Gonna look at these changes and voice my opinions on these.
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R Micro Laser (Clan):
Heat penalty is removed
Seems mostly fine as you need enough hardpoints to boat this in the first place. Even so it might be necessary to keep an eye on the mechs that can. So PIR 2 from the top of my head.
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Micro Pulse Laser (Clan):
Damage increased to 3 (from 2.7)
Range increased to 130m (from 90)
Heat penalty is removed
Same as above, change looks fine.
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Small Laser (IS):
Damage increased to 3.75 (from 3.25)
Range increased to 160m (from 150m)
Notes: Small Lasers are in a decent spot at the moment, but are lacking some damage and range, especially when compared to their Clan counterparts.
ER Small Laser (IS):
Damage increased to 3.75 (from 3.25)
Cooldown decreased to 2.65 (from 2.75)
Notes: To promote weapon synergy, the cooldown has been reduced by 0.1 seconds to sync with Medium Pulse Lasers which are a common pairing. In accordance with other changes to the ER Small Laser, damage has been increased in order to remain consistent with the rest of the line up.
Small Pulse Laser (IS):
Damage increased to 4 (from 3.5)
Heat increased to 1.55 (from 1.35)
Cooldown increased to 2.1 (from 1.9)
Range increased to 135m (from 110)
Notes: SPLs were traditionally a primary weapon system for lighter ‘Mechs but have since fallen out of favour. Considering the viability of Medium Lasers as a whole for the same tonnage, SPLs should also have a place as a viable primary weapon in closer quarters.
Mostly fine with the changes but would say the range increase on the SL and SPL was unecessary and I noticed no comments in regards to damage fall of range here as well as with the IS SPL.
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Heavy Small Laser (Clan):
Laser duration decreased to 1.1 (from 1.2)
Range increased to 130m (from 115)
Notes: Heavy Small Lasers are decent at the moment, but lack range compared to their primary competition: C-ERSLs. Their increased duration for increased damage is an acceptable trade off.
ER Small Laser (Clan):
Heat decreased to 3 (from 3.5)
Laser duration decreased to 1.0 (from 1.1)
Notes: C-ERSLs are in a good place at the moment. However, they typically fulfill a ‘backup’ weapon role to C-SPLs. With this in mind, heat generation has been toned down a bit. Also, considering its range bracket, beam duration has been reduced for better focus damage output in fast-paced close quarter fights.
Small Pulse Laser (Clan):
Damage increased to 5 (from 4)
Range decreased to 160m (from 165)
Cooldown increased to 2.4 (from 1.9)
Max range increased to 320m (from 297)
Notes: Just like the IS SPL, C-SPLs went from acting as a viable primary weapon system to one of defunct status. Considering C-ERMLs are the same tonnage, C-SPLs should be placed in a niche role, too. The biggest hit to the C-SPL was their damage reduction, along with their cooldown and heat decreasing. However, as we saw with live gameplay this turned them to redundancy. It has reduced the viability of the weapon system as a whole. In addition, the damage fall-off curve has been adjusted to be consistent with other laser weaponry, making it more useful at the upper end of its range bracket.
Don't see a need for range increase on HSL but trying to bring the SPL for clan back in to viability is a nice touch. Though I am going to have some words in regards to pulse lasers when we come to the Clan medium ones.
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Medium Laser (IS):
Heat decreased to 3.25 (from 3.4)
Cooldown decreased to 3.2 (from 3.5)
ER Medium Laser (IS):
Heat decreased to 4 (from 4.5)
Cooldown decreased to 3.75 (from 4)
Notes: Compared to IS MLs, ERMLs are too hot despite not having a substantial range increase over them. This change makes them much more viable on Light ‘Mechs in particular.
I do welcome those changes but the reasoning sounds like ******** to me. There is nearly a 100 meter range difference between Medium and ER Medium for the IS lasers giving you more flexibility in chosing your attack position, and this is before any range quirks get involved.
This is a straight up DPS increase for the medium lasers. So it will be viewed as less effective as a hit and run weapon for lights and become better for mechs that stick it out some more like assaults and heavys.
