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New Weapons A Step Backward?


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#1 P H O T O N

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Posted 10 November 2024 - 12:13 PM

Greetings MechWarriors!

I've had a bit of a break from the game but have returned and a new array of weapons has been added to the game, from HAGs, binary lasers and pink XPLs to PACs and plasma cannons. Are we sure we didn't have enough already? Why stop here? What's next - a purple glitter rifle or a vibrating love baton? These new weapons have significantly taken the game backwards not forward in my opinion. Does anyone else feel the same?

With the addition of the new weapons super-optimising in the mechlab seems futile. As a mechdad I used to enjoy that aspect of the game while balancing family life. In the past balancing all variables at the same time (including crit slots) was an art. Nowadays it seems adequate to just slap stuff on the mech and go. DPS is king, just choose the biggest DPS and shoot whatever moves with your pink XPLs and purple lazors. Don't worry about that extra heatsink or all those empty crit slots - arcade mode has now been enabled. Leave your brain at the door. And lights are ridiculously broken, even more so than a year ago.

Love the new mechs they look great, good job PGI there though.

Edited by P H O T O N, 10 November 2024 - 12:14 PM.


#2 ABNORMALLY LARGE CHUNGUS

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Posted 13 November 2024 - 01:28 PM

I'm sure your score for the month will reflect your extreme comfort with the mechlab and your knowledge of what works!


I'm sorry that the devs added content to the video game while you were gone, that sounds truly awful to have to go through.

#3 simon1812

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Posted 11 January 2025 - 09:58 PM

No I dont feel the same, love the new weapons, not because they are great but because now we have more choices availables when experimenting with load outs, the more the merrier, bring inferno missiles, bring melee, arrow IV, bring the freaking elementals.etc,etc. PGI should never stop adding stuff to this game.

#4 Ekson Valdez

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Posted 13 January 2025 - 10:38 PM



This thread was moved to General Discussion



#5 sycocys

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Posted 14 January 2025 - 04:33 AM

This game has been arcade mode since pilot skills.

From what I've seen the new weapons didn't really do much other than make the cauldron start doing general quirks. Pretty sure nothing on the player side changed at all other than you have a handful more options.

#6 w0qj

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Posted 14 January 2025 - 05:46 AM

A warm welcome back to MWO!

Older (Civil War era) weapons and mechs are very viable!
I myself am using 'traditional weapons' and mostly Dire Wolf until very recently...
[Edit: I still find Dire Wolf more 'fun' than the full mech packs of 'Stone Rhino' and 'Bullshark' that I've paid for with RL funds... perhaps because of the plethora of DWF weapon hardpoint choices]

Everything is quite QP balanced... you don't see everyone and their dog stampeding to a particular weapon or mech...
Everything still has its drawbacks and counters, which is the beauty of MWO and BattleTech Posted Image

Don't feel bad about the new weapons (or the new mech chassis for that matter)...
Just continue to use your old weapons and mechs!

Once you feel more comfortable (or have more RL time), then you can start dipping your toes slowly into this new weapons stuff...

Meanwhile, fyi:
1. HSL Quirk List posting:
https://mwomercs.com...-hsl-quirk-list

2. Modern post-Cauldron changes since April 2021:
https://mwomercs.com...auldron-changes

===================================================================
2023/2024 New Weapon behavior changes: ('Jihad?' era new weapons, Part 1, Part 2):
===================================================================
IS: BL (Binary Laser Canon): decreased to firing 2x weapons at once without ghost heat penalty
IS: SXPL / MXPL / LXPL (X-Pulse Laser)

IS & Clan: ASP (Advanced Sensor Package--replaces the Command Console). Also gives TAG +20% range

Clan: HAG20 / HAG30 / HAG40 (Hyper Assault Gauss Rifle)
~~HAG20: 4x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG30: 6x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG40: 8x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)

New Weapon: IS: LAC2/LAC5 (Light Autocanon)
New Weapon: IS: TBM5/TBM10/TBM15/TBM20 (Thunderbolt Missile), minimum range 150m. (Half damage below minimum.)
New Weapon: IS: SB Gauss (Silver Bullet Gauss Rifle): 3x projectile shells per shot
New Weapon: IS: Magshot (Magshot Gauss Rifle): No critical hit chance bonus over base values.
New Equipment: IS: Light TAG (Light TAG)

