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Intel Gathering: Weapons Balance Pass 1


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#281 East Indy

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Posted 21 February 2021 - 11:32 AM

View PostFupDup, on 21 February 2021 - 11:20 AM, said:

Really hope it's just an oversight...

I read you. I'll rephrase and state that the weapon balance proposal looks like a complete proposal, whereas the one for quirks does not. I really would prefer addressing a few chassis at a time to focus on what's wrong (the QKD example is a perfect one).

#282 The6thMessenger

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Posted 21 February 2021 - 11:40 AM

View PostxAndy199, on 21 February 2021 - 10:41 AM, said:

I meant someone in PGI thinking it over


PGI, with what we have seen over the years have a lot of bad decisions under their belt, so i'd honestly trust the community over them for balance decisions.

That being said, I would agree more to a more casual direction than competitive ones. I think there's much differences in philosophy, such as the hate for "auto-aim" that I don't think could be reconciled.

#283 FupDup

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Posted 21 February 2021 - 11:47 AM

View PostThe6thMessenger, on 21 February 2021 - 11:40 AM, said:

That being said, I would agree more to a more casual direction than competitive ones. I think there's much differences in philosophy, such as the hate for "auto-aim" that I don't think could be reconciled.

I don't think it has to be a huge dichotomy...there are plenty of competent players who don't sign up for tournaments who can still give educated feedback.

The super "casual" types might be guilty of wanting to straight up delete LRMs and light mechs from the game for example, while the comp types often want to craft a very specific meta of PPFLD weapons on JJ-capable mechs (some comp players on the forums have said, in direct explicit terms, that they want PPCs and stuff like them to be straight-up the strongest weapons in the game). It's kind of like how a ton of Halo competitive players believe that automatic weapons like the Assault Rifle should always lose to the Magnum or Battle Rifle in absolutely all circumstances.

Looking at raw data from comp play, seeing which mechs and weapons see a ton of use and which ones see little to no use, is incredibly useful. Just gotta take their personal opinions with a grain of salt because they can have personal agendas just like salty pug lords who get killed by light mechs.

Edited by FupDup, 21 February 2021 - 11:58 AM.


#284 Reno Blade

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Posted 21 February 2021 - 11:49 AM

Overall goal:
- less spiky damage
- less spiky heat
- longer battles
- more skill value to specialize

Means to get there:
- Change Ghost Heat to heat-over-time (e.g 2 seconds) = less spiky heat

- beam duration, ac-burst durration, volley durations = means to keep weapons "difficult" enough to have less pinpoint damage accuracy and therefore less spiky dmg that end someones day too early. Keep them and tweak (nerf) them if weapons are too accurate

- Increase per-skill-point bonus for all values in the skill tree = better specialization to feel "powerful" in a specific aspect

- Increase Armor and Structure (e.g. 50% buff overall) = for longer battles and less penalty for "bad positioning/teamplay"

- Reduce (slightly) heat dissipation (since the heatsink buff, the game got faster)


Most Important Weapon changes:
1. All Pulse lasers get a VERY short cooldown and duration with good dps vs heat values to compensate facetime
Currently the LPL are in a strange spot, they do better than PPCs, but only MPL boats are really efficient enough.

2. PPCs should feel powerfull like a AC20, so they get bonus splash for all types on top, a bit less heat, but might need adjustments to velocity (to keep it as a difficult weapon to hit moving targets). Even if people dislike the cERPPC splash, this weapon feels better than the IS PPC family overall.
Give SNPPC the largest splash, so they feel more like a LBX10/20 and pair well with LBX/SRM brawl builds over ML or Pulses.

3. Gauss need more heat to push them from the "best viable combination" of Gauss+Laser.
If this "Combo" would be less efficient, it might reduce the advantage over AC+Laser builds.
Optional to reduce some velocity to make it harder to hit overall, but this was done reversed to PPC/Gauss years back.

