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Suggested Changes To Cw Pts1 Weapons


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#1 Reno Blade

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Posted 28 June 2017 - 02:53 PM

Reasoning:
Currently it is very easy to bring your full weapons damage to the target with average skill. This leaves twisting and shielding less effective as the weapons performance is very high with the addition of the Skill Tree and reduction of agility by the Engine desync.

Therefore the goal is to make it harder to maintain high dps with high precision. This increases the player skill factor for delivering full damage to target component by focusing on harder aiming due to longer weapon durations.

At the same time, longer cooldowns of larger weapons provide more reason to mix the loadout with small and medium weapons or other weapon classes.



Weapon values

Energy:
- Pulse Lasers have reduced cooldown, but also reduce damge and heat, so you would need more face time for higher dps (dakka like ACs)
- ER and Heavy lasers have still longer burn durations
- all PPCs have unique splash per range


Energy weapon stats:
Posted Image


Changes for PPCs
PPC Splash distribution with graphs!
Spoiler

PPCs are great for mid-long range and have 0 dmg min range
LPPCs have constant ratio and 0 dmg min range (so they are less efficient on mid-long range)
ERPPCs have highest direct damage (100%) on long-extreme only and have high splash on shorter range
CERPPCs is using increasing direct damage, but has good averages
HPPCs have some splash at min range, but get high direct damage overall (more than combinations of other types)
SNPPCs start with high direct damage but drop off quickly and also have a shorter range and damage drop


If using constant ratios, my suggestion would be this:
Spoiler

That way you get more total damage from HPPC and still can combine quite nicely the LPPC with the other types and also not making multiple LPPCs stronger than the other types (considering 2x LPPC would be 6+2+2 and normal PPC would be 8+1+1).




Ballistics:
- all ACs use more bullets which increases difficulty to bring all damage on target
- Gauss requires longer charges which increases difficulty to use in brawl efficiently (might not be enough to prevent Gauss of beeing the only good PPFLD weapon) but also gets shorter cd and longer hold time to compensate the longer charge time.


Posted Image

Changes for ACs
AC Classes
Base IS is 0.1s per bullet
Base Clan is 0.15s per bullet
AC2 1+1 = 2dmg
AC5 1.66+1.66+1.66 = 5dmg
AC10 2+2+2+2+2 = 10dmg
AC20 4+4+4+4+4 = 20dmg


Changes for Gauss

Gauss 15dmg, 3.5s cd, 2.0s charge, 2.0s charge hold, 3heat (+2)
Light Gauss 10dmg(+2), 3.0s cd, 1.5s charge, 1.5s charge hold, 2heat (+1)
Heavy Gauss 25dmg, 4.0s cd, 2.5s charge, 2.5s charge hold, 4heat (+3)




Missiles:
- longer cooldown for all missiles
- Stream-fire every missile
- Missile velocity increased for LRM/MRM + can skill velocity and volley duration
- (optional for more skill dependency) Streak/LRM lock mechanic changed to aquire 5 target components (e.g. 2x LT, 1x CT, 1x RT, 1x RL) for each 5 missiles.


Missiles (IS)
Posted Image

Missiles (Clan)
Posted Image


Skill tree changes:
  • S-1) Increase total number of nodes per attribute by 100% (double) (e.g. able to skill 20% cooldown if investing that much)
  • S-2) Add Nodes for PPC auto-charge speed (25%)
  • S-3) Add Nodes for Gauss charge speed (25%)
  • S-2) Add Nodes for AC Burst duration (25%)
  • S-2) Add Nodes for Missile volley stream duration (25%)


#2 Reno Blade

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Posted 29 June 2017 - 04:13 AM

Cooldowns and longer durations will increase TTK a lot.

Staring down the enemy (while your weapon duration is firing) will not increase the risk of return fire coring you faster, as all weapons have durations and you (or your enemy) can not pump out all your damage in a split second. So you can twist for any weapon combination (even PPFLD has spread/duration now).

#3 Reno Blade

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Posted 04 July 2017 - 07:27 AM

The last PTS update added some of the most needed changes.

I am still missing the big "differentiation" of the "energy rebalance".
E.g. ERLaser and LPulse vs Heavy Large Laser / Heavy PPC / PPC.
As ERLaser and LPulse have shorter duration and high damage (buffed over BT TT stats), the other energy weapons are lacking behind.

We might need to nerf ER/Pulse laser base damage or duration to make the Heavy lasers viable without making the Heavy Lasers superior.
Now with long beam AND long cooldowns, heavies are just too bad for their short range, which is brawling range.

