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Suggested Fix For A Lot Of The New Weapons


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#1 Weepy Wanebow

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Posted 29 June 2017 - 06:26 AM

Clan Weapon
ER Micro Laser
Change damage to 3
Reduce heat to 1.5
[Reduce cooldown to 2

Micro Pulse Laser
Change damage to 3.5
Reduce cooldown to 1.33

Heavy Lasers
All Heavy Lasers should create a static/HUD scramble effect when fired (during laser burn duration).

Also all Heavy Lasers should have a color difference from other laser types.

Small Heavy
Reduce cooldown to 2.66
Reduce Duration 1.2

Medium Heavy
Reduce cooldown to 4 (maybe 3.75)
Reduce duration to 1.4

Large Heavy
Reduce cooldown to 5
Reduce duration to 1.5

ATMs
Eliminate Minimum range
Change them to how they are in Lore and have it function like a normal LRM/SRM system with Artemis instead of the weird semi-streak way it currently i

Inner Sphere

Gauss
All Gauss should have their charge time reduced by a hair

Light Gauss
Reduce tons to 11
Increase damage to 9 (maybe 10)
Make it so that you can charge and fire 3 at a time but only if it is 3 light gauss, otherwise it falls into the 2 gauss at a time rule
Reduce cooldown to 3.5

Heavy Gauss
Reduce cooldown to 5

RAC
The Spin up time of RACS should be decreased by 25%. Also the way that spin up currently works is time/duration consistent regardless of barrel spin. In a real mini gun, there is a spin down time after firing, you can kick it back into spinning up to fire during this spin down and it (because it is already spinning) takes less time to get up to speed to fire (again because it is already spinning). The RAC systems have a consistent spin up time/duration before firing even if you can actively hear them “spinning down”. It shouldn’t operate that way.

RAC2
If PGI is insistent on using a DPS approach for these….
Increase damage to 6/s
Ghost heat threshold should be 3 and not tied to RAC5

RAC5
Increase damage to 12.5/s
Ghost heat is fine at 2 but shouldn’t be tied to RAC2

Light PPC
Light PPC should have a ghost heat threshold of 4 and they should only be tied to Light PPCs

Snub-Nose PPC
Snub-Nose PPC should have a ghost heat threshold of 3 and should only be tied to other snub-nose PPCs.

Heavy PPC
Increase Damage to 15 (regardless of splash or no splash)

MRMs (in general)

Stream fire is totally fine…however…. The Stream that is fired needs to follow the reticle (I understand it is a glitch but it is hard to tell how good or bad they will be and what really needs to change on them as long as they are not firing in a logical and "in line with other missile weapons in the game" kind of way)

Ghost heat threshold should be increased by 1 for each size although them being tied together and using the lowest common denominator is a good balancing concept that should stay for MRMs

MRM40s should have their cool down reduce to the same 4.3 as the other sizes.

Missile spread needs to be reduced by a good bit, my suggestion is to reduce the spread of each size by a total of 1.0


Also, hopefully PGI does a second pass with some weapon tweaks from suggested changes while also fixing the number of identified glitches and functionality errors. Feedback is of better value when there aren't unintended glitches greatly impacting the performance of the new stuff.


Edit: fixed weird formatting issues caused by copy and paste from word

Edited by Wendigo Waltz, 29 June 2017 - 06:33 AM.


#2 Gentleman Reaper

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Posted 29 June 2017 - 08:30 AM

I have to disagree with most of your suggestions:

Micro lasers: These are supposed to be a step down from small lasers, making them into IS small lasers doesn't help them feel unique. They should be very low damage, but with a very low duration and cooldown, and have decent DPS for their range bracket.

Heavy lasers: An ECM effect is gimmicky, and ends up simply discouraging mixed-builds using them. They should have insane heat, but a very good damage to duration ratio.

ATMs: These are a very complicated subject because of how they're implemented, with it having the traits of all 3 missile types it's supposed to be able to fire separately. Because of this, I think a minimum range should remain, but less than it is now, somewhere between 90-120 meters.

Light Gauss: Tonnage should never be touched from TT values, as it plays havok on mech variants that use them stock. Cooldown should go down to 2.7, with the charge possibly removed, damage stays the same.