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Heavy Medium Laser (Clan):
Cooldown decreased to 5.0 (from 5.5)
Laser duration decreased to 1.3 (from 1.45)
Notes: HMLs are intended as a primarily alpha-focused, rather than DPS, weapon. These adjustments hope to rectify the excessive cooldown and duration that preclude its usefulness.
ER Medium Laser (Clan):
Heat decreased to 5.5 (from 6.3)
Cooldown decreased to 4.0 (from 4.5)
Laser duration decreased to 1.15 (from 1.25)
Notes: C-ERMLs have been modified to make them more accessible to light ‘Mechs. Currently, they are very hot when used on most Clan light ‘Mechs and many mediums which positions them at a disadvantage compared to their IS counterparts. These changes will also assist Laser-based heavies and assaults compete with the current ballistic boats that dominate the meta at mid-range.
I find the changes to the HML interesting as they will likely increase the viability especially for lighter mechs.
It is also nice to see the ER Mediums becoming better overall as they did have quite a bit of a viability issue and was one of the reasons so many clan mechs started using Pulse lasers instead to be able to actually bring the damage on target.
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Medium Pulse Laser (Clan):
Damage increased to 7 (from 6.5)
Heat decreased to 4.5 (from 4.75)
Laser duration decreased to 0.8 (from 0.9)
Range decreased to 270m (from 330)
Max range increased to 540m (from 480)
Notes: The biggest outlier with C-MPL is the sharp damage falloff between their high optimal range and short maximum range. To restore C-MPLs to a state of viability and address the steep damage falloff, a decrease to their optimal range has been applied while extending their maximum range. which was what caused their range falloff to begin with. Slight heat, damage, and laser duration buffs make them competitive options to both IS-MPLs and C-ERMLs.
The max range decrease was always due to them being a pretty viable weapon and coming to the forefront with heavy nerfs to the C ERML. Despite the damage reduction and max range reduction they were still perfectly viable. Thanks to range quirks I can already boost ISMPL ranges to 280-290 without issue with better heat, duration and only 1 point less damage (so the issue there is more how many MPL you can get on the mech than anything else).
The range reduction of CMPL is too much here and the improvement in the other aspects is not good enough to counterbalance this the way I see it.
Before you did 6.5 dmg at 330 meters (+ range skill), now you would do 6.5 damage at 289,13 meters (+ range skill). A clear downgrade.
Going to suggest to remove the duration and heat buffs, keep increase damage to 7 and set base range to 300 meters instead which would give you the base 6.5 damage at 321,5 meters.
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Large Laser (IS):
Cooldown increased to 3.5 (from 3.1)
Heat decreased to 6.7 (from 7.0)
Laser duration decreased to 1.0 (from 1.1)
Minimum heat penalty level increased to 5 (from 4) – Fire 4 with no penalty
Notes: Currently, IS-LLs have little advantage over their IS-ERLL counterparts. Being able to fire 4 without ghost heat will act as a tradeoff to their ERLL counterpart, while also setting them apart from PPC based weapons. With this ghost heat change, you will now have to make a choice between a higher alpha (by firing 4) and slight duration buff versus more range, as opposed to simply more range.
ER Large Laser (IS):
Heat decreased to 8 (from 8.75)
Cooldown increased to 4.0 (from 3.4)
Range increased to 700m (from 675)
Notes: In the context of the IS-LL changes, it makes sense for IS-ERLLs to have a slight heat reduction since they have a less effective alpha when boated. A cooldown nerf and a range buff ensure that they are made further unique from IS-LLs.
Large Pulse Laser (IS):
Damage increased to 11 (from 10)
Heat decreased to 7 (from 7.25)
Laser duration increased to 0.75 (from 0.67)
Range increased to 400m (from 365)
Notes: Currently, IS-LPLs are not worth the extra tonnage investment over their LL counterparts, especially with LL ghost heat going to 4. Having what will be a substantial damage increase, as well as a slight heat decrease and a noticeable range increase will allow the weapon to compete closely with the IS-LL family. A slight laser duration increase is a fair trade-off for these buffs.
The idea of increasing the Ghost Heat cap in LLs is nice, the other changes makes it harder to have the laser boat setup of 3 larges and a bunch of mediums. So not a big fan of that.
