In my MWO career, I’ve always had a few thoughts about the weapon system. Right now it’s kinda homogenous in application, and by that I mean it’s just weapon series with small gimmicks deriving from one another.
Case and point, UAC to ACs – sure UACs can double tap, but it’s basically the same application because the Jam System is just a gimmick. The RAC is a refreshing change, but it’s just not that good in execution. The LBX shotguns, without ammo switching are just inferior versions of AC due to spread damage. CACs are placeholders not a lot of people would actually consider using.
The Lasers might be defined between power, such as Small, Medium, Large, but either way it’s just poke. Laser brawls were phased outs due to nerfs, hell even the Medium Lasers were nerfed just because they were popular.
To be fair, IS lasers are kinda defined, the Clan Lasers specifically are relegated to just poking, And I want to remedy that.
Missiles are kinda alright conceptually, but execution of LRMs and ATMs is poor. LRMs are balanced at the low level, but while it’s understandable it remains **** and a laughing stock. ATMs are just too damn powerful at one range, useless at others; it’s just a gimmicky LRMs that doesn’t have the automatic Indirect Fire. SRMs are just not good compared to alternative to push to brawling. IS SSRM has no business being at the same range as standard IS SRMs, and the MRM spread is just overkill.
I’m not a balance guru or anything, but if I could define how weapon fits within the game, it would be this way.
ENERGY:
CLAN
The idea with Clan goes like this:
ER Lasers are the standard, they are for long range poke, they mix well for many weapons. Pulse Lasers are for ergonomics, they deal the SAME damage as ER Lasers for less duration, less heat, faster cooldown, they are more sustainable for brawls or DPS role -- basically you pay twice the ton for the IS-feel Lasers with better range. Heavy Lasers are for heavy damage, they deal heavier damage, has longer duration and cooldown, shorter range.
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Micro-Laser DPS: 1.2
Micro-Laser Damage: 0.12
Micro-Laser ROF: 10
Micro-Laser HPS: 0.45
Micro-Laser Range: 250m – 540m
Micro-Pulse-Laser DPS: 1.6
Micro-Pulse-Laser Damage: 0.16
Micro-Pulse-Laser ROF: 10
Micro-Pulse-Laser HPS: 0.64
Micro-Pulse-Laser Range: 150m – 330m
> Micro-Lasers are Unlimited-Ammo MGs.
> Micro-Lasers are NOT CRIT weapons.
The thought is simple, the Micro Lasers, that means both ER Micro, and Micro Pulse now function as unlimited ammo MGs, but they generate heat. Why? Because they suck as what they currently are. By giving diversity to “MG” types, at least there’s a variety to choose from. The Micro Lasers excel in raw damage and pin-point damage, though the MGs has no heat and has longer ranges. This also serves Micro Lasers to be paired much better with MGs especially for lights.
The nicest things i could think for the low-capacity mechs is diversity of equipment, because sure as hell they can't really use much of the heavy weapons. Having 5 "MG"s to choose from is a boon, sure as hell this weapon ain't being picked before when it was just a laser.
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Flamer DPS: 1.0 ~ 3.0
Flamer Damage: 0.1 ~ 0.3
Flamer ROF: 10
Flamer Range: 120m
Flamer Heat/DPS: 4.5 ~ 9.0
Flamer Heat: 1.0 ~ 3.0
Flamer Max Damage Duration: 5
Flamer Heat Penalty Duration: 5
> Flamer DPS increase over time.
Flamers are a joke. While sure it's effective for shutting, not that much effective in damage, so much so that it doesn't really synergize with most weapons. So here's a different approach, what if Flamers increase their DPS over time? Okay so there's a flamer gauge right? You build it up, and shooting it over redline means now the flamer is now hotter to fire? But the bonus should be that, it's also as damaging as it is hot.