RAC5: 12.5 DPS is simply too much for a 10 ton weapon, even one that needs constant face-time. 9.6 DPS seems fine now, instead jam buildup and spin-up should be the main balancing factors. Agree with the 6DPS RAC2.

PPCs: Here we get into a complicated situation, if we split up Light and SNPPCs for ghost heat, then we run into very-high damage PPFLD PPC alphas. The only way we can tame this kind of exploitation is to introduce modified Energy Draw system that only affects energy weapons and the Gauss rifles.

#3 Odhinnson

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Posted 29 June 2017 - 09:13 AM

View PostWendigo Waltz, on 29 June 2017 - 06:26 AM, said:

Clan Weapon
ER Micro Laser
Change damage to 3
Reduce heat to 1.5
[Reduce cooldown to 2

Micro Pulse Laser
Change damage to 3.5
Reduce cooldown to 1.33

Heavy Lasers
All Heavy Lasers should create a static/HUD scramble effect when fired (during laser burn duration).

Also all Heavy Lasers should have a color difference from other laser types.

Small Heavy
Reduce cooldown to 2.66
Reduce Duration 1.2

Medium Heavy
Reduce cooldown to 4 (maybe 3.75)
Reduce duration to 1.4

Large Heavy
Reduce cooldown to 5
Reduce duration to 1.5

ATMs
Eliminate Minimum range
Change them to how they are in Lore and have it function like a normal LRM/SRM system with Artemis instead of the weird semi-streak way it currently i

Inner Sphere

Gauss
All Gauss should have their charge time reduced by a hair

Light Gauss
Reduce tons to 11
Increase damage to 9 (maybe 10)
Make it so that you can charge and fire 3 at a time but only if it is 3 light gauss, otherwise it falls into the 2 gauss at a time rule
Reduce cooldown to 3.5

Heavy Gauss
Reduce cooldown to 5

RAC
The Spin up time of RACS should be decreased by 25%. Also the way that spin up currently works is time/duration consistent regardless of barrel spin. In a real mini gun, there is a spin down time after firing, you can kick it back into spinning up to fire during this spin down and it (because it is already spinning) takes less time to get up to speed to fire (again because it is already spinning). The RAC systems have a consistent spin up time/duration before firing even if you can actively hear them “spinning down”. It shouldn’t operate that way.

RAC2
If PGI is insistent on using a DPS approach for these….
Increase damage to 6/s
Ghost heat threshold should be 3 and not tied to RAC5

RAC5
Increase damage to 12.5/s
Ghost heat is fine at 2 but shouldn’t be tied to RAC2

Light PPC
Light PPC should have a ghost heat threshold of 4 and they should only be tied to Light PPCs

Snub-Nose PPC
Snub-Nose PPC should have a ghost heat threshold of 3 and should only be tied to other snub-nose PPCs.

Heavy PPC
Increase Damage to 15 (regardless of splash or no splash)

MRMs (in general)

Stream fire is totally fine…however…. The Stream that is fired needs to follow the reticle (I understand it is a glitch but it is hard to tell how good or bad they will be and what really needs to change on them as long as they are not firing in a logical and "in line with other missile weapons in the game" kind of way)

Ghost heat threshold should be increased by 1 for each size although them being tied together and using the lowest common denominator is a good balancing concept that should stay for MRMs

MRM40s should have their cool down reduce to the same 4.3 as the other sizes.

Missile spread needs to be reduced by a good bit, my suggestion is to reduce the spread of each size by a total of 1.0


Also, hopefully PGI does a second pass with some weapon tweaks from suggested changes while also fixing the number of identified glitches and functionality errors. Feedback is of better value when there aren't unintended glitches greatly impacting the performance of the new stuff.


Edit: fixed weird formatting issues caused by copy and paste from word

I wholeheartedly agree with your asessment of the clan weapons, at least, while the micro lasers should be short range-less damaging lasers, they should still deal enough damage to be relevant within their intended ranges and the Heavy laser durations are so long they don't mix with any other weapon type well. AS for ATMs I agree, spread and minimum range should at least be improved, particularly considering they are our Medium range missile. While they should not replace our SRMs and LRMs entirely, they should not be worse than both at everything-As for the rest, I do not play IS mechs enough to really form an opinion on that end, :/





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