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New Weapon Balance Post


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#41 Baldwin Chang

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Posted 15 November 2012 - 12:45 PM

View PostGhost Bear, on 15 November 2012 - 11:10 AM, said:

http://mwomercs.com/...45#entry1429445

Special effect when you are hit by a PPC that is similar to EMP.

Getting hit by an AC/20 is going to rock you hard.

Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.


These make me very very happy. The game needs more strategic options.

#42 NaerahQc

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Posted 15 November 2012 - 12:46 PM

Overall good change, but i would have liked to see a little spread reduction in LRMs over a damage buff.

#43 EitherWay

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Posted 15 November 2012 - 12:54 PM

View PostGhost Bear, on 15 November 2012 - 11:10 AM, said:

MG's will be getting a damage boost.

:) Yes!

#44 MustrumRidcully

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Posted 15 November 2012 - 01:00 PM

View PostJoseph Mallan, on 15 November 2012 - 11:43 AM, said:

And there will be much crying!

I'm not sure how this will go over. It is needed, it takes up a large chunk of real estate in a Mech. SO I can be down with it. Just hoping it isn't over done. I'm a missile boat captain so I am happy to see the 0.1 boost. I think it will add some scare back to LRMs. And I like the sound of Buffs for the PPC! Looking forward to this upgrade/fix.

Sounds to me like the worst kind of balancing things - quite possible making items useless because they are too fragile? And isn't that again riggered for the K2, with its tiny side torsos that no one is hitting anyway until the K2 is mostly dead?


Why can't you just fix the core stats of the weapons first? After that you can think about all those crazy quirks that give the game more flavour and life.

#45 TrentTheWanderer

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Posted 15 November 2012 - 01:37 PM

The durability changes for the Gauss are appropriate, I don't think it needs any cycle time, weight, or damage changes. The problem with the Gaussapult is all those damn side-torso slots in a tiny hit zone. Quite simply, you need to have the amount of slots available in a location DIRECTLY PROPORTIONATE to how easy that location is to hit. Doing anything else will result in broken builds and raging players.

The quick fix is to put the ballistic hardpoints in the center torso, but the *good* fix is to adjust the distribution of slots to match hit zone size.

#46 Shively

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Posted 15 November 2012 - 01:50 PM

As a Catapult pilot of the Kuritan tradition (and finding new love for PPC builds after becoming absolutely burnt out on gauss rifles over the summer), I am ecstatic. Getting heat and projectile speed looked into's a great start, and I'm interested to see how the EMP effect'll actually be implemented.

It won't stop the gausspults entirely (as is my wish), but it'll hopefully make PPC users less gimped - and that's enough for now.

And why'd it take you so ******** long?

Edited by Shively, 15 November 2012 - 01:52 PM.


#47 Onyx Rain

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Posted 15 November 2012 - 03:31 PM

View PostHarrison Kelly, on 15 November 2012 - 11:50 AM, said:

Paul, can you talk about the issues with Streaks not tracking moving targets correctly? Is that working as intended where I have a solid lock on a target and the missile still won't hit. I'm estimating about 50-60% SSRM accuracy since the patch on locked targets with clear LOS since some of them, particularly on fast-moving targets (Read: JENNERS) are missing.


I'd like to know about this also...and it seems like AMS is more effective at shooting them down or something.
I was fine with the basic idea of them hitting random locations but the missing and getting shot down make them pretty much suck now.
--------------------------------------------
Gauss:
I already loose my gauss pretty early most rounds, I'm not sure this is the way to go but maybe it will be ok...I'm willing to wait and see for now.

As for the rest...

Mostly good...at least steps in the right direction...

Thank god for MG/Flamer buff.

SRM's with artemis = Not fine. They = Not worth it. Before the hotfix they were just about worth it.

Please make arm mounted/1-2 tube Srm launchers stream the missiles out faster....it is to slow right now, they suck compared to burst launch srms

PPC/ERppc's...
These things should at least shoot like a gauss round...but they don't. My accuracy with gauss is so much better then it is with PPC/ERppc....Why is this?

Increase projectile speed.

Continue working on fixing delayed firing issues affecting many weapons. Especially bad with ballistics, ppc/erppc/ and srms.

Lower the Min range on PPC to 40-70m MAX (This weapon is not fun to use because of the min range, and noobs get smoked because they don't know about it....I know because I'm the one doing it to them :D)

Take Erppc heat down by 1 at least...that thing is to hot with current SHS or DHS implementation...or give us a pilot skill or something that cools them...Hey there is an idea...Pilot skills/modules that affect certain weapons types.

