FupDup, on 27 August 2019 - 12:26 PM, said:
I define balance as every item/gun/character/etc having its role/niche where it is viable such that nothing is useless and you can do good with anything as long as you use it properly (i.e. you shouldn't expect to do well bringing a shotgun to a long range sniper war, but if you ambush people up close then you should wreck face).
high power needs to come with high cost.
take the erll, one would think a weapon that can reach out do a lot of damage and fire limitlessly should have a weakness, and it does in the form of heat. however used en masse you can really pen down an enemy formation. the limitations they have are not sufficient to warrant their higher power. lasers in general should be one of the weakest weapons in the game (second only to homing weapons) yet they are the most meta.
thats an example of something done wrong, atms are a good example of one done right. they are very strong in a very narrow range band thus have a major disadvantage. but when used right they just rip mechs to shreds.
with that in mind i kind of think that er lasers should be damage limited up close, a shallow curve with a max damage spike about the range rating for the weapon. ppcs have hard dead zones and have the added disadvantage of needing to lead targets. so they should be stronger than lasers but weaker than weapons that use ammo. homing weapons should be the least effective.
thats how you balance mwo. or release the server side and let modders fix it.
Edited by LordNothing, 27 August 2019 - 05:00 PM.






















