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New Tech & Weapons Stats! & How They Could Work?


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#1 Andi Nagasia

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Posted 14 March 2017 - 11:52 AM

As the Time Line Seems to be moving up PGI has released info on the New Tech,
(Civil War Update & Weapon System Upgrades)
-
in 3062-67 IS have made amazing progress Reverse Engineering Clan Tech,
as well as great Strides into reinventing LosTech, helping close the IS to Clan Gap,
giving Us New Weapons to help Better Balance the weapons in both Factions Tech,
as well as adding more Flavor to both Ballistics and Missile Categories,
-
This Topic will Mostly Cover the New Weapons & Tech of the Update,
your thoughts and Feelings and how you think they should be Balanced,
ill take your Ideas and Update the Weapons Stats with Everyone's Feed Back,
-
i understand that many feel all weapons need to be balanced first,
i agree but thats another Discussion, Posted Image



=(New IS Weapons & Tech)=
IS LB-X ACs,
LB-AC2/LB-AC5/LB-AC20
LB-X Versions of All IS Auto-Cannons,
-
Weapon,.......Damage,...Heat,...Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
LBX2..................2...........0.6.......1330...........0.72..........900..........1800............5........1...
LBX5..................5...........1.5.......1330...........1.66..........720..........1440............7........3...
LBX20...............20..........6.0.......1100...........4.00..........360............720...........13.......9...
(all LBX seem to have Clan Ranges(Lore), also -1Ton & -1Crit(as per IS-LBX10(non-Lore)
(though this isnt Lore friendly i feel the Tonnage/Size reduction is nessasary)

IS Ultra ACs,
U-AC2/U-AC10/U-AC20
Ultra Versions of All IS Auto-Cannons,
(Assumed to work like Clan UACs but -1Shell)
-
Weapon,...Damage,...Shells,...Heat,...Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
UAC2..............2.............1.........0.8.......2000...........0.72..........900..........1800...........7........2...
UAC10...........10............2.........3.0........950............2.50..........720..........1440..........13.......7...
UAC20...........20............3.........7.0........650............4.00..........360............720..........15......10...
(all UAC based off Clan UAC -1 Shell per shot)(-1Crit on the UAC2 because IS-UAC2)

ER-Lasers,
ER-SL/ER-ML
Extended range Variants of the IS Small&Medium Lasers,
increasing their range to be much closer to Clans ER-Lasers,
-
Weapon,...Damage,...Heat,...Duration,...Range,...Cooldown,...
ER-SL.............3,.........2.5........0.85,.......190m,........2.25s,....
ER-ML............5,...........5.........1.00,........390m,........3.00s,...
(Stats bases on middile ground between IS-Lasers & C-ERs)

Streak SRMs,
SSRM4/SSRM6
Extended Variants of the IS S-SRM Launchers,
increasing their use with more variants,
-
Weapon,...Damage,..Heat,..Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
SSRM4,.........8............3.........230...........3.50..........270...........270.............3.......1...
SSRM6,........12...........4.........230...........5.00..........270...........270...........4.5......3...

Light & Heavy Gauss,
Light-Gauss/Heavy-Guass
Lighter Gauss version for weight and space Saving,
Heavier Gauss version for Damage and Power,
-
Weapon,...........Damage,..Heat,..Charge,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Lighter Gauss,........8...........1........0.5.............3.............720..........1440...........12.......5...
Heavy Gauss,........25..........2........1.0............4.5...........240...........720............17......10...
(Heavier Gauss has less Range but a X3 Max Range instead of X2, to give it its TT Feel)
(Stats of Heavy Gauss have been reduced, -1Ton(5.5%) & 1Crit(9%) for more Viability)

Rotary Autocannons
RAC2/RAC5
RACs(Rotary Autocannons) fire much faster than normal ACs or even UACs,
but make up for it with having much longer Range and Velocity,
-
Weapon,...Damage,..Heat,..Velocity,..Cool-down,..Range,..Max Range,..Tons,..Crits*,
Rotary AC2,....2...........1........2000.........1.00*.........720.........1440............8..........3...
Rotary AC5,....5..........1.5......1150..........2.30*........620.........1240...........10.........6...
*= RACs have a Spoolup time, each shot will fire faster than the first resting at 1/2Cool-down(5Shots)
(i think this will push RACs into being more of a DPS weapons rather than a replacement for UACs)
(for Balance the number of Shots needed for Spoolup can be Changed(5 = -10%CD each shot)

