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Intel Gathering: Weapons Balance Pass 1


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#501 The6thMessenger

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Posted 09 March 2021 - 10:14 PM

View PostKursedVixen, on 09 March 2021 - 09:58 PM, said:

I really like how you took only part of that last quote... shows you just how ignorant you are.


I love how you just ignore the parts you got wrong. Shows how disingenuous you are.

#502 KursedVixen

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Posted 10 March 2021 - 09:08 AM

I Will not stand down, becaus some freebirth fake clanner says I'm wrong... Clans have been unfairly nerfed all i ask is to have some of that nerf removed some things were fair ,but many were not.

#503 KursedVixen

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Posted 10 March 2021 - 09:48 AM

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

Here is the link to weapon change suggestions that were brought up by the "gulag" (a group of comp, casual, veteran and new MWO players)



Full proposal including the above mentioned weapon changes and other aspects, like mech mobility and Jump jets: https://www.dropbox....AG_v2.pptx?dl=0




1- First.... for the love of god... PLEASE fix side torso destruction penalty:

Posted Image







2- Weapon changes: https://i.imgur.com/fmsfJOw.png

Posted Image




vs Live stats: https://i.imgur.com/NFkAi0C.png




3- In accordance with the above weapon changes these modifications to mech quirks would be required:
https://www.dropbox....11_30.docx?dl=0




4- Mech agility increase across the board, according to this proposal:
https://docs.google....#gid=1508912275



MASC: (NOTE: These changes complement the base agility increase for all mechs,... linked above)
  • Reduce MASC fill-rate by 50% (from 0.09 to 0.045), leading to double active time
  • Reduce accel/decel boost to x1.66 (instead of x 2)
  • Reduce reticle shake and spread to 33% of current amount (-66%reduction)
  • Increase redline threshold to 85 (from 75)
Legged mech speed cap:
  • Consider increasing the legged speed cap to 60 kph (including speed retention nodes)
Also... Jump Jets:
  • Current system:
Posted Image


  • Solution:
Posted Image














Will update this post if something changes.
I agree with most of this there are a couple of things i don't however i think its decreasing the ghost heat modifier on clan large pulse and clan medium pulse that i don't agree with, ghost heat is really stupid either way at least in it's current implementation. The other thing i don't agreee with is reducing the Atm's max damage to 2.5 it should remain as 3 within it's 120-250 range (correct me on the ranges) It already does 2.5 beyond that i think at some way beyond it's 3 damage range pretty sure it'sa linear dropoff to 1 and Atms are highly inefficent at longer ranges you might as well us LRms as they pack more missiles for long range missiles after all they are LRms we don't want to invalidate LRms by giving ATms 2 damage at long range, their current arcing isn't very good for long range anyway and in TT they were unable to do indirect fire. Everything else with the atm changes in this are good though. The last thing i saw that I dissagree with is the values on the new nodes for laser duration.... why should inner sphere get higher % laser duration nodes than clan? Clan lasers are still going to be higher duration than IS....I think... i think for the most part the skill tree should be even for both sides heat quirks should be the same i think Clan heat generation nodes should be slightly higher than Is ones in value, just a little.

Edited by KursedVixen, 10 March 2021 - 10:04 AM.


#504 Pixo

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Posted 10 March 2021 - 09:53 AM

Min range on IS PPCs should be removed.
There is no melee in MWO so this is quite a problem for PPCs.

#505 KursedVixen

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Posted 10 March 2021 - 10:35 AM

View PostPixo, on 10 March 2021 - 09:53 AM, said:

Min range on IS PPCs should be removed.
There is no melee in MWO so this is quite a problem for PPCs.
small pulse, small lasers, mgs don't rely on boating just one weapon... switch to and ERPPC or a snub-nose.

Edited by KursedVixen, 10 March 2021 - 10:36 AM.


#506 McLaine

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Posted 10 March 2021 - 10:42 AM

I'm not a stats man, but I don't feel any of the weapons are massively out of whack. There probably needs to be some tweaks here or there to bring some weapons up to date with other changes/additions to the game, but they've already been suggested by the 'professionals' who have the knowledge and done their research and shown their evidence. I'm just coming at it from fun factor.

