Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Clan Gauss Rifles
The 3 less tons needed to equip Clan Gauss rifles need to come with meaningful give and take compared to their heavier IS equivalents. Off of two clan Gauss rifles, the 6 saved tons over their IS counterparts is often plenty of tonnage to compliment the weapons with payloads that their IS counterparts are often strapped to compete with. This will be adjusted to offer fairer give and take between the two tech base's rifles.
Right now I feel Clan Gauss is slightly underperforming. Have you noticed that over the past year the amount of mechs that equip Clan Gauss has diminished significantly?
These are mechs that we used to see regularly equip cGauss:
- Hunchback IIC
- Stormcrow
- Hellbringer
- Ebon Jaguar
- Timber Wolf
- Night Gyr
- Warhawk
- Maruader IIC
- Supernova
- Dire Wolf
- Kodiak
Here are the mechs that I see regularly equipping cGauss these days:
- Night Gyr
- Mad Cat Mk.II
- . . .
... what happened?
Gauss explosions happened. March 2017, cGauss item health was reduced from 10 HP to 5 HP. Because of this change, cGauss is more of a liability than an asset. The only mechs that mount cGauss these days are the mechs that can tuck them away safely in rather small arms. This was just the nail in the coffin after the cGauss cooldown was nerfed in 2016.
cGauss has not been fun on its own merit since then, it was only redeemable in the GaussPPC combination until that was brutally murdered out of the game.
cGauss needs to have its 10 HP back, otherwise it will continue to be a frustrating piece of kit that people avoid equipping once they realise that it's just a timebomb that starts ticking every single match.
Buff Clan Gauss health.
Now, the comparison between Clan and IS Gauss. Whereas Clan Gauss is performing slightly under par, the IS Gauss is just outright bad. You can not nerf cGauss damage, because people will just stop taking it. The alpha damage it deals is perfect. The DPS it deals is acceptable. Instead, the IS Gauss needs to be buffed. I would suggest a Cooldown buff. Here is why:
On the Clan side, cGauss is typically paired with laservomit (thus the term, gaussvomit). The cooldown of cGauss is 5.0sec, plus the 0.75sec of charge time, so the total recycle time is about 5.75sec. Clan laservomit (the cERML for instance) recycles in 5.75sec. Exactly the same as cGauss, so barring human error they are perfectly synchronised.
On the IS side, when you pair IS Gauss with laservomit, the Gauss still recycles in 5.75sec, but your laservomit recycles in 4.40sec or 4.90sec depending on what you pair it with. So they are not synchronised. You can get two laser volleys out, but you still have to wait approximately an entire second to get your second Gauss volley off. This feels like crap. With a IS Gauss cooldown of approximately 4.15, it will at least sync with ERML, and this will provide a satisfying 17% DPS boost to builds (like the Jager) which can't afford to mount weapons in addition to their Gauss.
Buff IS Gauss cooldown.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Option 1:
- Upfront damage reduced to something more in-line for the tonnage invested in the weapon, Other attributes adjusted to keep the same current DPS.
Clan Gauss is not overperforming in terms of alpha damage or DPS output. You nerf this aspect and more people will just get pissed off and stop using this weapon altogether. Don't do this.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Option 2:
- The Clan Gauss rifle is given a recoil effect similar to, but not as intense as, the Heavy Gauss rifle. No other attributes are changed.
This is ineffective. The recoil mechanic is extraordinarily easy to circumvent. You fire your other weapons first, and then the Gauss. You can still achieve a synchronised alpha. Don't do this, it won't work.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Option 3:
- The Clan Gauss Rifle and all Clan Large Class Lasers are linked into the same heat penalty group.
This kills innocent builds. EBJ and TBR come to mind. 1x cGauss + 2x cLPL (or cHLL) is not game-breaking. They are rather fun, satisfying builds, which perform barely average. Also, this linkage does not address some of the worst offending builds like the MCII-DS which run 2x cGauss + 6x cERML. That is an exploitable loophole and I don't like the inconsistency. PLUS, this kills the gaussvomit Dire Wolf. What is the point of the DWF having so many energy hardpoints if you can't use them? The DWF is not even overperforming, despite its possible 108 alpha damage. Let me repeat that in case it sounded like a typo: the 108-alph Dire Wolf is not overperforming. The dakka builds are actually more versatile, and perform better on average. (in fact, they perform about... average.)
