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Intel Gathering: Weapons Balance Pass 1


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#481 KursedVixen

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Posted 05 March 2021 - 08:51 PM

View PostThe6thMessenger, on 05 March 2021 - 02:22 AM, said:


I don't know why would GH be that relevant, the point was you do more damage for less heat and less tonnage. With 5 HSL, you do 32.5 damage for 2.5 tons, versus 30 damage of ERSL for 3 tons While 6 HSL without GH is nice, it's not that significant enough to argue against the use of it.

And then there's also the point of differing playstyle, that ERSL works more of a poke and backup, if you aren't making use of extra range or don't have the tonnage to spare, the HSL can work for you.

You haven't encountered light with less hardpoints, or weapons that synergize with it, like MLX-G? What about PIR-1?
5 small heavys give you ghost heat.

#482 The6thMessenger

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Posted 05 March 2021 - 08:56 PM

View PostKursedVixen, on 05 March 2021 - 08:51 PM, said:

5 small heavys give you ghost heat.


Posted Image

No, 5 Heavy Mediums give you ghost heat.

You hit GH with HSLs with 6. That means you can fire 5 HSLs before hitting GH.

We play the same game. How do you not know this?

Edited by The6thMessenger, 05 March 2021 - 09:03 PM.


#483 MechWarrior414712

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Posted 06 March 2021 - 06:32 AM

Yea IS vs clan PPC is still an elephant in the room... Clan lasers got a turbo treatment to bring them closer to IS lasers and hasn't seen a change after that but IS pepsi still peepeepoopoo compared to clan, only useful with quirks, otherwise always inferior compared to the clan siblings. In this case I think no nerf for clan PPC but instead buff IS PPC.

Edited by I O O percent KongLord, 06 March 2021 - 06:32 AM.


#484 Brauer

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Posted 06 March 2021 - 08:40 AM

View PostI O O percent KongLord, on 06 March 2021 - 06:32 AM, said:

Yea IS vs clan PPC is still an elephant in the room... Clan lasers got a turbo treatment to bring them closer to IS lasers and hasn't seen a change after that but IS pepsi still peepeepoopoo compared to clan, only useful with quirks, otherwise always inferior compared to the clan siblings. In this case I think no nerf for clan PPC but instead buff IS PPC.


Yeah, IS peeps need a buff for sure. I think some chassis would likely need their quirks rebalanced a bit with that buff to avoid retaining the the currently viable IS peep mechs as substantially stronger than other options after a buff.

#485 Cluster Fox

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Posted 06 March 2021 - 09:19 AM

View PostNavid A1, on 18 February 2021 - 06:20 PM, said:

  • Solution:
Posted Image




I suggest making Class 4 more powerful than class 5, but at the cost of more HEAT, which would carry over in the heavier classes too. Light mechs already have some trouble with heat, Mediums can dissipate it a bit better.

In the end, it doesn't matter super bad since you can't change the type a mech equips. but the heavier ones need to have JUMP jets, not HOVER jets.

Edited by Cluster Fox, 06 March 2021 - 09:20 AM.


#486 Reno Blade

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Posted 07 March 2021 - 07:09 AM

View PostReno Blade, on 02 March 2021 - 10:33 AM, said:

UACs could be changed to be 100% jam chance after 2nd shot with 50% of the normal cooldown as duration.
e.g. you can fire you UAC20 two times and wait 4+2 seconds (cd + jam).

It would no longer be random and you would have a unique mechanic.


Ofc you could take another route:
skip the "jamming" and just have a longer cooldown.
e.g. you have AC20 with 4s cd and UAC20 with double tap that have 6s cd

or change the 5-bullet burst to a 10 bullet burst (for total of 40dmg) but then lose the "feature" of double tapping.

#487 xAndy199

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Posted 07 March 2021 - 01:01 PM

View PostReno Blade, on 07 March 2021 - 07:09 AM, said:

Ofc you could take another route:
skip the "jamming" and just have a longer cooldown.
e.g. you have AC20 with 4s cd and UAC20 with double tap that have 6s cd

or change the 5-bullet burst to a 10 bullet burst (for total of 40dmg) but then lose the "feature" of double tapping.