**These may not fit into weapon balance pass, but couldn't think of where else to raise it **

I feel it's too easy to swamp an individual target with LRMs/ATM's. I would have thought that 8 mechs all firing their LRM 100 at a single target would cause such a density of missiles that some would hit each other on the way in. Pipe dream is that there would be diminishing returns after a point, adding a level of skill in determining how many of your team mates are already LRMing that target.
---

It's too easy for some of the light mechs to take down a slow mover. Combination of ridiculous alpha capability (albiet at very close range), incredibly hard to hit, and spawning way too close in the first place.
The commando, Pirahna, and Assasin are realy a massive downer for me atm. Had one commando just run into our pack and proceed to strip torso's despite at least 8 mechs shooting it. Now, they may all have been poor shots as an explanation, but they ought to have got the one or two lucky hits to take it down before it killed 3 of our mechs.

---

That's my feedback for the team, I'll not be debating it with the community. ;)

#507 KursedVixen

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Posted 10 March 2021 - 11:09 AM

View PostMcLaine, on 10 March 2021 - 10:42 AM, said:

I'm not a stats man, but I don't feel any of the weapons are massively out of whack. There probably needs to be some tweaks here or there to bring some weapons up to date with other changes/additions to the game, but they've already been suggested by the 'professionals' who have the knowledge and done their research and shown their evidence. I'm just coming at it from fun factor.

**These may not fit into weapon balance pass, but couldn't think of where else to raise it **

I feel it's too easy to swamp an individual target with LRMs/ATM's. I would have thought that 8 mechs all firing their LRM 100 at a single target would cause such a density of missiles that some would hit each other on the way in. Pipe dream is that there would be diminishing returns after a point, adding a level of skill in determining how many of your team mates are already LRMing that target.
---

It's too easy for some of the light mechs to take down a slow mover. Combination of ridiculous alpha capability (albiet at very close range), incredibly hard to hit, and spawning way too close in the first place.
The commando, Pirahna, and Assasin are realy a massive downer for me atm. Had one commando just run into our pack and proceed to strip torso's despite at least 8 mechs shooting it. Now, they may all have been poor shots as an explanation, but they ought to have got the one or two lucky hits to take it down before it killed 3 of our mechs.

---

That's my feedback for the team, I'll not be debating it with the community. Posted Image
Srms and big ac's and heavy guass tend to dissuade that sort of thing, if you can hit them with it in the first place.

#508 xAndy199

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Posted 10 March 2021 - 11:35 AM

View PostKursedVixen, on 10 March 2021 - 09:08 AM, said:

I Will not stand down, becaus some freebirth fake clanner says I'm wrong... Clans have been unfairly nerfed all i ask is to have some of that nerf removed some things were fair ,but many were not.

800 damage games with the "wrong build" on clanner mechs says you're wrong and full of it

Using language like "unfairly nerfed" in reference to MWO Clans is disingenuous as all heck, they are nowhere near nerfed enough to be referred to that way. Your other posts, calling Clans obsolete compared to current IS, that's just something to take as a personal insult to every IS player in the Faction mode.
After you escape the mental trap of "small = bad", as a thinking person, you'll very quickly find that going by stats instead of weapon names gives Clan Mechs the unfair advantage. The most obvious example is C-ER-SL = IS-ML, but at half weight, and where there isn't an outright better copy of an IS item, the Clanners are still doing better with their nearest equivalent.
MWO only gives IS a slight advantage by nature of the map engagement zones being built around IS weapons (i.e. most Clan weapons have excessive range that they pay for in heat/duration)
What Clans need on top of keeping up with any potential IS buffs are a few changes to make some marginalized weapons meaningfully different from other Clan weapons that overshadow them, like C-Micro-Pulse being an absolute joke with that optimum range of 90 meters, which is barely adequate for a piranha build and a meme everywhere else.

The Gulag proposal is already doing enough for the Clans. Calling for a big blanket Clan buff with language like "Clans are inferior/obsolete" sounds like a deliberate attempt at breaking the game over a personal bias.

