Jump to content

- - - - -

Intel Gathering: Weapons Balance Pass 1


615 replies to this topic

#321 Mochyn Pupur

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 521 posts
  • LocationDerby, England

Posted 22 February 2021 - 02:30 AM

View PostKrasnopesky, on 18 February 2021 - 06:16 PM, said:

I will give my feedback soon.

First edit

Inner Sphere weapons that are currently under-performing and need a buff:
  • IS Small Laser - Increase damage and range
  • IS ER Small Laser - Increase damage and range
  • IS Small Pulse Laser - Increase damage and range
  • IS Snub Nose PPC - Significantly reduce heat
  • IS PPC - Outclassed by ERPPC, reduce heat and allow 3 without ghost heat
  • IS Light PPC - Reduce heat and remove ghost heat
  • IS Light Machine Gun - Increase damage, ammo and range
  • Light Gauss Rifle - Buff damage, unlink from ghost heat so you can shoot 2 LGR + 1 or 2 PPCs
  • IS Laser AMS - Reduce heat
Clan Weapons that are currently under-performing and need a buff:
  • Clan Micro Pulse - Increase range and damage
  • Clan Small Pulse - Increase range and damage
  • Clan Light Machine Gun - Increase damage, ammo and range
  • Clan Laser AMS - Reduce heat
There are more weapons that require a buff, but these are the most important in my opinion.



I can see where you are coming from for the IS weapons, but the trade off is the significantly lower heat which over time balances the damage aspect out.

Similarly, when looking at the IS PPC, this works perfectly IF you are willing to work on the right distancing, damage/heat sits nicely in comparison with other weapons.

Machine guns are tiered reasonably for range, damage and weight, but if an adjustment was necessary, all of them would require a rework to keep their flavour and usefulness.

One thing I do agree with, is that LAMS are too high on the heat scale - fit 3 or 4 of them to a mech and watch it overheat and blow up on Polar Highlands when there's an LRM fest. Range/damage could be the balancing factor to cover reduced heat?

#322 xAndy199

    Member

  • PipPip
  • Survivor
  • 30 posts

Posted 22 February 2021 - 02:55 AM

View PostTheUltimateGhost, on 22 February 2021 - 01:25 AM, said:


I'd assume your build looks something like this: https://mech.nav-alp...507025f3_BSW-S2
(probably has waaay more back armor, I know)

Now, you have 3 different velocities, 3 different ranges and 3 different cooldowns. I do not know how you manage those weapons, but I'd assume you stare at your enemy and fire away.

Then again, that build is completely fine if it's fun for you and I'm not criticizing that at all. But when it comes to balancing weapons, we should balance according to the best possible builds on mechs / with weapon systems.

P.S.: My 1AC2 DWF is underperforming lately, PGI pls gib 20% cooldown quirk Posted Image

P.P.S.: This is not necessarily sth against Andy, more a preemptive warning to everyone.

Basically yes.
What I wanted to say is that if you want to be a "team player" with AMS, the play style automatically reduces your heat output, so LAMS heat is not much of an issue.
I mean, you're not going to put LAMS/2xLAMS on a laser brawler, right?

Anyway, that increase in AMS range seems good to me because I won't have to keep myself placed midway between my guys and the opposing guys.

#323 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,104 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 22 February 2021 - 03:23 AM

View PostxAndy199, on 22 February 2021 - 02:55 AM, said:

Basically yes.
What I wanted to say is that if you want to be a "team player" with AMS, the play style automatically reduces your heat output, so LAMS heat is not much of an issue.
I mean, you're not going to put LAMS/2xLAMS on a laser brawler, right?

Anyway, that increase in AMS range seems good to me because I won't have to keep myself placed midway between my guys and the opposing guys.


Honestly, heat is the least of your concern when what you have is a hodgepodge of weapons in poor combination that wouldn't really be that much of an issue with your heat in the first place. So with what you're trying to say, that doesn't really put it in a good light, the comparison 1 CAC2 Direwolf is apt -- you can't be proud of having little heat generation when you don't have the damage output to back you up.

To an extent, I agree, the LAMS being unlimited ammo but uses heat naturally changes it's use. But to put this into perspective, basic 10 DHS is 2.2 Dissipation, while an AMS eats 2.85 Heat/Sec, that is a net 0.65 heat/sec, that means whenever you're contributing to the team by downing missiles, you're basically being hit by a flamer that prevents you from dissipating heat.