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Damage: 5
Duration: 0.95s (From 1.10)
Heat: 3.5
Cooldown: 3.5s
Range: 250m – 500m
GH Limit: 6
C-ERML
Damage: 6 (from 7)
Duration: 1.10s
Heat: 5.4 (From 6.3)
Cooldown: 3.45s (from 4.5)
GH Limit: 6
C-ERLL
Damage: 10 (from 11)
Duration: 1.25s
Heat: 9.8 (From 10.8)
Cooldown: 3.85s (from 5.0)
GH Limit: 3 (From 2)
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Damage: 5
Duration: 0.7s
Heat: 2.50
Cooldown: 2.25s
Range: 165m – 330m
GH Limit: 6
C-MPL
Damage: 6 (from 7)
Duration: 0.8s
Heat: 4 (From 4.75)
Cooldown: 2.80s (from 4.5)
GH Limit: 5 (From 6)
C-LPL
Damage: 10 (from 11)
Duration: 1.00s
Heat: 8.35 (From 10.8)
Cooldown: 3.00s (from 5.0)
GH Limit: 3 (From 2)
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Damage: 6 (from 6.5)
Duration: 1.00s (from 1.20)
Heat: 2.8 (From 3.5)
Cooldown: 2.8s (from 3.5)
GH Limit: 6
C-HML
Damage: 9 (from 10)
Duration: 1.10s (From 1.45)
Heat: 5.4 (From 6.3)
Cooldown: 3.45s (from 4.5)
C-HLL
Damage: 16 (from 18)
Duration: 1.35s (From 1.55)
Heat: 14.2 (From 16)
Cooldown: 5.15s (from 5.75)
IS
The IS now has a bit more defined weapons. It's ER and Pulse Lasers have equal damage, and this is by design, ER versions serve as for long-range damage, pseudo Heavy lasers for IS, while Pulse lasers are more sustainable.
But what of Standard Lasers if they have less damage? They also have less heat, shorter duration, while longer duration. The IS laser serves as the bread-and-butter of most weapons, that it's supposed to mix well with other weapons readily.
The Small Lasers has substantial buffs, mostly range buffs to make them competitive versus the Medium Lasers, and to make them worthwhile for the lights that would be most likely are fielding them if they weren’t trash. The sub-5 damage is already not a good prospect for the Small Lasers, but with good range at least they are usable.
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Damage: 3.5 (from 3.25)
Duration: 0.7s (from 0.75)
Heat: 0.9 (From 1.1)
Cooldown: 2.25s
Range: 180m – 360m
ML
Damage: 5
Duration: 0.80s (From 0.90)
Heat: 2.9 (From 3.4)
Cooldown: 2.80s (from 3.5)
LL
Damage: 9
Duration: 1.0s (From 1.10)
Heat: 6.25 (From 7)
Cooldown: 3.00s (from 3.10s)
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Damage: 4 (from 3.5)
Duration: 0.40s (from 0.5s)
Heat: 1.5 (From 1.35)
Range: 165m – 330m
Cooldown: 1.90s
MPL
Damage: 6
Duration: 0.5s (From 0.6s)
Heat: 3.5 (from 3.8)
Cooldown: 2.6s (from 2.8s)
LPL
Damage: 10
Duration: 0.60s (from 0.67)
Heat: 7.0 (From 7.25)
Cooldown: 3.00s
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Damage: 4 (from 3.5)
Duration: 0.95s
Heat: 2.7 (From 2.2)
Range: 220m – 440m
Cooldown: 2.8s (from 3.5)
ERML
Damage: 6 (from 5)
Duration: 1.10s
Heat: 5.4 (From 4.5)
Cooldown: 3.00s (from 4)
ERLL
Damage: 10
Duration: 1.25s
Heat: 9.0 (From 8)
Cooldown: 3.8s (from 3.4)
PPCs
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Damage: 9 + 1.5 + 1.5
Speed: 1900 (from 1500)
Heat: 11.5 (From 14.5)
Range [m]: 810 - 1620
Cooldown [s]: 4.5 (from 5.0)
GH Limit: 3 (From 2)
The Clan variant always had been powerful from the get go, with 10 damage + 5 splash damage weighing only 6 tons, damn son! 14.5 heat is very, very hot, while I suppose that it's a trend, finally limiting the damage would mean it will finally quell the effectiveness of the weapon, while also giving way to ergonomic changes. I've limited damage from 15 to 12, and lets just keep it that way.
