x PPC, 2xAC5 with macro
Spoiler



6x cERLL, 6x cERML, 6x cHSL
Spoiler



1x LRM20, 2x LRM15, 2xLRM10, 2xLRM5 build
Spoiler



4x SRM6, 2x MRM30 build
Spoiler



Player1: 1xERLL, 2x ML build vs Player2: 2x ERLL, 4x ML build vs Player3: 3x ERLL, 6xML build
Spoiler



But here is some stupid added:
Increase PPC projectile size by 300%
PPC velocity down to 100m/s
= BFG ball of death

Increase LRMs fired per volley x10
Increase LRM spread to random changing value (like original swirling paths)
LRM velocity down to 100m/s
= Hornet volleys from Macross


NARC velocity down to 10m/s
NARC can knock down targets
= Bowling ball

Edited by Reno Blade, 22 January 2017 - 01:21 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users