That means, something like a Dakka MadCat MKII with LAMS in lieu of a single DHS, your heat dissipation of 3.96 h/s is cut down to 1.11 h/s. And if you don't know, you already build up quite a heat with the standard dakka rig, that even if you could put it on a Rifleman IIC, if the lack of ammo or slow speed won't get you, it's the heat, and said heat dissipation is half of that (2.20 h/s is standard heat dissipation).

Edited by The6thMessenger, 22 February 2021 - 03:32 AM.


#324 xAndy199

    Member

  • PipPip
  • Survivor
  • 30 posts

Posted 22 February 2021 - 03:47 AM

View PostThe6thMessenger, on 22 February 2021 - 03:23 AM, said:


Honestly, heat is the least of your concern when what you have is a hodgepodge of weapons in poor combination that wouldn't really be that much of an issue with your heat in the first place. So with what you're trying to say, that doesn't really put it in a good light, the 1 CAC2 Direwolf is apt.

To an extent, I agree, the LAMS being unlimited ammo but uses heat naturally changes it's use. But to put this into perspective, basic 10 DHS is 2.2 Dissipation, while an AMS eats 2.85 Heat/Sec, that is a net 0.65 heat/sec, that means whenever you're contributing to the team by downing missiles, you're basically being hit by a flamer that prevents you from dissipating heat.

That means, something like a Dakka MadCat MKII with LAMS in lieu of a single DHS, your heat dissipation of 3.96 h/s is cut down to 1.11 h/s. And if you don't know, you already build up quite a heat with the standard dakka rig, that even if you could put it on a Rifleman IIC, if the lack of ammo or slow speed won't get you, it's the heat, and said heat generation is half of that.

The way I see LAMS, it's like a backup next to your standard AMS for boating in very long matches.
I agree with the general idea that AMS isn't very strong as it is, which is why I have that BSW-S2 as my AMS boat - to have a speed advantage over my own Assaults and be able to always quickly reposition to get the most out of the protected diameter given by AMS.
For "egoist" AMS uses, that Mad Cat MkII could just as well use standard AMS and half a ton of ammo. Or shave the legs a bit and get a full ton. If your AMS is going to be protecting you and nobody else, that 1 ton will get you enough duration for the match.
With a possible buff to the AMS range, I could see LAMS heat as a problem. Also there's the line of sight mechanic for AMS so many people ask for - hiding behind a building in the middle of Frozen City to intercept missiles will suddenly not work. As it is now, you need to use the "diameter" instead of the "radius" to make AMS do useful work, but with those changes, it could become more (or rather, actually) useful just carrying it around as you're moving with the team

#325 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,104 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 22 February 2021 - 03:59 AM

View PostxAndy199, on 22 February 2021 - 03:47 AM, said:

The way I see LAMS, it's like a backup next to your standard AMS for boating in very long matches.
I agree with the general idea that AMS isn't very strong as it is, which is why I have that BSW-S2 as my AMS boat - to have a speed advantage over my own Assaults and be able to always quickly reposition to get the most out of the protected diameter given by AMS.


That's a poor use of a 55 tonner though. You might as well bring an Iron-Dome Purifier or Nova with lasers, does the same and still gives you good damage output.

View PostxAndy199, on 22 February 2021 - 03:47 AM, said:

For "egoist" AMS uses, that Mad Cat MkII could just as well use standard AMS and half a ton of ammo. Or shave the legs a bit and get a full ton. If your AMS is going to be protecting you and nobody else, that 1 ton will get you enough duration for the match.


And that's why the LAMS is rather bad. Even with the dakka that is kitted for sustain, it's not that optimal.

View PostxAndy199, on 22 February 2021 - 03:47 AM, said:

With a possible buff to the AMS range, I could see LAMS heat as a problem.


I would argue that LAMS heat is exactly the problem. At its current range now, it's not that bad given proper positioning. But yeah more range is nice.

View PostxAndy199, on 22 February 2021 - 03:47 AM, said:

Also there's the line of sight mechanic for AMS so many people ask for - hiding behind a building in the middle of Frozen City to intercept missiles will suddenly not work.


