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Balance Discussion - Aug 2018 - Post Podcast Feedback

Balance

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#81 Paul Inouye

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Posted 07 August 2018 - 05:05 PM

View PostNavid A1, on 07 August 2018 - 04:59 PM, said:

*snip* I've been gathering and compiling data on mech mobility along with Tarogato for some time now... you'll see the results in a video soon.


Better yet.. put the results here where they can be absorbed faster.

#82 justcallme A S H

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Posted 07 August 2018 - 05:06 PM

View PostPaul Inouye, on 07 August 2018 - 03:08 PM, said:

Will be looking at this as well.

If you have any suggestions for specific chassis for PTS, let me know.


Just on this - As I feel everyone else has said what I would on the balance aspects.

There is great disparity in mobility even in Mediums.

Example: Base mobility of the Wolverine vs Griffin.

Both are 55T mechs. Wolverine feels like a Med where the Griffin feels like a Heavy. There is over 25% lower base mobility on the Griffin so no wonder there is such a huge difference.

That sort stuff just isn't right and this has occurred since Desync and occurrs in many cases on many mechs. I don't really believe that base desync is better when you look at situations like that. A Wolverrine under the old system would've felt like a Locust by your reasoning except it didn't.

Edited by justcallme A S H, 07 August 2018 - 05:06 PM.


#83 POOTYTANGASAUR

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Posted 07 August 2018 - 05:06 PM

notice my post senpai, good balance changes noted.

#84 Paul Inouye

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Posted 07 August 2018 - 05:07 PM

View PostMrSomaru, on 07 August 2018 - 05:02 PM, said:

we don't want to witch hunt, and we aren't all trying to be mean spirited. we just have a lot of pent up frustration over the constant stream of disappointments as of late. We wouldn't be as up in arms as we are if we hated the game. Passion like this is what drives us to try and improve the game, regardless of whether or not we're listened to. We just want the best for the game for current players, and bring in newcomers, and keep them. So, if our criticisms seem harsh, please keep in mind we only are looking out for the future of the game, and are just frustrated.


As I said.. I get it. Just keep it civil so we can discuss. Scenario: We're having this discussion at a table in a pub over beers... don't be the overly drunken guy not involved in the discussion at hand. :D

#85 Kin3ticX

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Posted 07 August 2018 - 05:07 PM

View PostNavid A1, on 07 August 2018 - 04:59 PM, said:

Here is the thing regarding engine desync that people need to know

IN GENERAL, engine desync (even with zero skill) provided buffs to these aspects of mech mobility (compared to old pre-desync era WITH mobility quirks + good engines):
- Acceleration
- mech turn rate

those two stats define how well a mech can maneuver in close quarters. It should be noted though that around 30% of chassis got nerf'd by engine desync in those two stats.. and not the deserving ones even.




On the other hand engine desync OBLITERATED the following:

- Torso twist speed

Torso twist speed is the key stat that defines how well a mech can spread incoming damage, and as most people who play the game know, engine desync did not do well in this regard.


There are mechs that have been hit in all three fronts though... like the atlas (that not only is nerf'd in all mobility aspects... but HAS THE TOP SPOT in having the greatest magnitude of nerfs in ALL three fronts)
(Thats why I find Chris' example of an atlas being buffed in terms of agility, mind boggling!!!!!!!!!!)



I've been gathering and compiling data on mech mobility along with Tarogato for some time now... you'll see the results in a video soon.


This isn't twist speed but I would make maybe 65 the lowest base twist limit in the game. Its awful brutal to drive anything with a 60 twist like a BLR-1G and it aint even a pre-nerf KDK-3.

#86 Paul Inouye

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Posted 07 August 2018 - 05:08 PM

View PostPOOTYTANGASAUR, on 07 August 2018 - 05:06 PM, said:

notice my post senpai, good balance changes noted.


I'll read yours if you read mine. :D

#87 Nightbird

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Posted 07 August 2018 - 05:08 PM

View PostPaul Inouye, on 07 August 2018 - 05:07 PM, said:


As I said.. I get it. Just keep it civil so we can discuss. Scenario: We're having this discussion at a table in a pub over beers... don't be the overly drunken guy not involved in the discussion at hand. Posted Image


https://mwomercs.com...rovement-ideas/

Some ideas that are intended to be implementable quickly and improve QoL

#88 Navid A1

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Posted 07 August 2018 - 05:09 PM

View PostPaul Inouye, on 07 August 2018 - 05:05 PM, said:


Better yet.. put the results here where they can be absorbed faster.


