

Light Mechs Are Screwed Up
#461
Posted 25 January 2022 - 11:41 PM
The goal is to increase the health of certain big guns (e.g., AC20) so as to raise it above the threshold of being one-shot by stuff like a single PPC rolling a triple-crit. This will have the knock-on effect of slightly increasing the average amount of time it would take MGs to crit out a big gun, but that's more of a knock-on side-effect, not the goal, and if need be, MG crit damage and probability can be revisited.
#462
Posted 26 January 2022 - 12:31 AM
Where component health matters is in long range trading where relatively little damage may be hitting structure and a big weapon being crit may dramatically reduce the amount of returning fire.
Edited by Gagis, 26 January 2022 - 12:31 AM.
#463
Posted 26 January 2022 - 12:34 AM
YueFei, on 25 January 2022 - 11:41 PM, said:
The goal is to increase the health of certain big guns (e.g., AC20) so as to raise it above the threshold of being one-shot by stuff like a single PPC rolling a triple-crit. This will have the knock-on effect of slightly increasing the average amount of time it would take MGs to crit out a big gun, but that's more of a knock-on side-effect, not the goal, and if need be, MG crit damage and probability can be revisited.
Ah well that makes much more sense. Thanks for the clarification.
From a light players perspective I wouldn't mind a further refining of the different mg class so they are more role dependent.
Lmg: Very high crit chance/structure damage but pathetic damage to armor even when boating.
Mg: Balance of both.
Hmg: Very low crit chance/structure damage but great damage to armor especially when boating.
Possibly add in a heat penalty to hmg to balance so you don't get buzzsaw pir and myst lynx.
Edited by Meep Meep, 26 January 2022 - 12:45 AM.
#464
Posted 26 January 2022 - 12:59 AM
Meep Meep, on 26 January 2022 - 12:34 AM, said:
Ah well that makes much more sense. Thanks for the clarification.
From a light players perspective I wouldn't mind a further refining of the different mg class so they are more role dependent.
Lmg: Very high crit chance/structure damage but pathetic damage to armor even when boating.
Mg: Balance of both.
Hmg: Very low crit chance/structure damage but great damage to armor especially when boating.
Possibly add in a heat penalty to hmg to balance so you don't get buzzsaw pir and myst lynx.
LMG were like that at some point but crit was nerfed heaaavily at some point, you literally just threw short burst with MLX open component and all items were gone from that section. Assault pilots didn't like it and enough QQ --> PGI nerfed as was standard action back in the age of Chris.
#465
Posted 26 January 2022 - 01:08 AM
Curccu, on 26 January 2022 - 12:59 AM, said:
LMG were like that at some point but crit was nerfed heaaavily at some point, you literally just threw short burst with MLX open component and all items were gone from that section. Assault pilots didn't like it and enough QQ --> PGI nerfed as was standard action back in the age of Chris.
Well maybe a narrower difference in crits/structure but at least something more than range and damage.
#466
Posted 26 January 2022 - 01:50 AM
YueFei, on 25 January 2022 - 11:41 PM, said:
The goal is to increase the health of certain big guns (e.g., AC20) so as to raise it above the threshold of being one-shot by stuff like a single PPC rolling a triple-crit. This will have the knock-on effect of slightly increasing the average amount of time it would take MGs to crit out a big gun, but that's more of a knock-on side-effect, not the goal, and if need be, MG crit damage and probability can be revisited.
So you're saying that it's not so much a change of crit chance against (main) weapons from machine guns but rather a general boost to weapon health on (select) larger weapon systems. That's a very different beast but I'm not too sure about the ramifications in terms of what actually constitutes a "main weapon" and how such a change is bound to once more favour the already strongest weight classes that are able to carry more than one of those larger weapons. ~shrug~
#467
Posted 26 January 2022 - 02:46 AM
#468
Posted 26 January 2022 - 10:37 AM
Meep Meep, on 26 January 2022 - 12:34 AM, said:
Ah well that makes much more sense. Thanks for the clarification.
From a light players perspective I wouldn't mind a further refining of the different mg class so they are more role dependent.
Lmg: Very high crit chance/structure damage but pathetic damage to armor even when boating.
Mg: Balance of both.
Hmg: Very low crit chance/structure damage but great damage to armor especially when boating.
Possibly add in a heat penalty to hmg to balance so you don't get buzzsaw pir and myst lynx.
Just to be clear, I am not in the Cauldron. It's just my memory of what I read on the MWO Discord Server, in the Cauldron Feedback channel.
Your suggestion on refining the different MG classes can be posted in the MWO Discord as well. I think it's more likely to get feedback there. I don't really have an well-informed opinion on your ideas because I never use MGs of any kind, but at first glance your concept might be worth exploring.
But one thing I want to bring up: I believe (but I could be wrong) that at the moment the crit damage of MGs is not affected by range fall-off? Which means as long as you aren't outside of the maximum range of an MG (e.g., a HMG), even if you're so far out that it does like 0.000001 damage, if it hits structure it has the potential to do full maximum crit damage.