New Weapon: Clan: PAC2/PAC4/PAC8 (Protomech Autocanon)
New Weapon: Clan: AP Gauss (AP Gauss Rifle). No critical hit chance bonus over base values.
New Weapon: Clan: Beam Laser (Beam Laser)
New Weapon: Clan: Plasma PPC (Plasma Canon), damage+splash profile 1 / 5 / 1, plus minor heat damage 0.5

~~>New Fixed Equipment: IS & Clan: Supercharger: Catapult Ferroblast, Warhawk Kasai hero mechs
~~>New Fixed Equipment: Clan: Modified Ballistic Loader: BANE-L hero mech: turns HAG into Silver Bullet Gauss
~~>Number of projectile shells per shot (ie: per trigger pull): another possible source here.


===========================
Major weapon behavior changes: (Civil War era weapons):
===========================
IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.

IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Heavy PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Light-PPC: no minimum range anymore.

IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage+splash profile 2.5 / 10 / 2.5

IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.

IS: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
IS: LRM5: Now in its own separate ghost heat linked penalty group.
IS: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM15 + 6xLRM5 with no Ghost Heat !

IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.

IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.

IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.

IS: BAP: now 1 ton, and consume 1x critical slot.

IS & Clan: LRM: firing arc reinstated back to its original 2023 value (now 150m, up from 100m).
IS & Clan: LRM velocity reduced on patch dates: Jan-2024 <-- Aug-2023 <-- Summer-2023.
IS & Clan: LRM (indirect) velocity: 160 m/s (down from 160 m/s <-- 190 m/s <-- 210 m/s).
IS & Clan: LRM (direct) velocity: 224 m/s (down from 224 m/s <-- 266? m/s <-- 294? m/s).
IS & Clan: artemis-LRM (indirect) velocity: 190 m/s (down from 190 m/s <-- 226? m/s <-- 250? m/s).
IS & Clan: artemis-LRM (direct) velocity: 266 m/s (down from 266 m/s <-- 316? m/s <-- 350? m/s).

IS & Clan: Streak SRM2: increased to firing 6x Streak SRM2 weapons at once without ghost heat penalty.
IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.

IS & Clan: ECM range decreased to 90m (down from 120m). ie: -55% protection surface area!
IS & Clan: ECM missile lock time decreased to only 2x times longer (down from 4x longer). ie: shorter lock times

IS & Clan: Radar Depriviation decreased to 80% max (ie: 80% = 16% x 5 skill nodes).

IS & Clan: AMS ammo does not explode upon crit.

IS & Clan: MASC lasts longer (fill rate decreased). MASC redline threshold increased to 85% (up from 75%).

Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!).

Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.

Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).

Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).

Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).

Clan: UAC5: increased to firing 4x UAC5 weapons at once without ghost heat penalty.

~~>Number of projectile shells per shot (ie: per trigger pull): another source here.

Clan: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: LRM5 & ATM3: Both are now in its own separate ghost heat linked penalty group together.
Clan: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM20 + 6xATM3 with no Ghost Heat !
Clan: 2xATM12 + 6xATM3 with no Ghost Heat ! 2xATM12 + 6xLRM5 with no Ghost Heat !

Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.

Clan: SRM4: increased to firing 5x SRM4 weapons at once without ghost heat penalty.

Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: IS only: max 100% ECM jamming (ie: max 100% = 20% skill node + 20% skill node + 60% base value)
Note: IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node), on top of base value of IS base 60% ECM.
Note: Clan only: max 93% ECM jamming (ie: max 93% = 16.5% skill node + 16.5% skill node + 60% base value)
Note: Clan only: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node), on top of base value of Clan base 60% ECM.

Note: ## = Major mech chassis quirk adjustment

Note: [Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L

Edited by w0qj, 18 January 2025 - 02:57 AM.


