Intel Gathering: Weapons Balance Pass 1
#241
Posted 20 February 2021 - 09:59 PM
#242
Posted 20 February 2021 - 10:03 PM
Gas Guzzler, on 20 February 2021 - 09:59 PM, said:
Then it would always have to be balanced around firing 3.
Instead, decoupling it from PPC family would provide it more flexibility. Twin LGauss and an ERPPC is effectively the same as 3x LGauss.
#243
Posted 20 February 2021 - 10:25 PM
Miss Greene, on 20 February 2021 - 10:03 PM, said:
Then it would always have to be balanced around firing 3.
Instead, decoupling it from PPC family would provide it more flexibility. Twin LGauss and an ERPPC is effectively the same as 3x LGauss.
Hmm, can we just get back the Gauss-PPC though? Not the 2x Gauss + 2x PPC, but maybe 2x Gauss + PPC or 2x PPC + Gauss.
#244
Posted 20 February 2021 - 10:50 PM
Enter double heat sinks. In TT IS is 3 crits 2 heat sinked. Clan 2 crits 2 heat sinked. I tell you when I first started I was surprised when they only did 1.5 heat sinked. Took me a while to find out about ghost heat too. Which not in TT so there was another surprise. I really hope that this thread will help the game and the players get a better balance. Just don't know if changing all these weapon stats is really the answer.
Edited by NIGHTRAITH, 20 February 2021 - 11:36 PM.
#245
Posted 21 February 2021 - 12:24 AM
#246
Posted 21 February 2021 - 12:43 AM
The smaller lasers and lower srm/lrm counts seem a little under done, but seeing how many some mechs can carry I personally would be leaving them alone. the piranha small laser/mg gun is a terrifying thing as you can barely register a hit on the little horror, same as a lot of small extremely fast lights. maybe look at how a 20+/- ton mech can seemingly race through so many hits that would floor anything heavier
The Clan A/c's should be a one shell weapon, there is just about no reason to bring one instead of a c/uac
There's not much different/no variety of clam (yeah i did) weapons
Thunderbolt missiles for I.S?
Flamers appear to heat the user up significantly more than receiver
Some of the A/C M/G R/AC fire blinds the mech on the receiving end, could just be me
The poptart meta wasn't fun, the insta-gib poking/facecheck isn't the way and the Lrm-ageddon wasn't enjoyable. not to say brawling is the way though.
The last few games ive played seemed to have mix, poking/lrming etc till it descended into an all-out brawl and it was good fun. right up until you have 4 mechs trying to nail one small fast light of raw aggression and adamatium will. that pilots mech just doesn't seem to take/register as much damage as appears to hit it.. see what i did there?!
#247
Posted 21 February 2021 - 01:39 AM
Navid A1, on 18 February 2021 - 06:20 PM, said:
Weapon changes: https://i.imgur.com/7p8TIrU.png
vs Live stats: https://i.imgur.com/rEh9bJ2.png
In accordance with the above weapon changes these modifications to mech quirks would be required:
https://www.dropbox....11_30.docx?dl=0
Mech agility increase across the board, according to this proposal:
https://docs.google....#gid=1508912275
Also... Jump Jets:
- Current system:
- Solution:
MASC:
- Reduce MASC fill-rate by 50% (from 0.09 to 0.045), leading to double active time
- Reduce accel/decel boost to x1.5 (instead of x 2)
- Reduce reticle shake and spread to 33% of current amount (-66%reduction)
- Increase redline threshold to 85 (from 75)
Will update this post if something changes.
yes. quoting to support.
#248
Posted 21 February 2021 - 02:15 AM
I see unexplanable disparities like this all over weapons/ components probes ecm and targeting computers... if they are the SAME slot size they should have the same health and Even when they are bigger they get a MASSIVe boost to Hp on the IS size (look at the heavy large laser or any weapon) i think that's kinda unfair clan already got their damage nerfed to lasers why do we need to pay in durability as well?
Also i agree that clan uac's should fire single slugs per tap... that or all Uac's should fire burst.
even the clan Ac's fire in burst except the 2. (that makes no sense)
Edited by KursedVixen, 21 February 2021 - 02:29 AM.
#249
Posted 21 February 2021 - 02:35 AM
KursedVixen, on 21 February 2021 - 02:15 AM, said:
I see unexplanable disparities like this all over weapons/ components probes ecm and targeting computers... if they are the SAME slot size they should have the same health and Even when they are bigger they get a MASSIVe boost to Hp on the IS size (look at the heavy large laser or any weapon) i think that's kinda unfair clan already got their damage nerfed to lasers why do we need to pay in durability as well?
Clan Weapons have better range and do more alpha damage.
Also clan mechs can mount more weapons & other equipment because Endo Steel, Ferror Fibrous & Heat Sinks need less slots than their IS counterparts.
If PGI would use the same slot numbers for IS Double Heat Sinks, IS Ferror Fibrous & IS Endos Steel they could use the same HPs for components.
