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100 Ton Mechs. A More Consistent Approach To Torso Agility And Durability Balance

Balance

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#61 Kangarad

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Posted 30 December 2017 - 05:32 PM

View PostYeonne Greene, on 30 December 2017 - 04:46 PM, said:


It depends on the geo and agility of the 'Mech in question. 15-20-15 across torsos that can redirect a laser blast or split an SRM/LBX volley helps a lot. 'Mechs that have issues spreading (e.g. KGC, DWF) need even more, measured against their own firepower potential.

when the firepower potential is greater than 160 damage tho youll need alot to survive more than 2 alpha strikes...

#62 Y E O N N E

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Posted 30 December 2017 - 05:44 PM

View PostKangarad, on 30 December 2017 - 05:32 PM, said:

when the firepower potential is greater than 160 damage tho youll need alot to survive more than 2 alpha strikes...


I meant that the 'Mech we're considering for armor buffs needs to have its own firepower considered. Like, the DWF can comfortably spit out a 94 point alpha and run UAC/35. It is, offensively, more potent than the ANH. So, in theory, should it get the same level of armor buff?

#63 Potatomasher69

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Posted 30 December 2017 - 07:03 PM

I play DWF almost exclusively these days. I find that, with ghost heat limits, I carefully space out my shots which typically results in me having little time to roll damage (high facetime)else I suffer an increase in wasted weapon recycle time. Usually, it is a fight with my heat bar, fill up my heat bar, then roll. Typically, unless I happened to kill a lone target, I stumble behind some cover or a friendly mech at this point or find myself dead.

From a DWF player, I think the best way to enhance my mech and it's role would be Armor/Structure/Crit quirks, heat capacity quirks, ballistic heat quirks, and/or a new and unique ghost heat quirk.

Edit, the part of me that wants my DWF to be awesome would like to be able to turn my torso a little more then 180 degrees so I can take long range weapons, turn left 90 degrees and participate in the Nascar from 900m away. This sort of buff seems outside the scope of my role and is perhaps suited to heavy and medium mechs.

Edited by Potatomasher69, 30 December 2017 - 07:10 PM.


#64 Quandoo

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Posted 30 December 2017 - 09:01 PM

You dont need to balance assaults, balance matchmaking.
Where T1 players should meet, you see T5 players running ahead and letting their assaults die.

Once in place, assaults are fine.

#65 Kangarad

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Posted 31 December 2017 - 03:56 AM

View PostYeonne Greene, on 30 December 2017 - 05:44 PM, said:


I meant that the 'Mech we're considering for armor buffs needs to have its own firepower considered. Like, the DWF can comfortably spit out a 94 point alpha and run UAC/35. It is, offensively, more potent than the ANH. So, in theory, should it get the same level of armor buff?

the answer would be no, however due to the high level of alpha for 2 direwhales to face of for more than 2 alpha strikes youll still need alot of armour, it also has worse hitboxs and overall lower mounts if you use the arms, increasing its need for agility.

the anh is good at some high level ballistics and mrm mass spam but does not reach the firepower of a direwhale, only the kgc can do that. But it can also spread fire somewhat and can twist if slowly to shield a sidetorsi or arm and the ct hitbox is fairly narrow too, getting way more out of the armour it already has.

the total opposite is the kgc where you can hit every part from any angle which can not shield at all and therefore needs bigger armour quirks to survive the same enemy firepower as it can not be expected to shield with any of its parts for any amount of time, especialy since it wil need to expose most of itself to bring its weapons onto the target

#66 C E Dwyer

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Posted 31 December 2017 - 05:22 AM

View PostEl Bandito, on 27 December 2017 - 12:10 PM, said:


The Atlas is feared, by Mediums and Heavies, if they face on head on. And what's wrong with having a nimble Light mech take one out? Lights are seldom used as is. I am fine with the rock-paper-scissors in MWO.

These days I see twice as many Lights used than Medium mechs, but your point is valid.

I'd drop the KdK-4 down to 19 deg/second

I'm also thinking the Anni and KDK-SB should have a 1deg/per second reduction, based on their current Armour quirks, or lack, assuming your trying to equalise, all the 100 toners performance as much as possible.





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