#7 Void Angel

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Posted 14 January 2025 - 06:38 AM

Dude. He just made that thread to complain about the new weapons, and see if he could drum up support - and he hasn't shown up on Jarl's since January, so while it's possible he's doing private matches or the like, I don't think he came back. Disappointing - a great player back in the day, but his complaints just don't hold water. The new weapons and balance changes aren't perfect, but they opened up a wider variety of builds within the meta. We really did need new weapons, and the game is better for it.

#8 Livingvicarious

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Posted 14 January 2025 - 11:33 AM

Weird thread to move around when it should've been laid down to rest.
Anyway, we can add some chemicals lasers to the mix and make them sparkle pink.
While we're at it, COIL isn't in the game either. It was only ever featured in Battletech(2018) and I don't even remember using it but it would be hilarious.
The new weapons really aren't that bad. It's all trade offs. Magshot Fleas are about the only arguably broken thing that came out of that patch. Beam lasers were kind of annoying but if I remember right they got a nerf a couple patches ago by a couple DPS so they aren't seen much now.

#9 Ttly

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Posted 14 January 2025 - 11:47 AM

Chemical lasers would just retroactively turn energy hardpoints into effectively LMG/HMG (but without spread) hardpoints, maybe even a better alternative than them even, sounds powercreep-ey.

LAC/PACs as it is has also been an awkward addition just because UACs exists. Why use 2LAC5 over a single UAC10? Or even an UAC5. Maybe on some mechs where they have too much hardpoints over free tonnage, but it's still hard to argue for. Maybe circumventing HSL (AC10+L/PAC5 or AC20+PAC8) but that's about it.
Clan LPPC is just what it says on the tin, except they get to see more use because C-AC/UACs are lighter so some mechs with the hardpoints for it can pair them up for even more pinpoint alpha because that's totally what this game needs.
And the beam laser doesn't benefit from cooldown/duration quirks, with the recent damage nerf raising the gap between it and LXPL even further save for it having more range. So it just somehow ended up being an easier (and heavier) to use but at the same time worse C-ERLL (you need to hit a target for 2 seconds to match/exceed C-ERLL's 1.35s burn in damage, even longer when compared to C-LPL it shares being 6t 2slot with) as weird as that sounds.

Edited by Ttly, 14 January 2025 - 12:26 PM.


#10 Cyborne Elemental

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Posted 14 January 2025 - 01:16 PM

The new weapons aren't a step backwards, they're timeline cannon weapons except the C-Beam.

The implementation and function of these new weapons are the step back, and you're right that they don't really replace anything that wasn't already there.

HAGS, XPL, LPPC, CPL-Cannon have gone through many phases of tweaks for balance.

Only the Proto 2/4/8 and Light AC's are pretty spot on in terms of both form and function in terms of Lore accuracy.

#11 w0qj

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Posted 14 January 2025 - 01:46 PM

Now here's something unique for MWO2 proposal...

1. Elementals (and VTOL + tanks + helicopters) as combat pets that escort your mech during fights ;)
2. pilots (cadet/soldier/warrior/elite levels) who give unique abilities to your mech, enhance or even outside of your Skill Tree abilities
3. bonus cockpit items (hanging/standing/warhorn) that gives give unique abilities to your mech

Above (1/2/3) purchasable by MC depending its quality level (how about an elite Elemental? ;) ), and also need the new ingame currency, Lostech shard (only awarded 1 or 2 Lostech shards per game, can be traded in the ingame Market for MC or some other intermediate ingame currency, but not CBills).

Crafting: ability to upgrade your Weapons/Mech/Pilot/Cockpit_Items/Combat_Pet, again need MC+Lostech, and all of these can be traded between players (ingame Market).


View PostCyborne Elemental, on 14 January 2025 - 01:16 PM, said:

...Only the Proto 2/4/8 and Light AC's are pretty spot on in terms of both form and function in terms of Lore accuracy.


#12 Tiy0s

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Posted 14 January 2025 - 04:25 PM

View PostVoid Angel, on 14 January 2025 - 06:38 AM, said:

I don't think he came back. Disappointing - a great player back in the day


Are you confusing the poster of this thread, Photon, with Proton? Proton is a former EMP player and is(arguably) one of the best players MWO has ever seen.

I often make such mistakes as I speed scroll the forums while working :P

#13 Void Angel

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Posted 14 January 2025 - 11:20 PM

Yes. Yes, I am and now I'm going to smack myself.

