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Intel Gathering: Weapons Balance Pass 1


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#541 Caboose30

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Posted 16 March 2021 - 04:23 PM

I mean, did you guys actually think they read the suggestions?

#542 Caboose30

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Posted 16 March 2021 - 04:38 PM

If you want to do Faction Play and use anything other than an autocannon now, you'll lose.

#543 The6thMessenger

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Posted 16 March 2021 - 05:46 PM

So despite their acknowledgement of a bad patch, due to bureaucracy they would rather have us endure this PoS month with it?

Want better MWO my ***.

#544 The Duke of Dirty

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Posted 16 March 2021 - 06:23 PM

The MASC changes sound like they were intended to be both a buff and nerf that balance out. However, the cooldown rate nerf that accompanies the bar fill buff does not come out as a net positive. This only benefits the player when they are starting the match. If they player uses the MASC frequently and the meter does not go low, this change did not actually impact the player at all. The mobility changes would still drastically negatively impact that same player.

#545 Lugh Cornix

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Posted 16 March 2021 - 08:37 PM

View PostThe Duke of Dirty, on 16 March 2021 - 06:30 AM, said:

Hello,

I was a bit disappointed to see that ATMs were not addressed. Some new chassis are making deployment of ATM12*3 a possibility even on a medium mech like a Vapor Eagle. In the optimal range, this medium mech has a 108 damage alpha strike that it can do twice back to back. This will 1 shot or 2 shot most mediums and heavies in the game from the front. This does not feel like a reasonable place for a medium mech to be.


yeah but once one gets into optimal there are not hard to under run.... at the same time 108 damage is spread all across the target not focused. ATMs are very much either they work or they are easy to use if you happen to be in a good position but there is a reason the meta isn't full of them. There are far better weapons that preform far more consistently.

#546 McFish

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Posted 17 March 2021 - 12:31 AM

Of all the things I might have expected from a balance patch, significant nerfs to LGauss, LPPC, and MASC were not among them.

I surmise that next we'll be nerfing targeting computers, the LB5, and the clan small pulse laser?

#547 KursedVixen

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Posted 17 March 2021 - 08:08 AM

View PostMcFish, on 17 March 2021 - 12:31 AM, said:

Of all the things I might have expected from a balance patch, significant nerfs to LGauss, LPPC, and MASC were not among them.

I surmise that next we'll be nerfing targeting computers, the LB5, and the clan small pulse laser?
Well clan guass is almost as useless as Light guass now because it has the lowest health of all guass making it useless in anything but arms. Once your armor is gone clan guass is garunteed to explode, and Case does not protect from internal exposions just stops it from going to others so default loadouts on mechs like the blood asp are a death sentance because the guass will kill you 1st by slowing down you mech by blasting 2 slots off your engine and then finish you off with the other side torso. Not to mention you also lose an arm since the side torso is connected to the arm.


It's pretty clear these "intel gathering" topics were utterly useless and a way for PGI to just laugh at people who complain so... Not posting here again or in any of the other topics.

Edited by KursedVixen, 17 March 2021 - 08:18 AM.


#548 Nesutizale

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Posted 17 March 2021 - 11:21 AM

I wonder if anyone at PGI is aware of the damage that has been done with this patch. How could it happen that with all the stuff Daeron and Matt have promoted and planed that someone just went in and did something completly different no one asked for?

They need to get this PR desaster sorted out ASAP.

PS: Currently testing my PPC mechs and so far its between okay and meee but not that bad. In my opinion the content of the patch isn't as bad as the bad PR it generated because someone in the company didn't get the memo.

Edited by Nesutizale, 17 March 2021 - 11:22 AM.


#549 An Actual Walrus

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Posted 17 March 2021 - 11:31 AM

View PostSirSmokes, on 17 March 2021 - 11:22 AM, said:


LPPC got a big buff very good now. LG not a fan even if I run a 32% light gauss Protector that make those LG very strong now. MASC makes we wan to puke that is trash. LPPC 3 together like long rage slow CD AC 20 very nice


You keep saying that the PPC changes are good, but all this really did is made NASCAR-reliant games even slower, made large-alpha builds stronger, and made you wait enough time to have three children between PPC and Gauss shots. You do understand math, right?

#550 Lanzman

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Posted 17 March 2021 - 01:13 PM

Definitely noticing the slower cool down on PPCs and gauss rifles. Appreciating the slightly higher velocity on AC20s tho.

#551 xAndy199

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Posted 17 March 2021 - 01:14 PM

I think I see what the intent was behind the patch, I think that intent - removing the Quake 3 Arena minigame from MWO - was good. I don't think the changes were adequate.
The PPC buffs aren't going to be enough for me to switch my Catapult K2 back to energy weapons from the U-AC/10 build. The stock-inspired K2 didn't keep up with DPS at the typical MWO engagement ranges already before the patch, which I find a pity.
I don't think the weight difference between LGauss and Gauss justifies the new difference in DPS (on top of the difference in Alpha), in fact it ruins my use case of the LGauss as a low-heat alternative to the AC/10 when I can't afford the space for an extra heatsink.
I haven't played a poptart PPC VapE myself, so I'll have to ask Clanners that did play it whether the extra heat on the C-ER-PPC will do anything practical against poptarting.

I await the next patch to see where they plan to take this.

Edited by xAndy199, 17 March 2021 - 01:15 PM.


#552 Big-G

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Posted 17 March 2021 - 01:19 PM

PPC Cooldown is way too slow now, it's basically made my PPC builds cumbersome to play.

Haven't tested Gauss as yet as I'm not a massive fan of them in the first place.