#509 The6thMessenger

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Posted 10 March 2021 - 11:37 AM

View PostKursedVixen, on 10 March 2021 - 09:08 AM, said:

I Will not stand down, becaus some freebirth fake clanner says I'm wrong... Clans have been unfairly nerfed all i ask is to have some of that nerf removed some things were fair ,but many were not.


I never said that they should be unfairly nerfed either, they should be fairly nerfed as a result of translation from BT to TT, and as an online PVP that should have a semblance of balance. But to be fair, I will pick fun over balance, problem is that they coincide in many instances. Why pick IS when Clan is overall better? And now it's just a bit worse, because PGI overcompensated with the nerfs.

Buff Clans? Sure. Do the damn Gulag.

But if all you have is "fake clanner", boy you aren't a true Wolf. Disingenuous indeed.

View PostKursedVixen, on 10 March 2021 - 09:48 AM, said:

I agree with most of this there are a couple of things i don't however i think its decreasing the ghost heat modifier on clan large pulse and clan medium pulse that i don't agree with, ghost heat is really stupid either way at least in it's current implementation.


Yeah, GH Is quite bad, but it does do what it does, and that is to limit boating.

View PostKursedVixen, on 10 March 2021 - 09:48 AM, said:

The other thing i don't agreee with is reducing the Atm's max damage to 2.5 it should remain as 3 within it's 120-250 range (correct me on the ranges) It already does 2.5 beyond that i think at some way beyond it's 3 damage range pretty sure it'sa linear dropoff to 1 and Atms are highly inefficent at longer ranges you might as well us LRms as they pack more missiles for long range missiles after all they are LRms we don't want to invalidate LRms by giving ATms 2 damage at long range, their current arcing isn't very good for long range anyway and in TT they were unable to do indirect fire. Everything else with the atm changes in this are good though.


https://mwo.smurfy-net.de/equipment - range is 120m to 245m.

If LRMs are highly inefficient at long range, why keep it down and buff short range?

I don't think you understand how broken the ATMs are. The ATMs are quite powerful at the sweet spot, too powerful, the damn VEagles can boat 3 ATM12s, poptart for 108 damage. Supernovae or Madcats can boat 4 ATM12s, and alpha for 144 damage, and still have a quartet of medium pulse at a total of 170 Alpha. Let that sink in.

Quite frankly, I don't agree with 2.5 damage because it's still too high. I'd rather ATMs to be mechanically relevant such as no minimum-range and/or progressively faster projectile speed to compensate for lower damage.

View PostKursedVixen, on 10 March 2021 - 09:48 AM, said:

The last thing i saw that I dissagree with is the values on the new nodes for laser duration.... why should inner sphere get higher % laser duration nodes than clan? Clan lasers are still going to be higher duration than IS....I think... i think for the most part the skill tree should be even for both sides heat quirks should be the same i think Clan heat generation nodes should be slightly higher than Is ones in value, just a little.


Sure I guess.

Edited by The6thMessenger, 10 March 2021 - 12:11 PM.


#510 KursedVixen

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Posted 10 March 2021 - 02:24 PM

I said ATMs are inefficient at longer ranges because 1. they have less missiles 2. their arc is not very good for shooting over mountains and other vertical obstacles

.

View PostThe6thMessenger, on 10 March 2021 - 11:37 AM, said:






https://mwo.smurfy-net.de/equipment - range is 120m to 245m.

If LRMs are highly inefficient at long range, why keep it down and buff short range?

I don't think you understand how broken the ATMs are. The ATMs are quite powerful at the sweet spot, too powerful, the damn VEagles can boat 3 ATM12s, poptart for 108 damage. Supernovae or Madcats can boat 4 ATM12s, and alpha for 144 damage, and still have a quartet of medium pulse at a total of 170 Alpha. Let that sink in.

Quite frankly, I don't agree with 2.5 damage because it's still too high. I'd rather ATMs to be mechanically relevant such as no minimum-range and/or progressively faster projectile speed to compensate for lower damage.

at is to limit boating.

