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Laser Balance - What If We Just Changed The Curves?


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#1 LordNothing

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Posted 09 July 2018 - 07:04 PM

i think part of the alpha problem comes from the arbitrariness of gh groups, ive proposed mechanics to change that, but there might be another way. i for one think our laser damage/range curves are too boring. full damage until optimal and then tapering off. all of my 60+ vomit builds exploit the synergy between ermls and hlls/lpls. maybe we just need to break that up.

to do that you simply change the curves and leave the other numbers alone. give the er lasers an effective range bracket that ramps up, holds for a couple hundred meters and then ramps back down. then give the lpl/hll a more rounded profile that tapers off just before the point of synergy so that when you stack those weapons you loose a little bit of damage.

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kinda think this should have been done with the er line from the get go, then we can make them really good in their respective brackets and bad everywhere else. the other two curves are mostly arbitrary to illustrate the point im trying to make. profile is debatable. i have no problems with those weapons doing full damage for the first 250 or so meters and then doing a taper, so long as it happens before the erml bracket. other lasers of similar type would get similar profiles, even on the is side though less severe.

Edited by LordNothing, 09 July 2018 - 09:41 PM.


#2 The6thMessenger

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Posted 09 July 2018 - 07:09 PM

You mean like a minimum-range with damage falloff instead of deadzone? I think that could be done, though wouldn't make sense.

#3 LordNothing

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Posted 09 July 2018 - 09:31 PM

View PostThe6thMessenger, on 09 July 2018 - 07:09 PM, said:

You mean like a minimum-range with damage falloff instead of deadzone? I think that could be done, though wouldn't make sense.


i think it would be bad for any laser to be fully dead at zero meters. minimum damage at 0 range here i think i set to 50% damage. i was thinking of having the 0 range damage something like this:
cermil 80%
cersl 60%
cerml 40%
cerll 20%
ersl 75%
erml 50%
erll 25%

i also kept the laser at peak damage for about 200 meters. i think on the is side this range bracket would be about 300 meters. this might be scaled a bit for the other sizes. the er would maybe be 300/400 and the small might be 100/200, micro maybe 75ish for example. the clan tradeoff for higher damage is that the max effective bracket is smaller, and also because they have 4 sizes of ers instead of 3. is are weaker but have a wider full damage bracket. also the is lasers have a little bit better initial damage over the equivalent clan version. things like the is ersl and clan er small/micro would all get peak damage buffs, because those weapons are a little weak already, but this is traded off by the bracketed nature of the weapons.

Edited by LordNothing, 09 July 2018 - 09:34 PM.


#4 Prototelis

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Posted 09 July 2018 - 10:07 PM

I wish they would just give IS a little more DPS and roll the armor bonuses some mechs have into the base tech.

Tanky dps Vs. Glass cannon is pretty interesting IMO, but we keep moving away from that. Achieving parity by making everything more or less the same is pretty lame.

#5 LordNothing

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Posted 10 July 2018 - 09:39 PM

View PostPrototelis, on 09 July 2018 - 10:07 PM, said:

I wish they would just give IS a little more DPS and roll the armor bonuses some mechs have into the base tech.

Tanky dps Vs. Glass cannon is pretty interesting IMO, but we keep moving away from that. Achieving parity by making everything more or less the same is pretty lame.


i dont really want to undistinct clan and is tech bases. however er lasers would be given a new role across both tech bases and would need to be rebalanced for that role. the clan and is er lasers would be made distinct by the clans having a much tighter optimal window than what the is would have on theirs. clan would also get to choose between 4 range brackets rather than 3 because of the clan micro lasers. is would also get a slightly higher starting damage than clan. if you want that high, un-nerfed damage you have to engage at the correct range.

i do like the glass cannon vs tanky aspect and dont see that as being mutually exclusive. clans would be able to keep their superior overall laser damage under this system. i think its better than what pgi has concocted. the problem mostly comes down to one or maybe two loophole builds that are really making clan seem more powerful than they are and a large number of wide sweeping nerfs is not the answer to that.





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