Laser Changes- What Do You Want?
#61
Posted 15 May 2017 - 12:19 AM
Looks like PGI are trying to slowly shove down everyone's throat all the changes from that blighted play test despite the overwhelmingly negative feedback. Lets hope it will bite them in their аsses hard enough to be more cautious at balancing the game they can't be bothered to play.
#62
Posted 15 May 2017 - 12:25 AM
#63
Posted 15 May 2017 - 12:42 AM
LordNothing, on 15 May 2017 - 12:25 AM, said:
I assume you mean that rather than it having a prefixed burn duration it instead has a maximum burn duration and you have to hold the trigger down to keep the burn going?
If so I heartily approve - although you'd also need to rework cool down times for partial burns so that you're not getting screwed by an inadvertent mouse click or an accidental double click
#64
Posted 15 May 2017 - 12:47 AM
Dogstar, on 15 May 2017 - 12:42 AM, said:
I assume you mean that rather than it having a prefixed burn duration it instead has a maximum burn duration and you have to hold the trigger down to keep the burn going?
If so I heartily approve - although you'd also need to rework cool down times for partial burns so that you're not getting screwed by an inadvertent mouse click or an accidental double click
yea pretty much, for an example equip pulse lasers in mw3. i figure clan heavy lasers are going to have burn duration on the order of a couple seconds, and some of the beams in game already feel a tad long. you still would have to complete the cooldown to fire again, but you can also abort a burn if your target dies to save heat, or if a team mate walks in front of you, avoid melting them. pretty much a feature of everything with a burn time over a second and not specific to any particular laser type or size.
Edited by LordNothing, 15 May 2017 - 12:50 AM.
#65
Posted 15 May 2017 - 12:49 AM
LordNothing, on 15 May 2017 - 12:25 AM, said:
While I do enjoy the idea, perhaps that could be a feature reserved for heavy lasers?
I am definitely not against the general idea of it, for lasers though specifically, I don't think pulse requires it at all.
Edited by Shifty McSwift, 15 May 2017 - 12:49 AM.
#66
Posted 15 May 2017 - 12:49 AM
fat4eyes, on 14 May 2017 - 01:23 PM, said:
^ this. Clan SPL damage to heat ratio makes it just a flat out better weapon than the cERML or cMPL for almost all practical purposes. It does not make for interesting comp play, be it the CWX 1v1 or MRBC, to see brawls defined by cSPL boating, and it makes it impossible to balance IS 'Mechs short of massive overquirking. At 5 damage and 2.5 heat it would still be the best energy option for brawling. Maybe make it ghost heat at 8 instead of 6 to compensate and stealth buff something like the Viper and Kit Fox.
Maybe up the cERSL to 1.1 duration to further distinguish the pinpoint nature of the cSPL.
Apply the same formula/logic to the isMPL as PGI has with all other pulse lasers.
Every other *PL in this game has had its damage increased slightly over the lore amount to compensate for lack of increased hit chance, except the isMPL. ISLPL got +2 damage, isSPL got +1 damage. CLPL got +3 damage, cMPL got +1 damage, cSPL got doubled in damage. ISMPL should do 7 damage for 4.5 heat. As it stands now, the only reason to use the isMPL is if you have too much tonnage to play with and not enough slots. ISMLs and heat sinks or increased engine is almost always a vastly better build.
ISSL dropped to 1.5 heat would make it semi useful without encouraging anyone to boat them. ISSPL is actually not bad in situations and would be better in relation if the cSPL were not so absurdly good.
#67
Posted 15 May 2017 - 01:09 AM
If we consider even non-Ghost heat limited alphas to become less of a problem, we can only achive this by increasing the skill needed to hit with the weapons.
That's why I was proposing these "nerfs" to all weapon systems in my original post:
Quoting from my existing 3060 tech rebalance thread including lasers:
https://mwomercs.com...g-3060-weapons/
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-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
- E-8-EDIT: Additional weapon cooldown (e.g. 2nd PPC) is increased by 25% after the first set of weapons started reloading.
Basically just a 25% cd increase per additional weapon loading at the same time.
This would reduce boating, but at the same time still giving enough power to heavier mechs when adding more weapons than smaller mechs.
Weapon changes:
Lasers:
SL 1.5s cd, 1.0s beam
erSL 1.5s cd, 1.2s beam
ML 2.0s cd, 1.4s beam
erML 2.0s cd, 1.6s beam
LL 2.5s cd, 1.8s beam
erLL 2.5s cd, 2.0s beam
cerSL 1.5s cd, 1.2s beam
cerML 2.0s cd, 1.6s beam
cerLL 2.5s cd, 2.0s beam
cHSL 2.0s cd, 1.5s beam
cHML 2.5s cd, 2.0s beam
cHLL 3.0s cd, 2.5s beam
SP, 1.0s cd, 0.7s beam
MP 1.5s cd, 1.0s beam
LP 2.0s cd, 1.3s beam
cSP 1.2s cd, 0.9s beam
cMP 1.7s cd, 1.2s beam
cLP 2.2s cd, 1.5s beam
cMicro 1.0s cd, 0.6s beam
PPCs:
PPC 4.0s cd, 0.8s autocharge -> velocity 1200 (unchanged)
erPPC 4.0s cd, 1.0s autocharge -> velocity 1300 (unchanged)
cerPPC 4.0s cd, 1.0s autocharge -> velocity 1300 (unchanged)
LPPC 3.5s cd, 0.5s autocharge -> velocity 1400
HPPC 4.5s cd, 1.5s autocharge -> velocity 1200
SNPPC 4.0s cd, 0.8s autocharge -> velocity 1100
Edited by Reno Blade, 15 May 2017 - 01:17 AM.
#68
Posted 15 May 2017 - 01:20 AM
Pulse lasers should operate like machine guns. Hold fire for continuous stream of damage and heat.
That would make them different from PPCs, and lasers. Each category of weapon (PPC, Laser, autocannon etc) needs to work differently.
Edited by Greyhart, 15 May 2017 - 01:20 AM.
#69
Posted 15 May 2017 - 01:35 AM
Gentleman Reaper, on 14 May 2017 - 11:10 AM, said:
cERSL: Remain more or less as it is now, maybe slight decrease in burn-time.
isSPL: Decreased cooldown
cSPL: Remains as is.
isML: Decrease heat to 3, decrease cooldown, slight decrease in burn-time.
cERML: Increase cooldown
isMPL: Decrease heat to 3.5, decreased cooldown, slightly increased burn-time
cMPL: Increased burn-time
isLL: Slightly reduced burn-time
isERLL: Increased cooldown, slightly reduced burn-time
cERLL: Decreased burn-time, decreased range, increased cooldown.
isLPL: Increased burn-time, increased cooldown
cLPL: Decreased range, increased burn-time.
Short version: Clans are OP. Nerf.
#71
Posted 15 May 2017 - 02:07 AM
#72
Posted 15 May 2017 - 02:11 AM
Quote
I think so too. Pulse lasers should be rebalanced as dps weapons.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users