770 meter base range IS ER large lasers where you can fire 3 for 27 dmg vs 2 CERLL that do 22 dmg at 770 meters. All before the skill tree.
I don't think you thought this through. +10% Energy range is a thing.
The LPL changes look fine when taken in to context. Though I would prefer them at 10 damage.
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Heavy Large Laser (Clan):
Damage increased to 18 (from 16)
Cooldown decreased to 5.5 (from 5.75)
Laser duration decreased to 1.45 (from 1.55)
Notes: HLLs currently come at a considerable cost to what they offer; increased laser duration, significantly longer cooldown, costing 3 slots rather than 1, and having significantly less range. These factors make them inferior to their laser counterparts. Addressing each of these elements for the better will help position them back as a viable choice.
ER Large Laser (Clan):
Damage increased to 11 (from 10.75)
Heat decreased to 10 (from 11.8)
Cooldown increased to 4.5 (from 4)
Range increased to 770m (from 740m)
Notes: as one of the only extreme range sniper options available to clans, C-ERLLs performance falls short when compared to C-ERPPCs and/or inner sphere ERLL, both in terms of upfront damage and the amount of heat output per inflicted damage. To address this, C-ERLLs have received a boost to its damage and a reduction to its generated heat. In return the weapon cooldown and range have been slightly increased.
Large Pulse Laser (Clan):
Damage increased to 13 (from 12)
Heat decreased to 9.0 (from 10)
Laser duration decreased to 1.0 (from 1.09)
Range decreased to 550m (from 600)
Max range increased to 1100m (from 840)
Heat penalty multiplier decreased to x3 (from x4) – Less heat penalty.
Notes: Currently, C-LPLs try to compete with C-ERPPCs and fall considerably short. A slight damage buff, heat buff, and less penalizing ghost heat will ensure the weapon is unique to the C-ERPPC. A slight optimal range nerf acts as a trade-off to having its full 2x damage falloff at maximum range restored.
The HLL changes are interesting as it is pretty much just a reversal of the nerfs it had gotten and it will still be a weapon where you need to be carefull with to use it and HMLs if you don't want to cook yourself. So I am ok with that.
Clan ERLL changes are nice but not enough. In regards to IS ERLL it would require more improvements to be viable in my opinion. Could probably start with Ghost heat cap of 3 to give it a clear damage differential over ERLL spam.
For the CLPL I think the changes to make it more brawlier are nice, expect for the damage increase. And realy the damage increase is simply due to the IS LPL getting it.
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Light PPC (IS):
Heat decreased to 4.5 (from 5.0)
Cooldown decreased to 3.0 (from 4)
Velocity increased to 1400 m/s (from 1200)
Minimum range removed.
Notes: Light PPCs are currently a lower tonnage, but higher slot and hardpoint count alternative to IS-PPCs. The goal is to make them a more diverse weapon system worth taking through their own right, or used among light ‘Mechs. Thus a substantial improvement to their DPS has been applied to situate them as backup weapons along with removal of their minimum range. This will provide a very distinct role for them compared to IS-PPCs. A slight velocity buff ensures they are still unique from autocannons.
PPC (IS):
Heat decreased to 9.0 (from 9.5)
Velocity increased to 1400 m/s (from 1200)
Minimum heat penalty level increased to 4 (from 3) – Fire 3 with no penalty.
Notes: IS PPCs are currently passable but lack uniqueness. We decided to address this by allowing the firing of 3 without ghost heat. This means that they compete with HPPCs and C-ERPPCs by matching their damage outputs - assuming hardpoints and slots availability. PPCs will be worth deploying with three or more to compete with their HPPC cousins. A slight heat buff and velocity boost ensures they stay in-line with other members of the PPC family.
Snub Nose PPC (IS):
Heat decreased to 7.0 (from 10)
Minimum heat penalty level increased to 4 (from 3) – Fire 3 with no penalty
Notes: Snub Nose PPCs are receiving a large buff as they currently do not effectively fulfill their role as short-ranged brawling weapons. Allowing them to alpha 3 at no penalty will help ensure they are more viable as primary weapons, while a large heat buff will ensure higher use as backup weapons. These changes will distinguish them from their closest competition: the IS-LPL, and the IS-PPC.
