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Nov-14 Patch Wish-List


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#1 The6thMessenger

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Posted 08 November 2017 - 03:20 PM

Quote

Quote

RAC2 Damage/Shot from 0.80 to 1.0 (DPS from 5.82 to 7.275)
RAC2 Heat/Shot from 0.275 to 0.345 (HPS from 2.0 to 2.4)
RAC2 Ammo/Ton from 300 to 240

Quote

RAC2 Fire Rate from 7.275 to 9.09375. (HPS from 2.0 to 2.4)


RAC2 is anemic as hell. Yes we get that the AC2 and LB2X is mostly for plinking, and so is the idea of the RAC2, but then considering the effective DPS, and the fact that considering its weight alone and in weapon combination it's underpowered versus other weapons, you gotta buff it if it ever were to be a choice. Go for either Rate-of-Fire which works without modifying the Ammo/Ton and Heat/Shot, but out-right altering the damage would need Ammo/Ton and Heat/Shot adjustment.

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ATM Damage from 3/2/1 to 2.4/2.0/1.6
ATM Minimum Range from 120m to 0m


Seriously, the ATM is supposed to be a jack-of-all trades, but not some mid-range souped-up LRM. I get that 3 damage/missile up close is really broken, i really do. But considering that the ammo itself is a combination of the three types of ammo, i see no point in giving the capability of HE ammo's damage to it, and considering that it's supposed to be a jack-of-all trades, not a gimmicky LRM clone, then it shouldn't have any minimum range. Likewise, having terrible ammo/efficiency at long-range engagements would make this unlikely to be used at those ranges at all, to which i ask, what's the point?

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LB20X Crit Slot from 11 to 9
LB20X Tonnage from 14 to 13


Because lets face it, most of the time we actually choose to use the LB10X is because it's 1 less slot and tonnage than the AC10, i mean really would people generally bother putting 4x LB10X on the Mauler instead of 4x AC10 that's PPFLD if it where the same slots and ton? The fact that LB20X forces the use of standard engine aside from not having the same -1 slot and ton, and does spread damage, just makes it an awful choice regardless of whether you put good heat/shot and velocity on the weapon.

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Light Gauss Rifle Damage from 8 to 10
Light Gauss Rifle Velocity from 2000 to 3000
Light Gauss Rifle Charge-Time from 0.50s to 0.75s


Just as the RAC2, the LGR is anemic as hell. Damage buff should be in order, Ammo-Ton should remain the same, because it's based on the AC10, and it already has a low DPS. The Velocity buff is not only to make the LGR even better at long range hitting, but it's to make it even more incompatible with ER-PPC. Charge-Time is there to make the LGR consistent with other GRs, that transitioning in between doesn't feel that jarring, likewise it also affects the Damage/sec, putting it on a neat 2.5 DPS, versus the AC10's 4 DPS.

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LRM5 Spread from 4.2 to 2.5
LRM5 Impulse from 0.3 to 0.075
Clan LRM5 Spread from 4.2 to 2.5
Clan LRM5 Impulse from 0.3 to 0.075


Much of the charm of the LRM5s is quite literally the weight-saving feature, that pre-nerf, that the spread they have without artemis is less than an LRM10 WITH artemis, that means Artemis is not needed, and because we don't have to allot for Artemis, we save space. Using LRM5 means we have been constrained for weight in the beginning. Returning the LRM5s to their former glory would allow them to become much more prevalent.

These are my wish list.

Edited by The6thMessenger, 08 November 2017 - 11:03 PM.


#2 Angel of Annihilation

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Posted 08 November 2017 - 03:43 PM

I would like to see all the recent changes to medium lasers reverted. In some cases the change reduced the DPS on medium lasers by 20% which also means mechs that rely on medium lasers for the bulk of their DPS output, got tremendously nerfed compared to those that don't rely on it (i.e. Ballistic builds, PPC builds, heavy/large laser builds, small laser builds, etc).