I think this is hard-wired into the game mechanics, and cannot be changed by simple XML change, and at the moment the Cauldron is limited to only XML changes. So keep that in mind when making suggestions, as the scope of changes they can make is limited.
Der Geisterbaer, on 26 January 2022 - 01:50 AM, said:
Yeah, balance is an entire ecosystem, change one thing and it can have unintended knock-on side effects elsewhere, making it a challenge to balance things. In this case, the Cauldron is at least aware of the knock-on side effects and keeping an eye on things, and they are taking feedback from the playerbase, so further tweaking can be done.
#469
Posted 27 January 2022 - 09:23 PM
a Matchmaker thats can handle the Inbalance of the Mankinbd and her creative Ideas and unlogical actions
Edited by MW Waldorf Statler, 27 January 2022 - 09:24 PM.
#470
Posted 27 January 2022 - 10:06 PM
YueFei, on 26 January 2022 - 10:37 AM, said:
I think this is hard-wired into the game mechanics, and cannot be changed by simple XML change, and at the moment the Cauldron is limited to only XML changes. So keep that in mind when making suggestions, as the scope of changes they can make is limited.
This is why I prefer to use lmg since you can with skills float out the max range to over 500m and it makes for great crit sniping mid to late game on open components. As to the changes themselves it would be xml edits of the crit chances and not an actual change to the mechanic. As it stands crit chances are identical for all three mg class.
#471
Posted 28 January 2022 - 11:41 AM
Nowadays its gone bcs it would be impossible to mm groups and solos and get weightclass parity on top.
And there is no fix for a Light that can only field one Laser...or 2 or 3...even 4 does not keep up...
Edited by Thorqemada, 28 January 2022 - 11:41 AM.
#472
Posted 28 January 2022 - 12:06 PM
Thorqemada, on 28 January 2022 - 11:41 AM, said:
Nowadays its gone bcs it would be impossible to mm groups and solos and get weightclass parity on top.
And there is no fix for a Light that can only field one Laser...or 2 or 3...even 4 does not keep up...
oh, I dunno, the LPL Locust only has 1E and it's v. playable
#473
Posted 28 January 2022 - 12:54 PM
pattonesque, on 28 January 2022 - 12:06 PM, said:
oh, I dunno, the LPL Locust only has 1E and it's v. playable
AND hilarious to play. before skill tree it has a cooldown of 1.5 seconds for that LPL, a laser duration of only half a second, and an optimal range of 450m. keep its 145kph buttocks in motion and have fun!
#474
Posted 28 January 2022 - 01:48 PM
HippityHoppityMyPulseGoPoppity
Or a bit less heat management with more HippityHoppity.
HippityHoppityMyPulseGoPoppity
Edited by Meep Meep, 28 January 2022 - 01:54 PM.
#475
Posted 30 January 2022 - 08:13 AM
What the hell happened here?
#476
Posted 30 January 2022 - 08:32 AM
#477
Posted 30 January 2022 - 09:44 AM
Andrewlik, on 30 January 2022 - 08:13 AM, said:
What the hell happened here?
Lies. Lies happened.
caravann, on 30 January 2022 - 08:32 AM, said:
If you're asking for a nerf, then no, it will not work because lights dont need a nerf.
#478
Posted 30 January 2022 - 11:12 AM
pbiggz, on 30 January 2022 - 09:44 AM, said:
Lies. Lies happened.
If you're asking for a nerf, then no, it will not work because lights dont need a nerf.
If you just took a moment to read what I just said = light mechs can have less heatsinks than needed and still use machineguns.
What I proposed was a buff. Imagine if you could run with zero extra heatsinks but you can not use lasers. You can still use machineguns. Because machineguns deals no heat.
How hard is it to read.
#479
Posted 30 January 2022 - 11:28 AM
caravann, on 30 January 2022 - 11:12 AM, said:
If you just took a moment to read what I just said = light mechs can have less heatsinks than needed and still use machineguns.
What I proposed was a buff. Imagine if you could run with zero extra heatsinks but you can not use lasers. You can still use machineguns. Because machineguns deals no heat.
How hard is it to read.
The rule is weird anyway. I haven't played the tabletop for ages but as far as I can remember every engine - regardles of size - came with 10 heatsinks. Correct me, though, if I am wrong
#480
Posted 30 January 2022 - 11:46 AM
Weeny Machine, on 30 January 2022 - 11:28 AM, said:
Correct, every engine comes with 10 as part of its tonnage. But engines smaller than 250 can’t fit all 10 inside, so those free-tonnage heat sinks are placed external to the engine. I guess PGI thought this would be confusing, so they instead reduce the tonnage of the engine from the lore amount and force you to buy heat sinks at 1 ton each. Math works out the same, but the explanation of it is a total fumble.
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