#250
Posted 21 February 2021 - 03:04 AM
Alreech, on 21 February 2021 - 02:35 AM, said:
Also clan mechs can mount more weapons & other equipment because Endo Steel, Ferror Fibrous & Heat Sinks need less slots than their IS counterparts.
If PGI would use the same slot numbers for IS Double Heat Sinks, IS Ferror Fibrous & IS Endos Steel they could use the same HPs for components.
double heat sinks appear to be the only component with a decent IS/clan Health ratio with the IS double heat sinks having 2.5 points per slot and the clan having 2 per slot something small like this is fine..
Also for the most part clan mechs have fixed equipment and cannot change armor or structure type further limiting options, I'd rather keep that system it's fine other than giving us the ability to remove and add non-fixed jump jets like it was when clans first relased.
Edited by KursedVixen, 21 February 2021 - 03:15 AM.
#251
Posted 21 February 2021 - 03:49 AM
KursedVixen, on 21 February 2021 - 02:15 AM, said:
I see unexplanable disparities like this all over weapons/ components probes ecm and targeting computers... if they are the SAME slot size they should have the same health and Even when they are bigger they get a MASSIVe boost to Hp on the IS size (look at the heavy large laser or any weapon) i think that's kinda unfair clan already got their damage nerfed to lasers why do we need to pay in durability as well?
Also i agree that clan uac's should fire single slugs per tap... that or all Uac's should fire burst.
even the clan Ac's fire in burst except the 2. (that makes no sense)
Ton-for-ton, Clan weapons are significantly better performing than IS weapons - in the current setup, a Clan ER Small Laser is almost a one-to-one replacement for the IS Medium Laser. You can easily outperform an IS Large Laser with two Clan ER Medium Lasers and have tonnage to spare for double heatsinks. Clan Large Lasers of all kinds dominate on the only long-range map in the game (Polar Highlands).
There needs to be an inherent downside, gimping Clan chassis with fixed slot hogs and bad base parameters can't make up for everything.
-Skyrider-, on 21 February 2021 - 12:24 AM, said:
Again, devil's advocate.
Clan Autocannons are lighter across the board than their IS counterparts. Clan UACs seem to jam on me more often, but that's just a feeling, numerically they are supposedly the same. With Clan DHS, I don't feel any heat penalty for the lighter Clan Autocannons. They are currently "balanced" by fixed slots in Clan Mechs which don't permit you to mount larger ACs in some Clan Mechs even if the tonnage is there. Instead of punishing the Clans on their chassis, I would prefer to keep them multi-shot. It's a subtle nerf and it adds "faction flavor". In the wider BattleTech universe, the distinction always goes "IS makes even bigger Gauss, Clan makes multi-shot Gauss"
Lehv, on 20 February 2021 - 08:41 PM, said:
Light gauss and regular gauss need a damage buff. They don't do much damage and are outclassed by the AC10, UAC10 and RAC5 which work at similar ranges for a similar tonnage. I never use light machine gun, lb2xac, lb5xac, light ppc and snub nose ppc, rocket launchers, flamers, srm2, ssrm2, lrm5, and any of the medium range missiles because they all feel weak. they need a damage per second per ton boost in some form or other (cooldown tonnage or just damage improvements). I think all lasers are great, with the exception of ER Large and Laser AMS is a little too hot, considering you need at least 2 or 3 of them to be worth a darn. Also tag and light tag should reduce lock time, reduce missile spread and allow lock onto stealthed mechs. There isn't much benefit to them now.
This may be off topic, but while we are talking about balance, I don't understand why three different engines can be the same in every way but their speed. For example std engine 160, 165 and 170 are all 7 tons, 6 slots, 6 heat sinks, but have varying speeds. Why would you ever take the slow ones? There is no benefit to make up for the lost speed on the std 160 and 165. Just eliminate the bad engines that you should never take.
And referring to the latter two quotes simultaneously, LRM5s are fine.
They work very well on Mechs with extra missile hardpoints. The 6x LRM5 Catapult is a menace. Personally, I run a brawler Mad Dog with 4x LRM5 as a supplementary kit. 4x Clan LRM5 have a shorter "stream time" than 1x Clan LRM20, being able to alphastrike more than 4 of them would, in my opinion, break Clan missile balance.
#252
Posted 21 February 2021 - 04:21 AM
Daeron Katz, on 18 February 2021 - 05:29 PM, said:
The March Patch will include the first of our upcoming Weapons Balance passes. We're looking for your feedback on which weapons currently need the most attention.
While we are working closely with organized segments of the community, like the Gulag Discord group, we are also open to your feedback.
We are looking for specific and actionable items. Please avoid spamming opinions in this thread such as "get rid of LRMs" as it's non-constructive. Weapons balance will be an ongoing process, with multiple passes, and ongoing reviews and balance throughout the year as necessary.
Thank you!
The MechWarrior Online Team
Biggest change I would like to see is a reduction of effectiveness I’m lurm spamming. And a reduction in effectiveness in ac2 boating. It doesn’t have to be a massive nerf bat but someone should not be able to sit at 1100 meters and fire continuously for massive damage. I’d suggest increasing heat for both so they must cool down every so often. Or alternatively setting a ghost heat threshold lower. I’d like to see some of these career ac2 spammers have to get down and dirty in close.
