First off although i consider myself a good player I'm not a meta player at all. I usually don't min/max builds in the same manor as other players. My mech loadouts are usually very well balanced around sustaining fire throughout a fight at all ranges. I have many mixed builds that i find work for me and here are my thoughts.
Clan Gauss rifle shake - to be honest i didn't even notice it. It's so short that it didn't effect my normal cadence of firing at all. So if you want sure go ahead and add it, I see it as more of an aesthetic or lore like than anything.
Clan ER-Small laser - less heat is neat but damage was already nerfed a while back, why make it worse? It's already not a super popular pick except on light mechs.
Clan ER-Medium laser- less heat is nice but i'm pretty much with everyone on this about damage. It should be 6.25 like the pulse lasers. They were both 7 damage before but with different duration, heat, and range values so i'm not sure why it was nerfed further than the medium pulse.
Clan ER-Large laser - damage down to 10 seems ok... if you feel like it needed a nerf but i didn't think it was all that potent to begin with considering the heat, The heat scale change would be a disaster on live but i think you've gotten the picture from everyone's feedback about that.
Clan Medium Pulse - I'm actually totally fine with these changes if the damage matches the Clan ER-Medium. They actually seem like a fair toning down of the numbers.
Clan Large Pulse - I actually think the damage should stay at 12 as you have to use 2 more tons to mount them (1 extra damage per ton). Which also means less tonnage and space for heatsinks. This would help differentiate them more from ER-Large lasers. You would either have long range lighter and smaller weapons that do less damage or shorter range heavier, larger weapons that do more damage.
Heavy Medium Lasers - simply not worth taking anymore if the changes stand. I already thought they were too hot to run unless you just had tons of extra space for no reason. If i wanted that much heat i'd just take ER-Large lasers and get extra range.
Heavy Large Lasers - For the heat and duration the heavy larges have, i never used them on anything. With less damage it's just more reason for me never to use them. My feelings on them are if i wanted something with that much heat i might as well take an ER-PPC with insta-damage and longer range.
Well there you go. I know some people really whine in there posts or even rage at you PGI devs, but i understand this is just a test and providing thoughtful insight rather than degrading comments is much more useful to the whole process. Good luck with all the feedback.
Straight Up Feedback
Started by Sable, Jul 14 2018 08:28 PM
4 replies to this topic
#1
Posted 14 July 2018 - 08:28 PM
#2
Posted 14 July 2018 - 08:47 PM
Sable, on 14 July 2018 - 08:28 PM, said:
First off although i consider myself a good player I'm not a meta player at all. I usually don't min/max builds in the same manor as other players. My mech loadouts are usually very well balanced around sustaining fire throughout a fight at all ranges. I have many mixed builds that i find work for me and here are my thoughts.
Clan Gauss rifle shake - to be honest i didn't even notice it. It's so short that it didn't effect my normal cadence of firing at all. So if you want sure go ahead and add it, I see it as more of an aesthetic or lore like than anything.
Clan ER-Small laser - less heat is neat but damage was already nerfed a while back, why make it worse? It's already not a super popular pick except on light mechs.
Clan ER-Medium laser- less heat is nice but i'm pretty much with everyone on this about damage. It should be 6.25 like the pulse lasers. They were both 7 damage before but with different duration, heat, and range values so i'm not sure why it was nerfed further than the medium pulse.
Clan ER-Large laser - damage down to 10 seems ok... if you feel like it needed a nerf but i didn't think it was all that potent to begin with considering the heat, The heat scale change would be a disaster on live but i think you've gotten the picture from everyone's feedback about that.
Clan Medium Pulse - I'm actually totally fine with these changes if the damage matches the Clan ER-Medium. They actually seem like a fair toning down of the numbers.
Clan Large Pulse - I actually think the damage should stay at 12 as you have to use 2 more tons to mount them (1 extra damage per ton). Which also means less tonnage and space for heatsinks. This would help differentiate them more from ER-Large lasers. You would either have long range lighter and smaller weapons that do less damage or shorter range heavier, larger weapons that do more damage.
