Energy Balance 3.0
#1
Posted 03 June 2017 - 03:08 PM
#2
Posted 03 June 2017 - 03:17 PM
#3
Posted 03 June 2017 - 03:18 PM
Some small balancing to cerl(buff) is lpl (nerf)and is small(buff) I could see.
#4
Posted 03 June 2017 - 03:18 PM
#5
Posted 03 June 2017 - 03:21 PM
isLPL nerf
cSPL nerf
Aside from that, they also state:
Quote
Two things
Better baseline balance between the Clam and Sphere lasers means either completely Shafted clam Small class, or significantly buffed Spheroid smalls (by Mecha Cthulhu, they are complete trash)
But role definition between different Energy Types?
Does that include ER?
So, Standard Laser, Pulse Laser, and ER Laser
At the moment, all function identically
Burn, cooldown, refire
They played around with giving Pulse Lasers better DPS...but their previous example was a complete farce
https://mwomercs.com...w-pts-16sep2016
So, they reduced the Dam/tick, and gave it slightly higher DPS, but left the weapon unchanged, only calling it a "DPS Weapon" in name
A radical change would be cutting most values in half, but giving the cooldown 1/3
That would be a DPS weapon, firing considerably more often for more DPS, not just cutting a third of a second off the cooldown
#6
Posted 03 June 2017 - 03:22 PM
Edited by Jiang Wei, 03 June 2017 - 03:40 PM.
#7
Posted 03 June 2017 - 03:30 PM
OrmsbyGore, on 03 June 2017 - 03:17 PM, said:
Talking about skill:
Long range laser usage requires:
- choosing a tactically effective position
- choosing targets wisely
- knowing when to get out of cover and when to retreat
- plain aiming skill and a lot of it
- checking where the team members are and how to help them best (e.g. press enemies into cover)
- managing the enormous heat
- torso twisting
It requires the most skill in the game on multiple levels, for sure.
Storming forward mindlessly into a suicidal brawl and then complaining that the team didn't help does NOT require any skill whatsoever. Only a naive romantic notion of being a skillful hero while actually, the opposite is true.
Edited by Paigan, 03 June 2017 - 03:32 PM.
#8
Posted 03 June 2017 - 03:32 PM
Paigan, on 03 June 2017 - 03:30 PM, said:
Long range laser usage requires:
- choosing a tactically effective position
- choosing targets wisely
- knowing when to get out of cover and when to retreat
- plain aiming skill and a lot of it
- managing the enormous heat
- torso twisting
It requires the most skill in the game, for sure.
All mechs need to choose a tactically effective position
All mechs have to choose targets wisely
All mechs have to know when to get out of cover and when to retreat
ERLL with the long burn time does require better aiming than most weapons
All mechs have to manage heat
All mechs have to torso twist
The only skill required of long range laser users is proper aiming with the long burn times. That's it
#9
Posted 03 June 2017 - 03:38 PM
cazidin, on 03 June 2017 - 03:08 PM, said:
Paul will make a sweeping change and they will be back to the drawing board all over again
#10
Posted 03 June 2017 - 03:40 PM
Ruar, on 03 June 2017 - 03:32 PM, said:
All mechs need to choose a tactically effective position
All mechs have to choose targets wisely
All mechs have to know when to get out of cover and when to retreat
ERLL with the long burn time does require better aiming than most weapons
All mechs have to manage heat
All mechs have to torso twist
The only skill required of long range laser users is proper aiming with the long burn times. That's it
You're also exposing yourself a lot more with ER Larges than Gauss + PPC trash. My Supernova equipped with 6 ERLarges has to expose itself for nearly 4 seconds if I want to fire all 6 without ghost heat, about 2.5 if I fire them 3 at a time rather than 2.
Gauss and PPC can be fired with much less exposure with the only drawback being that you have to aim slightly ahead of the enemy mech that probably won't be stopping on a dime.
#11
Posted 03 June 2017 - 03:41 PM
Edited by Jiang Wei, 03 June 2017 - 03:43 PM.