I kind of pointed that too, but as ASH said IIRC, it's not realistic. Or maybe practical. Either way, it's just easier for us to just balance around the AMS wallhack than urge PGI to mess with the codes again, and possibly create a blackhole when they forget that one cannot divide by zero.

View PostxAndy199, on 22 February 2021 - 03:47 AM, said:

As it is now, you need to use the "diameter" instead of the "radius" to make AMS do useful work, but with those changes, it could become more (or rather, actually) useful just carrying it around as you're moving with the team


190m radius = 380m diameter, that just the associative property of multiplication IIRC, and geometry.

Edited by The6thMessenger, 22 February 2021 - 04:03 AM.


#326 The pessimistic optimist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,377 posts

Posted 22 February 2021 - 04:14 AM

View PostFainting Goat, on 22 February 2021 - 01:51 AM, said:

Keep gauss charge, give gauss a cooldown buff. That's the best way to improve it somewhat, without going overboard & making it too good (which could happen with a damage buff). Maybe reduce the charge time slightly.

AC20 needs a massive velocity buff, which is in the gulag's proposal Posted Image

IDK if MASC really needs all those buffs? Don't people already choose to run MASC, on a lot of MASC-capable mechs? Doubling the active time is a massive buff.

LAMS heat reduction is good. Not sure if regular AMS needs another round of buffs.


AMS as is is fine it works great on mass but LAMS is too hot to bother with you just turn in to a shutdown machine if you try to use it.

#327 xAndy199

    Member

  • PipPip
  • Survivor
  • 30 posts

Posted 22 February 2021 - 04:42 AM

View PostThe6thMessenger, on 22 February 2021 - 03:59 AM, said:


That's a poor use of a 55 tonner though. You might as well bring an Iron-Dome Purifier or Nova with lasers, does the same and still gives you good damage output.



And that's why the LAMS is rather bad. Even with the dakka that is kitted for sustain, it's not that optimal.



I would argue that LAMS heat is exactly the problem. At its current range now, it's not that bad given proper positioning. But yeah more range is nice.



I kind of pointed that too, but as ASH said IIRC, it's not realistic. Or maybe practical. Either way, it's just easier for us to just balance around the AMS wallhack than urge PGI to mess with the codes again, and possibly create a blackhole when they forget that one cannot divide by zero.



190m radius = 380m diameter, that just the associative property of multiplication IIRC, and geometry.

Quick idea - simple on paper, may be more intensive on computation time, should "keep the wolves fed and the sheep safe"
As far as I can tell, AMS right now engages any enemy missile within its range the same.
The AMS system could differentiate between missiles flying in the direction of your Mech (not strictly at your Mech) and missiles flying away from it.
- significantly increase AMS range
- increase damage somewhat
- introduce massive dropoff for missiles moving away from you
AMS could become worthwhile for non-boats while "iron-walling" with a mobile AMS carrier would not become OP, since doing an iron wall gives up to 200% damage against direct-fired missiles vs the iron dome

#328 Blechreiz

    Member

  • Pip
  • The Nocturnal
  • The Nocturnal
  • 13 posts

Posted 22 February 2021 - 06:15 AM

View PostxAndy199, on 22 February 2021 - 04:42 AM, said:

Quick idea - simple on paper, may be more intensive on computation time, should "keep the wolves fed and the sheep safe"
As far as I can tell, AMS right now engages any enemy missile within its range the same.
The AMS system could differentiate between missiles flying in the direction of your Mech (not strictly at your Mech) and missiles flying away from it.
- significantly increase AMS range
- increase damage somewhat
- introduce massive dropoff for missiles moving away from you
AMS could become worthwhile for non-boats while "iron-walling" with a mobile AMS carrier would not become OP, since doing an iron wall gives up to 200% damage against direct-fired missiles vs the iron dome


Interesting idea, but I think this wouldn't help in many cases since most of the time missiles will be fired towards the area with the AMS carrier.

One of the problems is that the usefullness of AMS seems to be judged by many people in a highly subjective way that may not always be in line with the objective performance. I personally think that even a single AMS can help quite a lot; therefore I use the system on most of the mechs that can carry it. If 2/3 of the team would equip at least 1 AMS each, I guess, there wouldn't be as much salt about LRMs. But that's just my (highly subjective) opinion...

The "wall-hack" thing is really annoying and should be adressed/fixed. It shouldn't be possible for a mech, with its arse parked on the top of HPG, to shoot down missiles fired in the basement; or from the other side of the citadel in River CIty.