#3 Khobai

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Posted 08 November 2017 - 03:54 PM

id rather see the mechs that relied on medium lasers get medium laser quirks as compensation

because medium lasers were way too good. they needed to be nerfed. unfortunately some builds did rely on medium lasers, so nerfing medium lasers hurt those builds, so the mechs that relied on them should get medium laser quirks to make up for the nerfs.

but I feel the game on the whole is better off with medium lasers being weaker.

Edited by Khobai, 08 November 2017 - 03:57 PM.


#4 stealthraccoon

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Posted 08 November 2017 - 04:17 PM

View PostKhobai, on 08 November 2017 - 03:54 PM, said:

id rather see the mechs that relied on medium lasers get medium laser quirks as compensation

because medium lasers were way too good. they needed to be nerfed. unfortunately some builds did rely on medium lasers, so nerfing medium lasers hurt those builds, so the mechs that relied on them should get medium laser quirks to make up for the nerfs.

but I feel the game on the whole is better off with medium lasers being weaker.


For many lights, green laser beams are your only real option for being anywhere close to effective - and yes, they were extremely efficient and useful.

#5 The6thMessenger

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Posted 08 November 2017 - 04:22 PM

... hmm, now that you mention it, Medium Lasers do feel less in sync. Not noticing that is on me.

Any specifics i could add?

#6 C E Dwyer

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Posted 08 November 2017 - 04:25 PM

Well with those ATM buffs you've just made clan streaks pointless so they won't happen

#7 FantasticMrDark

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Posted 08 November 2017 - 04:26 PM

Quote

RAC2 Added Sextuple tap mechanic
RAC2 Damage/Shot from 0.80 to 2.0
RAC2 Heat/Shot 1
RAC2 Cooldown 0.75
RAC2 Jam Chance on tap 15%
RAC2 Jam Time 4.0s


RAC5 Added Sextuple tap mechanic
RAC5 Damage/Shot from 1.50 to 5.0
RAC5 Heat/Shot 1.66
RAC5 Cooldown 1.66
RAC5 Jam Chance on tap 20%
RAC5 Jam time 6.0s

We've come to the sudden realisation that RAC are garbage meme weapons and have instead decided to try and make them not that.



A man can dream.

Edited by FantasticMrDark, 08 November 2017 - 04:33 PM.


#8 The6thMessenger

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Posted 08 November 2017 - 04:27 PM

View PostCathy, on 08 November 2017 - 04:25 PM, said:

Well with those ATM buffs you've just made clan streaks pointless so they won't happen


Not with the weight, fire-and-forget, and velocity.

#9 Nema Nabojiv

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Posted 08 November 2017 - 04:29 PM

View PostThe6thMessenger, on 08 November 2017 - 03:20 PM, said:

[color=#959595]Light Gauss Rifle Damage from [/color]8[color=#959595] to [/color]10
[color=#959595]Light Gauss Rifle Velocity from [/color]2000[color=#959595] to [/color]3000
[color=#959595]Light Gauss Rifle Charge-Time from [/color]0.50s[color=#959595] to [/color]0.75s

Yes please. Though I'd be happier if it had no charge up at all and let it be 8 damage.

#10 C E Dwyer

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Posted 08 November 2017 - 04:30 PM

Map and mode voting removed ..

I want to play all the freaking maps, and I want to see specialisation punished.



It won't happen but that's what it will take for me to unbolt my wallet

#11 TELEFORCE

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Posted 08 November 2017 - 04:32 PM

I want inverse kinematics to make it in. I'm tired of 'mechs floating on inclines.

#12 Andi Nagasia

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Posted 08 November 2017 - 04:36 PM

IS-XL Engines being able to Survive ST loss at -60% cooling Efficacy & -60% speed or 40kph(which ever is slower)

#13 stealthraccoon

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Posted 08 November 2017 - 04:47 PM

Oh yeah, I also want the visuals for PPC to function on my Locust CT - and they should locate where the Pirates Bane puts it’s AC2... (try it, it’s awesome).

