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Is Ll Ghost Heat
#1
Posted 12 October 2017 - 01:26 PM
Here's a some numbers for comparison:
6 clan ERmediums weigh 6 tons, take 6 slots, make 37.8 heat, and do 42 damage at 400m
5 ISLL weigh 25 tons, take 10 slots, make 35 heat, and do 45 damage at 450m
#2
Posted 12 October 2017 - 01:29 PM
#3
Posted 12 October 2017 - 01:31 PM
Say IS lpl does 10 dmg, then 4 are allowed. Total 40 damage per alpha.
Say clan lpl does 13 dmg (idk, i dont play clan much) then it should be 3, as 13x3= 39, almost 40.
8 IS mediums to make 40 point alpha? Theres your number of is medium lasers to get ghost heat.
Use that theory, youll be good.
#4
Posted 12 October 2017 - 01:44 PM
naterist, on 12 October 2017 - 01:31 PM, said:
Say IS lpl does 10 dmg, then 4 are allowed. Total 40 damage per alpha.
Say clan lpl does 13 dmg (idk, i dont play clan much) then it should be 3, as 13x3= 39, almost 40.
8 IS mediums to make 40 point alpha? Theres your number of is medium lasers to get ghost heat.
I'd lower it to 30 for Ballistics and PPCs.
3x class 10 AC
6x class 5 AC
2x HPPC
3x PPC/ERPPC/SNPPC/Clan ERPPC
6x LPPC (well, at least 4x LPPC)
Not sure on limits for Missiles.
FupDup, on 12 October 2017 - 01:29 PM, said:
Start with a bump to 10 damage and adjust the other stats of the LPL to compensate as needed?
#5
Posted 12 October 2017 - 01:44 PM
Jay Leon Hart, on 12 October 2017 - 01:44 PM, said:
IMO, IS LPL should have stayed 11 damage.
Edited by El Bandito, 12 October 2017 - 01:45 PM.
#6
Posted 12 October 2017 - 01:47 PM
El Bandito, on 12 October 2017 - 01:44 PM, said:
IMO, IS LPL should have stayed 11 damage.
I am still trying to get the hang of my 2x HLL, 4x ERML HBR, I can't get used to no arm weapons though!
Yes, it seems a few people have dropped LPLs in favour of LLs since the damage drop.
#7
Posted 12 October 2017 - 01:48 PM
#8
Posted 12 October 2017 - 01:54 PM
#10
Posted 12 October 2017 - 02:17 PM
Composite Armour, on 12 October 2017 - 01:54 PM, said:
Well for starters there is the heavy class laser weapons that I.S. does not have.
Also would we reduce the clan ER lasers to I.S. damage levels and leave the higher heat values? That would make the clan ER-Medium outright inferior in regards to heat per damage point to the I.S. counterpart.
But on the other hand reducing the clan ER laser heat to match I.S. levels fails to take into account the clan potential to "boat" heatsinks due to the much lower crit costs for construction options like endo ferro XL engines and the heatsinks themselves.
It's a more complex fix than the one and doe match damage solution.
#11
Posted 12 October 2017 - 02:48 PM
Setting the max alpha as 30 dmg would curb a lot of builds without neutering them.
#12
Posted 12 October 2017 - 03:14 PM
VonBruinwald, on 12 October 2017 - 02:48 PM, said:
Setting the max alpha as 30 dmg would curb a lot of builds without neutering them.
They tried that and it sucked because not all alphas are of the same quality and because certain ranges require better alphas from one weapon class so it can compete with another (i.e., at 300 m I'd better get enough alpha from my IS Small/Medium lasers to compete with SRMs).
#13
Posted 12 October 2017 - 03:49 PM
Yeonne Greene, on 12 October 2017 - 03:14 PM, said:
yup Energy Draw, it wasnt a bad system, but it could have been better,
i liked it, but it wasnt ready to go live, although i didnt think it needed to be abandoned,
#14
Posted 12 October 2017 - 04:26 PM
For example, Medium lasers go to 5.5 damage
Larges go to 10
Large pulse to 12.
Tiny bit more damage and see how that pans out for a month or 2.
Will never happen but it doesn't hurt to dream on how you would or could balance this game.
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