Heavy Medium Lasers - simply not worth taking anymore if the changes stand. I already thought they were too hot to run unless you just had tons of extra space for no reason. If i wanted that much heat i'd just take ER-Large lasers and get extra range.
Heavy Large Lasers - For the heat and duration the heavy larges have, i never used them on anything. With less damage it's just more reason for me never to use them. My feelings on them are if i wanted something with that much heat i might as well take an ER-PPC with insta-damage and longer range.
Well there you go. I know some people really whine in there posts or even rage at you PGI devs, but i understand this is just a test and providing thoughtful insight rather than degrading comments is much more useful to the whole process. Good luck with all the feedback.
Clan Gauss rifle shake - to be honest i didn't even notice it. It's so short that it didn't effect my normal cadence of firing at all. So if you want sure go ahead and add it, I see it as more of an aesthetic or lore like than anything.
Clan ER-Small laser - less heat is neat but damage was already nerfed a while back, why make it worse? It's already not a super popular pick except on light mechs.
Clan ER-Medium laser- less heat is nice but i'm pretty much with everyone on this about damage. It should be 6.25 like the pulse lasers. They were both 7 damage before but with different duration, heat, and range values so i'm not sure why it was nerfed further than the medium pulse.
Clan ER-Large laser - damage down to 10 seems ok... if you feel like it needed a nerf but i didn't think it was all that potent to begin with considering the heat, The heat scale change would be a disaster on live but i think you've gotten the picture from everyone's feedback about that.
Clan Medium Pulse - I'm actually totally fine with these changes if the damage matches the Clan ER-Medium. They actually seem like a fair toning down of the numbers.
Clan Large Pulse - I actually think the damage should stay at 12 as you have to use 2 more tons to mount them (1 extra damage per ton). Which also means less tonnage and space for heatsinks. This would help differentiate them more from ER-Large lasers. You would either have long range lighter and smaller weapons that do less damage or shorter range heavier, larger weapons that do more damage.
Heavy Medium Lasers - simply not worth taking anymore if the changes stand. I already thought they were too hot to run unless you just had tons of extra space for no reason. If i wanted that much heat i'd just take ER-Large lasers and get extra range.
Heavy Large Lasers - For the heat and duration the heavy larges have, i never used them on anything. With less damage it's just more reason for me never to use them. My feelings on them are if i wanted something with that much heat i might as well take an ER-PPC with insta-damage and longer range.
Well there you go. I know some people really whine in there posts or even rage at you PGI devs, but i understand this is just a test and providing thoughtful insight rather than degrading comments is much more useful to the whole process. Good luck with all the feedback.
#3
Posted 14 July 2018 - 08:52 PM
I find the shake forces the Gauss attack to come at the end of the laser strike so if give your target time to torso twist and choose which side of their mech to take the hit on. I noticed it was harder to score center torso hits as my targets twisted away. I guess this could be a good mechanic to help spread clan damage.
#4
Posted 14 July 2018 - 09:07 PM
Grus, on 14 July 2018 - 08:47 PM, said:
dosnt notice shake... right...
thats why i said it. Unless i'm at extreme range i usually shoot lasers first to line up the release of the gauss shot. But in the instances that i shot gauss first the shake only seemed to lasted a second. and it didn't bother follow up shots with lasers. It was much more managable than heavy gauss which i've used a fare amount to know.
Edited by Sable, 14 July 2018 - 09:08 PM.
#5
Posted 14 July 2018 - 09:22 PM
Sable, on 14 July 2018 - 09:07 PM, said:
thats why i said it. Unless i'm at extreme range i usually shoot lasers first to line up the release of the gauss shot. But in the instances that i shot gauss first the shake only seemed to lasted a second. and it didn't bother follow up shots with lasers. It was much more managable than heavy gauss which i've used a fare amount to know.
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