

Weapon Balance
#1
Posted 03 December 2017 - 03:21 PM
In NetMech, with people running on modems ranging from 14.4k (boo) to 56k (high end), lock-on missiles (LRMs and Streaks) were king. Typical rules meant no more than 3 launchers, and no more than 30 points of damage from a missile type. I ran Uac 10, 1 mpulse, 2 LRM15, 1 SSRM6. Gauss rifles were a joke, as were traditional SRMs, and (usually) machine guns. Nobody used small lasers.
I played MW3, but don't remember it. I know I got all the way to Luthien in MW2: Mercs, but don't recall what I used; probably lasers.
In Mech4, I mostly used heavy ballistics (Fafnir/AC20s & large lasers). Light ballistics were not effective in most cases, and I don't recall using missiles very often because they took too long to kill most targets.
I came to MWO about 5 months ago (ignore the join date, old computer wouldn't run it). I have seen every weapon system in use, and being useful, in some capacity. Gauss rifles, ACs from 2 to 20, rotary ACs, machine guns, all sizes and types of lasers, SRMs, SSRMs, MRMs, LRMs, and even these newfangled ATMs - You name a weapons system, and I've seen people use it to good effect. Aside from a few weak variants (RAC2, light gauss), PGI has put together a game that, for the first time out of the MW series, actually makes every weapon type in the game useful, and gives us tons of variety in how we build and play.
Are there balance issues? Sure. This is still a big leap forward from all prior MWs, and feels more like the BattleTech of the novels I grew up reading than any of the prior games.
#2
Posted 03 December 2017 - 03:27 PM
#3
Posted 03 December 2017 - 05:53 PM
#7
Posted 04 December 2017 - 04:12 PM
#8
Posted 04 December 2017 - 04:28 PM
Jonathan8883, on 04 December 2017 - 04:12 PM, said:
PGI did some things pretty smart compared to previous titles, such as giving lasers burn time instead of being hit scan like the other titles. I agree you see more weapons variety as well, though the level of 'useful' can vary greatly.
#9
Posted 04 December 2017 - 05:17 PM
Tincan Nightmare, on 04 December 2017 - 04:28 PM, said:
PGI did some things pretty smart compared to previous titles, such as giving lasers burn time instead of being hit scan like the other titles. I agree you see more weapons variety as well, though the level of 'useful' can vary greatly.
They are still hitscan, they just don't deal all damage instantaneously.
#10
Posted 04 December 2017 - 05:37 PM
#12
Posted 15 November 2020 - 03:09 AM
#13
Posted 15 November 2020 - 06:31 AM
MW4 brought in the "hardpoint" concept, but at least they were sized. And "omnipods" were open to putting anything in them, unlike this travesty. And although the maps were limited, it at least had a publisher that gave enough of a damn to keep it updated for a long, long time. Then, the community kept it going. Somehow, I don't see that happening here.
I'd much rather see MW3 get updated to a modern graphics engine. It played WAY better than MW:O.
#14
Posted 15 November 2020 - 01:16 PM
#15
Posted 15 November 2020 - 01:45 PM
#16
Posted 15 November 2020 - 01:48 PM
Only burr being that clan pulse lasers are a bit below the curve right now, but that's a relatively small concern when it comes to balance.
#17
Posted 15 November 2020 - 01:56 PM
Gagis, on 15 November 2020 - 01:48 PM, said:
Only burr being that clan pulse lasers are a bit below the curve right now, but that's a relatively small concern when it comes to balance.
It's also the blandest it has ever been since right before Clan weapons were added.
#18
Posted 15 November 2020 - 02:26 PM
Willard Phule, on 15 November 2020 - 06:31 AM, said:
Did you conveniently forget that Mechwarrior 3 and 4 had no concept of weapon duration and that laser alphas were instantly delivered with pinpoint precision via hitscan? That was a garbage setup that only appeared to work via widespread lagshield and the primitive internet infrastructure of peer-to-peer hosting it used.
#19
Posted 15 November 2020 - 02:27 PM
Gagis, on 15 November 2020 - 01:48 PM, said:
I see your cLPL and lower you the IS Snub PPC.
Miss Greene, on 15 November 2020 - 01:56 PM, said:
Clan tech is OP by nature, should never have mixed IS and Clan tech in a PvP game.
Spheroid, on 15 November 2020 - 02:26 PM, said:
Did you conveniently forget that Mechwarrior 3 and 4 had no concept of weapon duration and that laser alphas were instantly delivered with pinpoint precision via hitscan?
Well, MekTek did add the LCPL - Large Continuous Pulse Laser, was great fun running around in a flea with that.
Edited by VonBruinwald, 15 November 2020 - 02:36 PM.
#20
Posted 15 November 2020 - 03:58 PM
Spheroid, on 15 November 2020 - 02:26 PM, said:
Did you conveniently forget that Mechwarrior 3 and 4 had no concept of weapon duration and that laser alphas were instantly delivered with pinpoint precision via hitscan? That was a garbage setup that only appeared to work via widespread lagshield and the primitive internet infrastructure of peer-to-peer hosting it used.
It STILL worked better than this garbage, overall. Again, one would assume when updating to a more modern engine, an update would use whatever hit registration said engine has, but whatever.
Beyond that, it didn't use any "publisher based" interpretations of how BT operated. No "fixed" this that or the other. Omnipods were calculated based on "available tonnage" in pod space. "Hard points" were an absurd concept. Was it balanced? Hell no, but it wasn't an easy game to master, either.
On top of that, it had a "lobby system" where people opened up their own drop based on the map they chose, number of players involved, environmental settings, even to the point they could turn heat and ammo off, just for grins. Here? We get the current iteration of FP and this toilet bowl they call QP.
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