Well, then the apex predator UACs would be better and lighter than the HGauss. There needs to be a distinct pause between the shots/volleys - a short and a long cooldown.
While I agree with the idea that the UAC-tradeoff would work better if it had consistency (in the context of a Mechwarrior videogame), they cannot surpass the heavier alternatives (or we'll get the situation we now have between IS UAC/10 and AC/20).

#488 Pretty Boy

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Posted 07 March 2021 - 01:30 PM

Dedicated IS pilot here so I'm really unfamiliar with clan systems, but this is what I have to say about IS weapons.

Overall, there are 2 areas I think need improvement: small variants and specialized weaponry.

Smaller weapon variants (Light PPC, Light Gauss, etc) are at a natural disadvantage to their larger counterparts. Exposing yourself is inherently risky, which inclines people to emphasize high alpha / frontload damage weaponry, and also to boat one specific weapon system over more dynamic builds. In most cases those weapon systems aren't worthwhile. Heavier chassis can equip the larger variants, and they aren't competitive with other weapon systems light and medium chassis could otherwise equip.

As for specialized weaponry, the flamer is the main offender here. It simply isn't impactful enough on its own, it isn't worth boating or splashing, and the chassis that might want it or are quirked for them would still be better off running medium lasers in every circumstance, but I also think the NARC and targeting computers are on the weak side.

suggested fixes:
Light PPC: Reduce recycle time / heat to increase overall DPS. Because it's doing less damage it requires more face time and more skill to hit specific components, which should make the system more rewarding overall

Light Gauss: Reduce charge time / recycle time. Increase ammo per ton. Similar to the PPC, light gauss has few redeeming features. Increasing the overall DPS should make it more rewarding to use, and is balanced by the skill necessary and risk taken to use it effectively.

Small Lasers: Lasers are in a pretty good place overall, but similar to above I think a slight improvement to overall dps by way of increased rate of fire would make it more desireable.

Flamer: Add a small amount of damage (or better yet - have damage that ramps up over time if you can hold the flame on a specific component). As it stands, flamers are pretty weak overall. Adding a small amount of damage would help justify the slots they occupy, and force the target to respond. Flamer boats can be safely ignored in most cases, and there's not

NARC: NARC feels like it's in a weird place because requiring both a launcher and ammo makes is a pretty big investment and because its efficacy is highly dependent on teammates ability to capitalize on affected targets. I think tweaking the bonuses to targeting speed and missile tracking up slightly would better justify the investment.

Light Machine Gun: Generally inferrior to normal MG. Increased ROF to increase dps / crit chance might help here.

LRM 5 / LRM 10: This is a weird one because of how missiles work. I think missiles are in a really good place overall, but because of how AMS works the smaller volleys of LRM 5 and 10 makes it really hard to connect the damage. An increase in velocity to smaller launchers would help them punch through AMS, but this may be better accomplished through skills or quirks.

On a more personal note, I've always been sad that LRMS aren't really viable on smaller mechs for this reason. I would really like to see LRM5 viable on something like the Javelin.

Rocket Launchers: Why?

Streak SSRM: These should have a dumbfire mode, allowing them to be fired like conventional SRMs if you don't have a lock.

LB 2-X: At 2 slots, it would already be double the size of a normal AC/2. At four slots, it's way too big to be useful.

my 2 cents.

Edited by Pretty Boy, 10 March 2021 - 10:35 PM.


#489 Lanzman

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Posted 08 March 2021 - 06:42 AM

View PostPretty Boy, on 07 March 2021 - 01:30 PM, said:

Rocket Launchers: Why?

For the lulz. But seriously, rocket launchers are light, require no ammo, and do massive damage in one shot. But yeah, tabletop and MWO both, rocket launchers are pretty much terrible. You dedicate weight and slots to them but after you use them, then what? Only builds that can accommodate significant other weapons make RLs worth carrying as a "Surprise!!" type thing.