IS
The IS has been reworked, as opposed of merely being defined by tonnage allotment, and thereby a PPC class is tied to a weapon class, the PPCs themselves are made in a way to fit at a role, instead of a weight class.
LPPC is for rapid fire, it has one of the slowest projectile speed so PPC still triumphs for long range even if you can lump 4 of them matching 2 PPCs.
PPC is for middle, it has better damage, less heat, faster projectile for long range. You can lump 3 of them at max, matching 2 HPPCs, but it will have slower projectile speed offsetting the faster ROF limiting it at closer range.
HPPC is for heavy damage useful in longer range poking, it has lower ROF than PPC, and would serve better on less aggressive roles. It has the second most heat-efficient shot.
SNPPC has low heat, shorter range, and shorter cooldown, competitive for close-range combat.
ERPPC is for very long range, with 3 of it matching HPPC but it has worst heat efficiency of all, but you'd be doing reliable 30 damage from 810m. Sure it has faster ROF than HPPC, but that means you just build up heat even faster.
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Damage: 10
Speed: 2300
Heat: 11.5 (From 13.5)
Range [m]: 810 - 1620
Cooldown [s]: 4.5
GH Limit: 3 (From 2)
There's simply just little instance of where ERPPC is kinda useful. Sure it's good for long range where it's supposed to be, but long range is rarely the range. PPC is quite adequate for most distances, that the extra heat isn't necessary. And PPC is not even that much of a choice when talking about PPFLD cause HPPC.
With extra projectile speed offset by longer cooldown, it's further cemented to long range role. Being able to deliver 30 damage from afar is really important.
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Damage: 10
DPS: 2.5
Speed: 1350
Heat: 8.5 (from 9.5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 4
GH Limit: 3 (From 2)
PPC currently has little to offer. It doesn't hit as hard as HPPCs, sure it's cold but it's still pretty hot. It has minimum range that further mitigates it's close range use. It's at an awkward place that it doesn't suck or excel at something, that it doesn't give much reason to be picked over other in specialized fields. The increase in GH limit allows it to compete with HPPC, as trading for 1 ton is - 1s of cooldown time. HPPCs is for better convergence and heat overtime, but PPCs could compete with better firing rate and DPS.
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Damage: 10
Speed: 1050 (from 1200)
Heat: 8 (From 10)
Range [m]: 270 - 720 (from 270 - 630)
Cooldown [s]: 3.5
GH Limit: 3 (From 2)
SN-PPC is just too damn hot for it's short range, and it deters use with close-range builds where it's supposed to shine over the PPC. The extra range is there for the fact that it's supposed to be a bit longer range still. But the reduction in projectile speed is supposed to be the counterbalancing factor to make sure that it is still limited to short range despite increase in range, in addition of it being the relatively coolest PPC in terms of heat/damage. The reduced cooldown also makes this competitive against medium lasers.
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Damage: 5
DPS: 2 (from 1.25)
Speed: 1200
Heat: 4.5 (from 5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 2.5 (from 4)
GH Limit: 4 (From 3)
LPPC is literally blah, it's not that good on its own nor within it's GH Limit. And the target demographic mechs of the LPPC such as lights, won't have much use for it because of low damage/ton and most likely will just be scoffed at over other more sensible choice like ER ML.
By reducing CD, this becomes a bit more viable weapon, and the difference from other PPC behavior geared towards ACs would provide a uniqueness that would open up for different strategies, and would make LPPCs synergize with ACs.
Yes, PPCs are not supposed to be ACs, but all things considering, the difference in what role they could take up would allow them to have a niche in the field, as opposed of just which PPC hits harder in which invariably the rest of the PPC would be left out.
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Damage: 15
DPS: 3
Speed: 1500
Heat: 12.5 (from 14.5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 5
HPPC is relatively fine. In fact, the point of PPFLD is to dump most damage at a single point, in which HPPC does exceptionally well. The problem is the diversity (lack there-of) of roles within the entire series, it's just a matter of which dumps the most damage with what, and just a bit playing of heat and range, and because HPPC results the MOST damage dumped, then it will be invariably be picked with respect to meta.
