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Weapons Over Nerfed


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#21 Mole

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Posted 14 December 2017 - 01:16 PM

View PostKalimaster, on 14 December 2017 - 09:31 AM, said:

my SNV-1(S) which has only 4 kills to it's name while being blasted to bits 55 times now are jokes. Assult Mechs can't take the punishment from even these nerfed weapons.


Good freakin' lord, man. What on earth is your build? When I got a SNV-1 I kept the 6 ERLL, upgraded the engine and added some extra DHS. I have a 1.71 KDR in that 'mech.

#22 Khobai

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Posted 14 December 2017 - 01:29 PM

some assaults do have problems for sure. like the atlas blows. but i think the supernova is fine.

just put four lasers and four ATM9s or three ATM12s on your supernova

get all the range skill nodes

stay 120m-300m from enemies and pelt them. you dont even have to aim.

you should never do less than 2 kills and 1000 damages in pug queue.


annihilator is pretty easy mode for big damages too. i just did 1500 damage in my last annihilator game. and I literally did nothing but stand in one spot the whole game, and hugged a building while holding down fire lmao.

LBX IS GUD REALLY GUYZ

Posted Image

Edited by Khobai, 14 December 2017 - 01:41 PM.


#23 Mole

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Posted 14 December 2017 - 01:52 PM

View PostKhobai, on 14 December 2017 - 01:29 PM, said:

LBX IS GUD REALLY GUYZ


I've actually been doing a lot better in my KDK-2 ever since I replaced the UAC/20 with an LB 20-X. The UAC/20 worked great back when the Kodiak was like... actually mobile. But since it got demoted to brick I found that it was really hard to land all the shots that my UAC/20 put downrange and it was pretty much ineffective. So I put an LB 20-X in there hoping that even though it wasn't pinpoint, maybe frontloading my cannon's damage would make it better. It's actually been pretty great. The spread on the LB 20-X is small enough that at the range that you would be using an AC/20 anyway it's mostly all going into one location on your target.

#24 Khobai

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Posted 14 December 2017 - 01:55 PM

cant say im a big fan of UAC20..

i absolutely hate RNG jamming, its one of the worst mechanics in MWO

wish they would rework UACs so they no longer jam.



UACs should fire twice as fast as ACs, but only do 60%-70% of the damage per round. They should also have lower range and velocity compared to ACs.

for example:
IS-AC20 = 20 damage, 4.0 cooldown, 6 heat, 360m range, 800m/s velocity
IS-UAC20 = 12 damage, 2.0 cooldown, 3.5 heat, 270m range, 650m/s velocity

no more jamming. UACs just give higher dps at the expense of range, velocity, and less precise damage placement. And STD ACs stay somewhat relevant.

I mean I dont know what the exact balance point is for how much more DPS UACs need to do. Maybe it needs to do 14 damage instead of 12. But you get the point.

Edited by Khobai, 14 December 2017 - 02:05 PM.


#25 Mole

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Posted 14 December 2017 - 02:04 PM

View PostKhobai, on 14 December 2017 - 01:55 PM, said:

cant say im a big fan of UAC20..

i absolutely hate RNG jamming, its one of the worst mechanics in MWO

wish they would rework UACs so they no longer jam.


The problem for me wasn't the jamming. In fact, I have several other 'mechs that still use UAC/20s, both IS and Clan, to great effect. The problem for me was that the 100 tonner's torso tracking is just so sluggish now that it makes landing all the rounds a UAC/20 puts downrange in one shot really difficult for me. I have no issue hitting with a UAC/20 in more mobile 'mechs such as my Marauder, Marauder IIC, Orion, and Orion IIC, all of which use a UAC/20 as the centerpiece of their firepower and I am quite a fan of it. I had the same issue with the UAC/20 on my Atlas and I have been having a lot more luck with that as well since I switched from SRMs to MRMs and changed back from a UAC/20 to a regular AC/20 for the exact same reason I dropped the UAC/20 on my Kodiak.

#26 Khobai

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Posted 14 December 2017 - 02:06 PM

well the burst fire mechanic sucks too. id like to get rid of that as well.

#27 RickySpanish

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Posted 14 December 2017 - 03:34 PM

View Postblood4blood, on 14 December 2017 - 01:10 PM, said:

Any idea what Solaris maps will look like? How far apart mechs will drop? How much cover, if any, there will be? Will terrain/environments prevent mechs from encountering each other in certain places? Funnel to the center as most current maps do? Etc.

It's entirely possible to control range and survival based on map features and pilot skill using them, rather than nerfing any weapons at all. Anyone who remembers MW4 after the heat bug was removed knows that map dictates range, not game type, unless the weapons are just horribly unbalanced.

EDIT: I say this tongue-in-cheek as most MWO maps either favor or at least allow any mech with brawling weapons to close distance and use them unless that mech gets horribly out of position relative to the other team. That would probably be more true in an FFA, unless MWO starts getting some radically, fundamentally different map designs.


This is a pretty big deal actually, with smaller groups such as 2v2 or dueling, we'll probably see a lot less murder-ball-to-the-centre type action, and more cautious engagements. If this does turn out to be the case, PGI need only develop maps with a decent amount of cover and multiple routes with no defined "centre-piece" to very effectively curb quick stomps.

#28 RickySpanish

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Posted 14 December 2017 - 03:53 PM

View PostMole, on 14 December 2017 - 01:52 PM, said:


I've actually been doing a lot better in my KDK-2 ever since I replaced the UAC/20 with an LB 20-X. The UAC/20 worked great back when the Kodiak was like... actually mobile. But since it got demoted to brick I found that it was really hard to land all the shots that my UAC/20 put downrange and it was pretty much ineffective. So I put an LB 20-X in there hoping that even though it wasn't pinpoint, maybe frontloading my cannon's damage would make it better. It's actually been pretty great. The spread on the LB 20-X is small enough that at the range that you would be using an AC/20 anyway it's mostly all going into one location on your target.


I can confirm that the LB20X is marvelous. I have a pair on my Scorch and although you do need to pick up the spread skills, they work perfectly well at close range. They're not *terrible* passed 200m either, but ammo wastage on the wrong components is a huge consideration when lobbing shotgun shells down the line. As it turns out, my SRM4s (without Artemis, but with spread reduction) operate at round about the same effective range as the shotguns do. There's something to be said about the shock value of being smacked about by a pair of those backed up with the SRMs, it seems to cause a great deal of panic and/or deer-in-the-headlights effects on opponents.

#29 kuma8877

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Posted 14 December 2017 - 05:12 PM

View PostFupDup, on 14 December 2017 - 11:33 AM, said:

If Solaris is the baseline, that's going to massively screw up balance since tiny 1v1 or 2v2 matches are going to have a drastically different meta than 12v12 or 8v8.

Specifically, guns like the ER Large Laser (nerfed or unnerfed) are going to suck hard in Solaris because you can't have a firing line of mechs focusing into the advancing red team. You've only got one guy, who can't put enough pressure on a target by himself to prevent it from getting close with its splat brawler loadout and facerolling him.

Please note that I didn't say Solaris was the baseline (or think it should be), I just noted it as a probable cause (of several) for the overall downtuning that has been happening. I also pointed out that I think the balance dartboard isn't as random as many claim it to be. The process just seems random as we aren't told too far out what system/s is being slowed down this patch cycle. The pattern is pretty easy to see now.

Upping TTK benefits Solaris gameplay, balancing MWO at large by it's gameplay, would be...beyond idiotic. I'm cool with a bit of extended gameplay tho and am fine with the slight pace change to accommodate it.





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