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Game Balance Feedback

Feedback v1.2.190

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#21 Synra

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Posted 19 February 2013 - 10:18 PM

I have just started playing MWO again. ECM drove me away and it has been about two months since I logged in last around mid December. That's right, two months worth of premium time simply wasted away.

While it's nice to play this game again, and there have clearly been some nice improvements since I played it last, but I am still finding ECM to be a real drag. It kills the fun of this game. And let me be clear, I was using both the enhanced sensor range module and PPCs today. Those do help a little bit, but they are really nothing but a bandaid solution to a very bad game mechanic. Now I feel like I am required to use those two things on every mech I build.

The best and most fun matches I played today have all been games where there were no ECMs. None at all, on either team. It was good MWO again! But the games with ECMs just aren't as fun.If my team has the ECMs, then I cannot say for sure if we really earned our victory, or if we simply won because we had ECM on our side. If the enemy team has the ECMs, then even if I win, I feel like I was battling against stupidly unfair odds. And then when both teams have ECM, I just don't know what to think. Is it balanced? Is it not? How much fun is it when multiple ECM bubbles are stacked up on everyone? How much does it matter if one team has more ECM than the other? What happened to just shooting the red guys!?

There are no bandaid solutions to this. You need to fix this at the root of the problem. Ideally, I honestly just wish ECM would simply be removed like collisions were. Bring it back months from now, if and when you figure out how to make it a reasonable mechanic. But I know you won't do that. I cannot for the life of me understand why you PGI guys seem to insist that ECM is some kind of great and perfect feature. It quite literally ruined the game for me.

As for me, I am going to plan to keep playing MWO for the time being. I still have 11 days of premium time remaining... might as well get some use out of what's left of it. But I am really on the fence here. Even after spending quite a few hours on the game today, I am just not sure if I have a positive or a negative opinion of the current version. The new mechs, maps and other stuff that has been added since I played last seem like welcome improvements. The new startup sequence and score windows are great! But darn it, the ECM is still just dragging the game down.

Edited by Synra, 19 February 2013 - 10:18 PM.


#22 Orionche

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Posted 20 February 2013 - 02:42 AM

I guess this should go here since you locked the matchmaking thread and it involves balancing anyway. I've had 2 games last night that weren't class balanced. My side had 1 heavy, 4 mediums, 3 lights. Enemy had 1 Assault (Atlas), 2 Cataphracts and the rest were mediums and lights. Without even realizing this we gave them a bloody nose, but I was really surprised to see a freaking Atlas with full armor around a corner. Other one was also imbalanced much like this one.

#23 Aym

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Posted 20 February 2013 - 03:23 AM

View PostExAstris, on 19 February 2013 - 11:36 AM, said:

New Patch, New Reminder: ECM is still out of line.

But as for actual weapon balance, I wrote this up regarding the last patch and made a few modifications to accomodate for the changes we got this patch, the other suggestions still stand.



MWO Weapon Balance suggestions from ExAstris: Patch 1.2.190.

Missile Weapons: Here we have a distinct lack of viability for models below the largest variants. The SRM6 and LRM15/20 dominate the scene, while the 2/4/5/10 are vestigial relics. Furthermore, AMS continues to only be useful against LRMs and LRMs only tend to be useful in boated swarms of 40-80. There are numerous changes I have in mind here that would help draw out the smaller models for use, while simultaneously giving AMS more use across the board.

AMS: Here is the first place I’m going to suggest changes, because without this, the other changes may be more problematic. Currently the AMS does nothing against missiles at point blank range, or even very short range. This makes it only really viable against LRMs, and at that only against the smaller swarms. So, two changes: Make the first bullet of every AMS volley insta-kill the first missile, then the rest of the AMS volley fires as normal expending a chain of ammo before the next missile is destroyed. This will let AMS be more effective against missiles fired at medium/close range (and just a smidge more effective against LRMs as it will get one more missile per group, but that should hardly be problematic when the average LRM grouping is 40+). Secondly, I consider AMS’s reaction time now to be its ‘normal’ reaction time, however, against targets you have locked with “r”, AMS’s reaction time should be instant. Even if the enemy mech is running into you while firing, the AMS should still be able to shoot down the first missile. This guarantees the AMS to have mitigating power against all missiles on the field, making it a more viable anti-missile mitigation tool all-around. This change will also be important given my suggestion for increasing the use of the underused missile launchers.