Ballistics
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Crit Damage Mult: 7
Clan MG Damage: 0.10
IS MG Damage: 0.13
Clan Crit Chance: 6% chance to do 0.7 damage, 3% chance to do 1.4 damage, 1% chance to do 2.1 damage
IS Crit Chance: 6% chance to do 0.91 damage, 3% chance to do 1.82 damage, 1% chance to do 2.73 damage
Clan LMG DPS: 0.7
Clan LMG Avg.Crit DPS: 1.365
IS LMG DPS: 0.91
IS LMG Avg.Crit DPS: 1.7745
LMG Spread: 0.35
LMG ROF: 7
LMG Range: 330m – 660m
Clan MG DPS: 1.0
Clan MG Avg.Crit DPS: 1.95
IS MG DPS: 1.3
IS MG Avg.Crit DPS: 2.535
MG Spread: 0.55
MG ROF: 10
MG Range: 270m – 540m
Clan HMG DPS: 1.4
Clan HMG Avg.Crit DPS: 2.73
IS HMG DPS: 1.82
IS HMG Avg.Crit DPS: 3.549
HMG Spread: 0.75
HMG ROF: 14
HMG Range: 150m – 540m
> LMG, MG, and HMG shares ammo, differing only in ROF.
> 2000 Ammo/Ton, IS deals 0.13 damage/shot, Clan deals 0.1 damage/shot.
I’ve thought to simplify the MG systems; this will allow different MGs to better play with another, this improves the synergy of using different MGs together, and also affects the crit systems.
I’ve boosted the MG range to provide similar range profiles as with Small and Medium Lasers, and ER variants. This is to make them competitive against lasers, that to light mechs that only has a bit of weight to spare, relegating them to only lasers. Still there is the cone of fire to deal with,
The IS variant has 30% more damage/shot as the clan version. Suck it up, IS MGs are heavier, with their lights having less hardpoints.
If you notice, though HMG has shorter effective range, it has similar maximum range as the MGs, allowing the HMGs to provide slightly better DPS at the MG’s current range, after all the HMGs kind of weigh more, while it still retains the powerful close-range DPS it has. 2 MGs have better DPS and range for the same tonnage as HMGs, all it has going for it is that it uses one ballistic hardpoints, because lights that are already tonnage starved rarely would go after MGs.
You might wonder, what about the Piranha? Wouldn’t this more awesome MG makes it even more broke? ***** the mech is broke, not the weapon, it needs negaquirks in the first place.
I know Lorewise, MGs are supposed to be close-range anti-infantry, but this aint TT, it’s MWO. The MGs need to be relevant some other way.
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- Clan Standard ACs: Burst fire to Single shot shells, with damage spread to adjacent components. Deals 1/2/4/8 spread damage (divided among adjacent components), and 1/3/6/12 PPFLD.
- AC20/UAC20 Velocity to 850
- CAC doesn't have any GH
- CAC velocity to 2200/1650/1300/1025 for CAC 2/5/10/20 respectively
IS standard AC works fine. However, the Clan Standard ACs -- which they weren't supposed to have at all -- generally sucks. Low heat is kind of nice, but all things considering, with UACs generally cool to begin with, and or add in fire discipline, UAC builds ain't that bad.
Clan is "balanced" by generally hotter weapons, and worse spread -- that means SRMs have a bit larger spread, LRMs and ATMs are stream fired -- and as opposed of IS ACs prior to IS-UACs -- Clan ACs are burst fired.That is why you see Clan AC5s bursting two shells, Clan AC10s bursting 3 shells, and Clan AC20s bursting 4 shells.
The approach of making C-ACs single-shot as IS counterpart makes them a different choice than other ACs -- pick LBX if you can get close enough, but C-ACs if you couldn't get close enough. That means CACs would have worse spread upclose versus LBXs, but have better spread versus LBXs faraway.
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- IS Ultra ACs: Becomes burst fire, with 1/2/3/4 shells respectively, with 0.06s shot interval.
- Clan Ultra ACs: AC2 becomes burst fire; rest gets +1 shell -- burst fires 2/3/4/5 shells, with 0.05s interval.
