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My Constructive Criticism So Far


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#1 xXBagheeraXx

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Posted 29 June 2017 - 09:24 AM

First one off the bat.

The DUAL HEAVY GAUSS CONFIG IS BROKEN. That is far too much damage in one hit despite the short range. I would personally recommend reducing heavy gauss damage to 20 a shot, but giving it a range buff as compensation. If those go live as they are, the Dual heavy Gauss mauler is going to be a very common cheese wheel. This HAS to get toned down before it goes live. Basically one shot removing lights, mediums and some heavies from the game or severely crippling them in one hit is Hilarious, but for the sake of game balance it needs to get nerfed.

Rotary autocannon heat, and ghost heat are set a bit too high to really be useful. I had an enforcer unload on my CT for pretty much a full burst till he jammed both guns....barely scratched my armor. Also. I'd recommend setting it to 4 rotaries of any size as the ghost heat limit so people could run 2 5's and 2 twos...or 4 5's......You are kind of shooting yourself in the foot, because if the ghost heat cap remains 2, then i have 0 reason to pick up an annihilator pack, as i'm sure 4 racs was going to be a common thing with that mech.

The spin up time for Rotaries should not count towards your "jamming meter" I understand the concept behind the mechanic to limit it to a burst damage weapon, but its counter productive. If you fire the gun till it fills the bar then let them cool down, your firing time is limited since the cool down meter takes SO LONG TO DRAIN, you would get more damage out of them just standing on the cannons till they overheated.

IS Ultra AC20 ammo needs to be 21 shots per ton. It's still only 7 shots.

IS Uac10 heat needs to be toned down a bit.

Snub nose PPC heat could be toned down by 1, to further cement its place as the "brawling PPC" Its rather unwieldy due to the large heat spikes a pair of these produce.

MRM's while they look and sound impressive, are actually pretty mediocre unless boated in large quantities due to the massive spread and fairly low damage per missile. Great potential there tho.

Clan Heavy lasers are DOA. Those burn times/range are abysmal. Noone is going to stare at you in the time it takes to get a full heavy large laser burn in. I dont even think the heavy mediums or smalls will get much use.

ATM's are unimpressive. The MASSIVE minmum range and spread just make these basiclaly inferior clan LRMS, except for the high damage sweet spot at around 300 ish meters....which doesnt go much further past 400, and you have a 200 minimum range...so you have a 100 meter sweet spot where they are REALLY good...and then you are just a bad LRM launcher at the other two ranges. Except for people who just REALLY want to make this work, ATM boats, or as side weapons to mid range direct fire builds, I dont expect much out of these missiles. My recommendations for these would be to cut the range down to 750 or 800 or so, and remove the minimum range, but keep the scaling damage. I expected these to basically be smaller/meaner direct fire LRMS but without the long range and would have been probably the only useful additon to clan weaponry out of this entire package.

Edited by xXBagheeraXx, 29 June 2017 - 11:37 AM.






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