Its a GIGANTIC spread sheet. Needs some cleaning. But it will be posted here

#89 Ridingwolf1

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Posted 07 August 2018 - 05:12 PM

Can you give your thoughts on my post? I would like to know if, and how much, off the mark I am in my thinking.

#90 Paul Inouye

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Posted 07 August 2018 - 05:14 PM

View PostNavid A1, on 07 August 2018 - 05:09 PM, said:


Its a GIGANTIC spread sheet. Needs some cleaning. But it will be posted here


The reason I ask is because everyone can view it here.. it's easy to reference instead of trying to skip through a video to find anything... and it's focused in this area which is where we're monitoring.

#91 Paul Inouye

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Posted 07 August 2018 - 05:17 PM

View PostRidingwolf1, on 07 August 2018 - 05:12 PM, said:

Can you give your thoughts on my post? I would like to know if, and how much, off the mark I am in my thinking.


Well it has nothing to do with weapon balance... but PSR is something that needs adjusting for sure. A reset would probably benefit after any adjustments have been made. The Win/Loss condition is required as a multiplier to move people faster out of certain ranges. However, PSR is a subject that needs it's own thread and discussion. Sorry to say this thread isn't the place.

#92 Chris Lowrey

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Posted 07 August 2018 - 05:18 PM

View PostNavid A1, on 07 August 2018 - 04:59 PM, said:

I've been gathering and compiling data on mech mobility along with Tarogato for some time now... you'll see the results in a video soon.


I'll need to see exactly what you are pointing to in regards to the video in order to respond so I'll keep my eye out for it. The current investigation coming in the next PTS will cover this area, so feel free to pass along the relevant info and we will look it over and see what we can implement for testing.

#93 Jman5

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Posted 07 August 2018 - 05:21 PM

View PostPaul Inouye, on 07 August 2018 - 10:18 AM, said:

Future PTS'
• Looking into doing another PTS centered around baseline heat thresholds and dissipation rates based on community proposals.


Just finished listening to the podcast. It's good to hear that the topic of capacity/dissipation is being looked at. I'll just paste my post about it here and would be interested in hearing your guys thought.

How adjusting Heatsinks can improve the game’s balance without screwing the little guys

Everyone knows the problem with adjusting weapon balance is that you often wind up having all sorts of off-target effects. A medium pulse laser nerf hits the Ice Ferret just as hard as the Madcat MKII, or Hellbringer.

So what is it about the Madcat MKII (or Hellbringer) that makes it so much more potent than the Ice Ferret? The answer is that with all that extra space and tonnage you can not only equip more lasers, but you can stuff it with an absurd amount of Double Heat Sinks. This gives those Medium pulse lasers tremendous heat capacity and dissipation.

With that in mind the answer of how to address these super large, super hot, alphastrikes seems pretty straight forward: Do not make heatsink scale linearly forever.

This is actually building on an already existing system we have now where internal engine heatsinks work better than the external ones. What I propose is to take this a step further and reduce the effectiveness of external heatsinks when boated in sufficient quantity. Someone who adds 15 external heatsinks should have better heat capacity and dissipation than someone who only added 5, but it shouldn’t be 3 times more effective.

So how would that look?

There are several ways we can do it and I just want to emphasize that the numbers are placeholders only to illustrate the concept.

1. Stepped approach This approach would decrease the effectiveness of heatsinks at certain steps. So for example you have the first 5 external double heatsinks work as they do now. However heatsinks 16-20 are a step down in effectiveness. Then Heatsinks 21-25 are a step down from that, and so on. IMO this is a very user-friendly approach.

2. Gradual decline: This approach would see heatsinks have a gradual decline in effectiveness after you reach a threshold. So maybe your first 5 external DHS work fine, but then after that, each one becomes less and less effective.