Light & Heavy MG
Light Machine Gun/Heavy Machine Gun
The Machine Gun is the quintessential though lighter weapon system,
issuing a stream of bullets at a high rate of fire to cut down opposion,
was one of the last Weapon Techs to come from Clan Smoke Jaguar,
-
Weapon,...Damage/Sec,....Velocity,...Range,..Max Range,..Tons,..Crits*,
Light MG,..........0.8...............100.........240...........480..........0.50.......1...
Heavy MG,........1.8...............100..........80............160..........1.00.......1...

Rocket Launcher
RL10/RL15/RL20
Rocket Launchers fire a single-volley of dead-fire missiles that lack on-board guidance.
-
Weapon,...Damage,....Heat,....Velocity,....Range,...Max Range,...Tons,..Crit*,
RL10,...........10.............3...........260..........420...........420............0.5.......1...
RL15,...........15.............4...........260..........420...........420.............1.........2...
RL20,...........20.............5...........260..........420...........420............1.5.......3...
(as they are Unguided like SRMs but but are OneShots)


MRM
MRM10/MRM20/MRM30/MRM40
Medium Range Missiles, Unguided and used for Blanketing an area in Fire,
for FPS balance i see them Firing like SRMs but in a Fast Stream of Missiles,
-
Weapon,...Damage,..Heat,..Velocity,...Burst,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
MRM10,........10...........4.........260.......0.30.......3.50..........600...........600.............3.......2...
MRM20,........20...........6.........260.......0.55.......4.00..........600...........600.............7.......3...
MRM30,........30..........10........260.......0.80.......4.50..........600...........600............10......5...
MRM40,........40..........12........260.......1.05.......5.00..........600...........600............12......7...
(as they are Unguided like SRMs but Fire in Stream like C-LRMS i think will be Balanced)

Light & Heavy PPC
Light PPC/Heavy PPC
Light 7 heavy versions of the Particle Projector Cannons.
Introduced by the Draconis Combine in 3067 to offer more PPC options,
-
Weapon,........Damage,..Heat,..Velocity,.Cool-down,..Range,..Max Range,...Tons,..Crits,
Light-PPC,...........5...........5.......1100..........3.0.........90-540.......1080.............3........2...
Heavy-PPC,........15.........15......1100..........5.0.........90-540.......1080............10.......4...
(all based on IS-PPC)(L-PPC + L-PPC = PPC(-1Ton) / LPPC + PPC = HPPC)

Snub-Nose PPC,
Snub-Nose-PPC
The Snub-Nose PPC is to a Particle Projector Cannon as a sawed-off shotgun is to a shotgun.
-
Weapon,..........Damage,..Heat,..Velocity,...Cool-down,..Range,..Max Range,...Tons,..Crits,
Snub-Nose-PPC,..10.........10.......1000..........3.5.............420......630(X1.5)........6........2...

LFE
LightFusionEngine
Acts Much like the Clan XL but for the is for IS, weighs only 75% of a STD engine,
was developed in 3053-63(see Spoiler for Stats on LFE & Tonnage Savings Per Rating)
-
LFE take up 2Crits in each Side Torso, Much like Clan,
but offer abit less in Weight Savings,
Spoiler


Light Ferro Armor
Light Ferro-Fibrous Armor
Light Ferro-Fibrous armor was developed by the Inner Sphere in 3067.
In their attempt to mimic Clan Ferro-Fibrous armor,
-
Takes up 7 Crits but only offers 6% Weight Saving to Standard Ferro's 12%,
(Standard Ferro-Fibrous takes up 14Crits and offers 12% in weight Savings)


Stealth Armor
Stealth Armor
The finest achievement in stealth systems developed by the original Star League,
Unfortunately the system has became LosTech since the early Succession Wars.
-
Stealth Armor takes up 2Crits in each arm, leg, and side torso as well as an ECM to work,
when activated it also causes a residual heat that increase over time(much like Flamers)
(for Balance, when Active it should reduce the ECM detection Range(perhaps to 100m)

