

Introduce Reflextive Armor = No Need For Laser Nerf
#1
Posted 09 July 2018 - 11:16 PM
Ballistics has travel time and ammo limits which makes them dodgable. LBX and UAC also have dispersion, Gauss has charge. PPCs work similar to ballistics and also are high tonnage, most have min range.
Missiles have AMS, and depending on the type also ECM, Stealth and radar deprivation.
Against lasers, you have no specific way of defending yourself. Always pinpont damage at any distance, instantly traveling.
The solution is not to nerf laser damage then, because pros will find it a way to make it work by just following CT or most damaged component as enemies travel like they do now.
The solution is to introduce equipment which works as a counter to lasers
My proposal is this:
Reflective Armor: Reduce beam damage by -30%, 10% heavier than Standard armor, -7 slots (like ligh ferro fibrous but heavier instead of lighter)
Something like this as most of you will know what implemented in MW4 so it is already time-tested and balanced...
#2
Posted 09 July 2018 - 11:42 PM
#3
Posted 10 July 2018 - 12:12 AM
Also, add it to both Clan and IS.. Also add Reactive armor, which provides the same protection against Ballistics.
#4
Posted 10 July 2018 - 12:16 AM
#5
Posted 10 July 2018 - 12:39 AM
#6
Posted 10 July 2018 - 01:37 AM
#7
Posted 10 July 2018 - 02:46 AM
#8
Posted 10 July 2018 - 02:54 AM
I understand what Paul and Chris are trying to do with the laser nerfs. But the Clan mechs eclipse the IS in popularity and the biggest spuds in the game are almost always boating something in a big Clan mech. Usually it’s lasers or LRMs. Nerfs are negative and will drive players out of the game because their favorite noob tube gets broke.
I hate Hellbringers. Hot, boring, lousy hitboxes. But I got out the unskilled...UNSKILLED...HBR-F(L), and loaded it up with 2xHLL, 2xHML, and 3xERML, ECM, and all the heatsinks I could stuff in with max armor. Result: A 77 point, repeatable alpha strike that can be triggered at least three straight shots on Caustic Valley. However...dat duration. I’ve had a multilaser HBR try to dump that into any mobile platform like a Dragon or even an Uziel and nopenopenope because they’re laser swording all over the place and just getting a fraction of the burn on me. A threat? Oh yes, in the right (i.e. not my) hands. But for the most part, not too scary. What’s scary? An Ultraviolet. A Bushwacker. Scorches and Deathstrikes. With lots of autocannons, all. Or Piranhas with all those machine guns. Ciphers, with 6mg and all those microlasers, are scarier than a laser HBR all day every day. I’m just not sure that mega-alphas are the yuge issue everyone thinks that they are, when one is in a platform with greater mobility and high hardpoints that can use terrain masking to advantage.
What about nerfing agility and speed on high alpha platforms and boosting it on mechs with less hardpoints? And making mechs with less hardpoints a little smaller than they are? If the Uziel was three quarters its current size it would be a much better mech. I know that is counterintuitive for the idea that Clans=godly fast, agile, high firepower, but would it perhaps not be better than nerfing weapons? Restoring engine/mobility sync would be a good thing, as it would drive alphas down and mobility up as people race to fit the biggest engine possible again. Buffing jump jets would encourage their use-but it needs to be done in a way that you have to equip multiple jets to get the bonus and not have players just mount one. I used to think that buffing mobility encouraged twitch play and poo-poohed T1 players claiming otherwise. Now I’m not so sure that they’re wrong about that.
Edited by Chados, 10 July 2018 - 02:57 AM.
#9
Posted 10 July 2018 - 03:24 AM
I will note that this will gimp ERsmlls even more, and hurts IS lasers, but I think the tradeoff will be worth it.
#10
Posted 10 July 2018 - 04:08 AM
#11
Posted 10 July 2018 - 04:19 AM
Edited by Nik Reaper, 10 July 2018 - 04:20 AM.
#13
Posted 10 July 2018 - 05:32 AM
Dogstar, on 10 July 2018 - 01:37 AM, said:
How is this any different with AMS vs Anything missile related?
I'm 100% behind this idea. A 25%/30% reduction against laser boat builds would be a perfect solution.
#14
Posted 10 July 2018 - 05:35 AM
DrtyDshSoap, on 10 July 2018 - 05:32 AM, said:
I'm 100% behind this idea. A 25%/30% reduction against laser boat builds would be a perfect solution.
I agree with you but I don't think it should be added instead of reducing laser alphas.
#15
Posted 10 July 2018 - 06:09 AM
Before Relective:
Clan ER-PPC: 15 dmg
Clan Flamer: .10 dmg
Clan Micro: 2.5 dmg
Clan ER-S: 5 dmg
Clan ER-M: 7 dmg
Clan ER-L: 11 dmg
Clan HSL: 6.5 dmg
Clan HML: 10 dmg
Clan HLL: 16 dmg
Clan SPL: 4 dmg
Clan MPL: 7 dmg
Clan LPL: 12 dmg
After Reflective:
Clan ER-PPC: 10.5 dmg
Clan Flamer: 07 dmg
Clan Micro: 1.75 dmg
Clan ER-S: 3.5 dmg
Clan ER-M: 4.9 dmg
Clan ER-L: 7.7 dmg
Clan HSL: 4.55 dmg
Clan HML: 7 dmg
Clan HLL: 11.2 dmg
Clan SPL: 2.8 dmg
Clan MPL: 4.9 dmg
Clan LPL: 8.4 dmg
We'll use the 94 alpha build now. 30 of it is tied to dual gauss, 64 is torwards lasers. We come out to: 81.8 dmg. 82 if we want to round it. Not bad considering that's 12 points of damage shaved off. This is of course assuming my kindergarden math isn't off.
It's not a hard counter against gauss vomit, but it'll severaly limit hell bringer builds from 64 damage to a wimpy 49.9 damage.
Sign me up for the petition.
Edited by DrtyDshSoap, 10 July 2018 - 06:14 AM.
#16
Posted 10 July 2018 - 06:29 AM
Reflective armor is an OK idea also.
#17
Posted 10 July 2018 - 06:35 AM
#18
Posted 10 July 2018 - 06:36 AM
#19
Posted 10 July 2018 - 06:41 AM
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