Again, I think the proposed extension of the AMS range is, in my opinion, not well thought out. While the change from 190m to 250m doesn't sound like much, it will result in an increase of about 127% to the volume/space inside of the "Iron Dome".

Edited by Blechreiz, 22 February 2021 - 06:53 AM.


#329 Talwar

    Rookie

  • Warrior - Point 2
  • 2 posts

Posted 22 February 2021 - 09:17 AM

1, interchangeable ammunition for LBX it would be cool to have slug and scatter ammunition, perhaps with a chance of jamming when changing to offset the benefit and ensure not too powerful.
2- smart ammunition for AC. increased hit for decreased damage and shots per ton

Also new weapons would be interesting

3- mines... these would be an interesting addition to gameplay, they could be either leg mounted (and risk damage IF shot) or Thunder LRM ([color=#000000]Field Artillery Scatterable Mines)[/color]
[color="#000000"]4- inferno rounds (with risk of cook off)[/color]
[color="#000000"]5- Arrow iv missiles (could require tag to offset single hit benefits)[/color]

#330 RUSTY RASTIL

    Member

  • PipPip
  • Ace Of Spades
  • 48 posts

Posted 22 February 2021 - 09:59 AM

Navid A1 made mw5 really fun so maybe you shoudl just listen to him. personally I think standard engines shoudl be worth equipping for other reasons than just LB-20 and HGR

#331 Tastian

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 768 posts
  • LocationLayton, UT USA

Posted 22 February 2021 - 10:01 AM

I'm seeing a ton of "Increase weapon X damage, range and reduce heat, cooldown" because some weapons feel inferior. I'm also seeing "remove gauss charge up, increase its health and reduce explosion damage/chance". I think anyone who suggests any of these are losing sight of the big picture.

Inferior weapons do NOT (I repeat, do NOT) need to be buffed (except maybe flamer). ALL weapons need to be brought DOWN to the lowest denominator, NOT UP.

And if gauss gets ANY kind of buff, it'll be gauss-pocalypse again.

Being one-shotted is not fun - let's reduce damage, range etc... so we can have a longer fight.

Edited by Tastian, 22 February 2021 - 10:29 AM.


#332 Swamp Thing

    Member

  • Pip
  • The Warden
  • The Warden
  • 13 posts

Posted 22 February 2021 - 10:52 AM

It would be nice if collision damage was a thing for lights to consider while weaving around an enemy assaults legs. Not savage damage but some consequence of high speed impacts with giants...

#333 OmgKllL

    Member

  • PipPip
  • The Aggressor
  • 34 posts
  • Twitch: Link
  • LocationMilan - Italy

Posted 22 February 2021 - 11:00 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)

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



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)


Also... Jump Jets:
  • Current system:
Posted Image


  • Solution:
Posted Image










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.


cool work mate, I hope it will be noted

#334 Hengest

    Rookie

  • 7 posts

Posted 22 February 2021 - 12:06 PM

Hello all!
For me the needed improvements would be:
- reduce lock-on time for LRMs; there are so many counter measures against LRMs, with the ages-long time required for lock-on, that weapon system is just a waste of tonnage
- reduce recharge time on all Gauss-weapons
- for crying out loud: nerf lights! It is so anti-fluff, and against all that is reasonable, that lights are the killers on the field! They have their role (fast cap, scouting, skirmishing...) but lights going toe-to-toe with an assault and regularly coming out on top...? please!

#335 The pessimistic optimist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,377 posts

Posted 22 February 2021 - 12:06 PM

View PostxAndy199, on 22 February 2021 - 04:42 AM, said:

Quick idea - simple on paper, may be more intensive on computation time, should "keep the wolves fed and the sheep safe"
As far as I can tell, AMS right now engages any enemy missile within its range the same.
The AMS system could differentiate between missiles flying in the direction of your Mech (not strictly at your Mech) and missiles flying away from it.
- significantly increase AMS range
- increase damage somewhat
- introduce massive dropoff for missiles moving away from you
AMS could become worthwhile for non-boats while "iron-walling" with a mobile AMS carrier would not become OP, since doing an iron wall gives up to 200% damage against direct-fired missiles vs the iron dome


AMS is fine LAMS just needs not to be so hot. I had a game the other day were not even MRM were get threw the AMS

Edited by SirSmokes, 22 February 2021 - 12:07 PM.