Ghost heat does limit boating but as far as the gulag's decrease to clan MPL and LPL for ghost heat i disagree.

You can do like 80+ damage with MRm's if you boat 40's or even a bunch of 20's with no minimium range and they are lighter than ATMs I think ATMs are fine where they are... and that 120 minimium range is only on the STD and ER ammo HE ammo had no minium range, but as a result did 3 per missile, ATM also has Artemis built it which is why it's so big and heavy... perhaps instead of having one launcher we have 2 types of launchers like in MW4's mektek where we had the ER long range missiles that only do 1 damage with a 120 minimium and a HE version that has no minimium range but only reaches out to 250m and does 3 damage, since they can't do ammo swapping, so just make it sort of like the reason CAc's exist... giving Atms anything lower than 2.5 will relgate them into obsolesense as you'd be better off with C-LRms or SSRMS because the numbers of missiles make such damage worthless. ATms only come in 3,6.9,12 you can get more missiles out of an LRm for the same damage as an ATm that does 1 per missile, remember clan LRms have no minimium range.

Edited by KursedVixen, 10 March 2021 - 02:34 PM.


#511 The6thMessenger

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Posted 10 March 2021 - 03:29 PM

View PostKursedVixen, on 10 March 2021 - 02:24 PM, said:

I said ATMs are inefficient at longer ranges because 1. they have less missiles 2. their arc is not very good for shooting over mountains and other vertical obstacles


Um, yeah my bad. So what though?

ATMs are still good and have a role in the game, why does it need to compete with LRMs at extreme ranges? Isn't that the point of LRMs is Long range? If anything, ATMs are mechanically relevant, as the lower angle and faster velocity translates to lower time-to-target when you're getting your own locks, which translates to less window for them to find cover. If anything LRMs in IDF is more of a liability without dedicated spotters.

Likewise it's just a matter of damage and missile health, so what if it has lower missile count? You could just as well match LRM20s with ATM9s by having 2.2222 damage/missile and 1.7777 health/missile. And that is on top of doing monstrous damage close-range, which translates to even less LRM relevance.

View PostKursedVixen, on 10 March 2021 - 02:24 PM, said:

You can do like 80+ damage with MRm's if you boat 40's or even a bunch of 20's with no minimium range and they are lighter than ATMs I think ATMs are fine where they are... and that 120 minimium range is only on the STD and ER ammo HE ammo had no minium range, but as a result did 3 per missile,


80 damage is basically 27 ATMs at close range, which at best is 3 ATM9s, which is 15 tons, does 81 damage for 21 heat. Two MRM40s produce 80 damage for 24.61 heat, that is for a 24 ton rig.

81 > 80
21 < 24.61
15 < 24

Are you seriously comparing the MRMs that are not-homing that makes it hard to poptart, and is an IS tech that is typically put in a heavier and slower rig? The MRMs also have horrid spread, and the point was is that you can sandblast them from a distance, it is only focusable point blank. MRM translates to comparatively higher skill involved.

View PostKursedVixen, on 10 March 2021 - 02:24 PM, said:

ATM also has Artemis built it which is why it's so big and heavy... perhaps instead of having one launcher we have 2 types of launchers like in MW4's mektek where we had the ER long range missiles that only do 1 damage with a 120 minimium and a HE version that has no minimium range but only reaches out to 250m and does 3 damage, since they can't do ammo swapping, so just make it sort of like the reason CAc's exist... giving Atms anything lower than 2.5 will relgate them into obsolesense as you'd be better off with C-LRms or SSRMS because the numbers of missiles make such damage worthless. ATms only come in 3,6.9,12 you can get more missiles out of an LRm for the same damage as an ATm that does 1 per missile, remember clan LRms have no minimium range.


Right, so what part is the ATM versatile, if it's ammunition type is separated by weapon instead?

But yeah okay. The HE ATMs do enjoy the lack of long-range weakness and the bountiful ammunition with it, and it can be solved by simply having separate weapons per ATM weapon types. But right now it's just working fine, and would still work even with damage reduction.

