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How To Fix Clan Vs Is Laservomit


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#1 KAPPE8

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Posted 13 May 2017 - 12:31 AM

IS SL: 3 dmg / 2 heat / 175 meters
IS ERSL: 3 dmg / 3 heat / 200 meters
IS SPL: 4 dmg / 3 heat / 150 meters
IS ML: 5 dmg / 4 heat / 300 meters
IS ERML: 5 dmg / 5 heat / 400 meters
IS LL: 8 dmg / 7 heat / 650 meters
IS ERLL: 8 dmg / 8 heat / 800 meters
IS LPL: 10 dmg / 9 heat / 500 meters

CLAN ERSL: 3 dmg / 3 heat / 200 meters
CLAN SPL: 4 dmg / 3 heat / 150 meters
CLAN ERML: 5 dmg / 5 heat / 400 meters
CLAN ERLL: 8 dmg / 8 heat / 800 meters
CLAN LPL: 10 dmg / 9 heat / 500 meters

Increase the amount of Clan LPL+ERLL weapons that can be fired together without heat penalty to 3 (same ghost heat between IS and Clan for all lasers in short)
The beam duration of Clan lasers should be the exact same of the IS lasers.

There.
Done.
Clan vs IS laservomit is now balanced.
Was it so hard?

#2 Khobai

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Posted 13 May 2017 - 12:34 AM

so basically you deleted clans from the game and made them IS

#3 Juodas Varnas

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Posted 13 May 2017 - 12:34 AM

You're not taking into account the different critslot and tonnage requirements making the clan weapons still outright better than their IS counterparts with no trade-offs.

#4 KAPPE8

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Posted 13 May 2017 - 12:38 AM

View PostKhobai, on 13 May 2017 - 12:34 AM, said:

so basically you deleted clans from the game and made them IS


clan weapons already weight less, clans already have smaller XL engines that dont blow up after a side torso is lost, what more do you want?
clan ballistics do the same damage of IS ballistics, same for missiles.
i dont understand why clan lasers have to be so blatantly better than is lasers.

i forgot, clans also have smaller heatsinks that on top of smaller xl engines let them carry more and cool off better

Edited by KAPPE8, 13 May 2017 - 12:41 AM.


#5 LordNothing

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Posted 13 May 2017 - 12:41 AM

its easy to throw down numbers. but until they run live its only theory.

#6 KAPPE8

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Posted 13 May 2017 - 12:50 AM

View PostJuodas Varnas, on 13 May 2017 - 12:34 AM, said:

You're not taking into account the different critslot and tonnage requirements making the clan weapons still outright better than their IS counterparts with no trade-offs.


and what about the fact that as it is now, on top of all those advantages they have that you listed, they also hit harder and farther away than IS?
clan lasers are broken because a full clan laser alpha simply outdamages an IS laser alpha and hits at a longer range by paying only a small amount of heat more.
and we clearly saw that increasing the ghost heat of clan lasers and giving IS structure quirks isnt a solution, as clan laservomit simply melts anything in its path.
but hey, god forbid someone actually tries to address the problem where it really is, because clanners would immediately start whining that "m-muh lazers arent better than IS anymore"

Edited by KAPPE8, 13 May 2017 - 12:50 AM.


#7 Ced Riggs

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Posted 13 May 2017 - 12:52 AM

View PostKAPPE8, on 13 May 2017 - 12:50 AM, said:

...

- posted from my BLR-2C

#8 KAPPE8

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Posted 13 May 2017 - 12:53 AM

View PostYeonne Greene, on 13 May 2017 - 12:34 AM, said:

Boring and, therefore, garbage.

Next!


how about you contribute actually something to a discussion for once instead of always vomiting worthless garbage posts?
you dont agree with the values or what i proposed?
thats perfectly fine, tell me what you would change then.
you dont like the thread, dont post in it.

#9 Alexander of Macedon

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Posted 13 May 2017 - 04:12 AM

View PostKhobai, on 13 May 2017 - 12:34 AM, said:

so basically you deleted clans from the game and made them IS

But I thought IS ERLLas was so incredibly strong that it beat out Night Gyr PPFLD? Isn't that the usual clanner argument? Aren't you glad to have parity there? Posted Image

That said, the current IS LPLas vs. cLPLas balance is actually one of the better asymmetrical balances in the game. It works.