#553 KursedVixen

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Posted 17 March 2021 - 01:26 PM

View PostxAndy199, on 17 March 2021 - 01:14 PM, said:

I think I see what the intent was behind the patch, I think that intent - removing the Quake 3 Arena minigame from MWO - was good. I don't think the changes were adequate.
The PPC buffs aren't going to be enough for me to switch my Catapult K2 back to energy weapons from the U-AC/10 build. The stock-inspired K2 didn't keep up with DPS at the typical MWO engagement ranges already before the patch, which I find a pity.
I don't think the weight difference between LGauss and Gauss justifies the new difference in DPS (on top of the difference in Alpha), in fact it ruins my use case of the LGauss as a low-heat alternative to the AC/10 when I can't afford the space for an extra heatsink.
I haven't played a poptart PPC VapE myself, so I'll have to ask Clanners that did play it whether the extra heat on the C-ER-PPC will do anything practical against poptarting.

I await the next patch to see where they plan to take this.
In my expericne running the CERPPC on the adder prime the only diffrence i noticed was the longer cooldown, and the reload noise being out of sync with the reload, it's a little hotter but due to the cooldown that heat increase is negligible it's the cooldown that really kills it...

#554 JollyT95

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Posted 18 March 2021 - 03:27 AM

Can someone explain to me way the Light PPC cooldown is now the longest cooldown of all of the PPC family? How does adjusting to 7.25 from 4.5 balances the weapon? Going from the fastest cooldown to the slowest makes no sense to me or my understanding of the lore behind the Light PPC.

#555 KursedVixen

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Posted 18 March 2021 - 05:50 AM

View PostJollyT95, on 18 March 2021 - 03:27 AM, said:

Can someone explain to me way the Light PPC cooldown is now the longest cooldown of all of the PPC family? How does adjusting to 7.25 from 4.5 balances the weapon? Going from the fastest cooldown to the slowest makes no sense to me or my understanding of the lore behind the Light PPC.
As many people have pointed out, Lore doesn't matter here anymore.

#556 xAndy199

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Posted 18 March 2021 - 07:41 AM

View PostKursedVixen, on 18 March 2021 - 05:50 AM, said:

As many people have pointed out, Lore doesn't matter here anymore.

Anything Mechwarrior-related is flagged, if not outright removed from Sarna, so why should we bother with matching the lore 1-to-1?
MWO just needs to "feel" authentic
Appeals to lore-balancing remind me of this one rebalance mod for MechCommander 2 which attempted to "correct" what was "wrong" with the game - it gave every mech a Line-Of-Sight-independent sensor suite, among other changes, which made scout mechs truly obsolete (originally, only select, scouting-oriented Mechs had "radar vision" so to say, chiefly Light Mechs, some Medium Mechs, and the Cyclops). TT balancing is for TT, FPS-like MechWarrior needs its own considerations.

Like the PPCs - lore-wise, they are distinct, but in MWO as they were and as they are, I reserve them for my meme builds. The ECM thing was hardly worth their downsides versus Lasers in the average Quick Play match (Polar / Alpine / Faction Play are their own thing), and lowering the maximum possible, heat-ignoring DPS doesn't help. Raising damage and heat would have been enough by itself to make the PPCs more snipe-y, I think. The massive cooldown hike (especially for LPPC) was uncalled for. Gulag-balance would have worked better for QP, in any case.

Edited by xAndy199, 18 March 2021 - 07:42 AM.


#557 Athenus Baal

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Posted 18 March 2021 - 09:12 AM

Running dual light gauss on a rifleman 3N. The extra punch makes these a worthwhile option over the AC10 when heat is an issue but the new longer cooldown is too long. Maybe shave one second off the current time. Jumping from 2.6 to over 5 is a wee bit too much.

#558 McMullen

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Posted 18 March 2021 - 11:58 PM

I know it's late for this, but I have a radical idea for SRMs and SSRMs for the next patch:

SRMs: Make them lock like LRMs. Lore-wise, SRMs are guided missiles, give them the mechanics of LRMs and current SSRMs, i.e. get a lock-on, and they track the target to hit. Keep them LOS only, of course, and maintain the spread as normal to give Artemis and skill nodes applicability. Like LRMs, they can be dumb-fired, i.e. without a lock-on, as well, and hit or miss depending on the aim of the gunner.

SSRMs: Change the way the hit allocation works. Instead of randomizing to specific bones of a target, all SSRMs in a volley hit a single randomized location. Also, maintain the lock-to-fire necessity as compared to standard SRMs. This increases their efficacy against targets, justifies the extra weight of them, and keeps them as a distinct option from SRMs.

#559 DeadWeight18

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Posted 19 March 2021 - 12:19 AM

If this tread is just for venting then we can close it now since weapon pass 1 has happened.

#560 Lanzman

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Posted 19 March 2021 - 05:08 AM

View PostMcMullen, on 18 March 2021 - 11:58 PM, said:

I know it's late for this, but I have a radical idea for SRMs and SSRMs for the next patch:

SRMs: Make them lock like LRMs. Lore-wise, SRMs are guided missiles, give them the mechanics of LRMs and current SSRMs, i.e. get a lock-on, and they track the target to hit. Keep them LOS only, of course, and maintain the spread as normal to give Artemis and skill nodes applicability. Like LRMs, they can be dumb-fired, i.e. without a lock-on, as well, and hit or miss depending on the aim of the gunner.

SSRMs: Change the way the hit allocation works. Instead of randomizing to specific bones of a target, all SSRMs in a volley hit a single randomized location. Also, maintain the lock-to-fire necessity as compared to standard SRMs. This increases their efficacy against targets, justifies the extra weight of them, and keeps them as a distinct option from SRMs.

This essentially makes all SRMs into Streaks. Not how they work. Standard SRMs are dumb-fire rockets that don't lock on and/or track a target. They go where the cross-hairs are.





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