- Jam Chance to 0%
- UAC2 CD: 1.65s
- UAC5 CD: 3.55s
- UAC10 CD: 5.75s
- UAC20 CD: 7.5s
The thought in increasing the burst size is to literally make the damage spreadable, because UACs do tend to have monstrous damage output if you didn't jam so I’ve simply balanced the weapon around the Jam.
The new system treats the UACs as if they are UAC4/10/20/40, balanced around the double tap. There's 0 chance of jamming now, so you can double tap whenever you want, but if you're not double-tapping means you're not maximizing the UACs. It's predictable this way.
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- Rotary AC Jam duration/dissipation from 10s to 4.5s
- RAC2 Damage from 0.90, to 0.50
- RAC2 ROF: 14.55 (DPS from 5.82 to 7.275)
- RAC2 Ammo/Ton from 300 to 240
- RAC2 Velocity from 1500 to 2000
- RAC5 Velocity from 1025 to 1650
This is done so to make the RACs predictable and less intrusive. As opposed of pushing above the redline, the approach forces people to play AROUND the redline. People don't have to maximize their encounters by pushing forward the redline, they can just stop shooting and try again.
Also the RAC2 is just anemic as ****, so a 25% DPS increase. That is because the RAC2 has GH Limit of 3, versus the RAC2 GH Limit of 2 -- and the DPS is done so to match those GH limits. However the approach of literally doubling ROF while reducing per-shot damage is precisely to improve on RAC2's supposedly suppressive potential.
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- LBX Optimal Range to 600/600/330/330m
- LBX Max Range to 1200/1200/660/660m
- LBX Velocity to 1650/1650/1150/1150
- LB2X pellet count from 2 to 3. (+50%)
- LB5X pellet count from 5 to 7. (+40%)
- LB10X pellet count from 10 to 13 (+30%)
- LB20X pellet count from 20 to 24 (+20%)
- LB2X CD from 0.72 to 0.9s. (+25%)
- LB5X CD from 1.66 to 1.992s. (+20%)
- LB10X CD from 2.25 to 2.5875s (+15%)
- LB20X CD from 4 to 4.4s (+10%)
- IS-LB20X Crit slot to 10
LBXs are supposed to be shotguns, not weaker ACs. That spread damage is a disservice to the weapon type, and the fact that they deal basically the same damage in total. The increase in pellet count -- thereby damage is also increased. The AC2s have the most damage bonus of all, and the bonus damage is lessened with larger launchers -- this is to make the lower launchers more competitive, especially against UACs that can double fire. The increase in spread makes them completely useless at long range, compared to their counterparts.
The approach of increasing pellet amount than straight up damage per pellet, is for it to increase the area saturation, that I intend for it to be less demanding of aim. Of course to balance out the extra damage, is an increased cooldown.
The IS-LB20X crit change is because literally, the LB20X is debilitated heavily because people couldn't just use Light Engine, making it even less of a choice against the standard ACs, and the higher GH, velocity, isn't worth as much as more flexible builds.
The point of spread increase is to make aiming less of a factor, that blast an area and you will hit the target at least. Against fast lights, just scatter projectiles in the general direction.
The approach of spread-progression is taken with similar approach of how LRM spread is done. The LB2X and LB5X is normalized with each other, and the LB10X and LB20X is paired with each other, so that the step up with LB5X and LB20X wouldn't be seen as inefficient as how LRM20s were previously treated.
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- IS Light-Gauss: 9 damage, 2.5 + 0.75s
- IS Light-Gauss Ammo/ton: 25
- IS Light-Gauss Velocity to 2350 m/s
- Gauss Ammo/Ton: 18
- IS Heavy-Gauss Range from 180m - 900m to 180m - 1080m
- IS Heavy-Gauss Ammo/Ton: 6
The idea of the heavy-handed Clan Gauss nerf is that -- Clan Gauss is lighter versus IS-gauss. But if i touch the damage, say to 12 PPFLD, then it will be incredibly less valuable as a long-range weapon. I chose the Cooldown route instead.