AMS: Downs first missile instantly + no reaction time against mechs targeted with “r”.

SRM 2, 4, 6: Currently, the SRM6 is the best weapon in the game. In fact, its total damage over time and heat efficiency may well be too good. Thus I recommend increasing its cooldown to 4.25 seconds. Its raw burst potential will still make it an extremely good weapon, but it will take just a little bit longer for it to blast mechs apart at point blank, making it not quite so far ahead of its brawler brethren in point-blank slugfests. This will put the SRM6’s dps at 3.53. Now the SRM2-4 though, are hugely underperforming. They currently have similar damage/ton, but take up one vital missile slot that could go to a tracking SSRM2 or the burst friend, higher dps SRM6. Given that the dps/ton and dps/heat is very similar across the entire SRM family, and the total weight/crit requirements for the largest versions are still fairly small, the SRM6 and SSRM2 are the only options anyone should take. Thus I recommend rate of fire increases to the SRM2 and 4. Specifically; a cooldown of 2 for the SRM2 and a cooldown of 3.25 for the SRM4 should work quite well. This will bring the dps of the entire family to 2.50, 3.08, and 3.53 for the 2, 4, and 6 respectively. Anyone wanting the maximum dps will still take the 6. Anyone wanting the raw burst potential will still take the 6. But, mechs in the light and medium weight classes will now have the option of freeing up a ton or two for a smaller SRM launcher that provides significantly better dps/ton, making them highly weight efficient. The drawback of course, is that they have to be aimed far more often while the SRM6 allows for careful occasional aiming, and defensive maneuvering between shots. Furthermore, with the AMS changes specified above, every volley will lose a missile to an enemy who has equipped AMS and has the attacker targeted. So, while these changes will significantly improve their dps, they will also be significantly easier to mitigate. Also, the heat efficiency will still be in favor of the SRM6, so while the 2 and 4 get better rates of fire, they will also be pushing their user’s heat up faster than the larger six-pack would. And on a final note, the SSRM2’s cooldown should stay where it is. Blame the launch time on needing to feed each missile’s tracking system with the target data. It’ll be a good excuse to have the SSRM4-6 have longer cooldowns than the regular SRM4-6 in the future when they’re implemented, giving us a forward looking balance decision now to minimize bumps in that transition.

SRM2: cooldown -> 2
SRM4: cooldown -> 3.25
SRM6: cooldown -> 4.25

LRM 5-15: Same story for these two guys, with one additional caveat. Reducing cooldown times makes these much more appealing to smaller machines that can’t afford 20-30 tons for 2-4 of the largest launchers. My suggested reload times are 2.25 seconds for the LRM5 and 3.25 seconds for the LRM10. This puts the dps of the 5/10/15/20 at 4.00, 5.54, 6.35, and 7.58 respectively. The one last caveat; up the LRM5’s heat to 3 from its current 2, so that the heat of the family from small to large runs 3, 4, 5, 6. This means that the largest launchers stay the same, and high tube-count boats remain the same. It also means that larger launchers trade crits and tonnage for heat efficiency and burst damage. The upshot is that mechs that want to do some LRM support and have an impact, but not dedicate most of their loadout to it can now do so. A pair of LRM5s will provide more dps than an LRM20 for far less tonnage and crits. But it will require 2 hardpoints instead of one, and will be vastly less heat efficient (over twice as much heat!). This level of heat generation is fine for a mech that only plans on supporting while at long range, then swaps to brawling weapons once in close, but the heat generation will be unacceptable on LRM heavy loads as the heat generation would be unmanageable with 4 launchers of any size due to crit limitations for larger launchers and the huge heat generation of smaller ones. And again, the smaller launchers would be streaming missiles every couple of seconds instead of piling them up in larger salvos, so smaller mechs can provide viable support firepower with smaller launchers, but AMS systems will chew through the vast majority of their support, while still not truly denting the brutality of 40+ launcher mechs. This makes LRMs a more viable weapon across all tonnages, not just the heavy/assault boats, while simultaneously ensuring the small launchers are not simply better, and leaving AMS room to properly counter LRMs should these huge boosts in performance for the 5 and 10 models lead to any proliferation as a pair of 5s can be almost, if not completely, negated by a single AMS. Much like the changes to SRMs, these will benefit light and medium mechs the most, but given the prolific number of heavy and assault mechs in the game after largely fixing the so-called lag shield, I think these changes are in order both because the game can physically accommodate it now, and because it will bring roles to all our missile options instead of dust-binning the smaller launchers entirely as they currently are.

