Or before we touch laser vom, how bout we remove weapon nodes and weapon quirks? they cause inconsistensy in each chassis, not to mention make it easier for laser vom due to the heat gen node/quirks. And then balance from there
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44 replies to this topic
#41
Posted 21 May 2018 - 05:50 PM
#42
Posted 21 May 2018 - 05:57 PM
Variant1, on 21 May 2018 - 05:50 PM, said:
Or before we touch laser vom, how bout we remove weapon nodes and weapon quirks? they cause inconsistensy in each chassis, not to mention make it easier for laser vom due to the heat gen node/quirks. And then balance from there
I don't see "chassis inconsistency" as a bad thing. If anything chassis have been too consistent historically and thus mech viability mostly boiled down to hitboxes/hardpoints/engine cap. Mechs need more innate differences, not fewer.
Also keep in mind that ballistics and missiles are helped by weapon quirks too.
Lastly, I've never been able to grasp why so much of this forum considers weapon quirks to be a verbotten taboo yet don't ever blink an eyelash when we have gigantic defensive and mobility quirks. If artificial and external modifiers on health pools and agility are fair game, so are artificial modifiers on offensive output. Otherwise we'll just wind up with more sameness and homogeneity by making all sub-par mechs just be super mobile and super tanky with piddly damage output.
#43
Posted 21 May 2018 - 06:03 PM
FupDup, on 21 May 2018 - 05:57 PM, said:
I don't see "chassis inconsistency" as a bad thing. If anything chassis have been too consistent historically and thus mech viability mostly boiled down to hitboxes/hardpoints/engine cap. Mechs need more innate differences, not fewer.
Also keep in mind that ballistics and missiles are helped by weapon quirks too.
Lastly, I've never been able to grasp why so much of this forum considers weapon quirks to be a verbotten taboo yet don't ever blink an eyelash when we have gigantic defensive and mobility quirks. If artificial and external modifiers on health pools and agility are fair game, so are artificial modifiers on offensive output. Otherwise we'll just wind up with more sameness and homogeneity by making all sub-par mechs just be super mobile and super tanky with piddly damage output.
Also keep in mind that ballistics and missiles are helped by weapon quirks too.
Lastly, I've never been able to grasp why so much of this forum considers weapon quirks to be a verbotten taboo yet don't ever blink an eyelash when we have gigantic defensive and mobility quirks. If artificial and external modifiers on health pools and agility are fair game, so are artificial modifiers on offensive output. Otherwise we'll just wind up with more sameness and homogeneity by making all sub-par mechs just be super mobile and super tanky with piddly damage output.
Im all for mech variety, but weapon wise its best if the stats stay the same. For some chassis a med laser will have quirks on it where as the other it wont. Previous mechwarrior games had the same weapon stat on each chassis, the differentiating factor being each mech had its own profile and tonnage to work with. With weapon quirks/node gone some balistics/missiles can be buffed to compensate. Right now quirks promote a certain playstyle(usualy meta) and weapon nodes offset game balance(making lasers heat less of a factor then it should be) it also messes with range too, with range nodes its possible for a weapon to surpass another types range which in term also harms game balance for the sake of mech differences. I just think alot of the laser issues can be solved with removal of those 2 problematic things, and if need be maybe the defense buffs could be tonned down if need be
#44
Posted 22 May 2018 - 02:30 AM
Every time you guys complain things get worse
How about we don't do anything
How about we don't do anything
#45
Posted 22 May 2018 - 04:16 AM
Khobai, on 21 May 2018 - 03:22 PM, said:
if you buff ballistics the meta just becomes ballistic spam. how is that any better than laser vomit?
the only real solution for balancing lasers vs ballistics is to make them codependent on eachother.
lasers shouldnt be good enough to be main weapons and should mostly be supplemental/backup weapons (except on mechs that are specifically meant to laser vomit and should have laser quirks like the nova)
and conversely ballistics should limited in ammo just enough so that lasers have to be taken as backup weapons.
mixed loadouts should be rewarded more. instead of the current system which mostly just rewards boating and doesnt really reward mixed loadouts at all.
the only real solution for balancing lasers vs ballistics is to make them codependent on eachother.
lasers shouldnt be good enough to be main weapons and should mostly be supplemental/backup weapons (except on mechs that are specifically meant to laser vomit and should have laser quirks like the nova)
and conversely ballistics should limited in ammo just enough so that lasers have to be taken as backup weapons.
mixed loadouts should be rewarded more. instead of the current system which mostly just rewards boating and doesnt really reward mixed loadouts at all.
Ballistics at least require aiming. That's one step in the right direction in my book
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