Targeting Computers,
Targeting Computers are sophisticated pieces of electronics that help MechWarriors targeting.
Recoil compensators and gyroscopic stabilizers are used to prevent normal weapon drift,
as well as Focusing lens for both Optics & Lasers, allowing for more Accurate Fire,
-
Spoiler


Laser-AMS(LAMS)
Laser Anti-Missile System works like normal AMS but is Energy based,
it works by using a Laser to shoot down Incoming missiles instead of a Ballistic spray,
this causes LAMS to generate heat as it fires and shoot downs Missiles,
-
Equipment,...Damage,....Heat,...Speed,...Range,...Max Range,..Tons,..Crits,
LAMS,.............3.50.......0.8/sec...100........120............240...........1.5........1...
(Stats based on normal AMS but with Flamer Heat/Sec, when shooting down Missiles)



=(New Clan Weapons & Tech)=
ER Micro & Micro Pulse Laser,
ER Micro Laser/Micro Pulse Laser
Micro Laser is a very compact version of conventional ER laser weaponry. This laser weapon was specifically developed by Clan Smoke Jaguar for use on very light combat units
-
Weapon,....Damage,...Duration,...Heat,... Range,...Cooldown,...
ER-Micro.........2,...........0.65,..........1,........130m,........2.00s,...
MicroPL...........3,...........0.40,..........1,........100m,........2.00s,...

Light & Heavy MG
Light Machine Gun/Heavy Machine Gun
The Machine Gun is the quintessential though lighter weapon system,
issuing a stream of bullets at a high rate of fire to cut down opposion,
was one of the last Weapon Techs to come from Clan Smoke Jaguar,
-
Weapon,...Damage/Sec,....Velocity,...Range,..Max Range,..Tons,..Crits*,
Light MG,..........0.8...............100.........240...........480..........0.25.......1...
Heavy MG,........1.8...............100..........80............160..........0.50.......1...

Heavy Lasers
HSL/HML/HLL
designed to do alittle more damage than standard ER-Lasers,
but due to the increased damage they have reduced Laser Range,
because of the Weapons Power a Static Effect is active when Firing,
(Static Effect is much like being near an Enemy ECM mech)
-
Weapon,...........Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Heavy-Small,..........7...........4......1.00.......2.25...........120..........190............0.5......1...
Heavy-Medium,.....10..........6.......1.00.......3.00...........200..........400.............1........2...
Heavy-Large,........15.........11......1.20.......3.25...........405..........810.............4........3...
(for Heavy Lasers ive taken the Range of the Laser under them as well as X2 Damage)
(Example, i see a Heavy-Large working as 2CE-R-ML with C-ER-ML Range, +1Damage)
(i feel this would help Clan Mechs with less HardPoints, ADR, IFR, SHC, SMN, WHK)
(Lowered Damage on Heavy Large Laser by 1(6%) for Balance)

LTAG
Light Tag
Light Target Acquisition Gear, otherwise known as Light TAG,
is a smaller and lighter, but shorter ranged version of the standard TAG system.
-
Equipment,...Range,...Tons,...Crits,
LTAG,.............450........0.5........1...

ATMs
ATM3/ATM6/ATM9/ATM12
Advance Tactical Missile System fires Guided Missile at Medium Ranges,
the launchers are heavy but they can fire missiles that Behave 3 different ways,
-
Weapon,..Damage,..Heat,.....Velocity,.....Cool-down,...Range(3/2/1),..Max Range,.Tons,.Crit*,
ATM3,........9-6-3.........2....100-200-300......3.50..........270-450-810.........810.........1.5......2...
ATM6,......18-12-6.......4....100-200-300......4.00..........270-450-810.........810.........3.5......3...
ATM9,......27-18-9.......6....100-200-300......4.50..........270-450-810.........810...........5.......4...
ATM12,...36-24-12......8....100-200-300......5.00..........270-450-810.........810...........7.......5...
i think ATMs could be Scripted to work in a step like system so their are Viable at all ranges,
(0-270 = 100V & 3Dam)(271-450 = 200V & 2Dam)(451-810 = 300V & 1Dam)
Spoiler


LAP
Light Active Probe
The Light Active Probe is a smaller and lighter,
but shorter ranged version of the standard Active Probe.
-
Equipment,...Range,...Tons,...Crits,
LAP,................90..........0.5........1...