4. Light Gauss and Light PPCs should have less cd, less heat and larger Ghost Heat groups to make them similar to AC2 over the AC10 that their standard counterpart is.
Biggest problem currently is the low dmg/ton or dmg/heat compared to other weapons such as AC2 or ERML respectively, so they need a slight dmg (LGauss) and reduced heat (LPPC).
Making a 4x LGauss KingCrab or 2xLGauss 2x LPPC Cat possible for example.
Might need to see how velocity keep them "difficult" enough at long range.

5. Missiles might need some more Ghost Heat Penalty (smaller groups).
It's very dmg-efficient to boat SRM/MRM/LRM but they should be pushed more towards lower numbers and less efficient for boating (like most weapons should)

6. all ACs should use a burst of bullets to keep them "difficult" to use and more devestating against slow/large targets than smaller/lighter targets (to keep the light/medium mech agility advantage over large-alpha assaults)

7. all Ballistics (excluding Gauss) should have more similar velocity numbers, e.g. AC10 values (1200m/s), so you can hit something with a 20 as "easy" as a 10 and at the same time "reduce" the easy spammable accuracy of boated 2s over extreme distance.
This would give better choice between 10s and 20s and also reduce the boating benefit of 2s over 5s (because range, RoF and velocity are better for 2s).

8. Lasers in general might need more Ghost Heat grouping.
You could improve GH limits of Large Lasers to 3 or even 4, but link them with Mediums, so you would reduce overall alpha size.
With the suggested Ghost Heat change (heat penalty over 2 seconds instead of instant) this would still allow for more builds than now, as the heat would not instantly shut you down (lasers have heat over time also) but directly impact dps performance


Specific weapon changes can be found here (Take10):
https://docs.google....it#gid=85332616

and most of the suggestions are from 2017, if you are interested
https://mwomercs.com...g-3060-weapons/

Edited by Reno Blade, 22 February 2021 - 05:24 AM.


#285 Tarogato

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Posted 21 February 2021 - 12:35 PM

"... which weapons currently need the most attention."

I could mention many more tweaks, but this will cover that which I think is most important.



Heatsinks.

In October of 2018, DHS were buffed from 0.15 to 0.22 dissipation.

Ever since then, the meta shifted to more and more DPS builds and faster and more predictable Nascar behaviour, which has made the game considerably less interesting. You will not see this beaviour if you're playing at PSR Tier 4 or Tier 5, but for a Tier 1 player the experience is essentially ruined as it stands now - the game isn't being played in a fun way, and I believe the massive DHS buff is one of the biggest changes that contributed to the current environment.

Consider that in 2016, DHS had a dissipation as low as 0.14. Ask many comp players and they'll tell you the most fun and most balanced time period was 2016 and early 2017, before Skill Tree was introduced. This is based on many factors, but it shows you don't need heat dissipation through the roof for players to find the game fun.


Mech Agility.

Part of the reason why cERPPC and UAC dakka is current meta is because the mobility in the game is less than it used to be. These weapons are good at punishing poor mobility. Laservomit mechs can't twist fast enough to shield damage, they can't accelerate fast enough to get behind cover after firing. SRM brawlers can't twist enough to spread damage adequately, and they just feel like piloting in a pool of molasses. These deficiencies can be alleviated by investing maximally into Mobility in the Skill Tree, but the cost-benefit ratio is so ridiculously poor that nobody chooses to do this. Increase the value of Mobility in the Skill Tree (fewer nodes to get the same net benefit) to the point that players begin choosing to take it again, and you will see a resultant shift in weapon balance because these two things are strongly interlinked.

I might recommend, while you're at it, remove the jumpjet tree entirely. Add a few jumpjet nodes to the newly shrunk mobility tree instead.


Small lasers.

In June 2017, we all mourned the removal of Small Pulse, Clan Small Pulse, and Clan ER Small Lasers from the game.

Yes, they were removed. SPL was reduced from 4.0 to 3.5 damage, cSPL was reduced from 6.0 to 4.0 damage. cERSL was nerfed from 2.25 to 2.75 cooldown and duration nerfed from 1.0 to 1.1. All of these changes essentially removed these weapons from being viable choices - they ceased being competitive options. We now BRAWL with MEDIUM PULSE LASERS. That is the current meta, because SPL are so shіt at doing their job and DHS dissipation is so crazy high that MPL can actually work in that role, and everything else in the game that is brawlier has been nerfed so hard that MPL is one of the only things left still standing.