As for Light Gauss, it's also anemic as ****. But i am not comortable with the idea of something from 750m doing 10 damage. So i approached it with a bit of everything, it's still less than AC10 PPFLD, and does less DPS than AC2. The change in Charge time is to make it consistent with other Gauss-Rifles. And the increase in velocity makes it better at long range hits versus Gauss Rifle or AC2s.
For the Heavy Gauss, I've calibrated the damage to do 20 at 405m, which is 50% of the AC20.
Missiles:
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- Max Damage to 2.4
- Mid Damage to 2.0
- Min Damage to 1.6
- Velocity to 210
- Missile health to 2
- Minimum Range to 0m
- Does not need missile locks to retain guidance, only target locks. Only needs missile-locks to launch.
ATMs as they are right now, are kinda iffy. Too powerful at one band, left out at another, and the minimum range is basically killing it for being that supposedly Jack-of-All-Trades weapon that you pay with tons and low ammo/ton. This way, it’s not overkill at close range while still having no minimum range, and the minimum damage means it’s not that inefficient to be used at long ranges. Also extra velocity and health means it’s less susceptible to AMS.
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- Spread, Normalized.
- Cooldown to +50%
- Damage to 1.5
- Heat to +50%
- Velocity to 240
- Ammo/ton to 120
- Does not need missile locks to retain guidance, only target locks. Only needs missile-locks to launch.
LRMs are weak, they are kind of a joke, and usually it’s only effective is when targets are being bad pilots than being good LRM users. Understandably, it is balanced at the lower tiers, because if it’s too punishing means it’s hard for new players to get interested.
That being said, as a new player before, the annoying part is the suppressive fire. My approach would retain the DPS, but it will have +50% cooldown and damage to give more weight to volleys so that it will be less of a PTSD machine with its suppression. And it will be more rewarding to land a volley than just spamming so many that at least a few would hit. This way, people will think better how they throw their volley, this puts more skill on a “skill-less” weapon, opening up buffs, be more congruent with higher levels of play, while retaining a bit of effectiveness at lower levels.
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- Clan Damage to 2.15
- IS Damage to 2.35
- SRM6 and SRM4 spread normalized to 3.5 for Clan, 3.0 for IS.
- SRM2 CD to 1.5s
- SRM4 CD to 2.75s
- Artemis variants have 2x missile HP, -50% spread, +33% projectile velocity, but is stream fire, with 0.13s interval.
SRMs suck, right now. Brawling is phased out because of that, it’s always just sniper or poke. By giving them powerful damage, means they could be more relevant again, close-ranged brawling would be fast-paced and would be rewarding to close the distance.
The Normalization of spread for all launchers is there to make spread a lot less of a factor in either going up or going down, also makes SRM6 a bit more friendly with or without Artemis. However the deciding factor now is mostly the CD.
The point of Artemis with SRM being stream-fire like short-ranged MRMs is precisely to devalue them as brawl weapons, and give it to standard SRMs, because of the stream fire putting face-time, this is to relegate the Artemis SRMs to short-ranged missile-poking as it is played before, and to get away with extreme change in spread. Leave the dancing to standard SRMs.
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- Velocity to 190
- Clan Damage to 2.15
- IS Damage to 2.35
- IS Range to 360m
- IS SSRM2 CD to 3.0s
- IS SSRM4 CD to 4.5s
- IS SSRM6 CD to 6.0s
SSRMs are kind of okay, but the IS version being only at 270m as opposed of Clan is at 360m means the Clan is still at a distinct advantage, while IS version may triumph with better DPS, realistically at that range standard SRMs would work better. My concept serves nothing more than to make IS and Clan have similar SSRMs, and consistently buffed. Also the increased velocity is there so that it’s less susceptible to AMS.
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- Spread is normalized to 3.0 for Clans, 2.5 for IS.
- MRM40 CD to 4.30s
MRMs already have a problem landing shots due to low velocity and stream fire, the immense spread seems to be really unnecessary. I know it’s supposed to compensate by shooting a lot of missiles, but this seems overkill at this point.
Edited by The6thMessenger, 17 July 2018 - 05:31 PM.