Athom83, on 01 August 2018 - 08:58 AM, said:
Incentivizing something =/= disincentivizeing the other option. The problem here is you're disincentivinzing firing an alpha and claiming that it incentivizes chainfire. Meanwhile, you massively nerf things that have to alpha because they can't carry the weapons to chainfire (mainly light mechs and heavier mechs with very few hardpoints).
Whether the other option is deincentivized, that depends on the execution of the design. This is nothing more than a concept, there's little solid info but how the heatcurve is defined. It could be high base heat, but low heat gain in such a way that old builds are still in the sensible amount of heat.
Athom83, on 01 August 2018 - 08:58 AM, said:
There are other ways of addressing this, like adding recoil/shake to kinetic weapons (ACs, PPCs, and Missiles) and changing they way convergence works (made a topic on this in the suggestions looooooong ago).
Sure, but we're still looking at the Ghost Heat loopholes, and unbelievably high heat penalties.
Athom83, on 01 August 2018 - 08:58 AM, said:
Edit; On the original suggestion. Instead of making it so firing more weapons increase the heat each weapon makes, how about instead they decrease the heat dissipation efficiency for a short time after firing. Hotter weapons decrease the efficiency more while cooler weapons don't effect it as much. And each weapon adds its own negative to that, so if you fire enough really hot weapons, your heat will freeze at its peak for like a second or two before it starts cooling off.
So basically like it's COD regenerating health? Well, i suppose, but again what about the GH Loopholes and the crazy high alpha heats like 3x PPC.
Khobai, on 01 August 2018 - 09:19 AM, said:
IS Gauss Vomit is also far more limited... because IS Gauss weighs 15 tons, not 12 tons.
CGauss absolutely should be less powerful based on the fact it weighs less.
Not at the expense of it fulfilling it's role to the other side.
And IS Gauss Vomit is also far more limited because of other aspects such as worse engine, shorter-range ermls, and we have to result to mostly large lasers to do so.
Khobai, on 01 August 2018 - 09:19 AM, said:
Thats the whole point. It should be devalued compared to IS Gauss. Because it only weighs 12 tons not 15 tons.
The game will never be balanced as long as Clans get the same damage for less tonnage. You cannot balance a game like that. period.
But again, CGauss has it's own niche to fulfill on the other side. Period.
Khobai, on 01 August 2018 - 09:19 AM, said:
CGauss at 12 damage would still be better than LGR, even if LGR was 10 damage, so again you dont know what youre talking about.
But 14 - 15 damage with 1.0s charge + 6s CD.
Lol, i don't know what I'm talking about? You're the one narrow-minded to consider the impact of the gauss changes more than just 1:1 to IS Gauss.
Khobai, on 01 August 2018 - 09:19 AM, said:
Std Gauss should be 15 damage with 5.0+0.75 cooldown
CGauss should be 12 damage with 3.75+0.5 cooldown and better range than STD Gauss
Light Gauss should be 10 damage with 3.0+0.5 cooldown
No. They should be:
CGR, 15 damage, 2 Heat, 1.0s Charge time, 6.0s Cooldown Time, 1650 Projectile Velocity.
ILGR, 10 damage, 0.75s Charge time, 2.5s Cooldown Time, 2300 Projectile Velocity.
IGR, 15 damage, 0.75s Charge time, 5.0s Cooldown Time, 2000 Projectile Velocity.
IHGR, 25 damage, 0.75s Charge time, 5.0s Cooldown Time, 1650 Projectile Velocity.
Khobai, on 01 August 2018 - 09:19 AM, said:
Of course it is. Its 12 tons instead of 15 tons. It absolutely is OP on its own compared to IS Gauss.
About 20% overpowered given that it weighs 20% less with no appreciable downside tacked on.
That's the problem, you are only comparing it to gauss. But you still have a lot of other variables to consider. Do you even know how to experiment? What is Independent Variables, Dependent Variables, Confounding Variables? We need to be nuanced in how to handle Gauss, because Clan is OP in more ways than just Gauss being lightweight. You don't seem to get that.
Khobai, on 01 August 2018 - 09:19 AM, said:
And no the proper way to balance CGauss is to make it more equivalent to ISGauss. The laser component has absolutely nothing to do with balancing CGauss vs ISGauss.
No, it's not. You're looking at this too narrowly as usual. Again, Clan is OP in more than just the Gauss way, and it must be touched accordingly, not 1:1. The Gauss has it's own niche to fulfill in it's own faction.
Khobai, on 01 August 2018 - 09:19 AM, said:
Likewise clan lasers should be balanced to be more equivalent to IS lasers. The only way to balance the game properly is for every clan weapon to be balanced against its IS counterpart.
You are only looking at this with symmetrical balance. There's also such a thing as Asymmetrical Balance. If you aren't narrow-minded, you'd know that.
Khobai, on 01 August 2018 - 09:19 AM, said:
If all the weapons are balanced with eachother, then all given combination of weapons will also be balanced with eachother. see how that works?
It works as symmetrical balance, but we're looking at different flavors of faction right here. It's not like Clan has RACs and MRMs right now, or IS has ATMs and Heavy Lasers. See how that DOESN'T work?
You need to stop being so god damn narrow-minded.
Edited by The6thMessenger, 02 August 2018 - 01:55 AM.