LRM5: cooldown -> 2.25 and heat ->3
LRM10: cooldown ->3.25

Energy Weapons: Last balance pass on these was fantastic. None of the affected weapons seems out of line and all seem usable on the right mech. But there are a couple of stragglers that missed the pass.
The flamer and small pulse laser in particular. The flamer is a complicated beast since it messes with heat and may supposedly have some crit tweaks in the patch that overhauls the crit system. So I’m going to leave it alone as it will need to be balanced with an entire system in mind that we have no access to yet. Similarly, I think weapon hitpoints need to be looked at in several cases, but with the upcoming crit-overhaul this is being done anyways, so I’ll refrain from detailing cases where weapon health seems relevant given it will be adjusted soon anyways.

Small Pulse Laser: This guy is a direct competitor to the medium laser, not the small laser. It has precisely the same loading requirements as the medium laser, so it has to offer something worthwhile in comparison to it. The medium laser is the ubiquitous signature energy weapon of MWO, the go to default, so I don’t think we should make the splas significantly better than the mlas in any particular way. Thus I recommend reducing its cooldown to 2 seconds and reducing its heat to 2.5. This will make it 96% as heat efficient as the mlas and have 96% of its dps, but retain its firing duration advantage. The duration advantage is, currently, never worth it given the performance gap, but putting it this close will make the splas a viable option for mechs that plan on engaging small fast targets or are themselves fast and often have minimal windows to make shots in without sacrificing the full 20% heat efficiency and 25% dps as they currently must.

Small Pulse Laser: cooldown -> 2 and Heat -> 2.5

Ballistic Weapons: I have no major overhauls here, just a few minor underperformers. Well, besides machine guns, but we all know they are amazingly terrible. But since they are getting a damage buff, and are getting an overhaul with the new crit system, I’ll wait to see the changes in that pipeline before beating that horse more. Though a crit buff alone will not save them, they need to do damage to armor to be worth taking on anything with more than a randomly left over ballistic slot and several tons free (i.e. almost no good mech build). The last two minor tweaks I suggest are to underperforming ACs.

AC 5, 10: Both of these guys are just a bit outclassed by the UAC5 and AC20 respectively. The UAC trades consistency for potentially incredible performance, but even on its worst day, the UAC5 still tends to perform well enough to not justifying taking the regular AC5. So I would recommend just very slightly lowering the cooldown on the AC5 to 1.6. This will bring its dps up to 3.125 from 2.94, just a bit more incentive for the consistency. Similarly, the AC10 costs nearly 5/6s the AC20 in mounting costs, but gives only 4/5s the dps and has the disadvantage of spreading it out over twice as many rounds. If you’re going to need to aim that often at that range, you just take the UAC5, if you want the burst or raw dps, you take the 20. So I would suggest lowering the AC10’s cooldown to 2.25 from 2.5. This will increase its dps to 4.44, still 0.56 short of the 20, and still needing to use twice as many rounds for the same damage (meaning more aiming and less concentrated damage on average), but given the drop in performance will be more in line with its respectively small drop in mounting costs compared to the AC20.

AC5: cooldown ->1.6
AC10: cooldown ->2.25

Specialty: NARC has finally gotten one of the buffs we’ve all been waiting for, broadcasting enemy locations for the duration of the beacon. However, as a balance it now breaks with 35 damage. Furthermore, since it is still entirely nullified by ECM, I have trouble seeing this as being worth the weight yet, but it’s at least a move in the right direction. Need more testing to comment more.


Mostly good ideas, except for AMS, not sure how that helps anything.

Edited by Aym, 20 February 2013 - 03:25 AM.


#24 Hekalite

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Posted 20 February 2013 - 04:17 AM

ECM Problem: Too many features relative to 1.5 tons, 2 crits and 0 heat.
ECM Suggestions:
1. restrict ECM to a hardpoint. This will allow more careful tuning of each mech variant which allows ECM.
2. Increase the weight to offset what the mech can bring to the group.
3. Increasing the crits number of crit slots to offset what the mech can bring to the group.