3. Hard Cap: A third possibility is a hard cap. This is where you have heatsinks work as is until a certain point and then any more do nothing. There are two ways to do this.
  • Full cap: Both Dissipation and Capacity stop improving.
  • Partial Cap: Only one of these values gets capped.
So for example you could cap dissipation rate to 3.5 so only your first 10 external DHS improve it. Beyond that, you’re only increasing capacity.

It’s worth pointing out that both the Stepped and Gradual decline approaches could also be targeted at Dissipation or capacity only.

What this does is allow us to target the high alpha/high heat builds without screwing up the smaller builds that aren’t really a big problem. As for the actual numbers to use, you can be as conservative or aggressive as you like.

-------

FAQ:

Q: How would we explain this to players in the mechlab?

A: Well first of all, I would point out that the current “heat management” number we see in the mechlab is not doing an adequate job. I’ve been playing this game for a long time and I barely understand it myself. To be blunt it’s an unintuitive mess. Overly complicated and and full of flaws.

So my answer is that first I would fix this problem. Split it up into three values instead of the one nonsense value we have now. Heat per second, Dissipation Rate, and Capacity. Then I would clean it up so Rocket Launchers and LAMS are not factored in, UAC’s double tap is, and make sure pilot skills/quirks are.

Next you can do the same thing you do with Heat penalty. Put a little icon pop up at the top of the mechlab explaining you have hit a threshold. Either way they can always refer back to their 3 heat values displayed to see how it’s changing.

Q: What do we do when a heatsink is destroyed?

A: You can just have it work its way backwards. So the first heatsink destroyed is heatsink 25, next is heatsink 24 etc… Internal DHS work on their own separate values just as they do now.

Q: Won’t this harm some builds that aren’t a problem?

A: Any change you make will have an impact on off-target builds. However adjusting heatsinks only when equipped in large quantities will have a much more precise effect than a blanket nerf to say the ER Medium laser. Again, you can set it as aggressively or conservatively as you want. If you only want to hit guys running 20+ heatsinks you can do that. If you want to go down to 15 you can also do that.

Also high alpha laser vomit is not the only problem out there. It’s high damage period. I don’t see any problem making a LRM 80 run a little hotter too.

Q: But this wont fix every balance problem!

A: You're right, but that isn't the intention. This is a targeted balance change for high heat, high damage builds with lots and lots of heatsinks. It also just so happens that this is where many of the balance problems exist.

----

One more thing that I think is worth mentioning is that this might open the door to relaxing some of the existing weapon boating heat penalties we have in place. Some of those builds are really only viable when they can stack it with 20+ double heatsinks. Just something to think about if this ever goes through.

Edited by Jman5, 07 August 2018 - 05:24 PM.


#94 Paul Inouye

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Posted 07 August 2018 - 05:24 PM

View PostJman5, on 07 August 2018 - 05:21 PM, said:

*snip*.


Too long.. won't read.

Kidding!

And your own FAQ?

But on a serious note, we'll look over what's here and see what we can do. But you're right that a lot of currently 'locked down' builds can come back to life under this type of system.

However, I just want to note.. your suggestion is kinda the reverse of what the community originally suggested long ago.

Previously: Lower/maxed cap, higher dissipation
Yours: Higher cap, locked down dissipation

We can investigate both.. but just wanted to clarify.

#95 Ridingwolf1

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Posted 07 August 2018 - 05:30 PM

View PostPaul Inouye, on 07 August 2018 - 05:17 PM, said:


Well it has nothing to do with weapon balance... but PSR is something that needs adjusting for sure. A reset would probably benefit after any adjustments have been made. The Win/Loss condition is required as a multiplier to move people faster out of certain ranges. However, PSR is a subject that needs it's own thread and discussion. Sorry to say this thread isn't the place.


Actually, it is the very issue I am demonstrating. You are so focused on the numbers and not what the issue is at heart and that is skill. You are trying to balance an intangible with weapon buffs/nerfs which ignores the issue at hand. As was said in the pod cast and repeated here many times by people in the thread, skilled pilots will still win against bad pilots regardless of what balance you try.

The issue, therefore, is NOT the weapon systems, but the people using them. Putting T5 skill level pilots that made it to T1 by attrition in with T1 pilots that are true T1 pilots will always result in these issues you are having. No amount of weapon balance will fix this.