Laser-AMS(LAMS)
Laser Anti-Missile System works like normal AMS but is Energy based,
it works by using a Laser to shoot down Incoming missiles instead of a Ballistic spray,
this causes LAMS to generate heat as it fires and shoot downs Missiles,
-
Equipment,...Damage,....Heat,...Speed,...Range,...Max Range,..Tons,..Crits,
LAMS,.............3.50.......1.2/sec...100........120............240...........1.5........2...
(Stats based on normal AMS but with Flamer Heat/Sec, when shooting down Missiles)


Again these are unofficial Stats, ive been gathering from the Comunity,
please Post your Thoughts on these weapons and things you would like to see,
(i will be updating the Stats as this Topic Grows, Thank you)

Thoughts, Comments, Concerns?
Thanks,


Edit- IS LBX & UACs,
Edit2- L/H-PPC & ATMs,
Edit3- IS ERLasers & LFEs,
Edit4- LTAG & L-AP & IS-TCs
Edit5- Weapons & Tech Finished,

Edited by Andi Nagasia, 17 April 2017 - 05:24 PM.


#2 FupDup

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Posted 14 March 2017 - 12:04 PM

Rocket Launchers are gonna be damned hard to balance since you have to spend tonnage on a weapon that only works once the entire match. Either they're strong enough to justify this and they become extremely unfun to fight against (like fighting against an instagib Direstar), or they are too weak to justify it and become useless.

Rocket Launchers are best off being left out of this game.

By the way, PGI already said that ATMs will deal damage based on range. They will NOT have ammo switching.

Edited by FupDup, 14 March 2017 - 12:17 PM.


#3 GrimRiver

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Posted 14 March 2017 - 12:16 PM

View PostFupDup, on 14 March 2017 - 12:04 PM, said:

Rocket Launchers are gonna be damned hard to balance since you have to spend tonnage on a weapon that only works once the entire match. Either they're strong enough to justify this and they become extremely unfun to fight against, or they are too weak to justify it and become useless.

Rocket Launchers are best off ignoring for this game.

By the way, PGI already said that ATMs will deal damage based on range. They will NOT have ammo switching.

I hope the RL some sort armor piercing effect, does full damage to armor on hit, half of that damage bleeds through to structure.

Or maybe give it a C-ERPPC splash like effect, does full damage on section hit, half damage bleeds to other sections.

Something like that to justify a one time use weapon.

#4 L3mming2

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Posted 14 March 2017 - 12:32 PM

View PostFupDup, on 14 March 2017 - 12:04 PM, said:

Rocket Launchers are gonna be damned hard to balance since you have to spend tonnage on a weapon that only works once the entire match. Either they're strong enough to justify this and they become extremely unfun to fight against (like fighting against an instagib Direstar), or they are too weak to justify it and become useless.

Rocket Launchers are best off being left out of this game.

By the way, PGI already said that ATMs will deal damage based on range. They will NOT have ammo switching.

a lct 3S with 4 of the biggest ones posible :P
yea maybe this is not a good idea..

#5 Moonlight Grimoire

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Posted 14 March 2017 - 12:37 PM

I am happy HAG's aren't in and livid Light AC's aren't in. MRM's can run at SRM speeds, their 1 damage per missile already makes them inferior to SRM's due to cluster so you are more sandblasting than anything else. MRM10 won't replace the SRM6, less damage per volley, spread means it is less effective damage because it isn't going into as compact of an area.

RAC's with a spool up doing half damage per shot and jam eventually is better than doing 2/5 damage a shot as per their rating otherwise they will be far too strong. This of course means 2x the ammo per ton, but, hey, plink also makes people cower because "my paint".

ATM's should have just been split into 3 types, HE, Standard, and ER. Why? Because their range envelopes overlap, and ATM's at short range are going to likely be brutal 3 damage per missile streaks.

