Exactly What The Community Asked For...
#1
Posted 26 June 2018 - 07:03 PM
#2
Posted 26 June 2018 - 07:16 PM
For the Clan lasers I support the general direction but I need to know the exact numbers PGI is going with (the little details matter a lot) but for the CGR I'm not really feeling it. Maybe if they buffed the CGR health at the same time* then we could see the CGR get used on more than just a few special chassis (because right now its super fragility makes it a liability on many robots).
*IS Gauss Rifles should also get more health
#3
Posted 26 June 2018 - 07:25 PM
#4
Posted 26 June 2018 - 07:25 PM
#5
Posted 26 June 2018 - 07:28 PM
AEgg, on 26 June 2018 - 07:25 PM, said:
Normally I'd agree with an asymmetrical approach, but in the specific case of laser duration we've already tried this and it had extremely terrible gameplay consequences. Remember the 2.0 second Clan ERLL? Remember the TBR, SCR, and DWF negative beam duration quirks? It creates an obnoxious amount of facetime for the laser mech and also greatly increases the number of friendly fire incidences.
#6
Posted 26 June 2018 - 07:34 PM
FupDup, on 26 June 2018 - 07:28 PM, said:
Obnoxious facetime is literally the entire point of longer duration, 'Working as Intended'. If people don't like it, then use another weapon. Ok, yes, clan ballistics have the same problem right now, and don't get used much. But that's not a bad thing. If there's always some alternative that gets around the downside, the downside isn't really working to begin with (or the upside isn't good enough)
FF I can kind of agree was a problem, though one that might not be that hard to solve (i.e. limit FF damage of lasers or something).
But still, doesn't have to be facetime. Something that makes lasers different is all I'd like to see. Why not try having lasers behave like MW3 where they're insta-fire, but increase heat and reduce damage? Ideas aren't hard to come by, they're just harder to implement than adjusting existing stuff by trivial percentages.
#7
Posted 26 June 2018 - 07:42 PM
#8
Posted 26 June 2018 - 07:53 PM
AEgg, on 26 June 2018 - 07:34 PM, said:
Come on, you know there's a difference between having a downside and having the downside be so large that it renders the weapons in question nearly unusable (like the 2.0 second Clan ERLL duration). There is a practical limit on things like this, similar to how there's also a limit on how slow projectile weapons can be before they become crap (i.e. the 850 m/s on the PPC was nowhere near enough for a long-range weapon).
On a side note, Clan ballistic duration isn't nearly as long as lasers, people over-exaggerate that a lot.
AEgg, on 26 June 2018 - 07:34 PM, said:
The issue with PPFLD lasers like MW3 and MW4 is that they are hitscan rather than velocity-based like ACs, PPCs, etc. Instant hit and frontloaded hit are quite good characteristics individually and become pretty cray cray when combined together unless the base stats are really reined in hard to counteract those advantages.
Also, for heat increases I'd advise against that because it further highlights the woes of the Clan bad mechs that lack the tonnage to properly boat DHS (my Virago could live with a heat nerf just fine but something like an Ice Ferret would be rekt).
Edited by FupDup, 26 June 2018 - 08:04 PM.
#9
Posted 26 June 2018 - 07:56 PM
The Mysterious Fox, on 26 June 2018 - 07:42 PM, said:
The issue with across-the-board agility buffs is that, depending on the values, it could marginalize lights and mediums by making apex heavies and assaults able to keep anybody in their crosshairs regardless of the target's speed. However, I won't disagree that certain specific mechs could use a little more mobility (not the same as giving more mobility to everybody).
It's something that has to be done very, very carefully unless we want to just buff the armor and/or firepower on mediums and lights if they lose their ability to out-maneuver larger units.
Edited by FupDup, 26 June 2018 - 08:02 PM.
#10
Posted 26 June 2018 - 08:19 PM
So, if we increase face-time to reel in the fatmechs, are Clan Lights supposed to just continue being meh unless they are MG boats? Are we going to quirk them all for laser duration? Even for the fatmechs, how are Clan ERLL then supposed to win trades at all with ERLL Battlemasters? Do we then nerf the IS ERLL? How far are we going to ride this train until we end up back where we started?
Nope. Not going to work. Heat, too, is not an option because the Lights are again going to feel the brunt of it.
Really, none of the "nerf Clan" options seem to do anything helpful without shafting their Lights and bad Mechs. Shorter cool-downs to level the DPS playing field between IS and Clan lasers and slightly more potent IS DHS would basically solve the bulk of the disparity without sacrificing the flavor. But then you get the TTK crowd crowing...
#11
Posted 26 June 2018 - 08:32 PM
We can toggle AMS on and off. Could it work the same with firing modes?
Edited by Mechwarrior1441491, 26 June 2018 - 08:33 PM.
#12
Posted 26 June 2018 - 08:45 PM
Mechwarrior1441491, on 26 June 2018 - 08:32 PM, said:
We can toggle AMS on and off. Could it work the same with firing modes?
Nah, otherwise we would have select fire LBXs already.
#13
Posted 26 June 2018 - 08:48 PM
Buckle your seat belts for the actual decease in damage.
#15
Posted 26 June 2018 - 09:41 PM
The Mysterious Fox, on 26 June 2018 - 07:42 PM, said:
Better not. Right now mechs which have anomalous agility are actually very noticeably unique and pretty good most of the time. Too much agility = quake.
In the end im pretty sure we are going to receive DPS or damage per heat (or both?) advantages for the clan lasers.
Edited by lazorbeamz, 26 June 2018 - 09:51 PM.
#16
Posted 26 June 2018 - 09:57 PM
You can't have both, PGI. If the Mad Cat MK2 is a problem, then nerf the Mad Cat MK2. The problem is, you don't have the nuts.
Edited by Yosharian, 26 June 2018 - 09:57 PM.
#17
Posted 26 June 2018 - 10:08 PM
laser alphas stack better on the clan side so why are we adding recoil to gauss?
this is what pgi likes to do they have a simple well defined problem and then they expand it to include other less severe problems, the result will be a fix that does not solve the original problem but solves some strawman issue instead. this is why energy draw failed.
it also doesnt close the arbitrary gh loopholes which are an even bigger problem imho.
Edited by LordNothing, 26 June 2018 - 10:19 PM.
#18
Posted 26 June 2018 - 11:04 PM
I don't see the relevance of the mechanic.
#19
Posted 26 June 2018 - 11:32 PM
#20
Posted 27 June 2018 - 01:08 AM
guess i can use my skills and roll the damage like lasers.................
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