You need to overhaul the matchmaker/PSR system or else nothing else you try has a chance at working.

Edited by Ridingwolf1, 07 August 2018 - 05:44 PM.


#96 Jman5

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Posted 07 August 2018 - 05:36 PM

View PostPaul Inouye, on 07 August 2018 - 05:24 PM, said:


Too long.. won't read.

Kidding!

And your own FAQ?

But on a serious note, we'll look over what's here and see what we can do. But you're right that a lot of currently 'locked down' builds can come back to life under this type of system.

However, I just want to note.. your suggestion is kinda the reverse of what the community originally suggested long ago.

Previously: Lower/maxed cap, higher dissipation
Yours: Higher cap, locked down dissipation

We can investigate both.. but just wanted to clarify.


The TL;DR is where all the links are! The rest is just my justification.

To be clear what I'm suggesting is pretty open ended based on what you guys think is best. You can bring down Heat Capacity or Heat Dissipation, or both once you've equiped X amount of heatsinks. (and in a variety of different ways. see links) This way small mechs aren't effected at all, but the larger assault and heavy mechs running hot builds are the ones who effectively need to reduce the size of their alphastrike.

#97 Metachanic

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Posted 07 August 2018 - 05:37 PM

Notes on the podcast as it played, and my thoughts on notable points.

Catapult K2

If this mech is a little on the tanky side, I would argue that it doesn't seem to be disruptively tough. It is nowhere near a top option for Faction Play, despite its good profile and decent hitboxes. Going on a bit of a tangent, it's severely limited by its torso pitch.

Specificity of PTS Numbers

Glad to hear PTS numbers were known to be fairly extreme. Some changes are certainly agreeable (modest damage reductions for the CERML and CHLL, for instance, duration changes for the CHLL), but some, I think, should be dropped. The CERSL, CLPL, and CMPL don't strike me as sufficiently disruptive weapons to deserve nerfs.

PTS Changes to Large-Class Lasers

I agree with Phil regarding the minimal effects on heavier clan mechs. With the increased ghost heat limits on the CERLL in particular, they gained reduced exposure time and are better suited to an exceptionally stale, low-risk, extreme-range style that, frankly, is already pretty dull to play, and play against. I would not like to see this kind of play encouraged.

The higher ghost heat limit on CLPLs is interesting. It at least provides a reason to bring the CLPL at all when it's currently basically irrelevant in a world where the CERLL massively out-ranges it, and the CHLL out-DPSes it. However, this benefit only applies to very heavy clan mechs, which are already at the top of the meta and don't need the assistance. So I'd rather see the CLPL left alone for now, with the focus on the CHLL, to see if changes to it push people toward the CLPL.

Assault Popularity on PTS

Despite the fact that people are in a testing server, they still seem to want to win, which partially explains the focus on heavier mechs. That said, the larger-class Clan mechs seemed to get the most benefit from the PTS, probably because they are best able to avoid many negative changes to lighter lasers and benefit from the large-class laser advantages.

IS vs. Clan Laser Balance

I agree with those who are hoping that the fundamental character of the two factions is maintained. Faster-refire, lower-duration IS lasers with better sustained DPS, and high-damage, long-duration, longer-range Clan lasers are key to maintaining a broad variety of interesting mechs, one of MWO's key draws.

Community Consensus

There's broad support for some exceptionally low-hanging fruit, despite disagreements on finer points. Agility buffs, for instance, are almost universally wanted, and they are in line with balancing laservom and increasing TTK.

LRM Balance

Continuing from Phil's points, the problem with making these weapons potent at high skill levels is their dominance at low skill levels. My impression from T5 players is that they were terror weapons before the latest buffs, which is why the community balance proposal didn't suggest anything apart from IS heat generation.

Regarding "least amount of dead weight in the MechLab as possible;" this is the major reason for the broad buffs from the community balance proposal. Weapons like the LB5X remain essentially unused, despite close cousins like the LB10X getting buffs in recent memory. Old favorites like the CSPL have been over-nerfed, and remain on the shelf in the vast majority of cases.

