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Shall We Discuss New Tech, And Legacy Tech™?

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#1 Mcgral18

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Posted 14 March 2017 - 10:49 PM

It has come
The FutureTech™ announcement we've been waiting for
https://mwomercs.com/civil-war-update

It delivered most of what we'd expected, with a handful of items missing, and some happy surprises

How about we have a in depth look at which might have an impact on the game, base entirely on wild speculation!

Spheroid LBx family:
Spoiler


Spheroid UAC family:
Spoiler




Spheroid ER laser family:
Spoiler



Spheroid Streak family:
Spoiler



Spheroid Gauss family:
Spoiler



Spheroid Rotary AC family
Spoiler


Spheroid and Clam Machine Gun Family
Spoiler



Spheroid MRM family
Spoiler



Rocket Launcher family
Spoiler


Spheroid PPC family
Spoiler



Spheroid Light Engine
Spoiler



Spheroid Light Ferro Fibrous Armor
Spoiler



Spheroid Stealth Armor
Spoiler


Spheroid Targeting Computers
Spoiler



Laser AMS (Clam & Spheroid)
Spoiler


Clam Micro Lasers
Spoiler


Clam Heavy Laser family
Spoiler



Light Clam equipment?!
Spoiler



Clam Advanced Tactical Missiles
Spoiler


That took awhile...
TL:DR

Legacy Tech™ wise, the STD engine is my biggest concern, but the isSL family also has some issues
SL could be given a shorter range, and significantly shorter cooldown. Make it DPS instead of poke-y (but again, that's then the SPL niche)

STD is easy to fix:
Give the Engine quirks
That simple
Make it more durable, have better agility (with the decoupling of Engine Size, Engine Type could have an effect instead)
And, if all else fails, give it more cooling. Energy Boat might appreciate it, as would Brawlers.



LBx family has the issue of being bad. That's less of a LegacyTech™ issue and more a fundamental problem with the weapon system


UACs do have the potential of drowning out the isACs
That can be fixed by giving the ACs better stats in a non-damage fashion. Such as velocity. If they were 50% faster (random number) they could hit more reliably, and thus be more accurate instead of just brute forcing the damage out.
Can be applied to cACs as well as isACs. Both will be in a not-great place VS UACs


isNormal Laser family could likely use a heat decrease with the coming of isER lasers.
Remember the Slunchening of 2012? Most probably don't, but they still retain the 200% heat nerf, and the +1 heat to the isML as well.
Those could be reduced to 1 & 3


Gauss, I feel the normal Gauss would still remain the most powerful, without Stat Fudging. All could be made useful, IMO


RACs shouldn't eliminate the burst potential of large UACs, but the DPS role could see a shift away from normal ACs

MGs may have identity issues if damage and range are the only differences

MRMs could either replace SRMs entirely, or never compare. Progressive velocity was one suggestion, if it's a PGI programming possibility.

Rocket Launchers could be better MRMs which fire once, or just bad


PPC family has a strange amount of overlap, and yet almost identical stats when mixing LPPCs and the other types. Snub does offer something new, no min range for 10 heat

Ferro is still Terribad, but now it only costs the same for sub 1/3 the result!

TCs won't marginalize anything, and would hopefully be identical to cTCs






So...what are you worried about getting replaced? Really, it seems many have space for individual roles, or worthlessness. Only the Luffy comes to really replace anything outright


And no, being able to mount a isLB20x or Heavy Gauss cannot be the SOLE role for the STD engine to exist
It competes with the cXL, remember that.

#2 RestosIII

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Posted 14 March 2017 - 10:53 PM

Just realized something about stealth armor. What if while active it removes the HUD scrambling on enemy mechs when you get close? Would make ECM mechs even scarier for people without seismic.

#3 Pariah Devalis

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Posted 14 March 2017 - 11:03 PM

I'm worried about IS UACs, personally. Specifically the 10 and 20. If they do not make them burst, then they will, hands down, be unquestionably superior options to standard IS AC, LBX, and Clan UAC even despite the higher weight and crit usage. The Class 20 would be outright broken if you could doubletap 20 pinpoint, frontloaded damage onto someone.

What I hope is that PGI simply chops down the burst by one bullet as compared to the Clan UAC family. So UAC2/5 stays at one shell, 10 fires two 5-point shells, and the 20 fires three 6.666 damage shells. That extra weight and bulkiness translating to larger shells fired makes sense, and gives them a noticeable damage clustering edge over the Clan UAC (less shells to spread, more damage per shell), without being strictly superior due to their weight and bulk.

Edited by Pariah Devalis, 14 March 2017 - 11:10 PM.


#4 Y E O N N E

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Posted 14 March 2017 - 11:28 PM

View PostPariah Devalis, on 14 March 2017 - 11:03 PM, said:

I'm worried about IS UACs, personally. Specifically the 10 and 20. If they do not make them burst, then they will, hands down, be unquestionably superior options to standard IS AC, LBX, and Clan UAC even despite the higher weight and crit usage. The Class 20 would be outright broken if you could doubletap 20 pinpoint, frontloaded damage onto someone.