Edited by The6thMessenger, 10 March 2021 - 03:44 PM.


#512 KursedVixen

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Posted 10 March 2021 - 05:32 PM

View PostThe6thMessenger, on 10 March 2021 - 03:29 PM, said:


Um, yeah my bad. So what though?

ATMs are still good and have a role in the game, why does it need to compete with LRMs at extreme ranges? Isn't that the point of LRMs is Long range? If anything, ATMs are mechanically relevant, as the lower angle and faster velocity translates to lower time-to-target when you're getting your own locks, which translates to less window for them to find cover. If anything LRMs in IDF is more of a liability without dedicated spotters.

Likewise it's just a matter of damage and missile health, so what if it has lower missile count? You could just as well match LRM20s with ATM9s by having 2.2222 damage/missile and 1.7777 health/missile. And that is on top of doing monstrous damage close-range, which translates to even less LRM relevance.



80 damage is basically 27 ATMs at close range, which at best is 3 ATM9s, which is 15 tons, does 81 damage for 21 heat. Two MRM40s produce 80 damage for 24.61 heat, that is for a 24 ton rig.

81 > 80
21 < 24.61
15 < 24

Are you seriously comparing the MRMs that are not-homing that makes it hard to poptart, and is an IS tech that is typically put in a heavier and slower rig? The MRMs also have horrid spread, and the point was is that you can sandblast them from a distance, it is only focusable point blank. MRM translates to comparatively higher skill involved.



Right, so what part is the ATM versatile, if it's ammunition type is separated by weapon instead?

But yeah okay. The HE ATMs do enjoy the lack of long-range weakness and the bountiful ammunition with it, and it can be solved by simply having separate weapons per ATM weapon types. But right now it's just working fine, and would still work even with damage reduction.
people will likely just use clan lrms then instead of ATMs because you'll still get more damage from LRms and they are lighter provided you don't equip Artemis.... and then ATms will become near useless. Again ATms do not have a good curve for shooting over obstacles and they are less efficient beyond 500 meters they are best used with line of site anything beyond 500 is really not an effective way to use ATms because then your just firing less Lrms pretty much....lowering the damage would drastically reduce ATM use as it was already a confusing weapon... Why is it so bad right now? You can do the same with a Heavy PPC or Heavy guass or an AC20, even if there is more skill invovled. MRMs and ATMs were introduced at the same time so yes i'm comparing weapons that were added at the same time. You can also fire ATMs dumbfire. But Unlike ATMs you can get into 120ms of someone with Mrms and still die.

Edited by KursedVixen, 10 March 2021 - 05:38 PM.


#513 The6thMessenger

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Posted 10 March 2021 - 05:45 PM

View PostKursedVixen, on 10 March 2021 - 05:32 PM, said:

people will likely just use clan lrms then instead of ATMs because you'll still get more damage from LRms and they are lighter provided you don't equip Artemis.... and then ATms will become near useless. Again ATms do not have a good curve for shooting over obstacles and they are less efficient beyond 500 meters they are best used with line of site anything beyond 500 is really not an effective way to use ATms because then your just firing less Lrms pretty much....lowering the damage would drastically reduce ATM use as it was already a confusing weapon...


ATMs aren't a confusing weapon, it's get to sweet spot, lock, and shoot till dead.

The arc then, I don't know how many ******* times do I have to tell you, it's not that relevant. Lower arc is literally what you want due to lower time to target, the IDF is more of a liability if the player or as a team don't know what they are doing, or the enemy most likely know what they are doing.

What, post or pre nerf? Prenerf, dude, the ATMs are a beast. As for damage/ton, ATM12 does 36 damage for 7 tons at sweet spot which is 5.14285 damage/ton, LRM20 does 20 for 5 tons which is just 4, and that is sucky without Artemis too. At 2.5 damage to sweet-spot postnerf, that is still 4.285714 damage/ton which is above 4 of the LRM20.

Don't underestimate people's capacity to min-max. ATM Veagles are a monster for a goddamn reason, so is ATM Supernova/Madcat-2.

