

Pts Changes Are Up.
#1
Posted 01 July 2017 - 01:08 AM
#2
Posted 01 July 2017 - 01:15 AM
Quote
Ballistic
UAC/10
Fixed ammo tuning to appropriate amount, 40 shots per ton, 20 per half ton
Heat reduced to 3 (from 4)
UAC/20
Fixed Ammo tuning to appropriate amount, 21 shots per ton, 9 per half ton
Heat reduced to 6 (from 7)
RAC 2
Increased damage up to 0.7 (from 0.5)
Reduced Spin up time to .75 seconds (from 1 second)
Increased velocity to 1500 (from 1150)
RAC 5
Increased damage up to 1.35 (from 1.2)
Reduced Spin up time to 1 second (from 1.25 seconds)
Increased velocity to 1025 (from 950)
Increased ammo to 150 shots per ton, 75 per half ton (from 130 and 65 respectively)
Light Machine Gun (Both Clan / IS)
Damage increased to 0.07 (from 0.06)
Crit Multiplier increased to 13(from 9)
Heavy MachineGun (Both Clan / IS)
Damage reduced to 0.14 (from 0.15)
Crit Multiplier reduced to 6 (from 9)
Light Gauss
Increased velocity to 2200 (from 2000
Decreased Cooldown to 3.75 (from 5)
Heavy Gauss
Increased velocity to 1500 (from 1000)
Energy
Light PPC
Increased the minimum heat penalty trigger to 4 (from 3)
Component Health reduced to 5 (from 7.5)
Heavy PPC
Projectile damage increased to 13 (from 12)
Arcing Damage decreased to 1 (from 1.5)
Minimum range now represented by an exponential damage drop off similar to Clan LRMs.
Heavy Small Laser
Duration decreased to 1.2
Cooldown Increased to 3.9
Heavy Medium Laser
Duration Decreased to 1.45
Cooldown Increased to 5.15
Heavy Large Laser
Duration Decreased to 1.55
Missiles
*Special Note*
First round PTS feedback alerted us to a current bug on PTS in which the Artemis Mech upgrade is unintentionally boosting MRM, ATM, and Rocket Launcher spread attributes. This will be fixed for the final feature release, but it still remains within this current PTS. It is advised that anyone wishing to test the new Missile weapon systems on PTS to take the Artemis Guidance Mech upgrade to test currently intended spread test values.
MRM 10
Velocity increased to 400 (from 350)
MRM 20
Velocity increased to 400 (from 350)
Component Health increased to 10 (from 7.5)
MRM 30
Velocity increased to 400 (from 350)
Component Health increased to 12.5 (from 7.5)
MRM 14
Velocity increased to 400 (from 350)
Component Health increased to 15 (from 7.5)
ATM 3
Minimum Range reduced to 120 meters (from 180)
ATM 6
Minimum Range reduced to 120 meters (from 180)
Component health increased to 5 (from 3.5)
ATM 9
Minimum Range reduced to 120 meters (from 180)
Component health increased to 7.5 (from 3.5)
ATM 12
Minimum Range reduced to 120 meters (from 180)
Component health increased to 10 (from 3.5)
Rocket Launcher 10
Spread increased to 6.2
Heat Penalty value increased to 3.5 (from 1.75)
Heat Penalty Trigger reduced to 3 (From 5)
Rocket Launcher 15
Spread increased to 6.2
Heat Penalty value increased to 3.5 (from 1.75)
Heat Penalty Trigger reduced to 2 (From 5)
Rocket Launcher 20
Spread increased to 6.2
Heat Penalty value increased to 3.5 (from 1.75)
Heat Penalty Trigger reduced to 2 (From 5)
Equipment:
Laser Anti Missile System (Both Clan / IS)
Heat reduced to 3.5 (from 4)
Please note that these values still remain test values and may change by final release.
#3
Posted 01 July 2017 - 02:20 AM
We don't need this erratic damage output, considering that we have to risk it and stare people to death already.
#4
Posted 01 July 2017 - 02:31 AM
#5
Posted 01 July 2017 - 03:14 AM
The6thMessenger, on 01 July 2017 - 02:20 AM, said:
We don't need this erratic damage output, considering that we have to risk it and stare people to death already.
That's what I think as well. Judging from the overall changes that came relatively fast, I think PGI is at least paying attention to the PTS feedback from the playerbase. So thats something.
#6
Posted 01 July 2017 - 06:05 AM
El Bandito, on 01 July 2017 - 03:14 AM, said:
Well a hotfix was sort of guaranteed, usually is in most games after big patches, but yeah they had no real reason to alter the balance rates from what they were yet, other than making PTS feedback feel valued, so despite what the exact changes are, it is good news over all.
#7
Posted 01 July 2017 - 08:21 AM
Kangarad, on 01 July 2017 - 02:31 AM, said:
From everything I have seen or read so far, most people feel that the Heavy MG is over-performing despite its limited range. Looks like they are trying to rein that in a bit.
As for the new tech, I tested about 5 hours last night and I got to saw for once they seem to be doing a decent job though it is still early. Heavy Lasers and ATMs actually feel pretty good now and after playing more, I am starting to realize the limitations of RACs and MRMs so the changes they made were a step in the right direction though they may have further to go. I would even say that the Heavy PPC went in the right direction as well. I am still not sure 13 damage upfront is enough to justify the weight of the weapon but on the other hand it is a 30% increase over what a regular PPC can output, on a weapon that is 30% heavier. I am not sure we can ask for more to be honest.