Although P H O T O N was good, too - that was indeed who I was thinking of.

#14 kalashnikity

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Posted 16 January 2025 - 01:38 PM

View Postw0qj, on 14 January 2025 - 05:46 AM, said:

A warm welcome back to MWO!

Older (Civil War era) weapons and mechs are very viable!
I myself am using 'traditional weapons' and mostly Dire Wolf until very recently...
[Edit: I still find Dire Wolf more 'fun' than the full mech packs of 'Stone Rhino' and 'Bullshark' that I've paid for with RL funds... perhaps because of the plethora of DWF weapon hardpoint choices]

Everything is quite QP balanced... you don't see everyone and their dog stampeding to a particular weapon or mech...
Everything still has its drawbacks and counters, which is the beauty of MWO and BattleTech Posted Image

Don't feel bad about the new weapons (or the new mech chassis for that matter)...
Just continue to use your old weapons and mechs!

Once you feel more comfortable (or have more RL time), then you can start dipping your toes slowly into this new weapons stuff...

Meanwhile, fyi:
1. HSL Quirk List posting:
https://mwomercs.com...-hsl-quirk-list

2. Modern post-Cauldron changes since April 2021:
https://mwomercs.com...auldron-changes

===================================================================
2023/2024 New Weapon behavior changes: ('Jihad?' era new weapons, Part 1, Part 2):
===================================================================
IS: BL (Binary Laser Canon): decreased to firing 2x weapons at once without ghost heat penalty
IS: SXPL / MXPL / LXPL (X-Pulse Laser)

IS & Clan: ASP (Advanced Sensor Package--replaces the Command Console). Also gives TAG +20% range

Clan: HAG20 / HAG30 / HAG40 (Hyper Assault Gauss Rifle)
~~HAG20: 4x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG30: 6x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG40: 8x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)

New Weapon: IS: LAC2/LAC5 (Light Autocanon)
New Weapon: IS: TBM5/TBM10/TBM15/TBM20 (Thunderbolt Missile), minimum range 150m. (Half damage below minimum.)
New Weapon: IS: SB Gauss (Silver Bullet Gauss Rifle): 3x projectile shells per shot
New Weapon: IS: Magshot (Magshot Gauss Rifle): No critical hit chance bonus over base values.
New Equipment: IS: Light TAG (Light TAG)

New Weapon: Clan: PAC2/PAC4/PAC8 (Protomech Autocanon)
New Weapon: Clan: AP Gauss (AP Gauss Rifle). No critical hit chance bonus over base values.
New Weapon: Clan: Beam Laser (Beam Laser)
New Weapon: Clan: Plasma PPC (Plasma Canon), damage+splash profile 1 / 5 / 1, plus minor heat damage 0.5

~~>New Fixed Equipment: IS & Clan: Supercharger: Catapult Ferroblast, Warhawk Kasai hero mechs
~~>New Fixed Equipment: Clan: Modified Ballistic Loader: BANE-L hero mech: turns HAG into Silver Bullet Gauss
~~>Number of projectile shells per shot (ie: per trigger pull): another possible source here.


===========================
Major weapon behavior changes: (Civil War era weapons):
===========================
IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.

IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Heavy PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Light-PPC: no minimum range anymore.

IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage+splash profile 2.5 / 10 / 2.5

IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.

IS: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
IS: LRM5: Now in its own separate ghost heat linked penalty group.
IS: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM15 + 6xLRM5 with no Ghost Heat !

IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.

IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.

IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.

IS: BAP: now 1 ton, and consume 1x critical slot.

IS & Clan: LRM: firing arc reinstated back to its original 2023 value (now 150m, up from 100m).
IS & Clan: LRM velocity reduced on patch dates: Jan-2024 <-- Aug-2023 <-- Summer-2023.
IS & Clan: LRM (indirect) velocity: 160 m/s (down from 160 m/s <-- 190 m/s <-- 210 m/s).
IS & Clan: LRM (direct) velocity: 224 m/s (down from 224 m/s <-- 266? m/s <-- 294? m/s).
IS & Clan: artemis-LRM (indirect) velocity: 190 m/s (down from 190 m/s <-- 226? m/s <-- 250? m/s).
IS & Clan: artemis-LRM (direct) velocity: 266 m/s (down from 266 m/s <-- 316? m/s <-- 350? m/s).