#25 StalaggtIKE

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Posted 20 February 2013 - 05:40 AM

This game is still ECMWO. Every game revolves around neutralizing the enemy's ECM and maximizing the potential of your own. PPC's new EMP effect only makes ECM mechs more favorable, because they stack. PPC do not counter ECM, they simply turn it off. Just like how ECM turns off radar, LRM and SSRM. It is far to binary; if A is present then B does not work. This is a poor mechanic. Games are having to do more with what your bring and less to do with the skill level of the pilot. This is more prevalent on the new Alpine map.
You drop without ECM, PPC or TAG vs a team that brought ECM. -- You are fighting an uphill battle.
If you drop with TAG vs a team that did not bring ECM. -- You now have wasted dead weight, that could have been better used else where.
Proper balance is when you want something despite its limitations, because it is useful in a good pilot's hands. Currently ECM requires no skill to use. TAG is useless if no ECM is around. In other words:
  • give me a reason to not want to take ECM everytime
  • give me a reason to take TAG despite the inclusion of ECM.

Edited by StalaggtIKE, 20 February 2013 - 06:06 AM.


#26 Twisted Power

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Posted 20 February 2013 - 06:35 AM

Game balance has not changed since last patch. The PPC buff are nice but ineffective vs. any team with 2 or more ECM members who work together. Team ECM boating is not fixed.

I do like what you did to PPCs and think that the mechanic is cool and fun.

I feel that ECM is still hindering your game from being a complex and option based game that can allow for many strategies. ECM was and is still limiting mech selecting and builds into "yes this can beat an ECM team" and" This mech looks fun!... but I probably won't be able to win in it".

Having to choose between winning and fun is bad.

Edited by Twisted Power, 20 February 2013 - 06:37 AM.


#27 WolvesX

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Posted 20 February 2013 - 09:09 AM

MGs Flamers and LBX are still not worth it. Waste of space.

They need raw dps, but some useless crits against armorless internals.

#28 Rush314

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Posted 20 February 2013 - 10:05 AM

I with the new match-maker will unbalance certain parts of the game in was the devs may not have seen. Such as bringing a spotter mech for the team. You launch a small spotter mech and the math-maker sees "small" and puts you in a match with a bunch of other "small" spotters. That's one of the fun parts of the game that the (very well intentioned) match-maker will kind of squash.

#29 Bloody Moon

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Posted 20 February 2013 - 10:10 AM

The Centurion balance changes were great, that is all.

#30 AgroAlba

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Posted 20 February 2013 - 11:14 AM

This may just me being biased somehow, or an uneducated observation, but I'm seeing a lot of SRM6 mechs these days. Not just splattacats, but it seems these days, if you put anything but an SRM on a missile hardpoint you'll get laughed out of a match.

What's going on with SRM's and LRM's that almost everyone gravitates towards the SRM boats? Is this a side effect of the ECM, or just some indication of the brawling mentality. Or are SRM6's just too damned good?

I'm not professing to know the answer, or even have an answer, but I'm just saying that I'm curious as to what's causing it all, or whether or not I have a perception issue. >>

#31 StalaggtIKE

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Posted 20 February 2013 - 11:43 AM

View PostAgroAntirrhopus, on 20 February 2013 - 11:14 AM, said:

This may just me being biased somehow, or an uneducated observation, but I'm seeing a lot of SRM6 mechs these days. Not just splattacats, but it seems these days, if you put anything but an SRM on a missile hardpoint you'll get laughed out of a match.

What's going on with SRM's and LRM's that almost everyone gravitates towards the SRM boats? Is this a side effect of the ECM, or just some indication of the brawling mentality. Or are SRM6's just too damned good?

I'm not professing to know the answer, or even have an answer, but I'm just saying that I'm curious as to what's causing it all, or whether or not I have a perception issue. >>

Your observation is true. I believe it is directly linked to ECM. Why jump through "hoops" using TAG, when it is easier to just sneak up within brawling range, under cover of ECM, and shot gun your enemy to death with SRMs?

#32 RANSARI

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Posted 20 February 2013 - 11:51 AM

View PostAgroAntirrhopus, on 20 February 2013 - 11:14 AM, said:

-Snip-


Man, it's exactly what you said. Due to the present state of E-WAR, Mechs are encouraged to either be long range Strikers or close range Brawlers. In the Brawling category, SRM6's are unmatched by their damage per heat potential.

Guass might run cool but when it blows up, it hurts you a lot. AC20 finally got a much needed HP buff, but it runs much hotter than a SRM6 and has a slower muzzle velocity, which can lead to contentious hit detection. It's much harder to go wrong with an SRM6 in comparison, and each missile is doing 2.5 damage, easily outdamaging the LBX-10 it's closest competitor.