Heavy PPC (IS):
Heat decreased to 13 (from 14.5)
Velocity increased to 1400 m/s (from 1200)
Notes: Heavy PPCs are currently performing well. They are receiving a heat decrease and velocity increase to make them more usable on ‘Mechs without quirks. Current ‘Mechs with significant PPC quirks will be looked at in a future patch.
ER PPC (IS):
Heat decreased to 12 (from 13.5)
Heat penalty multiplier decreased to x4 (from x7) – Less heat penalty
Notes: IS-ERPPCs are on the cusp of greatness, particularly on ‘Mechs quirked for PPCs. However, they are in direct competition with C-ERPPC ‘Mechs. A sizable heat buff and less penalizing heat penalties when dipping into ghost heat will give them a solid niche over C-ERPPCs especially given their high velocity over that weapon system. Giving them less penalizing heat penalties compared to their Clan counterparts will make shooting 3 IS-ERPPCs a more viable option on larger ‘Mechs with many heatsinks.
The major issue I have with a lot of these changes is that they are built on 30 pin point damage while talking about the CERPPC as if it was a 30 pin point damage weapon. It is not.
So a lot of these changes are built on ******** as far as I am concerned.
So they get a big fat no from me.
BALLISTIC WEAPONS OVERVIEW
CHANGELOG (Previous Values are based on Pre-March Patch Values):
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AC5 (Clan and IS):
Heat decreased to 1.1 (from 1.4) (IS Only)
Heat decreased to 1.25 (from 1.4) (Clan Only)
Minimum heat penalty level increased to 5 (from 4) – Fire 4 with no penalty. (Clan Only)
Velocity increased to 1500 m/s (from 1300)
Burst shells decreased to 1 (from 2) (Clan only) --ammo per ton adjusted
Notes: To incentivize AC5s and promote their usage with other complementary weapons, they have gone through an overall heat reduction for both Inner Sphere and Clan variants as well as increased heat penalty limit for the Clan variant. Furthermore, in comparison to the more common UAC5 variants, AC5s have been given a higher projectile velocity to make them more reliable in inflicting their intended damage. Also, Clan AC5s will fire a single shell after the patch to differentiate it from its smaller, more favorable and higher dps UAC5 counterpart.
AC10 (Clan and IS):
Heat decreased to 2.5 (from 2.75) (IS Only)
Velocity increased to 1300 m/s (from 1100)
Burst shells decreased to 2 (from 3) (Clan only) --ammo per ton adjusted
Notes: To incentivize the usage of AC10s and differentiating them from the more commonly used UAC10 variants, AC10s have been given a higher projectile velocity to make them more reliable in inflicting their intended damage near their optimum range. Furthermore, an overall heat reduction has been applied to AC10 to incentivize their usage with other complementary weapons systems. Also, Clan AC10s will fire two shells after the patch to differentiate it from its smaller, more favorable and higher dps UAC10 counterpart.
AC20 (Clan and IS):
Heat reduced to 5 (from 6)
Velocity increased to 900 m/s (from 650)
Burst shells decreased to 3 (from 4) (Clan only) --ammo per ton adjusted
Minimum heat penalty level increased to 3 (from 2) – Fire 2 with no penalty. (Clan Only)
Notes: One of the most noticeable drawbacks of AC/20s in the current state of the game is their slow projectile velocity when fighting targets near the optimal range, often resulting in more missed shots that cost precious ammo and cooldown time. Also, a high heat value for this weapon limits its application further when considering back-up weapons and additional heat sink slot costs. In the case of Clan AC20s, the above mentioned shortcomings are made worse considering the burst fire operation. In this patch AC20s have received a significant boost to their velocity as well as reduced heat. Clan AC20 in particular has received a reduction in number of shells per burst and an increased heat penalty limit in order to incentivize its use.
Changes are pretty much meh across the board. I am expecting to see more light sniping with IS AC 20s though.
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Ultra AC2 (Clan and IS):
Heat decreased to 0.7 (from 0.8)
Jam chance decreased to 14% (from 15%) (IS Only)
Jam duration decreased to 2.5 (from 3.5) (IS Only)
Jam chance decreased to 16% (from 17%) (Clan Only)
Jam duration decreased to 2.75 (from 3.75) (Clan Only)
Notes: UAC2s are often a less preferable choice compared to standard AC2s, due to their inconsistent damage output, and high heat per damage. In this patch UAC2s have received a lower heat generation stats, along with lower jam chance and jam duration to improve upon the above-mentioned shortcomings.