#253
Posted 21 February 2021 - 04:52 AM
KursedVixen, on 21 February 2021 - 03:04 AM, said:
Clan fight duells, not total wars.
It's total sensible to built less durable weapons with more firepower - a tactical advantage - instead of using more durable weapons.
If you win the trial by killing the opponent with more firepower it's doesnt matter how much of your weapons have to be replaced.
Also no good MWO player takes that "clan warrior culture" serious.
Clan Weapons & equipment have many advantages like less slots & better range.
Making them as durable as the IS stuff just removes the last traces of "Clan vs IS" balance.
Not that this balance was ever working in Quickplay with it's mixed tech teams.
Quote
Just use IIC Mechs instead Omni Mechs.
#254
Posted 21 February 2021 - 05:21 AM
Navid A1, on 18 February 2021 - 06:20 PM, said:
Weapon changes: https://i.imgur.com/7p8TIrU.png
vs Live stats: https://i.imgur.com/rEh9bJ2.png
In accordance with the above weapon changes these modifications to mech quirks would be required:
https://www.dropbox....11_30.docx?dl=0
Mech agility increase across the board, according to this proposal:
https://docs.google....#gid=1508912275
Also... Jump Jets:
- Current system:
- Solution:
MASC:
- Reduce MASC fill-rate by 50% (from 0.09 to 0.045), leading to double active time
- Reduce accel/decel boost to x1.5 (instead of x 2)
- Reduce reticle shake and spread to 33% of current amount (-66%reduction)
- Increase redline threshold to 85 (from 75)
Will update this post if something changes.
Full 150% support to this one, this is your last chance to do things right, for once, try to listen to those who have an idea of what they are saying.
The best thing you can do is accept the whole thing as it is, without touching anything.
if for some wierd reasons you want to limit the success of this patch, and grab just a small success rather than a gigantic success, limit to:
-AC20/UAC20 buffs
-SPL buffs
-ERLL ERML HLL LPL GAUSS buffs
(both clan and IS)
Edited by D A T A, 21 February 2021 - 05:27 AM.
#255
Posted 21 February 2021 - 05:36 AM
Trashtier, on 21 February 2021 - 04:21 AM, said:
I'm fundamentally not against your sentiment, *but*
you can't force long range boats to come up close against brawler builds.
I'd propose a trade:
- hurt long-rangers a bit
- give long-rangers a quality-of-life improvement
The QoL improvements
- for lurms: improvements to Tag/NARC to offset nerfs against naked lurms
- for AC/2, ER PPC, Clan ER Large Lasers: configurable mouse sensitivity for zoom levels
#256
Posted 21 February 2021 - 05:39 AM
D A T A, on 21 February 2021 - 05:21 AM, said:
Just use IIC Mechs instead Omni Mechs.
Alreech, on 21 February 2021 - 04:52 AM, said:
It's total sensible to built less durable weapons with more firepower - a tactical advantage - instead of using more durable weapons.
If you win the trial by killing the opponent with more firepower it's doesnt matter how much of your weapons have to be replaced.
Clan Weapons & equipment have many advantages like less slots & better range.
Making them as durable as the IS stuff just removes the last traces of "Clan vs IS" balance.
Not that this balance was ever working in Quickplay with it's mixed tech teams.
Just use IIC Mechs instead Omni Mechs.
Actually Clan Uac's and lasers have a longer duration which means you have to face the enemy longer....
#257
Posted 21 February 2021 - 05:45 AM
Brauer, on 19 February 2021 - 03:16 PM, said:
Sounds like your probe was critted out or you had more than one ECM mech near you. Doesn't sound like you are accurately describing the situation in any case. There isn't really much reason to put a TC on a lock-on mech BTW.
nope, undamaged prior to having my ability to play shut off by broken game mechanics.
very much the same as being the last one alive in an incursion game and cant get a lock because that's the way it's designed.
#258
Posted 21 February 2021 - 05:56 AM
Fix the heavier JJs.
Streaks are useless IMHO.
SNPPC, PPC , Too hot.
Edited by RenegadeMaster88, 21 February 2021 - 06:04 AM.
#260
Posted 21 February 2021 - 06:55 AM
Navid A1, on 18 February 2021 - 06:20 PM, said:
Weapon changes: https://i.imgur.com/7p8TIrU.png
vs Live stats: https://i.imgur.com/rEh9bJ2.png
In accordance with the above weapon changes these modifications to mech quirks would be required:
https://www.dropbox....11_30.docx?dl=0
Mech agility increase across the board, according to this proposal:
https://docs.google....#gid=1508912275
Also... Jump Jets:
- Current system:
- Solution:
MASC:
- Reduce MASC fill-rate by 50% (from 0.09 to 0.045), leading to double active time
- Reduce accel/decel boost to x1.5 (instead of x 2)
- Reduce reticle shake and spread to 33% of current amount (-66%reduction)
- Increase redline threshold to 85 (from 75)
Will update this post if something changes.
Just do this
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