Volthorne, on 05 November 2012 - 10:08 PM, said:
Therefore, ranged weapons without hitscan are impossible to calculate DPS for, and hitscan are nearly on-par for difficulty. The best you can do for balancing is use trial and error until the weapon *feels* balanced. I'll grant you that PPCs and Gauss are not there by a long shot, but if you hadn't noticed, weapons balance isn't exactly the most important thing in the world right now.
Now you're just being pedantic, and it shows...
Theoretical balance between weapons doesn't take in to account player skill, normal/elite heat disappation buffs or any of the other claptrap you'll spew to try and
not be just flat out wrong. It just compares weapon for weapon as if you were on a target range with no other variables.
Indoorsman, on 05 November 2012 - 11:31 PM, said:
I like how you quote me twice and in the first quote I say PPCs generate too much heat. And then after your second quote of me you say I am a yokel who claims heat is fine.
If you agree with Volthorne, which you have, then the appellation fits...
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Get my stance right cosmopolitan.
"Familiar with and at ease in many different countries and cultures."
K, not much of an insult but whatever floats your boat...
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I completely agree that heat is imbalanced. The problem I see with most of the posts in this thread is you guys admit some weapons are very useable right now, if not OP. And yet the solution is to triple heat dissipation across the board? Tweak heat dissipation carefully not haphazardly, as in a little at a time. Tweak the hot weapons heat down independent of heat dissipation changes and perhaps the Gauss or other cool outliers heat UP. Most of all, don't suggest using values/ratios from a board game... this isn't a board game.
A few points. If heat is demonstrably broken, why not fix it across the board? They tripled the fire rate, so triple the heat disappation. Wallah, back in to line. The current values of heat disappation are what they rolled with before triple fire rate, so obviously they weren't that bad.
Second, trial mechs are
straight out of the tabletop "board" game. That's why most of them are irredeemably broken. Are you advocating tweaking all the weapons then tweaking all the designs (then trying to balance the whole shebang against a mechlab that let's you have some bizarre min/max frankenmechs)? Geez, add in clan mecha and try to balance those against IS (pro tip: You can't, clan mechs are inherently unbalanced). Sounds like a huge exercise in pointless when you can go back to making weapons balanced by reasserting their true weight as a form of balance. And these are the first mechs most of the playerbase will experience.
Third, the cool weapons don't need tweaking, they're working just as they are supposed to. Gauss are supposed to be very powerful but have very limited ammo (similarly with AC's, the heavier the AC, the less shots per tonne, wonder why that could be...). The tradeof is you can blaze through ammo at high speed without worrying as much about heat. PPC's are for the long game, stand at range and keep up measured fire chewing away at your opponents. Except currently, that doesn't really work, you get a few shots off and all of a sudden you're risking shut down with every shot.
If you honestly agree that heat is broken, why push for a solution that involves months of tweaking and playtesting rather than just lining the system back up as originally intended and at least seeing if it works? It's not like they can't back it out if all of a sudden trial mechs start b#tchlapping everyone...