It's lopsided to you because you don't understand how people play the game.You just want YOUR tech to be the best as per TT. It doesn't occur to you that Clan literally has a 15-damage PPC for 6 tons, so what if the unlisted 5 damage is spread, what do you think that 5 damage does? You don't factor in the fact that clantech is lighter, stronger, and it's only because PGI overcompensated that they are sucky at this point -- but the ATMs and the PPCs are actually the least bad ones.

View PostKursedVixen, on 10 March 2021 - 05:32 PM, said:

Why is it when clan get's a good damage weapon everyone whines about it ,but when inner sphere get's a good damage weapon (Heavy PPC, Heavy Guass) everybody is okay with it? it seems that lopsided to me.


You don't have to just play Clan. Nobody is stopping you from using HGR or Heavy PPC. Yes Clan needs buff, but my god this is such a non-issue. You might as well be asking for more candy-bar just because another kid got two.

View PostKursedVixen, on 10 March 2021 - 05:32 PM, said:

Why is it so bad right now? You can do the same with a Heavy PPC or Heavy guass or an AC20, even if there is more skill invovled. MRMs and ATMs were introduced at the same time so yes i'm comparing weapons that were added at the same time. You can also fire ATMs dumbfire. But Unlike ATMs you can get into 120ms of someone with Mrms and still die.


ATMs bad? It's only bad at the hands who don't know how to use it, or around enemies with AMS. There's a reason why it's considered a ******* monster that deserves a nerf in the Gulag.

You are also comparing weapons of different roles. You aren't supposed to compete with HPPCs or HGRs at longer ranges, you are supposed to excel at your own ranges. The longer ranges just means you aren't as useless.

You do a fuckton amount of damage -- even when spread -- while also poptarting, at a close distance. This ease and to some people "lack" of skill to use, is what makes it attractive. It is quite frankly speaking volumes about you, when you can't even recognize such easy tactic.

Edited by The6thMessenger, 10 March 2021 - 08:56 PM.


#514 KursedVixen

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Posted 11 March 2021 - 11:55 AM

then why don't comp players use clan mechs? you'd think they'd use the best and not the hard IS stuff.

Edited by KursedVixen, 11 March 2021 - 11:57 AM.


#515 The6thMessenger

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Posted 11 March 2021 - 03:07 PM

View PostKursedVixen, on 11 March 2021 - 11:55 AM, said:

then why don't comp players use clan mechs? you'd think they'd use the best and not the hard IS stuff.


I don't know, I'm not a Comp.

I would argue that there's a different environment between comps and casuals. What you can do in QP which is filled with mostly uncoordinated schmucks like yours truly, you can't get away with stupid tactics in comps like you do in Casual pug. And in Casual Pug, it's easier to put together Clan Tech. it has just been overnerfed.

Then again, IIRC, they do, at an extent.

View PostD A T A, on 01 March 2021 - 05:32 AM, said:


Current meta since 2017 is
CERPPC
uac5 uac10 clan and IS (IS better)
AC2 clan and is
Ac10 only is
IS ERLL boat
IS mpl boat fast mech
IS srm boat fast mech
IS lrm boat
Maybe atms


Guy is one of the top (maybe THE top, IDK), I don't agree with him with certain things, but getting a passing mention with ATMs more than anything, is really not supporting your argument.

Spoiler


Also, I happened to ask about LRMs in comp. And this guy answered.

But hey, since we're using the "muh comp", why are the comp pushing for the Gulag, instead of pushing for your ideas? Could it be that the Gulag is the best idea for balance, and yours aren't?

Edited by The6thMessenger, 12 March 2021 - 12:04 AM.


#516 KursedVixen

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Posted 11 March 2021 - 04:18 PM

So you agree that Gulag's gh penalty multiplier for largE pulse is wrong and that it should remain in game as 4 for medium pulse and large pulse?

Edited by KursedVixen, 11 March 2021 - 04:42 PM.


#517 The6thMessenger

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Posted 11 March 2021 - 05:21 PM

View PostKursedVixen, on 11 March 2021 - 04:18 PM, said:

So you agree that Gulag's gh penalty multiplier for largE pulse is wrong and that it should remain in game as 4 for medium pulse and large pulse?