What I hope is that PGI simply chops down the burst by one bullet as compared to the Clan UAC family. So UAC2/5 stays at one shell, 10 fires two 5-point shells, and the 20 fires three 6.666 damage shells. That extra weight and bulkiness translating to larger shells fired makes sense, and gives them a noticeable damage clustering edge over the Clan UAC (less shells to spread, more damage per shell), without being strictly superior due to their weight and bulk.


You realize that turns the UAC/10 into a crappier UAC/5, right?

#5 Pariah Devalis

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Posted 14 March 2017 - 11:35 PM

View PostYeonne Greene, on 14 March 2017 - 11:28 PM, said:


You realize that turns the UAC/10 into a crappier UAC/5, right?


Spitting out twice the damage per doubletap? Hell, twice the damage per single fire and avoiding a jam? No. No it does not.

Edited by Pariah Devalis, 14 March 2017 - 11:36 PM.


#6 TheArisen

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Posted 14 March 2017 - 11:39 PM

Combining the LFE with LFF could threaten even the ISXL as you'd be able to put uac20 in a ST.

Hvy ppc needs to have it's dmg frontloaded or it's worthless. Maybe something else to help it

#7 Y E O N N E

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Posted 14 March 2017 - 11:40 PM

View PostPariah Devalis, on 14 March 2017 - 11:35 PM, said:


Spitting out twice the damage per doubletap? Hell, twice the damage per single fire and avoiding a jam? No. No it does not.


With a potentially higher chance to jam and a longer jam duration when a jam occurs?

Yes, yes it does.

#8 Pariah Devalis

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Posted 14 March 2017 - 11:42 PM

View PostYeonne Greene, on 14 March 2017 - 11:40 PM, said:


With a potentially higher chance to jam and a longer jam duration when a jam occurs?

Yes, yes it does.


So... do what us clanners do, and don't doubletap the UAC10 until you are willing to risk it? It still spits out twice the damage per trigger pull vs a UAC5, and retains the option to quadruple the damage output of an AC5. It's damage on tap. When you need it - usually. UAC rarely jam on the first doubletap. I mean, it happens, but not too often.

#9 Karl Streiger

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Posted 14 March 2017 - 11:43 PM

I bet the LPPC will be soon the non plus for the average pin point delivering mech - even with a Ghost Heat of 4 you save 2tons over the double PPC - although you need one slot more.
This make this weapon a good choice for Cicadas and similar "lights" -

Not a weapon but indirect LFE for IS will decrease the average TTK ingame - simple because every IS Mech will use LFE. Without quirks or penalties it is the same "no choice" as with DHS and ES.

Don't think that the "extra" LBX, Ultra (2 shots per shot for UAC10 4 when double tapping???) Streaks or ER for IS are even worth to be considered. The UACs will be vanquished by the RAC - simple because of the "ramp" and in MWO all ramps are nice linear and hardly logical

#10 Y E O N N E

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Posted 14 March 2017 - 11:56 PM

View PostPariah Devalis, on 14 March 2017 - 11:42 PM, said:


So... do what us clanners do, and don't doubletap the UAC10 until you are willing to risk it? It still spits out twice the damage per trigger pull vs a UAC5, and retains the option to quadruple the damage output of an AC5. It's damage on tap. When you need it - usually. UAC rarely jam on the first doubletap. I mean, it happens, but not too often.


Missing the point.

It's a 13-ton, 7-slot weapon. The most any Heavy 'Mech can reasonably bring is two and there won't be much room for anything else left over after ammo. The AC/40 BoomJager was a gimmick; this will be less of a gimmick because it doesn't have to get in your face, but it will still require an XL on whatever Heavy you choose and it also won't be dumping 40 instantaneous damage, it'll be 20+20. It's no worse than what happens when somebody pops you with a Warhammer running 2x AC/10 and four to six Medium Lasers, where we trade jam chance for heat, or than what happens when you get nailed by staggered PPC fire from a Warhawk. You have the opportunity to spread it

Even with three on an Assault, the most you are getting is 60 damage out in two volleys of 30, which can just as likely end up in between two and four different locations depending on how many are in the arms versus the torso. The only Assault which can run this is the Annihilator which by itself is bad but, even were it good, it would be no worse than a KDK-3. Except, again, it would require an XL and, unlike the KDK-3, that XL will get you killed when one side goes.

It's self-limiting already. There's no need to split it up further. Now if you want to say it should have a longer base cool-down, say 3 instead of 2.5 seconds, I'll be right there with you.

#11 Duke Nedo

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Posted 15 March 2017 - 02:21 AM

Nice writeup! It's all in the implementation, what could possibly go wrong. Posted Image

#12 Appogee

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Posted 15 March 2017 - 02:28 AM

LOL at Clanners crapping their pants about potentially having to face competitive IS tech.