Roll back the pulse laser fix...that was just a bad idea. They weren't great before now they are even worse.
Large pulse and small pulse especially need some love...small pulse is not a good choice in 99% of instances. Regular Small and/or medium is the better way to go almost always. Cut the heat down to the same as a small laser and/or up the damage by .25-.50

Edited by Onyx Rain, 15 November 2012 - 03:39 PM.


#48 Ashrok

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Posted 15 November 2012 - 03:56 PM

Whilst most of what was mentioned is indeed good news, I still find myself wanting some LRM rocking.

Also, still not too sure about the AC/20 - if it still gets critted out as often as it did before, I doubt I'd switch back to it.

#49 DeadlyNerd

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Posted 15 November 2012 - 04:21 PM

funny they'll nerf the gauss overall when it's only 1 particular mech build that is OP when using the gauss. Move the ballistic slots of the K2 into arms if anything bigger than AC/10 is installed and you'll make a lot of people happy without nerfing a balanced weapon.

#50 Pugnacious Stoat

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Posted 15 November 2012 - 04:50 PM

Glad to hear that ppcs might be buffed. Really, though, I think the single best change to make would be removing the minimum range. These days, it's very difficult to avoid close range situations entirely while still contributing to your team. And once an enemy gets within a couple hundred meters of you, it's a simple matter for them to close to less than 90 meters. You might manage to do major damage to them in the process, but once they're there, you're basically helpless--especially in a slower mech, like the awesome.

That sort of disadvantage might be understandable if ppcs were overwhelmingly strong at long range, but they're not. Currently, they do ok damage with a lot of heat, at a range that is good, but not incredible. Making them stronger at range would help, but the need for a buffer between yourself and the enemy is such a huge playstyle limitation (and risk) that the ppc would need to be peerless as a sniper weapon in order to justify it, in my opinion.

#51 Orzorn

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Posted 15 November 2012 - 05:07 PM

Everything sounds good, but I still believe the gauss needs a recycle nerf or minimum range. The K2 will not really be affected by this gauss change, due to their tiny side torsos.

#52 Vapor Trail

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Posted 15 November 2012 - 05:29 PM

Hmm...

Instagib from a Gauss-XL combo... GaussKitties better have some serious situational awareness or they'll get ambushed and sidecored from behind by lights really easily.

One alpha from ambush to burn through the rear armor, one poke from a ML to the hole in the armor while on the run... no more GaussKitty.

Now if only I could be sure of being able to drive a Cicada after knockdowns go back in (I'm the world's second suckiest fast mech pilot) I might go stalking the big game.

Edited by Vapor Trail, 15 November 2012 - 05:30 PM.


#53 eR Spectre

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Posted 16 November 2012 - 02:39 PM

Buff for AC... very well.

But don't forget to LB-10X... it will need buff when you buff other ACs.

#54 AlanEsh

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Posted 19 November 2012 - 09:03 AM

My 4xMG Cicada is about to get dusted off ;)

Pretty good changes, but I'll agree with the following concerns:

-- I don't think +0.1 damage is going to fix LRMs. I don't even take cover from incoming LRMs these days, that has to say something significant about the weapon.
-- The Gauss Rifle changes are OK I guess, but as others said, that won't fix the fact that the side torsos on the CPLT are so tiny. I'm not saying Gauss Cats need a fix; I'm saying the GR changes aren't going to affect the K2 much.

#55 Meduna Macross

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Posted 19 November 2012 - 09:16 AM

View PostFenix0742, on 15 November 2012 - 11:35 AM, said:

No update on MG/Flamer/ERLL

I guess it's better than nothing though.

Are you blind?

#56 Joseph Mallan

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Posted 19 November 2012 - 09:19 AM

View PostMustrumRidcully, on 15 November 2012 - 01:00 PM, said:

Sounds to me like the worst kind of balancing things - quite possible making items useless because they are too fragile? And isn't that again riggered for the K2, with its tiny side torsos that no one is hitting anyway until the K2 is mostly dead?


Why can't you just fix the core stats of the weapons first? After that you can think about all those crazy quirks that give the game more flavour and life.

I will have to wait and see. I have used Gauss for 20+ years so I do miss the explody part of this awesome weapon. You could be right, but thats why we paid the big bucks to kick this pig!

#57 malibu43

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Posted 19 November 2012 - 09:25 AM

View PostMeduna Macross, on 19 November 2012 - 09:16 AM, said:

Are you blind?


I think the initial post was edited to add in the MG and Flamer part. I don't remember seeing it the first time either.

#58 M4NTiC0R3X

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Posted 19 November 2012 - 09:27 AM

a.) Hell yes, I haven't been using ppcs 'cos they're missing this effect..

b.) I want my flamers back!

;)





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