stealthraccoon, on 20 June 2017 - 03:14 PM, said:


Heavy Small Laser - Damage 6. I Said Heavy, Not Pulse.
#21
Posted 20 June 2017 - 03:27 PM
#22
Posted 20 June 2017 - 03:28 PM
A real journalist with integrity would say:
"Good evening, MWO community. This just in from the front lines of the robot wars: heavy small lasers! PGI reports they will deal six damage for three heat. We took a few minutes to see what people thought about this on the streets."
Street Patron 1: "I think it is swell. But... wasn't there another small laser that had the exact same statistics a few weeks ago?"
Street Patron 2: "Same stats, different paint. Meh. Another switcharoo. Wake me when they do something new."
Street Patron 3: "I want my money back!"
"Well, there you have it folks. Consensus says we'll now have the same weapon we used to play with, again. That's right. They simply downgraded the previous weapons to replace them with new weapons that had the same statistics as the old ones. But, on the bright side, they do come with a new pretty color. Otherwise, they're basically the same. As we found from our random walk, many people were miffed by this recent revelation. So, dedicated to nothing but the facts and thorough reporting, we went to the source, a PGI employee. Let's see what they had to say..."
[Identity protected by darkness]
"So, is it true, the new weapons have the same statistics as the old ones?"
"Well, uh, well, umm... heh. I. Wouldn't say that's so."
"It's not so? Aren't the numbers close to the same?"
"Close to. They're not the same."
"But the damage is."
"Well, yes, but..."
"And isn't it true, that PGI has followed a long honored pattern of nerfing existing tech before releasing new tech? Tech such as robots, battlemechs, I think you call them..."
"Sorry, Tom... what were you asking? It's been a long week, pulling all nighters, you know, got to make sure we hit our release dates and promises..."
"That the weapons have been downgraded..."
"What weapons?"
"The new ones..."
"Oh, right. Of course they haven't been downgraded, Tom! They're new weapons, after all. Man, you media men sure are silly."
"But the stats are the same."
"No, they're different--"
"The same--"
"Whoa."
"What?"
"Did you see that? Golden lasers... wow. Far out, man."
"No, I didn't see that--"
"Hey, can I ask a question?"
"Shoot."
"Would you like to buy a mechpack?"
[Scene fades out]
"Well, there you have it folks, straight from the horse's mouth. Oh, and one last thing: In the interview, said informant said they were pulling all nighters, so we secretly followed them one evening to see what that was all about. We'll leave you with this, our final thought, and let you decide."


Edited by Mister Blastman, 20 June 2017 - 03:47 PM.
#23
Posted 20 June 2017 - 03:31 PM
Dee Eight, on 20 June 2017 - 03:14 PM, said:
The point of pulse lasers was not to REDUCE your damage either.
Dee Eight, on 20 June 2017 - 03:14 PM, said:
Stop living in the past. We're two decades later and CAN (and will) substitute the new technology whenever we want.
Dee Eight, on 20 June 2017 - 03:14 PM, said:
I base my experience off of playing Mechwarrior 3, Mechwarrior 4, MWO, MW Living Legends, MW Tactics, and HBS Battletech, as well as anecdotal experience from many TT players on this forum and just comparing the actual weapon values.
Battletech in every single iteration is a game about NUMBERS above all else. Specifically, it's about making sure that your numbers are better than your enemy's numbers. It is absurdly easy to min-max in this IP and find the best ways to accomplish a given task.
And you'd be surprised at how often MWO's meta has mirrored TT's meta (e.g. light mechs being bad, PPCs dominating back in the day, Gauss Rifle being beast, Clan laser vomit, Clans in general being better than the IS, IS SL and SPL being weak, STD engines being inferior to even IS XL, AC/2 and AC/5 being mediocre, low engine mechs usually being worse than moderate to large engine mechs, etc).
Edited by FupDup, 20 June 2017 - 03:32 PM.
#24
Posted 20 June 2017 - 03:35 PM
Edited by The6thMessenger, 20 June 2017 - 03:37 PM.
#28
Posted 20 June 2017 - 03:42 PM
The6thMessenger, on 20 June 2017 - 03:37 PM, said:
I was also under the impression that heavy-lasers achieve this damage via horrendous damage/tick -- long duration.
Edit: phone did a crazy typo.
Edited by Grus, 20 June 2017 - 03:45 PM.
#29
Posted 20 June 2017 - 03:48 PM
Prosperity Park, on 20 June 2017 - 12:08 PM, said:
NO, WAIT. The Clan SPL has longer range for the same weight and size, so the IS SPL should do 7 or 8 damage.
Get to Twitter, tell Russ the IS SPL should deal 7 damage.
What kind of random rambling is that. IS SPL doesnt matter either. Locusts are pretty much the only mech that takes them. So yes, buff them to usefulness.
#30
Posted 20 June 2017 - 04:03 PM
Nobody is leaving specifically because of weapon values, but they may leave because they are sick of having good builds and mechs wrecked just to get them to buy replacement mechs and builds. Not everyone chases the meta - many people have favorite mechs and playstyles that they want to be able to play "good enough" to have fun: constant nerfs to force people to buy "the next great thing" are in complete conflict with that play style. Sure, if you just want to throw cash at the game for the next "pay to win until it's nerfed" mech, this system works fine. But if you want something more from the experience, forget it.
