Hey what if PGI increased the C-ERPPC cooldown up MORE to 6 secs . . . BUT . . . ....... . . . . . . ...... gave C-ERPPC 15 PINPOINT DMG and removed its "splash" dmg 10 PP + 2.5/2.5 dmg?
7
Those Patch Notes Tho. Leave A Bad Taste In My Mouth.
Started by InvictusLee, Jan 20 2018 01:39 PM
165 replies to this topic
#161
Posted 23 January 2018 - 06:58 AM
#162
Posted 23 January 2018 - 07:02 AM
ExoScorpion650R, on 23 January 2018 - 06:58 AM, said:
Hey what if PGI increased the C-ERPPC cooldown up MORE to 6 secs . . . BUT . . . ....... . . . . . . ...... gave C-ERPPC 15 PINPOINT DMG and removed its "splash" dmg 10 PP + 2.5/2.5 dmg?
7.5s cool down, minimum, in that scenario
Or GH to 1
Ha!
#163
Posted 23 January 2018 - 07:18 AM
ExoScorpion650R, on 23 January 2018 - 06:58 AM, said:
Hey what if PGI increased the C-ERPPC cooldown up MORE to 6 secs . . . BUT . . . ....... . . . . . . ...... gave C-ERPPC 15 PINPOINT DMG and removed its "splash" dmg 10 PP + 2.5/2.5 dmg?
...but why? I mean, not even addressing any potential concerns or even thoughts of balance, why would you do that? The cERPPC is a fine weapon. It does solid work. Why fiddle with it? There are so many other, much more pressing weapons that need an examination.
As to the discussion with reflective/reactive armor... again, why? We already have SO MANY THINGS in the game. You don't need to add more when what you already have hasn't gotten the attention it needs. There are whole weapon classes, such as basic Clan ACs or IS LBXs, that are clearly and completely outmatched within their own tech base, let alone in comparison to the opposite tech. As with regards to laser vom... we already know that Clan laser vom is tremendously powerful. So you make those lasers do less damage. In compensation, you drop the heat and cooldown so that the mech can spend less weight and space on cooling, leaving the option to either take another weapon system or to help lighter mechs remain relevant.
#164
Posted 23 January 2018 - 08:09 AM
Nema Nabojiv, on 23 January 2018 - 06:53 AM, said:
You can as well discuss the possibility of you bagning any celebrity of your liking, but it never happens if she doesnt want to. Thats the same story with PGI basically.
Not really.
It does no good to limit discussions solely to what is when trying to discuss what should be, especially when you have precedence that the former is not so constrained.
#165
Posted 23 January 2018 - 09:44 AM
Khobai, on 22 January 2018 - 05:39 PM, said:
whats that got to do with reflective armor?
it existed in battletech/other mechwarrior games for the exact reason of punishing laser vomit
I wouldnt make it 50% like it is in battletech, but 20%-25% would certainly be reasonable. Enough to put mechs that only carry energy weapons at a disadvantage. laser vomit mechs might actually have to *gasp* use mixed loadouts.
Nah. Keep it 50%. You can kill ATM builds with AMS well beyond 50% damage reduction, nerf their accuracy with ECM, and so on. It takes pain to break the meta.
Quote
And for mechs that can only use energy you can give them a special quirk that lets them partially ignore reflective armor. Thats fair since they cant use anything else. But theres only a few mechs that can only use energy.
Sure. Give it to the Kit Fox-D, the Archer-5W, etc. for missile health/ECM lock resistance too if you do though. Fair's fair. Or just let defensive tech do what it's supposed to and force more mixed layouts.
#166
Posted 28 January 2018 - 04:06 PM
Mcgral18, on 22 January 2018 - 03:38 PM, said:
Ah, yes
Nothing yells diversity like worthless equipment
Adding new stuff doesn't fix old stuff
Didn't with FutureTech™, won't with even more FutureTech2™
If Clams were forced to use IS DHS or IS XL, imagine the
It's hard to imagine the other side's pain if you don't actually experience building and running mechs proficiently.
But hey, PGI will nerf LRMs... because reasons.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users