Ultra AC20 (Clan and IS):
Heat decreased to 6 (from 7)
Velocity increased to 800 m/s (from 700)
Jam duration decreased to 6 (from 7.5) (IS Only)
Jam duration decreased to 6.5 (from 8) (Clan Only)
Notes: Despite their significant damage output potential, UAC20s currently suffer from high generated heat, low velocity, and unreliable operation considering the engagement range, which prevents them from being used as main guns in short range fights against other weapons in a similar range bracket. In this patch UAC20s have received velocity boosts, lower jam times, as well as lower heat in order to improve its performance vs tonnage investment.
Yeah, would deffinetly use them over the base variants, at least for clans. IS you still got to decide between pin point damage or just pure burst potential.
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LBX AC2 (Clan and IS):
Spread decreased to 0.25 (from 0.325)
Weapon slot size decreased to 3 (from 4)
Notes: One of main disadvantages of LB 2-X ACs is their large spread around their optimal range, particularly when compared to regular AC/2s. To address this shortcoming directly, the spread value has been reduced. In addition to this a decision has been made to reduce the slot size requirement for the LB2X by 1 based on community feedback and the large disparity when compared to the much more reliable AC2.
LBX AC5 (Clan and IS):
Spread decreased to 0.4 (from 0.62)
Notes: One of main disadvantages of LB 5-X ACs is their large spread around their optimal range, particularly when compared to regular AC/5s. To address this shortcoming directly, the spread value has been reduced.
LBX AC20 (Clan and IS):
Heat decreased to 4.0 (from 5) (IS Only)
Heat decreased to 4.0 (from 6) (Clan Only)
Notes: In accordance to heat adjustments to the rest of the AC20 class lineup, LBX-20AC has received lower heat to maintain its high damage - low heat advantage.
Going to say no to the spread decreases, just going to make it easier to snipe lights.
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Rotary AC2 (IS):
Impulse (cockpit shake) decreased to 0.03 (from 0.04)
Rotary AC5 (IS):
Heat decreased to 3.25/s (from 4/s)
Velocity increased to 1300 m/s (from 1025)
Spread decreased to 0.19 (from 0.23)
Jam ramp-up time increased to 8.0 (from 6.0)
Impulse (cockpit shake) decreased to 0.03 (from 0.04)
Notes: Despite having higher damage output potential compared to RAC/2s , the heavier and bulkier RAC/5 effectiveness is hindered by its wider spread, slower velocity, significant heat generation, and shorter jam bar fill rate. In this patch it has received boosts in all those areas to incentivize its usage over the longer-range and lighter RAC/2 variant. In addition to improvements, the inflicted cockpit shake on target has been reduced for both RAC/2 and RAC/5.
I will just say that considering the pure cockpit blind a rac can do that that should get removed first and we can start talking about changes after that.
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Light Gauss Rifle (IS):
Damage increased to 10 (from 8)
Ammo per ton decreased to 20 (from 25)
Cooldown increased to 3.5 (from 2.6)
Velocity increased to 2200 m/s (from 2000)
Range increased to 880m (from 750)
Max range increased to 2200m (from 1500)
Heat penalty is removed.
Notes: Considering its heavy weight and slot requirements Light Gauss Rifles is in constant competition with other similarly sized ballistic weapons such as AC5s and AC10s. Lack of up from damage and low dps, has put this weapon at a significant disadvantage. The performance gap becomes wider due to them being linked in heat penalty with weapons of similar properties such as the PPC family. To address such shortcomings, Light Gauss Rifles have received a boost in upfront damage and optimal range as well as a significant increase in max range to give it a unique role as an extreme range sniper. The weapon has also been unlinked from the heaty penalty system, allowing it to pair well with other complimentary sniper weapons. The weapon cooldown, velocity and ammo count has been adjusted accordingly along the above mentioned changes.
