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My Issue With X Pulse And My Solution


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#1 KursedVixen

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Posted 27 October 2023 - 01:36 AM

It seems to me small X pulse and medium X pulse are a have your cake and eat it too deal, Small X pulse and Medium X pulse have too much range equalling clan pulse of the same size here is my personal fix to them




Solution one:

reduce small x and medium x pulse ranges to tabletop range values


Solution two: increase clan small pulse and clan medium pulse to tabletop range values.

Edited by KursedVixen, 27 October 2023 - 01:39 AM.


#2 JumpingHunter

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Posted 27 October 2023 - 04:55 AM

I think main TT and lore feature of X-Pulse lasers are that they have the same range as IS Std lasers of their respective size. IIRC clan pulses have same range as IS Std lasers too, but i might be mistaken. Nontheless, i think nothing should be done to any of these lasers, X-Pulses are very weak as a weapon in MWO anyway, and clan pulses are much stronger than X-Pulses, even with matching ranges.

#3 KursedVixen

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Posted 29 October 2023 - 12:28 AM

View PostJumpingHunter, on 27 October 2023 - 04:55 AM, said:

I think main TT and lore feature of X-Pulse lasers are that they have the same range as IS Std lasers of their respective size. IIRC clan pulses have same range as IS Std lasers too, but i might be mistaken. Nontheless, i think nothing should be done to any of these lasers, X-Pulses are very weak as a weapon in MWO anyway, and clan pulses are much stronger than X-Pulses, even with matching ranges.
actually no only clan heavy lasers have the same range as IS STD lasers while doing much more damage

for example here

https://www.sarna.ne...all_Pulse_Laser
Clan small pulse laser long range is 6 hexes each hex is 30 meters across no matter the size they are on your table so180 in mwo they have an optimium range of 160

IS pulse is half of that at 3 hexes so 90

IS standard lasers is the same range as small pulse at 3 hexes so still 90

https://www.sarna.ne...ium_Pulse_Laser
clan Medium pulse laser range is 12 hexes so 360 meters

again IS medium pulse is half the range at 6 hexes so 180 meters

Is medium laser goes out 3 more hexes so 9 hexes which makes 270

https://www.sarna.ne...rge_Pulse_Laser

Clan laser pulse laser shoots up to 20 hexes so 600 meters

IS large pulse is again half at 10 so 300

Is large lasers goes out to 15 hexes so 450.

A odd note here is that a clan ER medium laser has the same range as the Is Large laser but does 1 point less damage the large lasers in tabletop doing 8 damage while the clan medium laser only does 7....

Whoops i misread that...

X pulse were an attempt to create pulse lasers that equal clan ones which also did not fully acheive that objective

https://www.sarna.ne...l_X-Pulse_Laser
Small X pulse however does reach to 9 meteres which is just 30 meters shy of the clan small pulse

https://www.sarna.ne...m_X-Pulse_Laser

Medium X pulse reaches up to 9 hexes so 3 hexes less than clan pulse

https://www.sarna.ne...e_X-Pulse_Laser

Large x pulse reaches 15 which is just 5 hexes short of the clan version


I know this game cannot directly follow tabletop,but my biggest issue here is that IS lasers have been slowly eroding any range advantage clans have....

Clan mechs are suppose to be decently armored and have longer range and lighter weapons

IS Mechs are suppose to have alot of armor to compensate for the lower damage and shorter range and larger components

Edited by KursedVixen, 29 October 2023 - 03:20 AM.


#4 JumpingHunter

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Posted 01 November 2023 - 03:20 AM

View PostKursedVixen, on 29 October 2023 - 12:28 AM, said:

actually no only clan heavy lasers have the same range as IS STD lasers while doing much more damage

for example here

https://www.sarna.ne...all_Pulse_Laser
Clan small pulse laser long range is 6 hexes each hex is 30 meters across no matter the size they are on your table so180 in mwo they have an optimium range of 160

IS pulse is half of that at 3 hexes so 90

IS standard lasers is the same range as small pulse at 3 hexes so still 90

https://www.sarna.ne...ium_Pulse_Laser
clan Medium pulse laser range is 12 hexes so 360 meters

again IS medium pulse is half the range at 6 hexes so 180 meters

Is medium laser goes out 3 more hexes so 9 hexes which makes 270

https://www.sarna.ne...rge_Pulse_Laser

Clan laser pulse laser shoots up to 20 hexes so 600 meters

IS large pulse is again half at 10 so 300

Is large lasers goes out to 15 hexes so 450.

A odd note here is that a clan ER medium laser has the same range as the Is Large laser but does 1 point less damage the large lasers in tabletop doing 8 damage while the clan medium laser only does 7....

Whoops i misread that...