#8
Posted 01 July 2017 - 08:36 AM
Viktor Drake, on 01 July 2017 - 08:21 AM, said:
From everything I have seen or read so far, most people feel that the Heavy MG is over-performing despite its limited range. Looks like they are trying to rein that in a bit.
As for the new tech, I tested about 5 hours last night and I got to saw for once they seem to be doing a decent job though it is still early. Heavy Lasers and ATMs actually feel pretty good now and after playing more, I am starting to realize the limitations of RACs and MRMs so the changes they made were a step in the right direction though they may have further to go. I would even say that the Heavy PPC went in the right direction as well. I am still not sure 13 damage upfront is enough to justify the weight of the weapon but on the other hand it is a 30% increase over what a regular PPC can output, on a weapon that is 30% heavier. I am not sure we can ask for more to be honest.
It's 50% more heat, so I think we can ask a little bit more.
#9
Posted 01 July 2017 - 12:20 PM
Please remove PPC minimum range or they wont be used like the current PPC. Removing charge up on some of the gauss rifles may be great to.
Edited by Johnny Z, 01 July 2017 - 12:23 PM.
#10
Posted 01 July 2017 - 12:22 PM

#11
Posted 01 July 2017 - 12:30 PM
RAC's I noticed ther a bit potent now, but still they need to work with the jam bar, had a match where an ubie used a rac5 on me for 6-7 seconds straight.
MRM's haven't noticed much change need to play them more.
#12
Posted 01 July 2017 - 03:14 PM
Either give them 2 and 5 damage per shot but reduce the amount of time it takes to fill up the bar or keep the pathetic damage and make it so the spin up doesn't fill up the bar and reduce the jam time.
I would go for the damage approach, they are AC2-5 after all, they should do 2 or 5 damage per shot and be able to pump a lot out quickly but with a larger risk of a jam.
#13
Posted 01 July 2017 - 03:23 PM
#14
Posted 01 July 2017 - 03:39 PM
Reaver2145, on 01 July 2017 - 03:14 PM, said:
Either give them 2 and 5 damage per shot but reduce the amount of time it takes to fill up the bar or keep the pathetic damage and make it so the spin up doesn't fill up the bar and reduce the jam time.
I would go for the damage approach, they are AC2-5 after all, they should do 2 or 5 damage per shot and be able to pump a lot out quickly but with a larger risk of a jam.
If you really want to be true to the TT lore, they'd do 2 and 5 damage per shot, but only fire up to six rounds before they stop have to cool down. Oh, and the recoil would be so bad that you'd get unavoidable shot spread like missile weapons do; you wouldn't be able to get all six rounds into a single location unless you were either very lucky or practically hugging your target.
#15
Posted 01 July 2017 - 03:52 PM
Quote
no.
its damage was fine at 12/1.5/1.5
the problem is the absurd 14.5 heat. its heat needs to be like 12.5-13 at most.
#16
Posted 01 July 2017 - 04:32 PM
IS Weapons:
While I want to like MRMs I don't feel they are effective enough. The missiles are just shotgunning out peppering the enemy mech from head to toe. Even point blank, less than 50m away you still can't get any sort of concentrated damage on your target. They honestly feel like the LBX of missiles.
RAC's still need something more. I like them but they don't quite seem to have enough umph to them.
ER MLs feel a tad too hot. I have said this before and more testing had further reinforced this feeling.
Heavy PPCs feel ok now but I am still not sure that they do enough damage to justify their extra weight and heat.
Clan Weapons:
Heavy Lasers are almost there but need a little something more to make them feel like a viable alternative to existing weapons, as it stands when you take into account beam duration, heat and range, they just don't feel like they are as good as existing options.
ATMs are very close to being perfect though I still think the minimum range is a bit too long. I would still recommend 90m. Also the ammo counts are way too low. Generally I find myself running low on ammo every fight and we are only doing short 4 vs 4 battles. At the pace you burn through missiles, you average player is going to have to take like 8 tons of ammo which isn't really feasible.
Edited by Viktor Drake, 01 July 2017 - 04:33 PM.
#17
Posted 01 July 2017 - 04:33 PM
evilauthor, on 01 July 2017 - 03:39 PM, said:
If you really want to be true to the TT lore, they'd do 2 and 5 damage per shot, but only fire up to six rounds before they stop have to cool down. Oh, and the recoil would be so bad that you'd get unavoidable shot spread like missile weapons do; you wouldn't be able to get all six rounds into a single location unless you were either very lucky or practically hugging your target.
OK. We will leave them as total crap then. Ultras invalidate their existence.
#18
Posted 01 July 2017 - 04:43 PM
Quote
ATMs should have no min range.
the whole point of ATMs is to be a versatile missile system thats good but not great at all ranges.
it should be good at short range but not as good as SRMs
it should be good at long range but not as good as LRMs
#19
Posted 01 July 2017 - 05:07 PM
Khobai, on 01 July 2017 - 04:43 PM, said:
ATMs should have no min range.
the whole point of ATMs is to be a versatile missile system thats good but not great at all ranges.
it should be good at short range but not as good as SRMs
it should be good at long range but not as good as LRMs
PGI seems to be trying not to invalidate SSRMs (which they themselves had nerfed into useless crap against anything over 50 tons) through this ATM minimum range invention. Pathetic, really. SSRMs shouldnt have been ****** in the first place.
#20
Posted 01 July 2017 - 05:10 PM
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except ATMs having no min range doesnt invalidate SSRMs
stealth armor does
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