Jump to content

A Detailed Review Of The New Weapons. (Pros, Cons, And What Can Be Done)


11 replies to this topic

#1 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,968 posts

Posted 30 June 2017 - 01:01 AM

I was doing some extensive testing of the new weapons, and checking the game .xml files yesterday, and here is my final verdict and suggestions. Feel free to discuss.

Alright... directly to the point.


Inner sphere weapons:

Gauss Rifles:
Spoiler



Rotary ACs:
Spoiler



LBX ACs:
Spoiler



Ultra ACs:
Spoiler



Machine Guns:
Spoiler



PPCs:
Spoiler



ER lasers:
Spoiler



MRMs:
Spoiler



Streak SRMs:
Spoiler



Rocket Launchers:
Spoiler






Clans:

ATMs:
Spoiler


Heavy lasers:
Spoiler



Micro lasers:
Spoiler



Machine guns:
Spoiler

Edited by Navid A1, 30 June 2017 - 12:54 PM.


#2 W31rdWarrior

    Member

  • PipPipPip
  • The Fearless
  • The Fearless
  • 93 posts
  • LocationItaly

Posted 30 June 2017 - 03:01 AM

View PostNavid A1, on 30 June 2017 - 01:01 AM, said:

The stream do not follow the reticle. Missiles go to the point that you shot at which makes it possible to torso twist without wasting half the salvo into nowhere. A good mechanic. You won’t be using MRMs against lights… so better have it effective against big targets.

This, MRMs are unguided, that means they must follow your reticle, if you turn, the remaining stream must go where you point.

View PostNavid A1, on 30 June 2017 - 01:01 AM, said:

Increase the upfront damage of heavy PPCs to 15 with no splash

No other words needed

View PostNavid A1, on 30 June 2017 - 01:01 AM, said:

LBx20 cannot be equipped in the arms. Putting it in torsos means no light engine, which is a major drawback for a lot of mechs. Apart from that, AC20 with the same tonnage, pinpoint damage and smaller size is superior.

Yep, on the Atlas with the AC/20 I can put LFE, with LBX-20 i can't and it seems not to be effective as it's counterpart.

Edited by W31rdWarrior, 30 June 2017 - 03:08 AM.


#3 Ruar

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,378 posts

Posted 30 June 2017 - 03:24 AM

I like most of your solutions, but you are wrong about HMGs. They are already OP even with the short range. They probably need to have their critical damage boost removed and just be straight damage weapons instead of internal killer as well.

Instead of a huge range boost I would like the Light Gauss to actually be light. The Light PPC does a good job of trading weight for damage and should be used as the example. Significantly reduce the weight of the Light Gauss in proportion to the damage reduction.

#4 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,968 posts

Posted 30 June 2017 - 04:11 AM

View PostRuar, on 30 June 2017 - 03:24 AM, said:

I like most of your solutions, but you are wrong about HMGs. They are already OP even with the short range. They probably need to have their critical damage boost removed and just be straight damage weapons instead of internal killer as well.

Instead of a huge range boost I would like the Light Gauss to actually be light. The Light PPC does a good job of trading weight for damage and should be used as the example. Significantly reduce the weight of the Light Gauss in proportion to the damage reduction.


There is one rule that can not be touched... Weight and size of equipments are the red line which can not be crossed.
I even don't mind if they remove gauss charge for L gauss

View PostW31rdWarrior, on 30 June 2017 - 03:01 AM, said:

This, MRMs are unguided, that means they must follow your reticle, if you turn, the remaining stream must go where you point.


Actually MRMs going to the single point you shot at is a positive trait... otherwise you would be unable to torso twist without wasting your missiles

#5 Ruar

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,378 posts

Posted 30 June 2017 - 05:28 AM

View PostNavid A1, on 30 June 2017 - 04:11 AM, said:


There is one rule that can not be touched... Weight and size of equipments are the red line which can not be crossed.
I even don't mind if they remove gauss charge for L gauss



Actually MRMs going to the single point you shot at is a positive trait... otherwise you would be unable to torso twist without wasting your missiles


They added quirks, I have no idea why they would completely limit themselves on weight and size.

As for MRMs, the problem with everything going to the aim point is they stream so hitting a moving target with the full spread is almost impossible. If you lead the target so the first missiles hit then the last missiles miss or vice versa. While being able to twist is a nice thing, I'd much rather have my weapons hit the target. Otherwise your MRM20 is basically just a 10 when it comes to damage on anything moving.

Ideally they get rid of the stream effect, tighten the spread, and increase the velocity (425ish). If they have to keep the streaming effect then they have to tighten the spread and really increase the velocity(500ish).

In the end I can use the skill tree to adjust torso twist rates or just be more defensive in my movements, but I can't increase the damage of a weapon when the majority of the shot misses. Weapons should be effective in their role and right now MRMs have no role or effectiveness.

#6 Kalleballe

    Member

  • PipPipPipPipPipPip
  • 246 posts

Posted 30 June 2017 - 05:59 AM

How about decreasing minimum number of heat sinks from 10 to 8?
Srm and ballistic lights often cannot bring enough ammo because of this.

#7 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,968 posts

Posted 30 June 2017 - 06:20 AM

View PostRuar, on 30 June 2017 - 05:28 AM, said:


They added quirks, I have no idea why they would completely limit themselves on weight and size.

As for MRMs, the problem with everything going to the aim point is they stream so hitting a moving target with the full spread is almost impossible. If you lead the target so the first missiles hit then the last missiles miss or vice versa. While being able to twist is a nice thing, I'd much rather have my weapons hit the target. Otherwise your MRM20 is basically just a 10 when it comes to damage on anything moving.