#10 Lupis Volk

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Posted 13 May 2017 - 04:14 AM

How to beat Clan laser vomit.

1. get a mech with IS tier armor + structure quirks.

2. get flamers.

3. flame Clan laser vomit mech.

4. watch and marvel as the Claner overheats. *

5. shoot at them

6. ????

7. profit.

*fyi sometimes the heat will rekt them so much they'll pop themselves.

Edited by Lupis Volk, 13 May 2017 - 04:14 AM.


#11 Mystere

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Posted 13 May 2017 - 04:35 AM

That will turn MWO into a generic robot shooter. Fantastic! Posted Image

<Why don't mother******* like the OP just play a generic robot shooter instead of insisting on turning MWO into one?>

Edited by Mystere, 13 May 2017 - 04:38 AM.


#12 Juodas Varnas

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Posted 13 May 2017 - 05:12 AM

View PostMystere, on 13 May 2017 - 04:35 AM, said:

That will turn MWO into a generic robot shooter. Fantastic! Posted Image

<Why don't mother******* like the OP just play a generic robot shooter instead of insisting on turning MWO into one?>

Eh, MWO was less of a generic robot shooter before clans showed up Posted Image

#13 sycocys

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Posted 13 May 2017 - 05:19 AM

Minimum ranges. Effective solution and it makes mix loadouts as well as a larger variety of mechs an actual concept for the game.

#14 Shifty McSwift

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Posted 13 May 2017 - 05:26 AM

View PostLupis Volk, on 13 May 2017 - 04:14 AM, said:

How to beat Clan laser vomit.

1. get a mech with IS tier armor + structure quirks.

2. get flamers.

3. flame Clan laser vomit mech.

4. watch and marvel as the Claner overheats. *

5. shoot at them

6. ????

7. profit.

*fyi sometimes the heat will rekt them so much they'll pop themselves.


Yeah that is pretty solid for dealing with laser vomit, but it limits your capabilities dramatically, plus some laser vomit is actually pretty heat efficient, particularly small pulse lasers. Flamer works so well currently because of the clan meta of laser vomit only. Clan laser vomit inclusive of LPL and ERML is indicative of a shift to counter IS SRM boats, to which a flamer would have a fun time dealing with.

These seem part of the rock paper scissors aspects of weaponry available at the moment, which while limited still has some effect, particularly when it comes to group fights and prior knowledge of group builds. Within the setting of scouting matches these elements become particularly noticeable.

#15 Shifty McSwift

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Posted 13 May 2017 - 05:33 AM

View PostKAPPE8, on 13 May 2017 - 12:31 AM, said:

IS SL: 3 dmg / 2 heat / 250 meters
IS ERSL: 3 dmg / 3 heat / 350 meters
IS SPL: 4 dmg / 3 heat / 150 meters
IS ML: 5 dmg / 4 heat / 500 meters
IS ERML: 5 dmg / 5 heat / 625 meters
IS LL: 8 dmg / 7 heat / 750 meters
IS ERLL: 8 dmg / 8 heat / 900 meters
IS LPL: 10 dmg / 9 heat / 500 meters

CLAN ERSL: 3 dmg / 3 heat / 400 meters
CLAN SPL: 4 dmg / 3 heat / 150 meters
CLAN ERML: 5 dmg / 5 heat / 675 meters
CLAN ERLL: 8 dmg / 8 heat / 950 meters
CLAN LPL: 10 dmg / 9 heat / 500 meters


I would at least go with these changes to the range distinctions in particular. Laser NEEDS to be distinct from pulse and range is the best method for this, I would also make the maximum range (damage drop off) of pulse half of that of its max range, which would be less than laser drop off rates.

The extra range part in particular.. Less than a 100 meter distinction seems to me to not be anywhere near enough of a distinction, if anything I would increase it further from what I have done, while increasing the heat another notch too.

Also; if these changes were ever to make it in where the damage rates are normalised, it would certainly mean the same for PPCs, in which case all PPCs having splash damage would work well. Wink wink. Posted Image

Edited by Shifty McSwift, 13 May 2017 - 05:34 AM.






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