#31
Posted 20 June 2017 - 04:11 PM
oldradagast, on 20 June 2017 - 04:03 PM, said:
Nobody is leaving specifically because of weapon values, but they may leave because they are sick of having good builds and mechs wrecked just to get them to buy replacement mechs and builds. Not everyone chases the meta - many people have favorite mechs and playstyles that they want to be able to play "good enough" to have fun: constant nerfs to force people to buy "the next great thing" are in complete conflict with that play style. Sure, if you just want to throw cash at the game for the next "pay to win until it's nerfed" mech, this system works fine. But if you want something more from the experience, forget it.
#32
Posted 20 June 2017 - 04:26 PM
FupDup, on 20 June 2017 - 03:42 PM, said:
Having the same ton kind of bothers me if that were the case. Heat's easily dissipated, even if it reduces your alpha count before overheating. It also does lower your face-time relative to damage done which is kind of vital in our PPFLD meta. Long duration is the only think i could think of to make the weapons balanced.
#33
Posted 20 June 2017 - 04:44 PM
The6thMessenger, on 20 June 2017 - 04:26 PM, said:
Having the same ton kind of bothers me if that were the case. Heat's easily dissipated, even if it reduces your alpha count before overheating. It also does lower your face-time relative to damage done which is kind of vital in our PPFLD meta. Long duration is the only think i could think of to make the weapons balanced.
I'm thinking they could be slightly higher. Maybe why we finally got the slight duration buff on the cerll. So something like 0.15s more on each class. Though the other classes do require extra slots compared to the er versions. A heavy medium and heavy large laser are 2 and 3 slots instead of just 1.
Actually why do they call them heavy lasers? Wouldn't something like big lasers, more volume lasers, spacious lasers...make more sense?
Edited by dario03, 20 June 2017 - 04:46 PM.
#34
Posted 20 June 2017 - 04:54 PM
#35
Posted 20 June 2017 - 04:55 PM
remember when they said "balance is as close as it's ever been" after looking at the tuk 3 stats?
so guys, meet the new
#36
Posted 20 June 2017 - 05:13 PM
The6thMessenger, on 20 June 2017 - 04:26 PM, said:
Having the same ton kind of bothers me if that were the case. Heat's easily dissipated, even if it reduces your alpha count before overheating. It also does lower your face-time relative to damage done which is kind of vital in our PPFLD meta. Long duration is the only think i could think of to make the weapons balanced.
Whatever the base heat value is, the Ghost Heat limit on Heavy Beamers should be very very low. Something like 1-2 for HLL, 3 for HML, and 4-5 for HSL depending on exactly what PGI sets the damage values to. That, and the actual Ghost Heat multiplier should also be high so you nearly blow up if you try to exceed the limit.
Longer duration is not really an option for the Heavy LL, because we already saw what happened to the ERLL at just 1.5 seconds or longer even at very long ranges. The Heavy SL, with its super short range, definitely wouldn't be viable if it had more than 1.1 seconds of burn time (current CERSL value). Maybe the Heavy ML could get away with slightly longer than the CERML, but not by much.
#37
Posted 20 June 2017 - 07:25 PM
FupDup, on 20 June 2017 - 11:56 AM, said:
Except that it has half the range. 80m for optimal is cutting it way to close.
#38
Posted 20 June 2017 - 07:32 PM
FupDup, on 20 June 2017 - 03:31 PM, said:
I base my experience off of playing Mechwarrior 3, Mechwarrior 4, MWO, MW Living Legends, MW Tactics, and HBS Battletech, as well as anecdotal experience from many TT players on this forum and just comparing the actual weapon values.
Battletech in every single iteration is a game about NUMBERS above all else. Specifically, it's about making sure that your numbers are better than your enemy's numbers. It is absurdly easy to min-max in this IP and find the best ways to accomplish a given task.
I do kinda feel a bit for the sane clanners, cuz they got scammed with small pulse (which feels more like starleague retrotech) instead of er-small-pulse (which feels like the appropriate cer-sl counterpart). But uh well actually in TT, MW4 even Mechcommander (can't say for the others) pulse did in fact reduce the raw damage you could put downwind, due to the increased tonnage/reduced alpha damage/increased heat. Though of course this would only matter past a certain gunnery skill level in TT (when that -2 isn't a big deal anymore), and if your playing a poke war in MW4/MC (cuz then the faster recycle means bupkis). For TT and MC which had free build mechlab that increased requirement meant less gunz and so less damage, for MW4 which shares limited hardpoint system the gun flatout did less alpha damage for better dps doing 1.5 dmg .5 sec recycle time 2 tons compared to 2.5 dmg 3 sec recycle time 1 ton. Were they balanced? hell probably not, but what the pulses are now is actually far different compared to how they were originally portrayed in the official IP's.
#39
Posted 20 June 2017 - 07:42 PM
Prosperity Park, on 20 June 2017 - 11:53 AM, said:
"Waaahhhh, my 3 damage small pulse laser doesn't deal 6 damage anymore"
I am glad you quit the game over this.
See you in a week when you come back without admitting that you screamed and quit like a child flipping a checkerboard over.
Guess what? HSL comes out next month. Don't pretend you didn't know about it.
Yes let's remove stuff from the game before the stuff to replace it is actually in, leaving people without an option for a month or so, quality balancing decisions!
#40
Posted 20 June 2017 - 08:27 PM
JohnnyWayne, on 20 June 2017 - 12:02 PM, said:
100 meter range anyone? Not enough to matter I mean.
Pretty much how I feel. Honestly I think anything less than 200m is too short to really be useful most of the time but power to anyone who can make good use of a weapon with only 100m range because they are a better pilot than I am.
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