"In standard play against skilled opponents, the LRM is still a very subpar system." This is partially true. If, as you say, you can recognize it and coordinate a response, and you've brought the equipment to deal with it (very fast mechs, or ECM and AMS-equipped machines with long range and good profiles), and if you can kill the NARCers fast enough.... Doable, but massively problematic for pickup-up groups.

It's worth noting that the velocity buff to LRMs was so problematic because it also simultaneously nerfed two counters to LRMs; diving for cover and AMS. With the heat and ammo buffs that have since gone through, I'd be curious to see where things land with a full or partial roll-back of the velocity buff.

Regarding Radar Deprivation; this is now mandatory on all of my FP mechs. Should one weapons system be so ubiquitous and problematic that I'm dedicating that many skill points to counter it? Those nodes are the only ones in the entire tree that specifically counter a single weapon type. They are otherwise essentially useless.

I am perfectly fine with maintaining LRMs as a useful weapons system; variety is our friend. But
countering them, when deployed en masse, should not require the vast majority of countering mechs to dedicate so much tonnage to the problem that they've severely compromised themselves when facing other weapons systems.

NARC Cooldown Nerf

Good idea. Keen to see how it affects the game. Previously, FP matches against LRM heavy decks could be decided, or at least heavily swung, by how rapidly NARC mechs were taken out.

ECM Buff

Good idea. Worth noting that the "personal cloaking device" problem will get bigger if ECM simply gets a flat range increase, but I'm still glad to see the change. Makes ECM's heavy skill tree investment requirements more worthwhile, and might even create situations where one can forgo a node or two, depending how the numbers shake out. A base range increase with the skill tree unchanged would be most welcome, since it'll reduce the painful time between building an ECM mech and having enough skill points in its systems to matter. More variety is always better.

Engine Desync

What do you mean by "did what we wanted it to do?" Decoupling agility from engines, or landed agility values where you wanted them to be? The Atlas getting some mobility back is an exciting prospect, and more agility has the potential to rescue some other deeply troubled mechs like the Executioner and Gargoyle.

It is worth noting that the desync plus the skill tree leaves the majority of mechs lacking agility compared to their pre-desync states. The community balance group is in the middle of some deep number-crunching on this point. I am massively enthusiastic about any changes that might, as Chris said, take them to a state where their agility, particularly torso speed, is better than pre-desync. Base agility strikes me as the best mechanic for achieving this, but the recent buffs to the skill tree agility nodes were very welcome. The conversation was mostly focused on heavy and assault agility, but I hope that lights and mediums are not left in the dust. If heavier mechs are better at tracking them, they need to get better at dodging.
Cool Shot Nerf

Time to cool nerfs are an interesting option. I'll be curious to see how this change affects things. I've always liked the idea of cool shots reducing your heat dissipation rate after they're used, so you're trading some sustain for a bit of burst whenever you use them. But this is a change I'm keen to try.

PTS 2.0.

Bring it on. Despite all the recent noise, there are significant positives here. The increased communication with the community has been massive, and I hope to see it continue and expand.

#98 LanXang

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Posted 07 August 2018 - 05:38 PM

@PGIBROS

Posted this on reddit just now. Will go into a few more of the little details though.
---
What if ****** LRM changes were reverted, and LRMs tracked to the component your TAG is pointed at?
Or if you got really good at lobbing NARCs at people's feet, then you could just leg the entire team from 700m out?

If tracking a component with a TAG is too difficult, allow the missiles to track whatever component you reliably hold the TAG on for X seconds, for Y seconds after losing track.
---

Reasoning:
  • Aiming at things is fun, more fun than vaguely hovering over a red box (even if it's reduced in size 50%)
  • Gives LRM boaters even more reason to bring TAG/NARC, and more reason to move tf up
  • Still lets people who play MWO with their foot score 1200+ damage games with normal locks
  • Introduces the possibility of hilarious teamwork if you actually get a locust/flea with TAG/NARC who will run around TAGging legs, or NARCing cockpits

Completely off topic, please add mech mortars and targeting lasers like in Tribes 2. That was some of the most fun indirect fire gameplay ever.

#99 Metachanic

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Posted 07 August 2018 - 05:46 PM

View PostPaul Inouye, on 07 August 2018 - 03:08 PM, said:

I wanted to ask this question because I know there will be a lot of people who hate the idea of any type of negative quirk even if it's to tone down a few outlier 'Mechs for the benefit of the entire lineup. Just getting a feel for how it would be received here in this discussion.