#490 Kravshera

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Posted 08 March 2021 - 11:54 AM

Would be nice if the visual effects for the warrior being on the recieving end of RAC's was toned down a bit.

I get it, it's a nice suppression weapon.. but not only is it good for suppression, it does massive damage quickly.
It is also unique in the way that it's a sustained fire - unlike most other weapon types.

Being on the recieving end is just ridiculous at this point, as all you can see is blobs of fire and explosions.. it doesn't even have to hit the cockpick, anywhere on CT or even near the head gives a severe blinding effect.

Not saying we have to get rid of the effect entirely, but as it is now it's totally over the top.

#491 Gauspult

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Posted 08 March 2021 - 12:57 PM

Gaus charge up should remain in my opinion.
But it could be made that it doesn`t go back to off but starts to build up heat as you hold for longer.

#492 T e c h 4 9

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Posted 08 March 2021 - 06:02 PM

I personally feel that Gauss is a weapon that requires more skill to be effective, due to the charge mechanic. But, I also find the charge mechanic to be aggravating sometimes also.

For players that don't have that "skill" built up yet, the best way I think to help build that skill is to pair Gauss with MPL on the same weapon group, because if you hold the button until the MPLs finish their burn, the gauss fires when you release.

If the mechanic was removed, I think it would make Gauss alot easier to use, and HG in particular might then become a little too OP.

Edited by T e c h 4 9, 08 March 2021 - 06:03 PM.


#493 KursedVixen

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Posted 09 March 2021 - 02:28 AM

does anybody notice that clan lasers do only about 1 or slightly more damage than IS lasers?? and that IS lasers seem to have higher ranges than TT? the only outlier here is the Large pulse and small laser. the small pulse does only .5 less damage than the clan pulse the medium laser does only 1.5 less damage than the clan version and the medium laser only does .5 less damage than the clan....

Edited by KursedVixen, 09 March 2021 - 02:31 AM.


#494 The6thMessenger

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Posted 09 March 2021 - 02:45 AM

View PostKursedVixen, on 09 March 2021 - 02:28 AM, said:

does anybody notice that clan lasers do only about 1 or slightly more damage than IS lasers?? and that IS lasers seem to have higher ranges than TT? the only outlier here is the Large pulse and small laser. the small pulse does only .5 less damage than the clan pulse the medium laser does only 1.5 less damage than the clan version and the medium laser only does .5 less damage than the clan....


Oh you're still here? Didn't even acknowledge the wrong HSL ghost heat count of your last argument.

So what if clan lasers "only" do +1 damage to that of IS? So what if IS lasers are longer than in TT? We don't have to follow TT to the letter, FPS is quite different. Hell, given the general tech advantage of clans, as in generally lighter with more DHS they can pack, it makes sense to gimp them a little bit.

Don't get me wrong, clan lasers have been overnerfed. CERML used to do 7 damage, CMPL used to do 8 damage, and so on. But come on, the TT argument is just bad. There's a lot of other things to factor than just damage. So what if their damage are a bit closer? There is still range, heat, duration, and tonnage that can contribute to differences of builds.

Buff Clan lasers because they deserve it balance wise, not because TT-Wise.

Edited by The6thMessenger, 09 March 2021 - 02:48 AM.


#495 The pessimistic optimist

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Posted 09 March 2021 - 07:29 AM

View PostThe6thMessenger, on 09 March 2021 - 02:45 AM, said:


Oh you're still here? Didn't even acknowledge the wrong HSL ghost heat count of your last argument.

So what if clan lasers "only" do +1 damage to that of IS? So what if IS lasers are longer than in TT? We don't have to follow TT to the letter, FPS is quite different. Hell, given the general tech advantage of clans, as in generally lighter with more DHS they can pack, it makes sense to gimp them a little bit.