Gauss Rifle (IS):
Weapon Health increased to 12 (from 10)
Cooldown decreased to 4.75 (from 5.0)
Ammo per ton increased to 12 (from 10)
Velocity increased to 2200 m/s (from 2000)
Range increased to 810m (from 660)
Max range increased to 2050m (from 1320)
Notes: As a heavier, and larger version of the Light Gauss Rifle, Standard Gauss Rifles has gone through a similar set of changes to boost their role as main sniper weapons. As a result, optimal and max range has been increased as well as the weapon velocity. Also, due to their explosive nature when destroyed, Gauss Rifles have been made sturdier to make them more reliable. Moreover, Inner Sphere Gauss Rifle has received another set of boosts to its cooldown and ammo per ton values to compensate for its heavier weight and larger size compared to the clan counterpart.
Yes to the light Gaus, no to the Gaus. That is just increasing old Gaus/ER PPC meta to come back.
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Heavy Gauss Rifle (IS):
Weapon Health increased to 20 (from 15)
Notes: Given their massive slot and tonnage costs, and considering their normal engagement range, Heavy Gauss Rifles have received a health boost to make them more reliable.
Fair enough.
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Gauss Rifle (Clan):
Weapon Health increased to 12 (from 5)
Velocity increased to 2200 m/s (from 2000)
Range increased to 810m (from 660)
Max range increased to 2050m (from 1320)
Notes: Clan Gauss Rifle has gone through the same range increase as inner sphere Gauss Rifle in order to turn them into viable sniper weapons. Also, Clan Gauss Rifle has received a significant boost to its health to make it more reliable considering its 100% chance of exploding when destroyed.
Yes to health increase, but less than IS Gaus. No to everything else. Also PPC/Gaus meta.
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Light Machine Gun (Clan and IS):
Spread decreased to 0.3 (from 0.5) (IS Only)
Ammo per ton increased to 3600 (from 2500) (IS Only)
Spread decreased to 0.4 (from 0.7) (Clan Only)
Ammo per ton increased to 3200 (from 2500) (Clan Only)
Notes: Currently, at the same tonnage cost as the standard Machine Guns, Light Machine Guns are usually at a disadvantage due to their low damage output, and wider spread near their optimal range. In the meantime their current ammo per ton stats puts them at a tough competition against Machine Guns. In this patch they have received significant boosts to their spread and ammo bin capacity to help them perform better against its direct competition.
Machine Gun (IS):
Ammo per ton increased to 2300 (from 2000)
Notes: To compensate the heavier tonnage cost of the Inner Sphere Machine Guns, they have received an increased ammo per ton adjustment.
Heavy Machine Gun (Clan and IS):
Range increased to 130 (from 100) (IS Only)
Ammo per ton increased to 1800 (from 1250) (IS Only)
Ammo per ton increased to 1600 (from 1250) (Clan Only)
Notes: Currently Heavy Machine Guns are in direct competition with standard machine guns due to their heavier weight. On the other hand, low amounts of ammo per ton further hinders their performance. In order to incentivize their usage they are given an increased amount of ammo per ton to help better sustain them. In addition, the inner sphere HMG range has been boosted to match standard machine guns as a means to justify it’s significant tonnage cost versus other strong short-range 1-ton contenders.
Yes to everything that is not the IS heavy mg range increase. Would have to look it up but the HMGs are far better at critting stuff once armor is gone than the other MGs so will melt threw structure.
MISSILE WEAPONS OVERVIEW
CHANGELOG (Previous Values are based on Pre-March Patch Values):
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SRM2 (Clan and IS):
Missile Health increased to 1.4 (from 1.0)
SRM4 (Clan and IS):
Missile Health increased to 1.2 (from 0.8)
Spread decreased to 3.75 (from 4) (IS Only)
Minimum heat penalty level increased to 6 (from 5) – Fire 5 with no penalty. (IS Only)
Spread decreased to 4.25 (from 4.5) (Clan Only)
SRM6 (Clan and IS):
Missile Health increased to 1.0 (from 0.6)
Spread decreased to 4.25 (from 4.5) (IS Only)
Spread decreased to 4.5 (from 5) (Clan Only)
Ehhh, I would say the health increases are fine, not so confident on the spread changes but would be willing to try them out for the time being.