Personally, I think a negative quirk or two, carefully applied, would be a net positive for balance. Negative laser cooldown or added heat on the Deathstrike, pushing it further into its big-alpha role and making it more vulnerable to short-range, high-DPS builds. Negative energy range or added heat on the Hellbringer Prime's left torso, so it's no longer the near-universal choice for high-performance Hellbringers. Negative machine gun rate of fire on the Piranha 1, so there's a reason to even consider other variants and its glut of hardpoints have at least some drawback. Those aren't necessarily perfect options, but they are options I'd be interested in testing.

Historic opposition to negative quirks, I think, was mainly focused on the fact that the community didn't think the Timber Wolf was unbalancing enough to require negative quirks in a world with gauss and PPCs sharing a ghost heat link. Mechs that are generally viewed as overperformers will probably get a more reasonable response, even in a nerf-weary community. The Timbie hasn't become OP with it recent agility buffs, so the community appears to have been correct on this front.

Continuing in that vein, I would be keen to see some older mechs get another look at their quirks and hardpoints. Loyalty mechs are welcome additions to various chassis' available options, but they're infrequent, and a hardpoint here or there, the addition of jump jets, or changing a single stat could rescue a vast number of mechs and variants from near-irrelevance.

Edited by Metachanic, 07 August 2018 - 06:01 PM.


#100 NUMBERZero1032

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Posted 07 August 2018 - 05:48 PM

Just to throw a quick gas in here,

Community Balance Sheet PTS

Pros:
A fair chunk of the community wants to test it. Might even bring back a few recently retired players to take a look.
You generate some hype.
You get more data.
Brings into line all weapons instead of agonizing chunks at a time.
Revives brawling weapons.
Revives IS Laser Vom (which was mentioned in the podcast to have fallen off the radar, was this intended? Why hasn't it been addressed for two years?)

Cons:
An intern spends maybe an hour or two changing a bunch of numbers in an easily modifiable XML file.





And to touch on a different subject:

LRM's and NARC
Increasing NARC cooldown isn't going to affect much. As you saw in the PTS, the changes made to lasers and gauss didn't have the effect you were looking for because because players found a way around that. You didn't even ask, you just showed us, and we figured out a way around your intended changes within minutes, and this whole charade went on for like a full month.

So onto the point. We discovered within seconds that the way around the narc cooldown is dual NARC. To a clanner, that is only 4 tons. To an IS mech, that is 6 tons. It may seem like a lot, but comparing LRM launcher weights to the weight of the dual NARC, you actually get some spare tonnage left over for players to stuff in even more ammo into their already ammo-buffed LRM mechs.

Speaking of boogyman, check out these LRM boogymen that have been enabled
13.57 DPS https://mech.nav-alp...0bc30_HGN-IIC-B
13.04 DPS https://mech.nav-alp...63b396fc_KDK-SB (100% heat efficiency, no skill nodes required)
13.04 DPS https://mech.nav-alp...#9b8540d2_SNV-A (100% heat efficiency, no skill nodes required)
10.81 DPS https://mech.nav-alp...#d0ea6aaf_NCT-B
11.77 DPS https://mech.nav-alp...33332_ON1-IIC-A
12.18 DPS https://mech.nav-alp...#af304e6e_WHK-B
12.28 DPS https://mech.nav-alp...941c6_BAS-PRIME
EDIT: Wait, I did one better with the SNV, 14.11 DPS: https://mech.nav-alp...#c779dffe_SNV-A
I could go on, mixing in NARC and what not, but imagine these WITH skill nodes. That Highlander could possibly get to an even higher maximum DPS, beyond 18. And that's firepower from anywhere as long as you're within range and anything has a lock on the target.

The NARC nerf isn't going to do as much as you think either. NARCing whole teams isn't an issue. People will find one target and latch on to them and LRM it until it's dead. Then you NARC the next target and LRM that until it's dead. Or if it goes behind cover, you just find someone else to shoot at until they come out of cover again. Whole teams... just no.

Edited by NUMBERZero1032, 07 August 2018 - 06:08 PM.






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