Ideally they get rid of the stream effect, tighten the spread, and increase the velocity (425ish). If they have to keep the streaming effect then they have to tighten the spread and really increase the velocity(500ish).

In the end I can use the skill tree to adjust torso twist rates or just be more defensive in my movements, but I can't increase the damage of a weapon when the majority of the shot misses. Weapons should be effective in their role and right now MRMs have no role or effectiveness.


Ideally i'd prefer no stream fire for MRMs... but if they wanna stick with stream fire, then i'd prefer them to all hit the same spot rather than following the reticle

If they follow thee reticle, they would become useless, since you can not torso twist until the stream is finished

#8 Ruar

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,378 posts

Posted 30 June 2017 - 06:23 AM

View PostNavid A1, on 30 June 2017 - 06:20 AM, said:


Ideally i'd prefer no stream fire for MRMs... but if they wanna stick with stream fire, then i'd prefer them to all hit the same spot rather than following the reticle

If they follow thee reticle, they would become useless, since you can not torso twist until the stream is finished


You would still be able to twist, you'd just be twisting in the direction the other mech is moving. That said, I wish they would just get rid of the stream and let me fire a single blast like SRMs. They are trying to do too much and MRMs should be really simple. If they fear for too much damage then just reduce the damage each rack does in total. I want a weapon that hits where I aim with enough velocity to be used at range and a small enough spread I can focus on specific areas. If that means I do 15-20% less damage per volley that is fine. Currently I'm losing 50% or more damage per volley in the best circumstances.

#9 DrFawstus

    Rookie

  • The Moon
  • The Moon
  • 4 posts

Posted 30 June 2017 - 06:28 AM

I share a few opinions with the OP. The weapons I tested more extensively were the RACs, the IR ER lasers and the PPCs, so I will only comment about that.

RACs: Cool weaponry. I mean, can a single cannon spell "Dakka" in a cooler way? No. However, it takes ages to drill through the CT of any heavy or assault 'mech. Which means this is a weapon made for suppressing fire. Or for second-line fire 'mechs that are not there for trading. It is hard to combine this weapon system with anything but LRMs that also require facing to keep the target locked. I'd also like to know what are the jam chances. I could shoot my RAC 2s for more than twice the time it took to 'go red' before it jammed, and sometimes they would jam immediately. Go figure.

IR ER Lasers: Damn, PGI, I love these pew pews. I like to face enemies at medium to long range, and being able to hit someone at 500ish meters with a heat efficient and still decent damage is like a dream come true. I typically use IR LL or LPL to do this job, but now I can do this with ER ML. As the OP said, don't screw these. They feel good to shoot (the sound is excellent) and don't seem to be OP.

MRMs: or as I like to call them, MMMs. Visually, the MRMs 20 and up are cool as hell. Damn, I've been trying the MRM 30s and that stream of missiles is so damn nice to see. Problem is: spread. Too much spread for a weapon system that should be hitting stuff more than 400m away. My suggestion? Make it a cone that starts with a big spread and reduces as it travels. It will reward precise aiming at a distance and won't overshadow SRMs at short range. I mean, SRMs already are more slot efficient and deal more damage on a single volley anyways.

#10 davoodoo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,496 posts

Posted 30 June 2017 - 06:44 AM

I wonder why mrms still have such a huge spread when they also have a burn time.
They could be pinpoint accurate and it would still be tradeoff of 40 dmg with double burn time of 20dmg from burstfire ac.
Then idk if its bug or feature, but you should be able to correct your fire.

1)Snub and heavy gauss range is way too low, 450m optimal for snub with 675m max and 600/900m for heavy gauss

2)Light ppc should have ghost heat at 4 at least and separate from other ppcs.

3)Racs need doubling their jam bar and not filling it up until it actually fires.

4)heavy ppc should have splash removed

5)light gauss charge removal and upping ghost heat to 4 while lowering cd to 3.5s
48 tons + ammo for 32 dmg vs 30 tons + ammo for 30dmg so lets at least make it interesting for those mechs which can spare 48tons and 4b slots.

6)atms minimal range removal and flat trajectory(too many times ive killed enemy by blowing its legs)

7)crit sharing from tt for lb20x, uac20, ac20 and heavy gauss.

Edited by davoodoo, 30 June 2017 - 07:00 AM.


#11 Cato Phoenix

    Member

  • PipPipPipPipPipPipPip
  • The Phoenix
  • The Phoenix
  • 844 posts

Posted 30 June 2017 - 06:51 AM

I agree on almost all points, very good analysis.

However:

View PostNavid A1, on 30 June 2017 - 06:20 AM, said:

Ideally i'd prefer no stream fire for MRMs... but if they wanna stick with stream fire, then i'd prefer them to all hit the same spot rather than following the reticle If they follow thee reticle, they would become useless, since you can not torso twist until the stream is finished


They have to fix this. It doesn't make sense that missiles stream out of the side of your mech, not the actual tubes. It's got to obey physics Posted Image

#12 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,968 posts

Posted 30 June 2017 - 12:53 PM

One thing I like PGI to understand is to not mess much with weapon mechanics and usability for balance (e.g. eternity durations, reticle AND cockpit shake, different charge up times, etc).
But to balance using conventional attributes (e.g. cooldowns and heat)

And to always take into account the sacrifices a build has to make in order to use a specific weapon





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users