#12
Posted 03 June 2017 - 03:42 PM
#13
Posted 03 June 2017 - 03:43 PM
Xiyumos, on 03 June 2017 - 03:40 PM, said:
Gauss and PPC can be fired with much less exposure with the only drawback being that you have to aim slightly ahead of the enemy mech that probably won't be stopping on a dime.
You are also at greater range and usually not in direct observation. At least you shouldn't be getting noticed as soon as you step out from cover.
#14
Posted 03 June 2017 - 05:37 PM
Xiyumos, on 03 June 2017 - 03:40 PM, said:
Gauss and PPC can be fired with much less exposure with the only drawback being that you have to aim slightly ahead of the enemy mech that probably won't be stopping on a dime.
Years, Gauss+PPC is "easier" (note: aiming is harder with different projectile speeds and no ability to correct, as well as managing Gauss charge) but wanting to chain through 3 sets of long burn lasers is just dumb and never going to be very practical.
Also, not 4 seconds, fire 2, half a second into the beam fire two more, then half a second d later 2 more. Don't need to wait for the end of the beam.
#15
Posted 03 June 2017 - 06:08 PM
Wintersdark, on 03 June 2017 - 05:37 PM, said:
Years, Gauss+PPC is "easier" (note: aiming is harder with different projectile speeds and no ability to correct, as well as managing Gauss charge) but wanting to chain through 3 sets of long burn lasers is just dumb and never going to be very practical.
Also, not 4 seconds, fire 2, half a second into the beam fire two more, then half a second d later 2 more. Don't need to wait for the end of the beam.
I haven't had much trouble in the few time I've run Gauss+PPC, *shrug*
#16
Posted 03 June 2017 - 06:34 PM
OrmsbyGore, on 03 June 2017 - 03:17 PM, said:
Lasers require alot of facetime just to output their full damage.
ERPPC+GR meta you can just poptart over a hill for little to no facetime to output it's damage.
Also ERPPC+GR you can spam shots as fast as you GR cooldown is because GR heat is only 1 vs lasers high heat requires you to keep an eye always on the scale.
#17
Posted 03 June 2017 - 07:04 PM
Ruar, on 03 June 2017 - 03:32 PM, said:
Plus the punishment for being deficient in the aforementioned skills is punished less when you use erLL, maybe even LL depending on quirks+SkTr etc., but Gauss and PPC require you to lead targets or else you miss, you can always rake with lasers if your target jukes or whatever.
Also, why is it that whenever I say that I don't like hiding behind objects on the other side of the map people immediately counter with "charging head long into the enemy is stupid"? No kidding, I'm not advocating for that either. How about moving towards the enemy in cover until you get into effective range (unless you're a heavy or assault, then you need to be close enough to share armor quickly if things get hairy) and kill the enemy? how about being active and seizing the initiative and the favorable ground? I'm not calling anyone out in particular, but if I wanted to camp and snipe, I'd play one of the shooters that already exist. Giant mech face-smashing leaves my options limited.
#18
Posted 03 June 2017 - 07:07 PM
GrimRiver, on 03 June 2017 - 06:34 PM, said:
sure, pop-tarting reduces exposure time, but high mounts on certain mechs make hill humping (or multiple arm energy mounts for corner peeking I guess) a much lower risk proposition than you make it seem
#19
Posted 03 June 2017 - 07:11 PM
Xiyumos, on 03 June 2017 - 06:08 PM, said:
Did I say you would?
Look, people don't neatly filter into "Guys who demand the current meta stay" and "guys who are fighting against the mindless meta!" (and good god, does that moronic argument get old)
All I'm saying is, you're not gaining Bonus Hardmode Points trying to use 6 ERLL's; you're just being kind of dumb. They can't "fix" the game to make it better for that; with that kind of burn time, heat, and damage, it's just not really a good build and it can't be. Not with tracer beams showing where you are during that whole burn.
This has nothing to do with gauss/ppc, or difficulty - it's just a silly idea.
#20
Posted 03 June 2017 - 07:15 PM
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