Light Gauss should have a shorter charge time, shorter cool down, % based reduced from standard gauss values based off of damage. Makes it more useful, or maybe just a 2/3rds instead of 1/2 values since 8 damage is nearly half of standard gauss. Heavy Gauss long cool down, hits like a truck, have it slope down on damage so point blank is the worst place to be against it, short charge up, it is a short range weapon, it charges mostly while "reloading" another slug.

PPC's been talked about before, but, take route of light and heavy gauss % increases based on values changed. Snubnose just have a stiff fall off after 450m as to not completely invalidate the standard PPC. So like max range of 700m for snub nose.

Rocket Launchers I would say should do **** tons of damage, and through armor to a degree. Why? Mostly you will see them on locusts running in, firing off their rocket pods and then resorting to their one laser. Or other lights, maybe a few mediums. Rarely on a heavy or assault which could take SRM's or MRM's for more sustained combat where they won't die in one shot.

Heavy lasers should ghost heat in HLL 2, HML 4, HSL6 and not ghost heat with standard lasers. Make heavy lasers cause the user to have the effects of being in enemy ECM while firing and for a second after firing, as well as unable to get target information or hold locks during this time. Time those heavy laser volley's.

Microlasers are just laser MG's, whatever.

Laser AMS, keep the heat per shot low or everyone is going to explode using it. That's about it.

IS filler weapons need not to be addressed as we already have the foundation for how they would work.

#6 Cassa Nova

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Posted 14 March 2017 - 12:41 PM

View PostFupDup, on 14 March 2017 - 12:04 PM, said:

Rocket Launchers are gonna be damned hard to balance since you have to spend tonnage on a weapon that only works once the entire match. Either they're strong enough to justify this and they become extremely unfun to fight against (like fighting against an instagib Direstar), or they are too weak to justify it and become useless.

Rocket Launchers are best off being left out of this game.

By the way, PGI already said that ATMs will deal damage based on range. They will NOT have ammo switching.


I'm wagering that they'll have a near guaranteed crit chance. That'll disensentivize just boating them but give a reason to have one ore two handy for mid to late game when most mechs are stripped.

#7 Tordin

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Posted 14 March 2017 - 12:41 PM

Someone neeeeds to help PGI balance all this new tech out with the current. Balance will take time. Also the current tech we have might get nerfed/ improved based on the new. Like the machine guns. How can the light mg do any less dmg than what the we have now? All kind of MG needs an improved dmg and a bit higher crit chance. The spread which got reduced by 60% were a MUCH needed improvement.

#8 Clanner Scum

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Posted 14 March 2017 - 01:16 PM

Already got a build made up for my cougar.

COU-H Head omni pod for the ECM
COU-H Side torsos for jump jets
COU-Prime Right and Left arm with a Heavy Large Laser in each

It'll be a stealthy poptarter with heavy large lasers in the arms. Nasty in close to medium range.

YUMMM

Or you can run the Prime variant with the COU-H head for the ecm and run 2 ATMs and 2 heavy mediums or two ERML.

This cougar is going to be awesooooome. I just wish it was faster...

#9 Tordin

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Posted 14 March 2017 - 01:19 PM

The little cat sure have potential. Yes its slow, but again slow clan lights arent really meant for proper scouting. More like assisting and supporting. Proper FAST scout clan light mechs? Mist lynx, Arctic Cheetah, Fire moth.

Edited by Tordin, 14 March 2017 - 01:19 PM.


#10 lazytopaz

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Posted 14 March 2017 - 01:22 PM

Boy does PGI know how partially heal those kneels that been shot off by a sawn off after Infotech, ED, Skilltree blunders.

Will they ever learn to listen to what their playerbase (ergo their big group of unpaid testers) has to say about how things are running?

RAC5 + LFE made my day. New eq ftw.


THo
IS gets 16 new thingies (well more if you count each weapon size separately)
Clan gets only 7. Adding 1 or 2 things wouldn't spoil things that much eh?

Just like endo/structure/heat sink type :
Switchable Gyro types? affects range, durability and quickness of twist/yaw
Switchable Cockpit types? smaller less durable, takes more crit slots less weight, etc
Super-Charger - equipable takes few crit slots, buffs your speed, accel/decel by flat/% ammount over what you already have from your engine, weights few tons.

Man the forums will explode again with theory crafting and stuff.

Edited by lazytopaz, 14 March 2017 - 01:40 PM.


