LBX needs its spread tightened dramatically. All pellets should hit a light's three torso components at maximum range, or hit 8 out of 10 pellets on a single component of an Assault Mech at that range.
MW4 got the LBXs so right, and MWO has them so wrong.
2
Balance Is In A Much Better State Than At Any Previous Moment
Started by Warma, Nov 25 2012 01:51 PM
47 replies to this topic
#41
Posted 26 November 2012 - 08:24 PM
#42
Posted 26 November 2012 - 08:25 PM
Sprouticus, on 26 November 2012 - 08:21 PM, said:
That is game balance, not weapon balance. The two are related, but not the same.
For me, I am not a fan of frustrating game effects (knock, shutdowns, knockdown), but I will put up with them as it DOES allow the devs to balance based on things other than range, damage, speed, etc)
And for the rose colored glasses crew....
trollmandos
dragon bowling
9x SL hunchie-P rushes
81 kph/4 SRM6 awesomes
4 SRM6 catapults
LRM AMMO being obscene
LRM range being super short
Artemis patch LRM's
11/06 LRM nerf & streak nerf.
Ac2 being total crap
AC5 being total crap
Stupid manual unjam UAC5
Even worse, NO jam for UAC5
Flamers doing insane heat (yes, they did at one point)
MG build ruling the battlefield (ok just kidding on that one!)
The weapons balance still needs some work. And it will need further tweaks when the bugs start getting fixed. But PGI is VERY much on the right track.
Same here with Ac20's. I can ruin someones day with them now, I cant wait until they get a buff.
Weapon balance is included in this. When you can take the small laser, and make it shoot non stop and slap it on a platform that then with its invunrability makes it far more effective than the alternatives, weapon balance is affected as well.
#43
Posted 26 November 2012 - 08:28 PM
Actually this patch id the very first one where I felt a weapon was overpowered. Never before when people were rying about this or that did I care much. Even when artemis made LRMs godlike I was, as a brawler, saying *yawn use cover more." I gotta admit, streaks, particularly on the A1, are ridiculous though. They're easymode dangerous dangerous 1v1 but certainly beatable, however when a A1 come rushing in as a flanker you're going down fast.
#44
Posted 26 November 2012 - 08:49 PM
Shadowsword8, on 25 November 2012 - 03:11 PM, said:
On the contrary, I feel that balance right now is the worst since I started 6-8 weeks ago. SSRM is one thing, but the shaking and smoke produced by autocanons is far more game-breaking, imho. With my Atlas, I'd rather fight another Atlas head-on than a Cataphract. Which is kinda messed up, since the 100-tons mech trade mobility for the right to best (in theory) anything but another assault mech in frontal attack. At least against the Atlas, I can try to focus fire on one specific area. Against a Cataphract, The only thing I see is the targeting bracket, I cant hope to reliably hit something more precise that "somewhere in the torso", and I'll overheat before he does.
I pilot an Atlas using a guass and an AC/2 of my own. I regularly rip 4x AC Cataphracts to shreds through their blinding attacks. How about instead of blaming the effects just try integrating a single one to back them off a bit or screw up their aim as well. I really enjoy the rock, paper or scissor this rocking creates and will greatly miss the diversity it adds if the whiners have it removed. Fight back or take cover, don't blame the guns.
Stop trying to blame the builds and build your own "unbalanced mech." Step into their shoes and you'll have your fun and move on but have a new respect and understanding for that build's capabilities. I fought the urge for weeks but finally made a streak cat to counter the ones constantly landing on the enemy team and had good fun. Yes they are near skill-free to use but positioning is everything for them.
I'm with the OP, the game is feeling more balanced sans the machine guns and PPCs. Streakcats and gausscats bothering you? Get a little on edge when one crests a ridge 100 meters from you? GOOD! You now have an element of fear and urgency that wasn't there before to to take that mech out first. I think the little butt-clown builds add a great bit of spice to otherwise routine matches.
Edited by Core2029, 26 November 2012 - 08:58 PM.
#45
Posted 26 November 2012 - 08:51 PM
Warma, on 25 November 2012 - 01:51 PM, said:
I actually feel this way. To me, absolutely nothing seems overpowered at the moment and only PPC/LPL and the ER energy weapons feel underpowered. The game feels more fun than at any previous instance in time.
If I really wanted to complain about overpowered weapons, SSRM might be a culprit. However, in my experience it seems that an SSRM Cat still loses to a brawler mech of equal weigth (in addition to having less range), so I guess it's fine.
Is there anyone else who is as content?
If I really wanted to complain about overpowered weapons, SSRM might be a culprit. However, in my experience it seems that an SSRM Cat still loses to a brawler mech of equal weigth (in addition to having less range), so I guess it's fine.
Is there anyone else who is as content?
i agree whole heartedly i didnt like the ssrms at first but im ok with them now
#46
Posted 26 November 2012 - 08:53 PM
Riffleman, on 26 November 2012 - 08:25 PM, said:
Weapon balance is included in this. When you can take the small laser, and make it shoot non stop and slap it on a platform that then with its invunrability makes it far more effective than the alternatives, weapon balance is affected as well.
I disagree. What you are describing is game balance. The weapon in and of itself was not the problem, it was a combination of game factors (efficient short range weapon, netcode issue, speed issues, etc)
A good example of a pure weapons imbalance issue with Artemis before the hotfix. THAT was a weapons balance issue.
#47
Posted 26 November 2012 - 08:57 PM
I think everything is fine as far as balance, bugs in the game r more of an issue at this point
#48
Posted 26 November 2012 - 09:09 PM
I agree. aside from boating issues - dual guass, ssrm boats and the quad ac's knockabout/damage the game seems to be in a very good place balance wise. minor adjustments from this point forward I would say.
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