The small lasers family NEEDS alpha damage to be viable. It was a fun experiment to reduce their damage and give them a faster rate of fire instead, but we told you it wouldn't work ... and ... it didn't work. So please dial back the changes to these weapons by like... 50% at least.

IS Small and ER Small were never nerfed, but they have perpetually been in a state of needing a damage buff and have never gotten it. They still need it.


IS PPCs.

These weapons have never been viable on their own. There are a few mechs with considerably large quirks that make them playable, but that doesn't mean the weapon itself is okay.

In my opinion, absolutely DO NOT listen to the people who propose an increase to MinHeatPenalty on these weapons.

Allowing more of these weapons to fire without ghost heat (say 3x PPC, or 4x LPPC) only helps mech builds which can afford to mount the maximum amount of these weapons. If the limit is 3PPC, then all mechs which cannot mount 3PPC will be shіt out of luck. That means only mechs 60 or 65 tons and higher will be able to make use of such a buff, and all it does is give them a completely redundant alternative to Heavy PPC.

2x HPPC = 30 dmg = 3x PPC.
2x PPC = 20 dmg = 4x LPPC

These are redundant, please be smart about this: don't change the ghost heat.

Look at mechs like the PNT-10K, the CPLT-K2, the BJ-3, for examples of quirks that are strong enough for players to choose to play them, and roll these quirks into the base stats of those weapons so they can be enjoyed on all mechs. It maybe actually be necessary to increase the damage on these weapons to make them worth playing. PPC and ERPPC with 11 damage and LPPC with 6.0 or 6.5 damage would be a nice start. Consider that a large reason why Clan ERPPC is considered good is because it has 50% additional splash damage that the IS lacks, in addition to Clan's ability to boat considerably more heatsinks.

Snubnose PPC is in a similar place. The damage feels a little low, but the bigger problem right now is heat. If you were to change ghost heat to allow 3x SNPPC (very widely requested by the community), you might just see a bunch of boring higher tonnage Snubboats but it won't really help the Snub as a weapon. Don't do that. Concentrate on reducing its heat, and consider looking at DPS output, whether it be a cooldown buff or a straight damage buff.


Gauss.

Clan Gauss has largely fallen out of favour - people don't use it much anymore. It just explodes too much, it's too fragile. I don't enjoy playing it anymore because there's plenty of alternatives I can mount that won't literally blow up in my face. Clan Gauss needs an increase to its Item HP or a reduction to its ExplodeChance (current value is 1.0 and old value was 0.9).

IS Gauss is still an inferior alternative to lasers and PPCs. It needs a damage buff, or a cooldown buff ... it needs something, I'm not quite sure what to be honest, but it is largely a weak weapon that is best avoided in the current game.

Heavy Gauss is fine.

Light Gauss simply does not deal enough damage. It's a joke of a weapon only used by people who aren't good enough at the game to realise how terrible it is. Consider somewhere between 9 and 10 damage.


Laser AMS.

It's a joke. Reduce heat to make viable.


RACs.

RAC2's are okay. They could use a reduction to spread or increase to velocity, but they're not completely terrible as is.

RAC5's need a significant reduction in heat foremost. They could also use a significant buff to spread and/or velocity.

Heck, I would personally remove spread from these weapons altogether. These weapons have enough spread for it to have a significant impact on how they perform, but they do not exhibit enough spread for the player to perceive that they even have spread. This is counter-intuitive. The weapon already spreads naturally because it spews out a chain of bullets at relatively low velocity, adding artificial spread on top of that is overkill. If the weapon becomes too strong with spread removed, then its raw damage can be reduced to bring it back to where it needs to be.


LBX.

LB10 and LB20 are fine. The IS LB20 should have its size reduced to 10 crits, but the weapon is otherwise fine.