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Streak SRM2 (Clan):
Damage decreased to 1.5 per missile (from 2)
Heat decreased to 1.3 per missile (from 1.6)
Cooldown decreased to 2 (from 3)
Ammo per ton increased to 140 (from 120)
Streak SRM4 (IS):
Cooldown increased to 3.5 (from 3)
Streak SRM4 (Clan):
Damage decreased to 1.5 per missile (from 2)
Heat decreased to 2.4 per missile (from 3.0)
Cooldown decreased to 3 (from 4.5)
Ammo per ton increased to 140 (from 120)
Streak SRM6 (IS):
Cooldown increased to 4.25 (from 3.75)
Streak SRM6 (Clan):
Damage decreased to 1.5 per missile (from 2)
Heat decreased to 3.1 per missile (from 3.75)
Cooldown decreased to 4 (from 6)
Ammo per ton increased to 140 (from 120)
I am going to come out and say no to Clan Streak changes.
1. The damage per ton goes down from 240 to 210.
2. DPS increase goes hand in hand with heat generation increase (the reduction in heat per shot does not counterbalance the heat per second if you use them as they are supposed to with these changes)
3. No change to spread pattern of streaks.
Before these changes clan Streaks had a clear profile of support weapon and good light hunter when boated (and said light did not have stealth armor).
These changes are simply a straight up nerf all around for clan streaks making them overall worse.
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MRM10 (IS):
Volley delay decreased to 0.0128 (from 0.0556)
Spread decreased to 4.1 (from 4.3)
Missile Health increased to 0.7 (from 0.6)
MRM20 (IS):
Volley delay decreased to 0.0128 (from 0.0263)
Missile Health increased to 0.6 (from 0.5)
MRM30 (IS):
Volley delay decreased to 0.0128 (from 0.0172)
Missile Health increased to 0.5 (from 0.4)
MRM40 (IS):
Cooldown decreased to 4.5 (from 4.75)
Missile Health increased to 0.4 (from 0.3)
These changes look good.
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ATM3 (Clan):
Missile Health increased to 1.8 (from 1.6)
Long range damage increased to 1.6 per missile (from 1.2)
Short range damage decreased to 2.5 per missile (from 3.0)
Minimum heat penalty level increased to 7 (from 5) – Fire 6 with no penalty.
ATM6 (Clan):
Missile Health increased to 1.6 (from 1.4)
Long range damage increased to 1.6 per missile (from 1.2)
Short range damage decreased to 2.5 per missile (from 3.0)
ATM9 (Clan):
Missile Health increased to 1.4 (from 1.1)
Long range damage increased to 1.6 per missile (from 1.2)
Short range damage decreased to 2.5 per missile (from 3.0)
ATM12 (Clan):
Missile Health increased to 1.2 (from 1.0)
Long range damage increased to 1.6 per missile (from 1.2)
Short range damage decreased to 2.5 per missile (from 3.0)
While I understand the reasoning I am not fully in support of them. They are missing the ammo per ton changes to keep the total damage you can do per ton at the same level and with the reduced overall lethalness the minimum range should also be brought back down to 90 meters to give the player more room to manouver and fight with. Min range was specifically increased due to 3 damage per missile potential. This is now gone.
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NARC (IS):
NARC duration decreased to 22 seconds (from 30)
NARC Range increased to 600m (from 450m)
NARC ammo per ton increased to 16 (from 13)
NARC (Clan):
NARC duration decreased to 22 seconds (from 30)
I am ok with these changes. Though maybe put IS Narc at 550 instead.
Now overall I am
against these changes.
What they will do is overall increase the gap between skilled and unskilled players and generally decrease TTK across the board.
Increasing agility will not increase TTK with people simply staring at you, making light mechs smaller across the board will also not increase TTK when people can hit Fleas well enough (well, those that can aim)
Thus this change is overall going to be a bad one (with some good elements in them) and simply make the game less enjoyable for less skilled players.
There are parts of these changes I am willing to support (like MASC/AMS/Medium/Small laser changes) bu a lot of these changes just are not realy there yet for me (missiles especially) and would need some rethinking in my opinion.
Edited by Sixpack, 09 April 2021 - 04:04 AM.