Petition: Don't nerf pulse laser heat!
#21
Posted 02 November 2012 - 06:35 PM
#22
Posted 02 November 2012 - 06:48 PM
#23
Posted 02 November 2012 - 06:55 PM
Having said that though, I am basically in agreement with everyone saying that this is going to hurt the diversity of weapons we see people using, and we are just going to end up with more gauss/LRM spam.
Energy weapons were finally moving in a good direction, becoming truly good alternatives and many of us were expecting DHS to really bring them into their own and solidify that group of weapons as viable choices.
Nerfing pulse/small lasers...coupled with the Pre-Nerf 1.4 dhs "fix"...Is a huge backwards step in game balance.
When your "fix" results in a system that is pretty much functionally equivalent to the "broken system"...and then you "fix" many energy weapons which many thought ran to hot already by making them run hotter...in a game where most seem to think one of the biggest problems is heat being to harsh to begin with.... You've triple screwed yourself and the game.
If they are going to do this 1.4 dhs "fix", and pulse/small laser "fix"... Then they just need to cut heat across the board, or give us all a much higher heat limit before overheating. Huge backwards step devs. I think you were trying to play it safe devs...and I can understand why, but you've made it all worse then it was in the first place.
Don't nerf pulse/small lasers....don't start at 1.4 dhs...start with 1.6 dhs at least....and/or decrease heat across the entire game.
Edited by Onyx Rain, 02 November 2012 - 06:55 PM.
#24
Posted 02 November 2012 - 07:00 PM
They say having double heat sink working at a 0.2 HPS rate (so basically 2 heat per 10 second TT value) will make weapons (that for the most part use TT heat values from the 10 second values) that in this game fire 3x faster somehow = no heat issues.... this is some pretty wacky math and logic going on here,
I wonder since they broke them the 1s time if somebody didnt screw up again making the engine heat sinks act 2.0 and the Extra Doubles work as x4.0 cause they wouldn't make the same mistake twice right?
Edited by Karr285, 02 November 2012 - 07:00 PM.
#25
Posted 02 November 2012 - 07:11 PM
Vlad Ward, on 02 November 2012 - 05:29 PM, said:
I thought they were but went and checked and you're right -
Quote
I had originally read that as standard lasers, large pulse lasers. So yes, this will only effect Pulse lasers which is not as bad as I had feared.
Pulse lasers though I still stand by my original comment which is that they are already broken. If you break something further it won't change the fact that hardly anyone uses them as it is. It just cements the popular opinion.
I'm just relieved that standard lasers aren't being touched, that would be a disaster lol.
I'll edit my original to take out the normal laser bit to stop any future confusion.
#26
Posted 02 November 2012 - 07:35 PM
See, WoT, WoW, SWTOR, ALL had balance issues because it is small scale PvP.
Nerf this one week, nerf that another week. As soon as you change a variable the entire equation changes. It's a never ending cycle.
The devs are too blind to see that otherwise they would have made BF3 w/ Mechs instead of an arena deathmatch CounterStrike/WoT clone.
See... if you increase the number of players in a battle you normalize each individual's contribution thus decreasing the need to nerf this and nerf that.
How many times have you seen DICE of Crazy Rat (WW2OL) make a major balance change? Hardly any at all. And the changes they make are over long periods of time, like a balance patch every couple months. It's because it is a large scale battle.
Give us server browsers ASAP, 3rd party ranked servers, and 32v32s, or I'm leaving as soon as PS2 comes out. That is all.
Edited by xRaeder, 02 November 2012 - 07:37 PM.
#28
Posted 02 November 2012 - 07:42 PM
#29
Posted 02 November 2012 - 07:53 PM
The best thing you could do for all direct fire weapons is fix the netcode so they don't all have to pierce a lag shield just to get to their target.
#30
Posted 02 November 2012 - 07:59 PM
I think a little randomness would help with projectiles and missiles a lot. Lasers would still be accurate but have their heat. DHS would help with that a lot (maybe too much - it seems like SHS would be totally useless if DHS worked properly). Without Tag or Narc LRMS could spiral a lot, maybe land on-target in an area about twenty meters wide - Mech would still be hit but missiles would hit all around it too. For Guass and AC I can't think of anything except slightly wobbly flight or slightly random trajectory when shot (Cone of Fire basically). That makes it a lot more frustrating to use those weapons but maybe they need to be.
#31
Posted 02 November 2012 - 11:00 PM
#32
Posted 02 November 2012 - 11:59 PM
Harrels Badgerton, on 02 November 2012 - 07:59 PM, said:
That's not the only thing. They also, in TT speak, gave you a -2 to Hit (So it brought your To-Hit roll down and made it easier to hit with Pulse weapons).
It was the little carrot to make them viable as they were a bit heavier, ran hotter and had shorter ranges than their normal cousins. The +1 damage wouldn't have really been worth it otherwise, IMO.
Edited by Lycan, 03 November 2012 - 12:02 AM.
#33
Posted 03 November 2012 - 01:10 AM
I hope they get their crap together. SOOOO much of this stuff (not just PL heat issues) should have been handled before the game got let into the wild. The matcher issue feeds into the new player issue feeds into the trial mech issue and so on- a lot of the dustups in the community are people cranking about different aspects of problems that wouldn't even exist if other related parts of the game were done properly. Now they're having to chase after all the problems at once in public, all the while creating a lacklustre-to-junky impression. I wish them luck, but mostly because I want to play Mechwarrior. Unfinished game I can deal with (I played Minecraft before punkins man!), but don't break even more of the game on a functional and conceptual level because you left out a decimal place six months ago. Try making more of your equipment function usefully instead of being just a long list of pointless tonnage.
Mostly I'm disappointed because I had to agree with things Vassago Rain said. I think that's one of the signs of the apocalypse. >_____>
#35
Posted 03 November 2012 - 02:56 AM
#36
Posted 03 November 2012 - 03:02 AM
i for my part downgraded from pulse to normal lasers often enough on several builds, because they were plain too hot... (talking bout Cat here, not 9-laser-mechs^^)
to me, all lasers feel okay...
PGI should focus on other issues and not repair stuff that is not broken...
Edited by Adrienne Vorton, 03 November 2012 - 03:08 AM.
#37
Posted 03 November 2012 - 03:07 AM
Then go ahead and make every Engine have 1 heatsink and increase the Tonnage on additional Heatsinks 10 tons each.
Or in short go ahead and **** this game up some more...
#39
Posted 03 November 2012 - 03:28 AM
Right now We see lots of Gauss, Lrm's Streaks, Srm's, Medium lasers and small lasers But the sight of Medium and large pulse and PPC's actually isnt that common. Hardly anybody uses ERPPC's or ERLarge lasers just because they are way to hot to use. I dont want to get into a situation where nobody uses lasers because even with doble heat sinks they run too hot to be usable.
If you want to use a balancing factor for costs against Missile and ballastic weapons, just say that laser focusing crystals need to be replaced after each battle. If they are nor replaced make the laser wander slightly, and each time they are not repaired increase the wander.
#40
Posted 03 November 2012 - 03:31 AM
Will return after the heat have been modified.
Edited by AlexEss, 03 November 2012 - 03:31 AM.
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