#14 Daurock

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Posted 08 November 2017 - 04:53 PM

View PostAndi Nagasia, on 08 November 2017 - 04:36 PM, said:

IS-XL Engines being able to Survive ST loss at -60% cooling Efficacy & -60% speed or 40kph(which ever is slower)


This.

And normalize laser damage between clan and IS. Clan laser vomit is too good, IS laser vomit is awful.

#15 Nema Nabojiv

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Posted 08 November 2017 - 04:54 PM

View PostAndi Nagasia, on 08 November 2017 - 04:36 PM, said:

IS-XL Engines being able to Survive ST loss at -60% cooling Efficacy & -60% speed or 40kph(which ever is slower)

How about this idea, it will also increase TTK - with std and light engines you get to keep your arm on side torso destruction. And with XL the mech survives, gets some penalty but you lose arm. This will keep light engines somewhat viable, because just movement penalty will instantly make them obsolete in most builds.

#16 naterist

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Posted 08 November 2017 - 05:14 PM

View PostDaurock, on 08 November 2017 - 04:53 PM, said:


This.

And normalize laser damage between clan and IS. Clan laser vomit is too good, IS laser vomit is awful.


And give both clan and is standerd engines the ability to add structure points to the components they exist in. So std is say, 10 ct structure, lfe is 6 ct and 2 each st structure hp, and xl 3/4/3 sructure hp.

Clan xl would get the same structure bonus as the lfe, with higher penalties on st loss. Give is lfe significantly smaller heat and speed penalty.

#17 Bud Crue

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Posted 08 November 2017 - 06:05 PM

My wish?
Well, PGI, my wish for the next patch is that you just don't break anything else.
That's it.

Come now, it shouldn't be hard.
5 months ago you claimed balance was as close as ever (6% between factions! A mere 8% the widest difference between chassis!). If it was that close after skills tree, surely after 5 months of near non-stop "data driven" nerfs, tweeks and out right gutting of various weapons and mechs balance and overall performance must be damn near perfect now.
And while that is objectively absurd, nevertheless, please, for the love of mechageezus, just don't hurt any more of my stuff. Clan, IS. Nothing.

Just this once. Please. Concentrate real hard. Focus. Take a deep breath and just walk away from the dart board.

Now I get how hard this is for you, and I realize that my wish will likely not be granted. It's your game, your need to nerf stuff at random to cause us to drop cbills on fixing what you break. I get that this is how it works now. Yada, yada yada, balance is a fiction that you use as a cbill sink. Fine.

But for this patch when you get that urge to break something new so as to drive purchases (or for that oh so near perfect balance that you claim we have -wink-), how about instead you buff something to drive those purchases instead? Hmm?

I'll consider my wish granted if you can manage either option. Deal?

#18 Chados

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Posted 08 November 2017 - 06:30 PM

Restore Catapult armor to summer 2016 levels. Return of the ear armor and structure buffs to mitigate Catanose and ears that fall off in a stiff breeze.

#19 Ex Atlas Overlord

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Posted 08 November 2017 - 06:32 PM

View PostBud Crue, on 08 November 2017 - 06:05 PM, said:

5 months ago you claimed balance was as close as ever (6% between factions!


Yeah, that was a lie.

It was actually 20% gap in 12v12 FW.... IS won 40%, clans 60%.

#20 FupDup

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Posted 08 November 2017 - 06:32 PM

View PostKhobai, on 08 November 2017 - 03:54 PM, said:

id rather see the mechs that relied on medium lasers get medium laser quirks as compensation

because medium lasers were way too good. they needed to be nerfed. unfortunately some builds did rely on medium lasers, so nerfing medium lasers hurt those builds, so the mechs that relied on them should get medium laser quirks to make up for the nerfs.

but I feel the game on the whole is better off with medium lasers being weaker.

If you're gonna have to end up giving the same exact compensation quirks to a large number of mechs, that should be setting off an alarm that perhaps there's something wrong with the underlying equipment...





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