#11 Skanderborg

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Posted 14 March 2017 - 02:36 PM

One question is , how much heat does laser ams actually develop? How much heat can i expect if its firing constantly when a LRM boat has a good lock on me?

#12 Accused

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Posted 14 March 2017 - 02:42 PM

We can talk about all day about what they should do. What PGI will do worries me. The technology needs public testing for at least a month before introduction.

Edited by Accused, 14 March 2017 - 02:43 PM.


#13 Andi Nagasia

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Posted 14 March 2017 - 02:46 PM

still working on Stats, if you have an idea on something above please post, ;)

#14 MechaBattler

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Posted 14 March 2017 - 02:48 PM

They should make a sub board for talking about the new tech.

#15 Chuck B

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Posted 14 March 2017 - 03:09 PM

Laser AMS will be tricky to balance. First thing I though of is an LRM 5 boat chain firing near targets to cause the targets AMS to fire heating them up. Making them less effective at countering a push by teammates. Laser AMS on a Laser/PPC build will be a no go.

#16 A Man In A Can

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Posted 14 March 2017 - 03:22 PM

For the record, Clan micros are basically going to be battlefield copies of the IS small and small pulse lasers in MWO (same range, same damage, same heat, same duration) just half the tonnage (.25 and .5 respectively) and more brittle (whatever the current norm is for clan equipment health).

Still doable, and certainly are options for massed-small-weapons boats like the Nova (and the Piranha).

Edited by ThatNumbGuy, 14 March 2017 - 03:45 PM.


#17 G o a t

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Posted 14 March 2017 - 03:39 PM

Hate Love to rain on your parade but the real question here is how PGI's going to balance it. To my mind MWO is steadfast on its way as some sort of a Russ Bullock's Walking Robots kind of gimmick with all kinds of weps metamounted on platforms that are not necessarily mechs with very ephemeral if any relation to BT.
If that kind of clusterfvck 'mech' action still works for people I guess it's cool, in a way.
Happy theorycrafting though! Maybe wannabuyamechpack strategy works this time, who knows! Posted Image

Edited by G o a t, 14 March 2017 - 03:44 PM.


#18 Cassa Nova

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Posted 14 March 2017 - 03:41 PM

View PostChuck B, on 14 March 2017 - 03:09 PM, said:

Laser AMS will be tricky to balance. First thing I though of is an LRM 5 boat chain firing near targets to cause the targets AMS to fire heating them up. Making them less effective at countering a push by teammates. Laser AMS on a Laser/PPC build will be a no go.

If you put on a laser AMS you better key the AMS toggle control to something convenient.

#19 A Man In A Can

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Posted 14 March 2017 - 04:45 PM

View PostAndi Nagasia, on 14 March 2017 - 02:46 PM, said:

still working on Stats, if you have an idea on something above please post, Posted Image

Just FYI Andi, the IS LAMS is 1.5 tons and 2 crits, while the clan one is correct as 1 ton 1 crit. (And nice touch on the flamer heat/sec.)

Also, adjust the ATM blurb as it actually won't have 3 different launchers or ammo types. It's now one weapon with one ammo type that scales with range in the exact fashion as direct fire weapon falloff which starts the moment it's fired. That, and ATMs originally come pre-installed with Artemis, so they might also have that property here.

Edited by ThatNumbGuy, 14 March 2017 - 05:05 PM.


#20 Josh Seles

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Posted 14 March 2017 - 04:50 PM

Really happy about some of the new tech: Light Ferro-Fibrous and Light Fusion Engine. However, PGI did miss one item that would have been useful (and nice to have): Endo-Composite structure.

It's a midway point (and hybrid) between Standard and Endo. It would weigh 75% of a Standard structure. IS version takes up 7 slots, the same as Clan Endo steel. It's even a 3067 tech item, viable for the time jump.

There is a Clan version too which uses 4 slots, so both sides could get this too so no inequality here. But I'm not sure why Clan players would want or need it, seeing how they have that nice 7-slot Clantech Endo. But IS could use a less bulky but still lighter structure.

Sarna article: http://www.sarna.net.../Endo_Composite

Edited by Josh Seles, 14 March 2017 - 04:51 PM.






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