IS & Clan: Streak SRM2: increased to firing 6x Streak SRM2 weapons at once without ghost heat penalty.
IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.

IS & Clan: ECM range decreased to 90m (down from 120m). ie: -55% protection surface area!
IS & Clan: ECM missile lock time decreased to only 2x times longer (down from 4x longer). ie: shorter lock times

IS & Clan: Radar Depriviation decreased to 80% max (ie: 80% = 16% x 5 skill nodes).

IS & Clan: AMS ammo does not explode upon crit.

IS & Clan: MASC lasts longer (fill rate decreased). MASC redline threshold increased to 85% (up from 75%).

Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!).

Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.

Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).

Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).

Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).

Clan: UAC5: increased to firing 4x UAC5 weapons at once without ghost heat penalty.

~~>Number of projectile shells per shot (ie: per trigger pull): another source here.

Clan: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: LRM5 & ATM3: Both are now in its own separate ghost heat linked penalty group together.
Clan: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM20 + 6xATM3 with no Ghost Heat !
Clan: 2xATM12 + 6xATM3 with no Ghost Heat ! 2xATM12 + 6xLRM5 with no Ghost Heat !

Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.

Clan: SRM4: increased to firing 6x SRM4 weapons at once without ghost heat penalty.

Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: IS only: max 100% ECM jamming (ie: max 100% = 20% skill node + 20% skill node + 60% base value)
Note: IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node), on top of base value of IS base 60% ECM.
Note: Clan only: max 93% ECM jamming (ie: max 93% = 16.5% skill node + 16.5% skill node + 60% base value)
Note: Clan only: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node), on top of base value of Clan base 60% ECM.

Note: ## = Major mech chassis quirk adjustment

Note: [Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L


Great post, I'll need to study it a few more times to get it memorized.

#15 -K H A N

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Posted 16 January 2025 - 01:44 PM

View PostP H O T O N, on 10 November 2024 - 12:13 PM, said:

Greetings MechWarriors!

I've had a bit of a break from the game but have returned and a new array of weapons has been added to the game, from HAGs, binary lasers and pink XPLs to PACs and plasma cannons. Are we sure we didn't have enough already? Why stop here? What's next - a purple glitter rifle or a vibrating love baton? These new weapons have significantly taken the game backwards not forward in my opinion. Does anyone else feel the same?

With the addition of the new weapons super-optimising in the mechlab seems futile. As a mechdad I used to enjoy that aspect of the game while balancing family life. In the past balancing all variables at the same time (including crit slots) was an art. Nowadays it seems adequate to just slap stuff on the mech and go. DPS is king, just choose the biggest DPS and shoot whatever moves with your pink XPLs and purple lazors. Don't worry about that extra heatsink or all those empty crit slots - arcade mode has now been enabled. Leave your brain at the door. And lights are ridiculously broken, even more so than a year ago.

Love the new mechs they look great, good job PGI there though.

Hysterical much ? I dont know what a"mechdad" is but it seems thats the issue.

#16 Void Angel

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Posted 17 January 2025 - 12:31 AM

View Post-K H A N, on 16 January 2025 - 01:44 PM, said:

I dont know what a"mechdad" is but it seems thats the issue.


No, a "mechdad" is just a male parent who plays MWO/Battletech/etc while also raising children. His problem is that he doesn't like change, apparently. Too bad; the new weapons are fun, without really scattering the meta too much - I'm sorry he took an irrational dislike to them.

#17 pbiggz

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Posted 17 January 2025 - 11:28 AM

View PostVoid Angel, on 17 January 2025 - 12:31 AM, said:

No, a "mechdad" is just a male parent who plays MWO/Battletech/etc while also raising children. His problem is that he doesn't like change, apparently. Too bad; the new weapons are fun, without really scattering the meta too much - I'm sorry he took an irrational dislike to them.


This is typical "PGI is incompetent and the game sucks and must change, however nothing can ever change and if PGI changes anything I will **** my whole entire ***"

typical grognard behaviour.





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