Edited by LordNothing, 31 May 2021 - 09:34 PM.
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Calling It, The Best Thing From The Dlc Is...
Started by LordNothing, May 31 2021 09:31 PM
6 replies to this topic
#1
Posted 31 May 2021 - 09:31 PM
...rifles. i love the way pgi has implemented rifles. allows you to run ballistics without committing a huge amount of tonnage to it. you dont get the same dps or range, but thats ok, you get 2x the lore damage values, except the light which gives you 7 instead of 3. thought they were going to end up being anti-vehicular weapons that dont fare so well against mech, but they work out quite well. they need to be backported into mwo pronto. i need an anh with 6 heavy rifles.
#2
Posted 31 May 2021 - 11:07 PM
Glad you’re enjoying it.
Technically, it's still on a lore-accurate damage scale, but something that is more directly translated from the "One Shot every 10 seconds" scale from TT. For MWO, damage values remained ballparked close to their lore TT values with cooldowns roughly circling around a "5 second scale" (At least in the initial intent way back in the beta days, in practice it's more of a 3-4 second scale average.) So basically, 2xing the fire rate from TT, which meant when we 2x the armor/structure values the weapons still "feel" like they exist in similar niches to their TT counterparts.
For the Rifles, we wanted them to feel fundamentally different to the weapons in the standard roster so rather than 2xing the fire-rate, we instead 2xed the damage. So basically, the rifles still follow the accurate "lore damage," it's just that it accounts for the 2x armor/structure upscaling but has no scaling in the weapon's fire rate.
Technically, it's still on a lore-accurate damage scale, but something that is more directly translated from the "One Shot every 10 seconds" scale from TT. For MWO, damage values remained ballparked close to their lore TT values with cooldowns roughly circling around a "5 second scale" (At least in the initial intent way back in the beta days, in practice it's more of a 3-4 second scale average.) So basically, 2xing the fire rate from TT, which meant when we 2x the armor/structure values the weapons still "feel" like they exist in similar niches to their TT counterparts.
For the Rifles, we wanted them to feel fundamentally different to the weapons in the standard roster so rather than 2xing the fire-rate, we instead 2xed the damage. So basically, the rifles still follow the accurate "lore damage," it's just that it accounts for the 2x armor/structure upscaling but has no scaling in the weapon's fire rate.
#3
Posted 01 June 2021 - 05:28 AM
Rifles are fun.
Heavy is the easiest to use, Light needs the most skill.
Would change things in MWO to some degree.
Heavy is the easiest to use, Light needs the most skill.
Would change things in MWO to some degree.
#4
Posted 01 June 2021 - 09:00 AM
I love the new weapons both the riffles and the CH Laser.
the heavy riffle can really wreck a light mech, at some time, i killed a fresh panther with a heavy riffle shot and a blast from a single medium laser
the heavy riffle can really wreck a light mech, at some time, i killed a fresh panther with a heavy riffle shot and a blast from a single medium laser
#5
Posted 01 June 2021 - 12:10 PM
I like the Medium Rifles. They fit with a lot of variable loadouts.
#6
Posted 01 June 2021 - 12:21 PM
Lightfoot, on 01 June 2021 - 12:10 PM, said:
I like the Medium Rifles. They fit with a lot of variable loadouts.
i also really like the light riffle.
a black jack with 2 light riffles and 4 medium laser
vindicator vnd-1x 2 chem medium laser 1xsrm4 and 2xlight riffle in the left arm
#7
Posted 01 June 2021 - 02:10 PM
youve not lived till you run a dual light rifle flea. thats the kind of gun i wish all squirrels were able to run.
Edited by LordNothing, 01 June 2021 - 02:11 PM.
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