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Maverick's Weapon Balance


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#1 Phoenix Branson

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Posted 02 November 2012 - 07:09 PM

Nerfs

LRM (5/10/15/20): Missile damage is reduced from 2.0 to 1.8.
Reason: The damage is slightly too high for a fire support weapon.

Gauss Rifle: Recycle time is increased from 4 seconds to 6 seconds.
Reason: The rate of fire is slightly too quick for a sniper weapon.

Buffs

AMS: The player can toggle this system ON or OFF via the HUD (weapon group area).
Reason: Player should have complete control over this system to conserve ammo, etc.

Machine Gun: The damage per round is increased from 0.04 to 0.08, effectively doubling the DPS
to 0.8 (Small Laser DPS = 1.0). Ammunition per ton is doubled. Forget notion of anti-infantry weapon in MWO.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).

PPC (ER): This weapon will now cause electronic disruption effects, such as: flickering HUD,
losing target-lock, and disabling night, thermo, and magneto modes for short duration if the enemy
mech is hit by multiple, and simultaneous PPC blasts.
Reason: Underperforming and information warfare abilities will make this weapon unique.
Lore: "Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as
overloaded computer systems or targeting sensors." http://www.sarna.net/wiki/PPC

Ultra AC/5: This weapon will now suffer a 10 second recycle penalty when jammed.
Reason: The current jamming mechanic is cumbersome and difficult to resolve.

Flamer: This weapon generates substantially more heat on enemy mech. However, to balance this, the Flamer will now have a new fuel bar and once depleted, a recycle time will be used to replenish that fuel supply. This recycle time will be relatively long to prevent abuse.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).

Edited by Maverick01, 02 November 2012 - 07:22 PM.


#2 Phoenix Branson

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Posted 02 November 2012 - 07:23 PM

Thoughts?

#3 ltwally

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Posted 02 November 2012 - 07:38 PM

My thoughts...

View PostMaverick01, on 02 November 2012 - 07:09 PM, said:

LRM (5/10/15/20): Missile damage is reduced from 2.0 to 1.8.
Reason: The damage is slightly too high for a fire support weapon.


LRM are a frequent topic of flamewars, and I have no interest in rehasing that old argument.

Quote

Gauss Rifle: Recycle time is increased from 4 seconds to 6 seconds.
Reason: The rate of fire is slightly too quick for a sniper weapon.

Gauss is already not as awesome at it may first seem.
  • ballistic (therefore has limited hardpoints)
  • very large and heavy (only 1 mech I know of can sport even 2 of them)
  • has only 8 shots per tonne (which is still an increase over TT)
The only thing I personally feel should be nurfed on Gauss is to introduce a minimum range penalty, like it has in TT.

Quote

AMS: The player can toggle this system ON or OFF via the HUD (weapon group area).
Reason: Player should have complete control over this system to conserve ammo, etc.

Sounds fine. I can't imagine many times when I would want to disable it... but there's no good reason not to implement this at some point. Though maybe there are a couple hundred other things that should maybe be higher on the dev's priority list.

Quote

Machine Gun: The damage per round is increased from 0.04 to 0.08, effectively doubling the DPS
to 0.8 (Small Laser DPS = 1.0). Ammunition per ton is doubled. Forget notion of anti-infantry weapon in MWO.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).

Doubling the damage seems fine. I don't see much reason to double the ammo, tho.

Quote

PPC (ER): This weapon will now cause electronic disruption effects, such as: flickering HUD,
losing target-lock, and disabling night, thermo, and magneto modes for short duration if the enemy
mech is hit by multiple, and simultaneous PPC blasts.
Reason: Underperforming and information warfare abilities will make this weapon unique.
....

I'm pretty sure I read somewhere that this was on the to-do list.

Quote

Ultra AC/5: This weapon will now suffer a 10 second recycle penalty when jammed.
Reason: The current jamming mechanic is cumbersome and difficult to resolve.

I've never used an Ultra AC/5 in MW:O, so I'll have to take your word for it.

Quote

Flamer: This weapon generates substantially more heat on enemy mech. However, to balance this, the Flamer will now have a new fuel bar and once depleted, a recycle time will be used to replenish that fuel supply. This recycle time will be relatively long to prevent abuse.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).

If I recall the TT method of balance was that the Flamer generated more heat in the attacker than the victim. I could be off on this. I would agree that it seems to need some tweaking before it's truly a viable weapon.

There is a risk, however, of two or three light mechs with flamers cooking an Atlas to death in no time flat. So, clearly balance is going to be a very difficult thing to strike, here.

Honestly, it might be better if they simply removed the flamer. The heat-based attack is not something that's going to be easy to balance, and no matter what they do I imagine most players are going to be unhappy with it.

#4 80sGlamRockSensation David Bowie

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Posted 02 November 2012 - 09:32 PM

Yes, only adjustments I would make is

Increase velocity on AC10/20's

Increase damage of PPC's by 2 up to 12. Reduce recycle rate to 4, increased from 3





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