Don't get me wrong, clan lasers have been overnerfed. CERML used to do 7 damage, CMPL used to do 8 damage, and so on. But come on, the TT argument is just bad. There's a lot of other things to factor than just damage. So what if their damage are a bit closer? There is still range, heat, duration, and tonnage that can contribute to differences of builds.

Buff Clan lasers because they deserve it balance wise, not because TT-Wise.


Two good options are more damage back to normal damage with a tiny little bit longer cooldowns or keep damage there is now and improve the burn times

Edited by SirSmokes, 09 March 2021 - 07:32 AM.


#496 KursedVixen

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Posted 09 March 2021 - 10:33 AM

View PostThe6thMessenger, on 09 March 2021 - 02:45 AM, said:


Oh you're still here? Didn't even acknowledge the wrong HSL ghost heat count of your last argument.

So what if clan lasers "only" do +1 damage to that of IS? So what if IS lasers are longer than in TT? We don't have to follow TT to the letter, FPS is quite different. Hell, given the general tech advantage of clans, as in generally lighter with more DHS they can pack, it makes sense to gimp them a little bit.

Don't get me wrong, clan lasers have been overnerfed. CERML used to do 7 damage, CMPL used to do 8 damage, and so on. But come on, the TT argument is just bad. There's a lot of other things to factor than just damage. So what if their damage are a bit closer? There is still range, heat, duration, and tonnage that can contribute to differences of builds.

Buff Clan lasers because they deserve it balance wise, not because TT-Wise.
lasers overnerfed? OOooh no you have NO idea, clans in general have been overnerfed almost to obsolescence IS mechs are better in almost every way, they have more armor shorter duration lasers better weapons better Autocannons better heat managment, about the ONLY thing clans have right now is lighter components and a slightly higher damage output ,and they do NOT have a range advantage as perks usually make up for that and if they don't the skill tree definitely makes that range advantage miniscule at best. Why do you think meta is mostly IS and that competitions are mostly IS because IS is better, don't believe me? load up the game and look at the ACTUAL NUMBERS

Actually in some cases clan lasers only do 0.5 more damage.... I would use balance if PGI actually did balance,but Balance to PGI means make clans worse and worse. and actually aside from large lasers medium lasers and small lasers weight the same in both sides, so actually your 'boating' argument doesn't work to well when based on weight of lasers alone at least for small and medium lasers and don't say anything about slots either small and mediums have the same slot size as well on both sides.

ranges are listed as optimum-maximum.

Medium laser(ER, Normal) tons 1 slots;1 damage Is:5 clan:6.5 Range; IS ER 360-720 is:270 540 Clan 400-800.

Suggestions: Increase clan medium laser range back to original value of 450 for optimum range leave max range as is, increase damage to 7

Medium pulse laser tons 2 slots 1 damage IS 6 clan 6.5 Range IS 220-440 clan 330-480

Suggestion: increase clan medium pulse damage to 7.5 at least, do an increase or something.

small laser: Tons 0.5 slots 1 damage is 3.25 clan 5 Range IS 150-300 ER 200-400 Clan 200-400

Suggestion: clan er small laser damage is fine, could possibly use a range increase of at least 50 or less.

small puise laser tons 1 slots 1 damage Is 3.25 clan 4 Range IS 110-220 Clan 165-297

Suggestion: Clan pulse laser damage increase to at least 5. range increase to clan small pulse by at least 20


Suggestions for large laser excluding heavy; Increase clan ER Large laser damage to 11 or increase range, or both.

Large pulse lasers: Fine

PPC suggestions: CERPPc damage increased to 15 pinpoint OR show the extra 5 damage in the information readout.... No reason to hide CERPPC extra damage

Edited by KursedVixen, 10 March 2021 - 09:59 AM.