#336 D A T A

    Member

  • PipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 896 posts
  • LocationCasamassima, Bari, south Italy

Posted 22 February 2021 - 12:11 PM

Lights need a severe nerf (vulcan, assassin, phoenix hawk included)
Unfortunatelly too many people in the Gulag project are light mech addicted to it was impossible to properly address the problem.

The problem is having 20-40 tonners who tank more than an hellbringer.

most survival quirks on light mechs need to go away

Edited by D A T A, 22 February 2021 - 12:12 PM.


#337 The pessimistic optimist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,377 posts

Posted 22 February 2021 - 12:17 PM

View PostD A T A, on 22 February 2021 - 12:11 PM, said:

Lights need a severe nerf (vulcan, assassin, phoenix hawk included)
Unfortunatelly too many people in the Gulag project are light mech addicted to it was impossible to properly address the problem.

The problem is having 20-40 tonners who tank more than an hellbringer.

most survival quirks on light mechs need to go away


Aim for legs. Nothing more enjoyable them blasting the legs of fast movers and watching them pathetically try to limp away before I kill it

Edited by SirSmokes, 22 February 2021 - 12:20 PM.


#338 highjumpkick

    Rookie

  • Talon
  • Talon
  • 1 posts

Posted 22 February 2021 - 01:11 PM

My thoughts:

IS-AC20:
Needs a serious buff. We can't fire two without crippling ghost heat yet dual heavy gauss runs rampant, if anything this should be the opposite way around. Their slow velocity combined with the projectile drop makes scoring precision hits to a location past the first half of their range limit nearly impossible while HGRs have much higher velocity and no perceptible projectile drop over distance. HGRs also have far superior range that's only "balanced" by their slightly inferior effective range. I'm not calling for an HGR nerf but there's no real reason to run AC20s, they just don't perform well enough to justify the tonnage and when you consider the heat and (explosive) ammo constraints they can take up almost as much weight as a heavy gauss. Sure, AC20s have a notably higher DPS but they still suck as brawling weapons in a meta that strongly encourages poke-and-hide and poptarting.
Suggested changes:
Increase velocity from 650 to 900
Allow firing up to two at a time without ghost heat

IS-PPC:
Nobody ever uses these for a reason. They weight the same as an ERPPC and the only advantage they have over the ER version is less heat but that's just not a worthy tradeoff. MWO is a game that highly values specialization and if you're going to use PPCs then you go all in or not at all, the standard PPC is an awkward half hearted weapon that serves no real purpose. All of the most popular IS PPC mechs all have good quirks which mostly eliminates the extra heat of the ERPPC and even for the mechs that don't have good PPC quirks they're still not going to bother using the standard versions as they just don't pull their weight.
Changes:
Increase PPC HSL +1 to give them something that ERPPCs can't do
Increase velocity from 1200 to 1450
Reduce heat from 9.5 to 9
Replace the current minimum range system with a decrease in damage as the target gets closer so that PPCs aren't COMPLETELY useless the moment some guy gets within 89 meters.

Snub Nose PPCs:
In tabletop the snub is characterized by its massive short range bracket, longer than most other weapons yet here they have an effective range of a whopping 270 meters and a max range of 630. Why? They run too hot to be effectively be used on fast mechs and have too short a range to be useful on slower mechs that can counter the heat they produce. They make MORE heat than the regular IS-PPC which is already a bad choice of weapon.
Changes:
Reduce heat from 10 to 8.5
Increase effective range from 270 to 380
Increase max range from 630 to 850
Increase velocity from 1200 to 1350

Light PPCs:
As it stands these have very little use. Two LPPC is equivalent to one regular PPC but a ton lighter and slightly hotter. Being able to run 3 LPPC doesn't add much except make it a slightly better HPPC but nobody ever runs a single HPPC so that's moot.
Changes:
Increase LPPC HSL +1
Increase velocity from 1200 to 1350
Same minimum range scheme as the standard PPC
Probably something else, I'm not really sure how to salvage these

Light Gauss Rifles:
Far too heavy for the damage output and if your enemies are playing right then they'll never be in the position where the massive range is useful. There's no reason to limit these to two at a time since they're awful at any number. I've seen Fafnirs with four LGR and the result was always less than impressive. Their damage/ton ratio is abysmal and they still have all the problems the other gauss weapons have: charge time and exploding at the slightlest glance.
Changes:
Remove ghost heat for LGRs altogether. Yes, even when combined with PPCs. If someone really wants to dedicate 24 tons +ammo for two light gauss and still wants to run some PPCs with the leftover weight then let them, I promise you it won't be broken.
Remove the charge mechanic. Having to charge a light gauss just makes it more obtuse to use on a weapon that already has very little payoff and it hurts them in their role as an extremely long range sniping weapon.