Similar issue many people pointed out with the HPPC and ATM.
They often are niche or slight downgrade as balancing them is tricky without making them superior and replacing similar weapons.

While my changes are very strong on the nerf-side, the complete weapon comparisons here could help with finding overall balance values and defining roles.

Edited by Reno Blade, 04 July 2017 - 07:28 AM.


#4 kapusta11

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Posted 04 July 2017 - 07:41 AM

So... make a new game?

#5 Reno Blade

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Posted 04 July 2017 - 09:29 AM

View Postkapusta11, on 04 July 2017 - 07:41 AM, said:

So... make a new game?

apparently thats what some ppl are looking for, if you see all the comments about 'stale gameplay', even if i dont think it would be another game really.
just less power creep and instant death where you have big gaps of rock 8aper scissors. more even battlefield with longer battles.

#6 kapusta11

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Posted 04 July 2017 - 10:03 AM

View PostReno Blade, on 04 July 2017 - 09:29 AM, said:

apparently thats what some ppl are looking for, if you see all the comments about 'stale gameplay', even if i dont think it would be another game really.
just less power creep and instant death where you have big gaps of rock 8aper scissors. more even battlefield with longer battles.


We already have rock, paper and scissors. They are called Gauss/PPC/ERLL sniping, mid range laser vomit poking and brawling. Oh and there's UAC boating too, that makes it Lizard. Or Spock? Nah, we're probably missing Spock. RIP Leonard. Anyways all playstyles are more or less viable.

And what power creep are you talking about? For the last year there were nothing but nerfs. Gauss cooldown nerfed, Gauss 3x max range nerfed. cERPPC cooldown nerfed. Both IS and Clan LPL nerfed. UACs jam chance and heat nerfed. cSPL nerfed. SRM spread nerfed. Even LRMs got nerfed. Armor/structure got buffed. TTK is longer than it ever was.

#7 Reno Blade

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Posted 10 July 2017 - 11:53 AM

View Postkapusta11, on 04 July 2017 - 10:03 AM, said:


We already have rock, paper and scissors. They are called Gauss/PPC/ERLL sniping, mid range laser vomit poking and brawling. Oh and there's UAC boating too, that makes it Lizard. Or Spock? Nah, we're probably missing Spock. RIP Leonard. Anyways all playstyles are more or less viable.

And what power creep are you talking about? For the last year there were nothing but nerfs. Gauss cooldown nerfed, Gauss 3x max range nerfed. cERPPC cooldown nerfed. Both IS and Clan LPL nerfed. UACs jam chance and heat nerfed. cSPL nerfed. SRM spread nerfed. Even LRMs got nerfed. Armor/structure got buffed. TTK is longer than it ever was.

So let's make this clear, all the options we have are boats.
Anyone who tried to mix is automatically handicapped.
Bring minimum of 3x LL or 4x SRM6, Dual Gauss/PPC or more vomits.
Maybe you will see some laser as backup for SRM brawler (e.g. on Huntsmen)

This is power creep, no matter how much a single weapon stat was nerfed.

example:
You will see 3x LL (or 2xLP) on Lights and Meds, even tho that should be less effective than using any combination of LL + ML, as you can't "boat" enough ML (outside of specific variants of BJ, PHawk and Hunch).

Do you see anyone using non-boated builds outside of some gimmik/troll builds or high-synergy (e.g. Gauss+PPC or SRM+AC/LBX) ?

#8 Reno Blade

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Posted 10 July 2017 - 02:06 PM

Another take with new values after a lot of feedback in multiple threads.


Ballistics
- fixed some cooldowns to better balance smaller/dps weapons against bigger weapons
- increased burst counts/charge times
Posted Image


Energy
- reduced some heat, but also some damage/cd
- tweaked laser classes again to increase pulse dps/dph stats
- Pulse are only lasers below 1.0s duration and below 2.0s cooldown
- Heavy Lasers have higher stats than ER lasers, but keep the longer burn and shorter range
- only LPPC/ERPPC without splash, but with higher heat than the other PPCs.
Posted Image


Missiles (IS)
- slight reduction in cooldowns
- reduction in stream durations from previous values
- increase in LRM and MRM velocities
Posted Image

Missiles (Clan)
- slight reduction in cooldowns
- reduction in stream durations from previous values
- increase in LRM and ATM velocities
- added ATMs for medium/long range for comparison and increased the short/med range of ATMs
Posted Image





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