X pulse were an attempt to create pulse lasers that equal clan ones which also did not fully acheive that objective

https://www.sarna.ne...l_X-Pulse_Laser
Small X pulse however does reach to 9 meteres which is just 30 meters shy of the clan small pulse

https://www.sarna.ne...m_X-Pulse_Laser

Medium X pulse reaches up to 9 hexes so 3 hexes less than clan pulse

https://www.sarna.ne...e_X-Pulse_Laser

Large x pulse reaches 15 which is just 5 hexes short of the clan version


I know this game cannot directly follow tabletop,but my biggest issue here is that IS lasers have been slowly eroding any range advantage clans have....

Clan mechs are suppose to be decently armored and have longer range and lighter weapons

IS Mechs are suppose to have alot of armor to compensate for the lower damage and shorter range and larger components


Thanks for correcting me, i knew i was wrong after all. I do agree that clans have lost most of their "stat" andvantages like range, damage of some weapons or speed (kind of, not fully), but at the same time, in events like Faction Play clan invasion, inner sphere and clans meet at 12 to 12 rate (which means 1 to 1), not in 5 to 8 (one clan star vs 2 IS lances). I would really like to see a gamemode with all clan tech equpment still remaining at their high advantageous position at the start of clan invasion, but instead of 12 vs 12 or 6 vs 6 it should be 5 vs 8. Without this intentionally inequal team composition making clan weapons have any significant advantage over IS tech will instantly break the fragile power balance. That already happened when HAGs were added, now everyone slap HAG20 on every ballistic-capable clan mech and spam HAGs everywhere, and this is how HAGs actually are supposed to feel - very advantageous in comparison with inner sphere weapons, almost OP, and balanced only by the fact that there's only few clan mechs beinf fielded in a battle.

Though i do think that some IS weapons or mechs with their sometimes insane quirks do break the power balance, but in the favour of IS side. Like Charger 1A1, with his 7 small lasers being actualy THE biggest DPS weapon in entire MWO, or newly added Binary Laser Cannon being much more powerful and ALSO heat-efficient than it's TT version could ever dream to be. So i get your frustration.

But it would be very hard to actually fix that without making one side of tech being blatantly inferior to another, which is unaxceptable in a game that has equal teams. If IS had 8 people and clans had 5 people per team - that wouldn't be a problem, or at least it would be balancable around that inequality of numbers of players. But if we have 12 vs 12, 6 vs 6 or even Solo or Duo duels where people are free to choose whatever tech they want to bring to battle - how else will you balance the different tech levels if not by making both tech levels equal in overall power?

Edited by JumpingHunter, 01 November 2023 - 03:21 AM.


#5 KursedVixen

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Posted 08 November 2023 - 08:39 AM

View PostJumpingHunter, on 01 November 2023 - 03:20 AM, said:


Thanks for correcting me, i knew i was wrong after all. I do agree that clans have lost most of their "stat" andvantages like range, damage of some weapons or speed (kind of, not fully), but at the same time, in events like Faction Play clan invasion, inner sphere and clans meet at 12 to 12 rate (which means 1 to 1), not in 5 to 8 (one clan star vs 2 IS lances). I would really like to see a gamemode with all clan tech equpment still remaining at their high advantageous position at the start of clan invasion, but instead of 12 vs 12 or 6 vs 6 it should be 5 vs 8. Without this intentionally inequal team composition making clan weapons have any significant advantage over IS tech will instantly break the fragile power balance. That already happened when HAGs were added, now everyone slap HAG20 on every ballistic-capable clan mech and spam HAGs everywhere, and this is how HAGs actually are supposed to feel - very advantageous in comparison with inner sphere weapons, almost OP, and balanced only by the fact that there's only few clan mechs beinf fielded in a battle.

Though i do think that some IS weapons or mechs with their sometimes insane quirks do break the power balance, but in the favour of IS side. Like Charger 1A1, with his 7 small lasers being actualy THE biggest DPS weapon in entire MWO, or newly added Binary Laser Cannon being much more powerful and ALSO heat-efficient than it's TT version could ever dream to be. So i get your frustration.

But it would be very hard to actually fix that without making one side of tech being blatantly inferior to another, which is unaxceptable in a game that has equal teams. If IS had 8 people and clans had 5 people per team - that wouldn't be a problem, or at least it would be balancable around that inequality of numbers of players. But if we have 12 vs 12, 6 vs 6 or even Solo or Duo duels where people are free to choose whatever tech they want to bring to battle - how else will you balance the different tech levels if not by making both tech levels equal in overall power?
maybe if one clan mech counted as two of the same weight class as i think the limit per weight class is 4... I dunno I just think Clan has really been made underpowered, and the HAGs suddenly appearing have the anti-clanners up in arms again.





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