IS-AC5:
Yuck. They sit in this awkward intermediate spot where the lack both DPS and range compared to their closest neighbors. They also get an abnormally low amount of ammo considering the damage you get per ton. To give some numbers, the AC2 gets 174 damage/ton while the AC10 gets 230. The AC5 gets 175 damage per ton of ammo, only technically better than the AC2 and far worse than the AC10. Their DPS is also pretty terrible, the AC2 does 2.78 DPS for a 6 ton gun (0.463 DPS/ton not counting ammo) while the AC5 does 3.01 DPS for an 8 ton gun (0.376 DPS/ton). The AC10 does 4.44DPS (0.37 DPS/ton). That means the AC5 is worse than the AC2 in terms of damage output while still lacking any appreciable burst damage since it's still only 5 damage per shot. To compound this you also need to take more AC5 ammo on average compared to other autocannons. There's so much wrong with these I could write a whole essay on them but I think this sums it up in short.
Changes:
Increase velocity from 1300 to 1500
Increase ammo per ton from 35 to 40, bringing the total damage per ton to 200 which sits comfortably between the AC2 and AC10
Decrease cooldown from 1.66 to 1.45 giving it 3.44 DPS and 0.431 DPS/ton to better suit it as a middleground between the other two guns.

LBX5:
Same problems as the regular AC5 but now with pellets so the bad damage gets spread all over the place.
Changes:
Pretty much just the AC5 changes but also tone down the spread by at least 25%.

LBX2:
Just reduce the spread by ~50%. They're bulkier than regular AC2s and don't offer anything in exchange except lower heat on a gun that might as well produce zero heat and more crits that you'll never land because your damage is too spread out to break through armor.

IS and Clan UAC2 and UAC5:
These are mostly fine (not counting the same universal AC5-family problems) but change the doubletap so it's consistent like the UAC10/20. I don't like having to spam the mouse button to shoot twice because the delay between the two shots is inconsistent for no reason. It's unintuitive and not a fun mechanic.

RAC5:
Ah we're noticing a pattern on how the 5-class autocannons suck huh? The RAC5 takes too long to spin up, produces too much heat, has an awkwardly low velocity and high spread, you name it. 3 RAC2 is extremely meta but nobody uses the RAC5.
Changes:
Reduce heat from 4 to 3.5/s
Increase velocity from 1025 to 1250
Decrease spin up time and spread. I don't know the exact numbers on this but make it closer to the RAC2.
Effective range from 450 to 540
Max range from 900 to 1080

Light and Heavy Machine Guns:
LMGs do too little damage to bother with while HMGs are too heavy to justify except on the most hardpoint starved mechs. HMGs also get less ammo per ton meaning they end up taking up even more weight.
Changes:
Boost both their damages by .15
Increase HMG range by about 10% or so for both tech bases and increase ammo per ton by around 20%

Small Lasers:
Awful, these don't even exist. Even though their DPS is higher than the ERSL there's still no reason to use them because their ranges are abysmal and results in lower overall damage unless you're in hugging range.
Changes:
Increase effective range from 150 to 170
Increase max range from 300 to 340
Reduce duration from 0.75 to 0.65

IS and Clan Small Pulse Lasers:
hahaha
ahahaha these are trash
In tabletop the SPL does 2d6 damage to infantry; the same as a machine gun because they're both anti-infantry weapons. I think a huge drop in cooldown to make them more machine gun-like would represent this and make them actually usable. They won't have a huge alpha but they'll be much more capable of dealing damage over time to help balance them, otherwise there's no reason to take SPLs over MLs/ERSLs or just going all the way with MPLs. Boosting their damage to pre-nerf levels would certainly do the trick but I think you could use this opportunity to make them a little more unique as a sort of laser machine gun.
Changes: Cut cooldown for both techbases by ~20%

Flamers:
Hot garbage (geddit?) of the highest level. I get that introducing a weapon that can heat up other mechs is a balance nightmare but if they're not going to give the TARGET a meaningful amount of heat then just make them do an actually useful amount of damage. In tabletop flamers do 2 damage, the same as a machine gun.
Changes:
Increase DPS to match the machine gun and change the heat generated so that it's more gradual at all levels instead of doing nothing until the target's heat spikes terribly.