LB2 currently does not have a niche, because DHS are too buffed. LB2 niche is lower heat and added crit. But AC2 is already so cold due to the current state of heatsinks that LB2 is rendered redundant and inferior. Fix heatsinks and LB2 may find its niche again. In addition to this, it could use a significant reduction to spread.

LB5 is terrible. Always has been. It has way way way too much spread. Like LB2, it also lacks a niche because AC5 are already so cold.


UAC2.

Clan UAC2 is 100% useless and needs a rework.

Because UAC2 has such a fast fire rate and the jams are so short in duration, the jams act effectively as a pure DPS stat. The jams never last long enough to be an inconvenience to the player - the mechanic is simply ignored and the player accepts the jams as a part of the weapons natural DPS.

Note that with jams accounted for, Clan UAC2 currently less effective DPS than standard Clan AC2, so there is zero reason to even mount a cUAC2, ever.

- Give UAC2 a longer jammedTime
- Reduce jammingChance until the average DPS exceeds a standard AC2 by 10% or greater.

Thus the UAC2 will output more DPS than a standard AC2 until it jams, at which point the DPS interruption will become a significant inconvenience to the player and require action (such as moving to cover until the jam is over). This is a risk-reward weapon, as opposed to the current state of UAC2 which has effectively no risk and little reward (or in the case of the Clan version no reward at all.)

All UACs in the game could be given this adjustment - lower jam chance, but significantly longer jammed time. I think it would be a good change, but I think that would be asking too much - it would be a big change and many players would take a long time to learn to accommodate it, complaining all the while.


UAC20.

Particularly the Clan UAC20, could use a lower jammingChance or lower jammedTime. This is a brawl weapon where the jams currently are not just an inconvenience, they are a death sentence, because such a close-range weapons puts you into situations where you must be able to shoot yourself out, only to have the weapon jam for such a long period of time that you die before it comes back online. Extremely frustrating.


Clan Standard ACs.

Give these weapons something. Significantly higher velocity would help. A reduction in shell count (numFiring) would also significantly help. With the exception of the cAC2 which is currently just a superior cUAC2, all of these weapons are presently useless.

Warning: following section is not important:

Okay, I lied, there is a KDK-3 build that runs 4x cAC10 which is somewhat okay. But that is only because the cAC10 ghost heat is bugged. A bit of history: when Clans were first introduced, the cAC10 and cUAC10 both had a heatpenalty value of 1, possibly a placeholder value that made it to production. This went largely unnoticed until the Kodiak was introduced and could run high-mounted 4x cUAC10 with virtually no heat penalty. So the heatpenalty was raised to 15, which is a reasonable value. However, the standard cAC10 was never deemed an issue, and still retains its heatpenalty of 1. This is counter-intuitive because the mechlab warns the player that there is a heatspike for 4x cAC10, but it doesn't tell the player how much, and in this case the heatspike is essentially non-existent.

I would recommend removing ghost heat entirely from all AC2, AC5, and AC10, IS and Clan.
Or I would recommend copying over the current IS AC10 heatpenalty and minheatpenaltylevel over to the Clan AC10 to make them consistent.


Machine Guns

All machine guns feel a little weak right now.

This is mostly because DHS are so buffed, that energy weapons like IS MPL and Clan Micros are just ... better.

Revert heatsinks back to their former values and the balance between lasers and MGs will be restored.

Additionally, LMG could use a small damage buff, and/or reduction in spread value.


LRMs.

Indirect fire LRMs have too high of an arc. They come down on the target with a near vertical trajectory, making it nigh-impossible to seek cover from them at times.

Please do something so that LRMs don't mostly hit legs on moving targets. It's EXTREMELY infuriating, especially for light mechs which have the speed to get to cover, but lose half their legs to do it, while suffering minimal torso damage, so everybody knows to shoot your legs for an easy kill.

All LRMs are also too cold. They are boated in crazy large numbers per mech and yet still have exceptionally good DPS, allowing organised teams using them to make the game tremendously unfun for the opposing team. Reverting the heatsink buff would in part help with this.


MRMs.

MRMs are currently bad SRMs.

