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Mg & Flamers Getting Some Love!


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#1 Sandpit

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Posted 15 November 2012 - 12:31 PM

  • MG's will be getting a damage boost.
  • 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.

http://mwomercs.com/...apon-balancing/

Yay!!!!!!!!!!!!!!!!

Edited by Sandpit, 15 November 2012 - 12:31 PM.


#2 Tuku

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Posted 15 November 2012 - 12:36 PM

ALL OF THESE THINGS ARE BEAUTIFUL

#3 Icebound

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Posted 15 November 2012 - 12:36 PM

Finally!

#4 Ghost_19Hz

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Posted 15 November 2012 - 12:37 PM

What if they fire Gauss? will they still overheat?

#5 Vermaxx

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Posted 15 November 2012 - 12:39 PM

MG will probably get raised to something like 0.8 damage per bullet. Still pretty worthless, considering they are supposed to apply two damage to a single armor facing with one shot.

Flamers should be able to overheat someone. They add a specific amount of heat to both firing mech and target. They won't be much better than they are now if the damage isn't seriously increased.

Both weapons need to stop being constant-fire, and start being small lasers. Fire on a duration, fire with a cooldown, apply damage either in one hit or like a beam.

#6 Solis Obscuri

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Posted 15 November 2012 - 12:40 PM

It all sounds very good, better AC velocities, squishier Gauss Rifles, better MG/Flamer, heat/damage balancing on the PPC...

Only thing I'm leery about is the scramble/cheese effect on PPCs... I still think they should just wallop the crap out of things, not be a magic-stun griefing ray. I guess it depends on the degree of the effect. Adding a big "knock to the AC/20 seems appropriate, given that you're taking a massive impact, though on the downside big assaults are going to notice me coring them through the back a lot sooner... :)

#7 Monky

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Posted 15 November 2012 - 12:44 PM

Nice.

Niiiiiiiice.

It's key that the flamer 'chainfire' exploit be fixed too - it's heat is supposed to scale when you use it depending on how long you fire, but chainfiring a single flamer causes it to shut off this feature, but still allow nearly full effect to the target indefinitely.

Edited by Monky, 15 November 2012 - 12:44 PM.


#8 Keifomofutu

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Posted 15 November 2012 - 12:44 PM

Looks like Ac20 is also finally going to hit like a train like it always should have. Props if they can code it so it spins your torso from the impact.

Edited by Keifomofutu, 15 November 2012 - 12:44 PM.


#9 Agent 0 Fortune

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Posted 15 November 2012 - 12:44 PM

Nice, I especially like the

Quote

The dual AC/20 Cataphract will #$@& you in the $#@


Unfortunately they are not addressing my specific issues with the PPC, although maybe the fluffy stuff will make it worthwhile.

Edited by Agent 0 Fortune, 15 November 2012 - 12:47 PM.


#10 Davers

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Posted 15 November 2012 - 12:46 PM

Not sure if MG will get boosted to .8 damage. That would give them a significant boost, and they always show up in pairs.

Flamers heating a mech so it is in serious risk of overheating is fine, but people stack so many heat sinks I wonder if one flamer would be worth it?

Not sure what the 'ECM' effect is exactly, so really can't comment.

#11 Ghost_19Hz

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Posted 15 November 2012 - 12:47 PM

View PostVermaxx, on 15 November 2012 - 12:39 PM, said:

MG will probably get raised to something like 0.8 damage per bullet. Still pretty worthless, considering they are supposed to apply two damage to a single armor facing with one shot.

Flamers should be able to overheat someone. They add a specific amount of heat to both firing mech and target. They won't be much better than they are now if the damage isn't seriously increased.

Both weapons need to stop being constant-fire, and start being small lasers. Fire on a duration, fire with a cooldown, apply damage either in one hit or like a beam.



Flamers did used to overheat people and what ended up happening was a couple of mechs would equip flamers and essentially lock down an enemy in an overheat shut down state until they got killed by heat or damage, unable to respond despite any amount of pilot skill because essentially they had no choice in the matter, which is bad gameplay.