The main problem I have with this ghost heat linkage, is that it kills build diversity. We already literally deleted GaussPPC from the game. Why must we continue to commit playstyle genocide? It kills peoples' will to play this game. Stop it.
Quit deleting playstyles.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Clan Lasers:
While the popular adage sees the belief that only a handful of 'mechs consist as "problem" 'Mechs, the reality is that as a whole, the overall performance of even an average clan 'Mech can put up are often consistently higher then what the average IS 'Mech can put up provided they have access to a certain number of energy hardpoints.
Yes, I agree. The problem is fundamentally with the weapons themselves. As you really only need 5 energy hardpoints for a Clan build to generally start to be more rewarding than most IS builds.
Quote
This will be a change that is targeted to either raise the skill cap needed to utilized mass Clan laser fire, or will be reduced to a level that does not completely overshadow the IS equivalent weapons.
I like the former idea. Raise the skill cap.
Just do not do it by introducing new ghost heat limits, thinking you are encouraging people to chainfire or splitfire. You are not. Instead of splitting fire, people will just build their mechs around the limitation entirely, thus you have reduced build diversity. Similar to what happened with GaussPPC, the introduction of new ghost heat limitations
is tantamount to removing those combinations from the game altogether. All it will do is piss off your playerbase.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Option 1:
- Upfront damage is reduced to IS equivalent levels. Superior range values are kept.
- Instead of superior upfront damage, we can reduce the cool-downs, heat, and other attributes to move the natural boosted per-turn damage that the Clan weapons are historically known for in the fiction, as a higher rate of fire leaving them overall where they are now, but shifting the added damage perks away from Boosted Alpha strikes and more towards higher overall DPS. Keeping closer alpha damage
I have two problems with this.
1. with lowered damage, the role is shifted more toward DPS. People will just double down on the DPS role, they will lower alphas, stack heatsinks, and just abuse the superior sustain. The results will not be pretty.
2. this is literally applying the IS philosophy straight to Clan weapons. The IS philosophy is "our weapons deal less damage, but more often". By applying this mantra to clan weapons, you are essentially taking what makes the two factions different... and just erasing it. Making them the same. If people want to play low alpha, fast recycle... they play IS. If people want to play high alpha, slow recycle, they play Clan. I like this dichotomy, I think it is engaging, fun, and successful. It's also imbalanced at the moment, but we'll get to that...
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
Option 2:
- Clan Laser's heat scale triggers set to 30 damage caps similar to their IS counterparts. All other weapon attributes remain unaffected.
- This will keep the superior damage for the weapons as it is now, but mass lasers will come with a higher skill ceiling in order to effectively utilize the entire payload in combat.
This is essentially the same as Option 1, except instead of it being a paradigm shift, it is a straight up nerf. The same result will happen, Clan players will just remove weapons from their mechs, stack heatsinks, and abuse the high sustained output. Again, this is making Clan behave similar to IS, it is removing the difference that makes the two factions distinct from one another. I do not like it. Do not do this.
Option 3:- Increase offending Clan Laser durations by anywhere between 10% and 20% of their present values
1. this attenuates all builds equally
(no ghost heat loopholes like the MCII-DS and HBR)
2. has a meaningful impact on the quality of damage delivered
(whereas most damage nerf suggestions are just a drop in the bucket and won't really achieve anything substantial enough)
3. maintains diversity in the game
(ghost heat or alpha caps would just remove builds from the game = anti-fun)
4. doubling down on what actually distinguishes clan style weapons from the IS style
(instead of making the sides more similar)
5. easy to compensate for with quirks
(ex.: think the IFR doesn't deserve duration nerf? Give it duration quirk.)
6. doesn't impose any new arbitrary limits that aren't mirrored on the IS side = more intuitive to the end user
7. the first 10% merely brings durations back to where they were before the Skill Tree duration nodes were introduced, the actual nerfs don't really begin until beyond that. Until then, it's 100% familiar territory.
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
... intended goals of reducing Clan upfront damage alpha from its current 94 damage peak, to instead peak off closer to the 60-65 damage peak the IS reaches
For the record, one of best performing builds in the game
tops out at only 52 damage. I find it amusing that you've set a rough goal of 60-65 damage, which completely ignores one of your chief perennial overperformers.
Edited by Tarogato, 11 June 2018 - 10:12 PM.