That is to say, they are useless at medium range, and decent at short range, making them a strong choice for farming high damage numbers and giving the impression that they are good when they really aren't.

They need to find their medium range niche so that they aren't redundant with SRMs. In order to make MRMs good at medium range, they need higher velocity and lower spread. This will also make them better at short range which is what we don't want, so I would propose a minrange profile similar to that of Clan LRMs: an exponential (^2) dropoff from 0 to 90m should be a good start.


Flamers.

Flamers are mostly useless because heatsinks are too buffed. Why bring a weapon to heat mechs up when they just cool back down the instant you stop flaming them? Revert heatsinks and Flamers will have a use again.

Edited by Tarogato, 21 February 2021 - 04:10 PM.


#286 Blechreiz

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Posted 21 February 2021 - 12:36 PM

View PostMisterSomaru, on 21 February 2021 - 09:20 AM, said:

Lot of work went into testing these changes, and I mean a LOT. There were a lot of discussions and back and forths, data crunching, and tests. I do believe that these changes are the best way forward for now, and additional tweaking can be done with results of in game data.


Yeah, sorry, I pretty much doubt that just by looking at the Gulag's proposed changes to AMS.

It's funny how the change with the biggest impact on gameplay seems to go largely unnoticed.

By increasing the optimal range of AMS both LRMs and ATMs will be rendered useless. Not only will they be targetable for a longer period of time by a single AMS-carrying mech, they will also be targeted by more mechs. Increasing the missile health in the proposed way won't help a bit. My guess is that MRM, and even SRM, will also suffer quite a bit.

In addition to that ammo count should be increased so you will basically never run out of AMS-ammo? Yeah, right...

AMS needs some changes, I agree. It needs an adjustment to its impact on matchscore, LAMS should be cooler and its shooting through obstacles should be fixed. But other than that I think it's fine (comming from someone who uses AMS regularly).

Another proposed change, that obviously was put in there without much thinking is the change to the damage of ATMs. Reduce short range damage by an specific amount and increase long range damage by the same amount, sounds good on paper, doesn't work like that in the game. As if you could reliably use ATMs in their long range damage bracket. Classic example of what you would call a "Milchmädchenrechnung".

Hence I can only hope that this whole packet of adjustments will be not implemented by PGI since it would have a pretty horrible impact on gameplay, and as a result, on the number of active players.

#287 Gas Guzzler

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Posted 21 February 2021 - 12:36 PM

View PostMiss 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.


You can do that on a mech with the ER PPC HSL quirk (NSR-9J)

#288 Gas Guzzler

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Posted 21 February 2021 - 12:41 PM

View PostTarogato, on 21 February 2021 - 12:35 PM, said:


Heatsinks.

In October of 2018, DHS were buffed from 0.15 to 0.22 dissipation.

Ever since then, the meta shifted to more and more DPS builds and faster and more predictable Nascar behaviour, which has made the game considerably less interesting. You will not see this beaviour if you're playing at PSR Tier 4 or Tier 5, but for a Tier 1 player the experience is essentially ruined as it stands now - the game isn't being played in a fun way, and I believe the massive DHS buff is one of the biggest changes that contributed to the current environment.

Consider that in 2016, DHS had a dissipation of 0.11. Ask many comp players and they'll tell you the most fun and most balanced time period was 2016 and early 2017, before Skill Tree was introduced. This is based on many factors, but it shows you don't need heat dissipation through the roof for players to find the game fun.



Hey FupDup, this is what I was talking about in the other thread.

#289 BinaryFyre

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Posted 21 February 2021 - 12:44 PM

View PostTarl Cabot, on 18 February 2021 - 06:10 PM, said:

Remove minimum range from IS PPC series and LRMS. Each can have a greater curve then normal. In BT the weapons did damage, they simply were given a negative gunnery penalty, a - 1 for each hex under the minimum range.

For PPCs w/min range besides a reduced damage, there could also be feedback damage once under 90m (3 hexes).

PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems. This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters. Particularly daring warriors have been known to disengage the inhibitor and risk damage to their own machine when a target is at close range.