But i thought you'd like to know, it actually was already implemented like that a long long time ago in a closed beta far far away. Like 4-5 months ago i think... in canada.

#12 Vermaxx

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Posted 15 November 2012 - 12:49 PM

Then it should be back. A mech for a mech trade isn't exactly stellar piloting. If I spend my entire mech load on being a flameboat and locking down ONE GUY, but not killing them; I didn't do my job.

#13 Sandpit

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Posted 15 November 2012 - 12:51 PM

View PostVermaxx, on 15 November 2012 - 12:49 PM, said:

Then it should be back. A mech for a mech trade isn't exactly stellar piloting. If I spend my entire mech load on being a flameboat and locking down ONE GUY, but not killing them; I didn't do my job.

If the one mech is a missile boat or Atlas and I'm in a 30 ton light mech and I completely keep it out of the fight then yea I pretty much did my job lol

#14 Alexandrix

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Posted 15 November 2012 - 12:53 PM

How hilarious would it be if they ridiculously over powered MG's for a few days like they did artemis and LRM's? everyone running around spraying MG bullets of insta death everywhere.

"whoops we put machine damage at 8 damage per bullet instead of .08 per bullet like we meant to.Our bad."

Edited by Alexandrix, 15 November 2012 - 12:55 PM.


#15 Vilheim

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Posted 15 November 2012 - 12:58 PM

View PostAlexandrix, on 15 November 2012 - 12:53 PM, said:

How hilarious would it be if they ridiculously over powered MG's for a few days like they did artemis and LRM's? everyone running around spraying MG bullets of insta death everywhere.

"whoops we put machine damage at 8 damage per bullet instead of .08 per bullet like we meant to.Our bad."

Haha... What if an MG did AC/20 damage, just for one day...

#16 Kaijin

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Posted 15 November 2012 - 01:01 PM

View PostAlexandrix, on 15 November 2012 - 12:53 PM, said:

How hilarious would it be if they ridiculously over powered MG's for a few days like they did artemis and LRM's? everyone running around spraying MG bullets of insta death everywhere.

"whoops we put machine damage at 8 damage per bullet instead of .08 per bullet like we meant to.Our bad."


That video of the Goons bowling Paul over repeatedly features such MGs. Paul was ripping Goons to shreds with them after he'd had enough of the tackling.

#17 Zyllos

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Posted 15 November 2012 - 01:03 PM

The fragility of the Guass Rifle is NOT a way to balance it. I still do not understand why they do not increase the CD. The heat generated by it removes it from the "heat should matter" part. So increasing the CD forces mechs with the weapon to either live/die by the 8s each shot or add in other weapons.

This also shows that PGI is either uncomfortable with or just flat out do not want to mess with the heat management. While the AC projectile changes are nice, it still does not address the issues between RoF, heat, damage, and range.

Edited by Zyllos, 15 November 2012 - 01:03 PM.


#18 Alexandrix

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Posted 15 November 2012 - 01:03 PM

View PostKaijin, on 15 November 2012 - 01:01 PM, said:


That video of the Goons bowling Paul over repeatedly features such MGs. Paul was ripping Goons to shreds with them after he'd had enough of the tackling.


well...you know...dev hacks :) lol

i can haz link to video please?

#19 Psykosis

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Posted 15 November 2012 - 01:08 PM

Quote

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

yes. yes. yyyyeeeesssssssss.

Quote

AC/20 needs a fairly big boost.

oooohhhhhhh yyyyyeeeessssss.

wait, no LBX love?!

#20 Sandpit

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Posted 15 November 2012 - 01:41 PM

View PostPsykosis, on 15 November 2012 - 01:08 PM, said:

yes. yes. yyyyeeeesssssssss.


oooohhhhhhh yyyyyeeeessssss.

wait, no LBX love?!

I imagine that they will get implemented a little further into the timeline





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