I play both sides. Every day. I have as many IS Mechs as I do Clan Mechs. I'm more of a Clanner than an ISer.

It's BLINDINGLY APPARENT - from every success metric that exists - that Clans have enjoyed superior technical advantages for years, despite the ridiculous quirks, tonnage restrictions and other workarounds that PGI has tried to use to offset them.

The new tech is finally a chance for IS to become competitive, without the need for workarounds.

I predict that Clan tech will remain superior, due to omni hardpoint numbers and optimisation, weapon weights, matched engine speeds etc. But I am glad there's a chance* the tech gap will be significantly narrowed.






* PGI could still stuff up this opportunity. We're dealing with a developer whose last balancing action was to nerf the Warhammer - while doing nothing about the Night Gyr. Clan whining OP.

Edited by Appogee, 15 March 2017 - 02:34 AM.


#13 El Bandito

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Posted 15 March 2017 - 02:37 AM

Rocket Launchers are gonna be very popular in 1v1 duels due to its low weight/slot requirements.

And that's all I am gonna say about that.

#14 Hit the Deck

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Posted 15 March 2017 - 03:10 AM

View PostMcgral18, on 14 March 2017 - 10:49 PM, said:

...
Spheroid Stealth Armor


I'm unsure how this would affect TAG (and guided weapons in general)
I'll assume they'll just have a bad time.
...


Posted Image

#15 Lily from animove

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Posted 15 March 2017 - 03:15 AM

most stuff especially lasers will be very much dpeneidng on their heat damage and beam duration ratio.

but light MG's I am seriously wondering what they should be for, long range tickeling?

But that are some exciting times coming, much stuff will change so the early times will be fun tinkering around until the meta establishes and spreads.

#16 Bud Crue

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Posted 15 March 2017 - 03:37 AM

In answer to Mcgral's question, my fears are the STD engine. It's already and obviously useless on clan side and given practical necessity has for most competitive builds on the IS side been sidelined. Looking at my STD builds all but a few will benefit from LFE.

I think as fast as weapons there is potential for legacy tech in ISML (ERML) as well as SRMS (MRMS), but no point in worrying about it until we see the math. I suspect that the snPPC will all but eliminate the LPL for a lot of folks but that will depend on its range and heat values as well, so same thing. My cynical side tells me that PGI will release most of new tech weapons with inflated damage or other desired values to attract initial purchase, but that over time they will nerf the damage or really jack the heat so as to prevent blatant imbalance, but again I am taking a wait and see attitude.

With the skills tree still looming, I am not buying anything...even for cbills until there is a reason to think that PGI won't flip a coin, play some darts or decide that a new baseline of random quirk values needs to be installed; thus I am not really worried yet about legacy tech or the new tech's impact on the game. When we have some concrete stats to work with then maybe I will care/worry/become intrigued a bit more.

#17 Mcgral18

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Posted 15 March 2017 - 06:02 AM

There was another thought for Clam Micro lasers: Make them into the laser machine guns
I can see that as a possible option, and would like to test it


Whether they're GH linked with the other lasers also affects their viability. If they're not, fill up everyone empty E hard point and up that short range LOLpha

Edited by Mcgral18, 15 March 2017 - 06:03 AM.


#18 Bud Crue

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Posted 15 March 2017 - 06:21 AM

I'm thinking in terms of three categories:

1 - If a new weapon weighs more than its current in game variant or family member, then no matter what, the current lighter version is always going to have at least niche use, no matter how seemingly OP the new weapons stats are; so such weapons in my view are not a concern in re the creation of legacy tech.

2- weapons that do less damage than what is currently in game will not be a legacy tech concern.

That leaves:

3 - weapons that weigh the same or less than a current in game weapon and have similar capabilities but provide ANY benefit over that which currently exists are going to be the ones where there is potential problems. That's why I am thinking things like the IS ERML at presumably the same weight of a ML has potential to make the ML legacy tech, a snub nose PPC at less weight than a LPL or PPC has potential, ballistics are full of potential (not to mention precedent see clan ACs vs LBX and UACs).

#19 Mcgral18

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Posted 15 March 2017 - 06:29 AM

Another thought: Clam Heavy lasers have little to no falloff distance
No damage at 300M for the HML, 500 for HLL


If they're kept powerful enough within their given bracket, it certainly makes them unique.
Range is a powerful tool, so removing that might be enough of a sacrifice

Edited by Mcgral18, 15 March 2017 - 06:43 AM.


#20 Bud Crue

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Posted 15 March 2017 - 06:36 AM

View PostMcgral18, on 15 March 2017 - 06:29 AM, said:

Another thought: Clam Heavy lasers have little to no falloff distance
No damage at 300M for the HML, 500 for HLL


If they're kept powerful enough within their given bracket, it certainly makes them unique.
Range is a powerful too, so removing that might be enough of a sacrifice


Assuming they are not smacked with super heat penalties or some crazy burn time negative.





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