#497 Omniseed

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Posted 09 March 2021 - 11:38 AM

I want Rotary AutoLasers and Rotary Particle AutoProjection Cannon

#498 KursedVixen

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Posted 09 March 2021 - 12:13 PM

View PostOmniseed, on 09 March 2021 - 11:38 AM, said:

I want Rotary AutoLasers and Rotary Particle AutoProjection Cannon
sure it's 4 tons per barrel for the auto laser and 6-7 tons per ppc barrel. AND ONLY ONE TYPE OF LASER OR PPC PER ROTARY

Edited by KursedVixen, 09 March 2021 - 12:57 PM.


#499 The6thMessenger

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Posted 09 March 2021 - 08:07 PM

View PostKursedVixen, on 09 March 2021 - 10:33 AM, said:

lasers overnerfed? OOooh no you have NO idea, clans in general have been overnerfed almost to obsolescence IS mechs are better in almost every way, they have more armor shorter duration lasers better weapons better Autocannons better heat managment, about the ONLY thing clans have right now is lighter components and a slightly higher damage output ,and they do NOT have a range advantage as perks usually make up for that and if they don't the skill tree definitely makes that range advantage miniscule at best. Why do you think meta is mostly IS and that competitions are mostly IS because IS is better, don't believe me? load up the game and look at the ACTUAL NUMBERS


No idea? ******* spare me. Don't you talk about me with lasers being overnerfed, I was there when they did it. I was there when CMPL used to do 8 damage and CERML did 7 damage, when CSPL used to do 6 damage, when CLPL used to do 13 damage and have 1200 max range.

Don't you talk to me about "actual numbers" when you can't even boot up your own MWO Client to check how many HSL you can fire before ghost heat. Why don't you address that first? Then come talk to me.

View PostKursedVixen, on 09 March 2021 - 10:33 AM, said:

Actually in some cases clan lasers only do 0.5 more damage.... I would use balance if PGI actually did balance,but Balance to PGI means make clans worse and worse.


I don't agree where PGI ends up with the numbers, but merely +1 damage vs IS counterpart isn't bad in itself, even Clan ERML is +1.5 damage over IS ERML. I'd honestly have CERML do 6 damage if it means it has less heat and less duration.

As to the actual numbers? Just do the Gulag.

View PostKursedVixen, on 09 March 2021 - 10:33 AM, said:

and actually aside from large lasers medium lasers and small lasers weight the same in both sides, so actually your 'boating' argument doesn't work to well when based on weight of lasers alone at least for small and medium lasers and don't say anything about slots either small and mediums have the same slot size as well on both sides.


Actually, it does, considering that the rest of the techbase is lighter and/or smaller, with better damage/ton, this means you need only fewer of the same weapon class to achieve the same damage, and thereby lighter. Not to mention you got smaller clan DHS that you can generally pack more, versus IS mechs that needs more vulnerable XL engine for same tonnage. IS' saving grace is being overquirked to relevance.

That is not to say that Clan Laser is in a good spot, rather it's because of that why the clans are nerfed. The problem is it's overnerfed, PGI overcompensated.

View PostKursedVixen, on 09 March 2021 - 10:33 AM, said:

PPC suggestions: CERPPc damage increased to 15 pinpoint


This is just ********. It's a 6-ton weapon, it doing 15 cumulative damage is already pushing it into OP ness.

VEagles are poptarting 3 CERPPCs and get away with them as a result of their ability to pack so much heatsinks, imagine if from 30 PPFLD, it's now 45 PPFLD.

Come on, this is just stupid. Stop with your TT-Argument, it's not going to work well in FPS.

Edited by The6thMessenger, 09 March 2021 - 08:10 PM.


#500 KursedVixen

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Posted 09 March 2021 - 09:58 PM

View PostThe6thMessenger, on 09 March 2021 - 08:07 PM, said:




This is just ********. It's a 6-ton weapon, it doing 15 cumulative damage is already pushing it into OP ness.

VEagles are poptarting 3 CERPPCs and get away with them as a result of their ability to pack so much heatsinks, imagine if from 30 PPFLD, it's now 45 PPFLD.

Come on, this is just stupid. Stop with your TT-Argument, it's not going to work well in FPS.
I really like how you took only part of that last quote... shows you just how ignorant you are.





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