For IS LRMs, iirc it was both locking mechanism and the missiles not arming themselves until 180m (6 hexes). Inner Sphere LRM launchers achieve their superior range by firing at a ballistic launch angle, making them less accurate at close range. And IS LRMS could be hot-loaded but at accuracy expense.

The other item would be to increase the max range of Clan Pulse weapons from its current 45% ish to between 60% - 75% of optimal range.

Also IS Pulse Laser, increase its damage by 0.5 to 1.0 damage points.

Clan Small Pulse Lasers are fine, damage-wise. Their massive damage jump was beyond measure from their base value, while none of the IS Small Pulse received any love. The bold part is what people missed and PGI allowed that to run for almost 3 years.
  • cSPL dmg/heat

  • Lore: 3 dmg / 2 heat

  • MWO June 2014: initially 3.4 dmg / 3.4 heat
  • MWO July 2014: increased to 4.4 dmg / 3.4 heat
  • MWO Nov 2014: Increased to 6.0 dmg / 3.0 heat
  • MWO June 2017: Decrease to 4.0 dmg / 2.7 heat (heat is currently at 2.05)
MWO Dec 2014: Release of Community Warfare aka Faction Play



So I normally lurk, but this add on, would keep to the simulator style of granular play and allow a pilot to decide to turn off safety protocol (as would be logical if posed in a real world situation), binding this to a key such as the missile door opening or akin to the on/off stealth, an addition like this across CLAN & IS would be awesome in its potential. spitballing here, but introduce a 90m range to clan (like the one that exists in IS today) so that PPC has the 90m across the board. Create some penalty (heat spike, or structure dmg, whathaveyou by X cool of period) and then an engage/disengage key bind.

I could see this being really cool when I've got an Awesome PPC'ed out and a flea round my butt and all I need is one really good shot, if only I could do dmg!

I have no idea if this is really doable, or even in line with lore just sounds like a really cool idea that would shake up game play I bet, definitely in the solo queues for us lone wolf'ers.

#290 FupDup

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Posted 21 February 2021 - 12:47 PM

View PostTarogato, on 21 February 2021 - 12:35 PM, said:

Heatsinks.

In October of 2018, DHS were buffed from 0.15 to 0.22 dissipation.

Ever since then, the meta shifted to more and more DPS builds and faster and more predictable Nascar behaviour, which has made the game considerably less interesting. You will not see this beaviour if you're playing at PSR Tier 4 or Tier 5, but for a Tier 1 player the experience is essentially ruined as it stands now - the game isn't being played in a fun way, and I believe the massive DHS buff is one of the biggest changes that contributed to the current environment.

Consider that in 2016, DHS had a dissipation of 0.11. Ask many comp players and they'll tell you the most fun and most balanced time period was 2016 and early 2017, before Skill Tree was introduced. This is based on many factors, but it shows you don't need heat dissipation through the roof for players to find the game fun.

I don't remember DHS ever dissipating 0.11. Their old values from the really olden days were 0.2 for engine sinks (TruDubs) and 0.14 for external DHS (PoorDubs). I think they were buffed a little higher at some point afterwards (I forgot exactly what it was). Present day they're 0.22 internal and external.

Putting them down to 0.11 would actually make them worse than current SHS (which are 0.14). They'd be almost as bad as SHS originally were (0.1).

Edited by FupDup, 21 February 2021 - 12:52 PM.


#291 Y E O N N E

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Posted 21 February 2021 - 12:55 PM

View PostFupDup, on 21 February 2021 - 12:47 PM, said:

I don't remember DHS ever dissipating 0.11. Their old values from the really olden days were 0.2 for engine sinks (TruDubs) and 0.14 for external DHS (PoorDubs). I think they were buffed a little higher at some point afterwards (I forgot exactly what it was). Present day they're 0.22 internal and external.

Putting them down to 0.11 would actually make them worse than current SHS (which are 0.14). They'd be almost as bad as SHS originally were (0.1).


At one point, the Clan DHS specifically dissipated at 0.15 while the IS ones were 0.14. The IS DHS got marginally more heat cap to compensate.

