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Instead Of Nerfing Lasers How About We Buff Ballistics And Missiles?


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#41 Kin3ticX

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Posted 19 May 2018 - 09:09 PM

I haven't been keeping up to date with the happenings of mwo or playing much at all but I did hear about the laser nerf / un-nerf / rollback from someone.


Long story short seems to be..... PGI thinks Clan laser damage is a sacred cow they can't or won't touch so they go the dumber prohibitive ghost heat route and get exactly what they tried to prevent.... 300 reply rage thread on reddit, catch Russ's twitter on fire, and stir up the brown sea into revolt.
Whatever their short and long term balance goals are, they also seem to just be taking too long, so that just makes it all the harder to iterate in baby steps every patch to avoid the refund threats.

#42 Xetelian

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Posted 20 May 2018 - 08:59 PM

View Posttker 669, on 19 May 2018 - 08:27 PM, said:

Seems they are pretty set on balancing around the worst players who think lurms are OP.

This makes about as much sense as applying t-ball rules to the MLB, but hey, do you want to buy a mech pack?

By the way if you do, those same folks are probably going to pressure PGI to ruin it.


Well the guys who die to LRMs regularly and can't make 200 match score consistently are pretty much the majority of this game.

#43 Luminis

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Posted 20 May 2018 - 09:25 PM

View PostSamial, on 19 May 2018 - 05:06 PM, said:

and its not very accurate to BT

Depends on the iteration of BattleTech. Harebrained Schemes, with Jordan Weisman at the Helm, seemed to be perfectly fine with a TTK that's arguably lower than MWO (assuming that a single turn represents 10 seconds, like it does in TT).

View PostXetelian, on 20 May 2018 - 08:59 PM, said:


Well the guys who die to LRMs regularly and can't make 200 match score consistently are pretty much the majority of this game.

And what does that matter? PGI can cater towards the bads with their balance as much they want, the bads aren't gonna recognise balance if it kicked them in the butt. PGI can nerf LRMs back down again and they'll still kill people who won't break LoS and spazz out when they're getting lurmed, for example. Balancing according to people who primarily lose to their own lack of skill only drags us into a vicious cycle of nerfing and dumbing things down.

#44 cougurt

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Posted 20 May 2018 - 09:38 PM

View PostKin3ticX, on 19 May 2018 - 09:09 PM, said:

Long story short seems to be..... PGI thinks Clan laser damage is a sacred cow they can't or won't touch so they go the dumber prohibitive ghost heat route and get exactly what they tried to prevent.

i'm not sure that's really the case. they messed with the damage of nearly all the clan lasers in the energy rebalance that preceded the civil war update. it seems like every few months they just get this random urge to completely nuke something.

#45 Kin3ticX

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Posted 20 May 2018 - 11:21 PM

View Postcougurt, on 20 May 2018 - 09:38 PM, said:

i'm not sure that's really the case. they messed with the damage of nearly all the clan lasers in the energy rebalance that preceded the civil war update. it seems like every few months they just get this random urge to completely nuke something.


I think PGI is trying to find a way to keep the ERML at 7 damage among other sacred cows. PGI probably thinks nerfing the ERML damage is an instant PR storm simply due to "but mah lore damage". Going heavy handed on the ghost heat route still resulted in a PR storm anyways. Tweaking the HLL, ERML, and maybe the CLPL isnt the be all end all but the clan laser vom power level in this game is really old at this point.

The laser nerf delay in the last patch is going to delay PGI 3-6 months probably.

Edited by Kin3ticX, 20 May 2018 - 11:21 PM.


#46 dwwolf

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Posted 21 May 2018 - 02:22 AM

Instead of armor buff why not add :
50% more internal structure.

More advanced armors :
Reflective armor :
32 pts/ton
70% damage from lasers and ppcs.
14 internal spaces.
Works out to 1.42x the armor vs lasers and ppc.
Ie. more armor vs lasers but less against other sources of damage.

Reactive armor
Reflective stats but vs missiles/rockets.

Both would auto correct overpowered weapon types by allowing the player base to increase defense versus said weapon.

A version vs ballistics would be needed as well.


#47 R Valentine

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Posted 21 May 2018 - 06:48 AM

Yes, because we totally don't blow up fast enough already. Are we piloting mechs of metal or paper mache?

#48 Vonbach

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Posted 21 May 2018 - 06:55 AM

One big problem with this game is it was never designed for pinpoint damage.
On table top you had random hit locations. So mechs had a lot more staying power.
But 70+ pinpoint alphas need to die in a fire. Its not balanced and never was.

#49 Xetelian

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Posted 27 May 2018 - 04:09 PM

View PostKiran Yagami, on 21 May 2018 - 06:48 AM, said:

Yes, because we totally don't blow up fast enough already. Are we piloting mechs of metal or paper mache?



Time to Kill is fine, even if we buff up the nerfed weapons. Don't stand in the open taking fire from 11 people and you'll live longer.



If they want to up TTK, they need to unnerf the weapons and add more armor/structure to mechs.

#50 Y E O N N E

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Posted 27 May 2018 - 04:33 PM

View PostKiran Yagami, on 21 May 2018 - 06:48 AM, said:

Yes, because we totally don't blow up fast enough already. Are we piloting mechs of metal or paper mache?


General loss of agility is the single largest contributing factor toward making 'Mechs feel fragile, not the weapons.

#51 Xetelian

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Posted 28 May 2018 - 08:46 AM

View PostYeonne Greene, on 27 May 2018 - 04:33 PM, said:


General loss of agility is the single largest contributing factor toward making 'Mechs feel fragile, not the weapons.



Would be nice if Chris or Paul could see this as well.





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