What justification do you have that their reduction of Ghost Heat penalty is wrong, and where in my statement could you possibly derive that I agree with your sentiment that this is wrong?

Their setup, to my knowledge, increases the firepower of laservomit by adding more lasers, like IS LL can fire 4 before GH, and IS ERLL doing more damage.

The Clan in comparison, is relegated to only 2 even before. The reduction of GH allows them to be more usable when fired above the GH, competing with the damage output of IS. This is a buff, and for your Clan bias, I figure you should be pushing for this.

The 6x CMPL still produces 27 heat for 45 damage, the 3x CLPL that hits GH produces 39 damage, for 27 heat + 4.86 heat penalty (0.18 x 3 x 9), the CLPL is still doing waaaaay less damage/heat than CMPL. So I don't get your complaint, so what if it has lower heat-penalty multiplier?

Edited by The6thMessenger, 11 March 2021 - 07:00 PM.


#518 KursedVixen

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Posted 11 March 2021 - 07:19 PM

View PostThe6thMessenger, on 11 March 2021 - 05:21 PM, said:


What justification do you have that their reduction of Ghost Heat penalty is wrong, and where in my statement could you possibly derive that I agree with your sentiment that this is wrong?

Their setup, to my knowledge, increases the firepower of laservomit by adding more lasers, like IS LL can fire 4 before GH, and IS ERLL doing more damage.

The Clan in comparison, is relegated to only 2 even before. The reduction of GH allows them to be more usable when fired above the GH, competing with the damage output of IS. This is a buff, and for your Clan bias, I figure you should be pushing for this.

The 6x CMPL still produces 27 heat for 45 damage, the 3x CLPL that hits GH produces 39 damage, for 27 heat + 4.86 heat penalty (0.18 x 3 x 9), the CLPL is still doing waaaaay less damage/heat than CMPL. So I don't get your complaint, so what if it has lower heat-penalty multiplier?
you never said anything about it and i said it was wrong to do that, so you must agree with me on that.... or were you too busy nitpicking little bits you didn't like about what i said? maybe you should read my Full post instead of just want you want to read.

View PostKursedVixen, on 10 March 2021 - 09:48 AM, said:

I agree with most of this there are a couple of things i don't however i think its decreasing the ghost heat modifier on clan large pulse and clan medium pulse that i don't agree with,

Edited by KursedVixen, 11 March 2021 - 07:21 PM.


#519 The6thMessenger

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Posted 11 March 2021 - 07:56 PM

View PostKursedVixen, on 11 March 2021 - 07:19 PM, said:

you never said anything about it and i said it was wrong to do that, so you must agree with me on that....


Posted Image

Wow, just wow. I didn't say anything about it, therefore I agree with you.

Holy ****, 300 IQ logic right there. I guess I don't need to discuss with you after all, you can do my job for me!

View PostKursedVixen, on 11 March 2021 - 07:19 PM, said:

or were you too busy nitpicking little bits you didn't like about what i said? maybe you should read my Full post instead of just want you want to read.


Nitpicking? Really? You cannot really just fathom that some part so of your posts just doesn't need a mention? No it must be I didn't read your post right? It's just impossible that people would not respond to your every sentence, instead of just your specific points.

IIRC the only post I can find with your issue is when I only specifically responded to the 15-PPFLD CERPPC. What, do you think that if I didn't include your other suggestions, the CERPPC suggestion bit would be any less ********?

I never said that you disagree with ALL of the gulag. I asked for your justification, not your conclusion. Now look who's not reading? Hell, you haven't even admitted that you're wrong on the HSL Ghost-Heat limit. That glass house of yours.

#520 MechWarrior414712

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Posted 11 March 2021 - 11:29 PM

View PostKursedVixen, on 11 March 2021 - 11:55 AM, said:

then why don't comp players use clan mechs? you'd think they'd use the best and not the hard IS stuff.


I don't know maybe they're not allowed in the current running one?





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