#292 FupDup

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Posted 21 February 2021 - 12:55 PM

View PostMiss Greene, on 21 February 2021 - 12:55 PM, said:

At one point, the Clan DHS specifically dissipated at 0.15 while the IS ones were 0.14. The IS DHS got marginally more heat cap to compensate.

Yeah, that sounds familiar. I think it was during the Civil War PTS?

#293 Y E O N N E

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Posted 21 February 2021 - 12:57 PM

View PostFupDup, on 21 February 2021 - 12:55 PM, said:

Yeah, that sounds familiar. I think it was during the Civil War PTS?


Predates that, I think. I recall late 2015 early 2016 being when they did this. But it's all getting fuzzy and I'm too lazy to go sift through patch notes.

#294 GweNTLeR

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Posted 21 February 2021 - 12:58 PM

This might be an unpopular opinion, but add ghost heat or limit ams amount to 2 per type (meaning 4ams would be possible with 2 ams+2lams only).
Corsair 7A is way too effective as an missile counter.

#295 Gas Guzzler

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Posted 21 February 2021 - 01:00 PM

View PostGweNTLeR, on 21 February 2021 - 12:58 PM, said:

This might be an unpopular opinion, but add ghost heat or limit ams amount to 2 per type (meaning 4ams would be possible with 2 ams+2lams only).
Corsair 7A is way too effective as an missile counter.


Stop leaning on lurms. Problem solved.

#296 FupDup

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Posted 21 February 2021 - 01:02 PM

View PostGweNTLeR, on 21 February 2021 - 12:58 PM, said:

This might be an unpopular opinion, but add ghost heat or limit ams amount to 2 per type (meaning 4ams would be possible with 2 ams+2lams only).
Corsair 7A is way too effective as an missile counter.

Limiting AMS to 2 per type invalidates some stock builds. Ghost heat wouldn't make sense because regular AMS doesn't even have heat in the first place.

I think a more fair change would be to revoke the Corsair's AMS range quirk but that wouldn't really change much (it's just 5%).

Edited by FupDup, 21 February 2021 - 01:02 PM.


#297 GweNTLeR

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Posted 21 February 2021 - 01:11 PM

View PostGas Guzzler, on 21 February 2021 - 01:00 PM, said:


Stop leaning on lurms. Problem solved.

Accusing me of leaning on lurms is just plainly wrong, you know. The most I use is like 4lrm5 on some buils, so no.
There are several broken chassis which completely ruin balance, everyone knows this. And before you start writing something else, I am qualified to say it.
https://leaderboard....D%0AGas+Guzzler


#298 X T R E M E

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Posted 21 February 2021 - 01:13 PM

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)

Weapon changes: https://i.imgur.com/allGw5G.png

Posted Image




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:
Posted Image


  • Solution:
Posted Image






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)

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




Will update this post if something changes.


Good!!!!!!!

#299 Gas Guzzler

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Posted 21 February 2021 - 01:20 PM

View PostGweNTLeR, on 21 February 2021 - 01:11 PM, said:

Accusing me of leaning on lurms is just plainly wrong, you know. The most I use is like 4lrm5 on some buils, so no.
There are several broken chassis which completely ruin balance, everyone knows this. And before you start writing something else, I am qualified to say it.
https://leaderboard....D%0AGas+Guzzler


Is that supposed to show you are better than me? Because I see that I have a higher KDR and WLR. Maybe its all that spread missile damage ;)

Honestly fine nerf the Corsair I never use it lol

#300 GweNTLeR

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Posted 21 February 2021 - 01:21 PM

View PostFupDup, on 21 February 2021 - 01:02 PM, said:

Limiting AMS to 2 per type invalidates some stock builds. Ghost heat wouldn't make sense because regular AMS doesn't even have heat in the first place.

I think a more fair change would be to revoke the Corsair's AMS range quirk but that wouldn't really change much (it's just 5%).

Well, you might be right, but I still think that Corsair problem requires some solution.
However, with many people asking for AMS boost the problem will only worsen to an extent, where even dumbfire missile will become useless.





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