Streak Launchers:
Streaks are fine and dandy against lights but are worthless against stealth mechs and anything more than 45 tons at the most. IDK what to do here but they need SOMETHING even if it's a reworking of how stealth armor works. I think streaks should "follow" the crosshair so to speak, where they go towards the location you hover over but function normally if you lose sight of the unit. This would give them a small amount of utility against the bigger mechs which are normally just tickled by streak launchers.

Rocket Launchers:
Remove the minimum range and have them shoot in a stream when the button is pressed instead spewing all of the rockets in one button press. There's no reason to use these over an SRM2 and half a ton of ammo or just nothing at all and using that extra weight elsewhere.

Laser AMS:
THESE ARE WAY TOO HOT AND I DIE JUST FROM STANDING THERE DOING NOTHING
Changes:
Reduce heat by half
Make the LAMS automatically stop firing if it would overheat the mech.

Clan AC5/10/20:
Nobody likes these because the pellets spread the damage too much and there's not much incentive to take them over their ultra or LBX counterparts.
Changes:
Reduce the number of pellets by 1. They still have half the possible burst damage of an ultra and not nearly as much potential for crits compared to an LBX but it's more consistently distributed which is what counts.

Command Console:
This is way too heavy for what it does, make it do more of what it already does and something else. I don't know what else to add here but add something.
Changes:
Bump up the numbers and add something else so it isn't just a targeting computer without the important bits.

MASC:
Heavier MASC needs to provide more of a benefit, nobody uses it unless it costs two or less tons/crits because it doesn't have enough of an impact to bother with otherwise. This buff could come in perfect time with the new MASC equipped Thunderbolt you guys are selling so it would look like a really nice selling point, hint hint.
Changes: Allow the heavier MASC to run for longer before reaching the redline and reduce the accuracy loss when sprinting and the delay before accuracy returns to normal after you stop using it.

I guess that's it, I just blew an hour of my life writing this but I really just needed to vent more than anything. I'm sure there's some typos and wrongmath in there so feel free to correct me.

#339 Z Cassel

    Member

  • PipPip
  • The Flame
  • The Flame
  • 24 posts

Posted 22 February 2021 - 02:20 PM

Lights aren't that significant of an issue if you aren't monoboating lock on only or super high damage weapons. BT has always shown that builds that specialize too much are supposed to coordinate with others or are genuinely considered vulnerable. People trying to say stealth, ecm, and lights are too strong are relying entirely on meta damage setups that require less manual targeting or less target tracking. That's not exactly a community-wide problem, complaint, or issue regardless of what weight class you usually play. If you want to talk builds that are universally changing the gameplay away from a team game though, look at the lrm-only boats.

#340 Ken Harkin

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 393 posts
  • LocationLong Island, New York, USA

Posted 22 February 2021 - 03:37 PM

Streak SRM need to be able to dead fire. They are useless now given the prevalence of ECM / Stealth. Let them dead fire like a standard SRM but let them dead fire. It is ridiculous that ATM and LRM can both lock and dead fire but Streak cannot.

Gauss - Remove the charge mechanic. Boost cool down if you need but the charge mechanic is a nightmare. Also reduce the explosion damage from it.

TAG range increase. It is ridiculously short given it should be spotting for LRMs with a far further range.

No LRM or ATM minimum range. At ranges under the minimum significantly increase the spread size, the closer the worse the spread. At point blank, 10 m less, the spread should be so large as to be near ineffective.

Standard PPC should damage at min range but drop off (either 0 - 100% at 0 - 90m or with the same damage applied as a wider and wider spread at closer range).

HGR & LBX20 - Reduce space requirement.

RAC5 sucks. In the same space one could mount 3 RAC2 which are far more effective.

RAC5 Reduce space requirement by 1, increase damage, reduce jam build up, SOMETHING!!!





10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users