Edited by RANSARI, 20 February 2013 - 11:52 AM.


#33 StalaggtIKE

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Posted 20 February 2013 - 01:24 PM

Matthew Craig said:

This confirms a well-known maxim that there is no perfect substitute for live data…,

I wish they would apply this logic to game balance.

#34 Seelenlos

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Posted 20 February 2013 - 02:21 PM

Hi,

the problem is not ECM, it is its spreading in the game only to one side.

1. Put ECMs in a buffer before match making, then speard the ecms to the sides.

This way there are always ecms on both sides, so that then there only is team-play and chance which changes the outcome.

And on a game with 1 Ecm on one side, there is still a good chance for none ecm-team to win

>1: thsi way you can also still make it that friendly-players still land in the same side, by buffering the ecm-mechs before matches and then speard them in matches .... You know it is also called (my loving principle) Caching ;)

#35 StalaggtIKE

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Posted 20 February 2013 - 03:03 PM

View PostSeelenlos, on 20 February 2013 - 02:21 PM, said:

Hi,

the problem is not ECM, it is its spreading in the game only to one side.

1. Put ECMs in a buffer before match making, then speard the ecms to the sides.

This way there are always ecms on both sides, so that then there only is team-play and chance which changes the outcome.

And on a game with 1 Ecm on one side, there is still a good chance for none ecm-team to win

>1: thsi way you can also still make it that friendly-players still land in the same side, by buffering the ecm-mechs before matches and then speard them in matches .... You know it is also called (my loving principle) Caching ;)

OK. Say my 3 friends and I want to play a game together. We all pilot RVN-3Ls. Or, MM spread 1 ECM on two teams each, but AFK and/or disconnects happens. ??? Now we are back to square one..., bad matchups. Correct? So how about they just balance ECM instead, so we don't have to worry about such things.

Edited by StalaggtIKE, 20 February 2013 - 03:05 PM.


#36 DerHuhnTeufel

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Posted 20 February 2013 - 03:33 PM

ECM:

1.) ECM should not prevent targeting of heavy and assault mechs. It's silly a 1.5 ton module can hide an Atlas as equally well as a commando.

2.) Light mechs need to have access to something that prevents targeting at range like ECM does, but doesn't prevent missile locks or data from being shared with teams. This would allow them to scout without instantly being targeted by someone with a 360 module the second they get into line of sight at 1000 yards.

Mech / Weapon Balance:

Knock the Raven 3L down to a 245 engine like it's counterparts. It's the only mech in the game that has the best attributes of every other mech in it's weight class with none of the trade-offs.

Streak SRMs - Recommend reducing to 1.5 damage per rocket as a tentative measure. I would rather see these changed to require some degree of aiming, but it's a good tentative measure until a permanent solution can be found. If damage is reduced, consider lowering the weight to 1 ton, like SRM2s.

Gauss Rifles - I don't really like that these are excellent brawling and sniping weapons, but I'm unsure of what to do about them. Maybe a range reduction to 550, somewhere between a large laser and AC10.

Edit: I'd also like to see medium pulse lasers receive a slight heat reduction.

Edited by DerHuhnTeufel, 20 February 2013 - 05:34 PM.


#37 Sable Dove

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Posted 20 February 2013 - 03:51 PM

View PostDerHuhnTeufel, on 20 February 2013 - 03:33 PM, said:

ECM:

1.) ECM should not prevent targeting of heavy and assault mechs. It's silly a 1.5 ton module can hide an Atlas as equally well as a commando.

2.) Light mechs need to have access to something that prevents targeting at range like ECM does, but doesn't prevent missile locks or data from being shared with teams. This would allow them to scout without instantly being targeted by someone with a 360 module the second they get into line of sight at 1000 yards.

Mech / Weapon Balance:

Knock the Raven 3L down to a 245 engine like it's counterparts. It's the only mech in the game that has the best attributes of every other mech in it's weight class with none of the trade-offs.

Streak SRMs - Recommend reducing to 1.5 damage per rocket as a tentative measure. I would rather see these changed to require some degree of aiming, but it's a good tentative measure until a permanent solution can be found. If damage is reduced, consider lowering the weight to 1 ton, like SRM2s.

Gauss Rifles - I don't really like that these are excellent brawling and sniping weapons, but I'm unsure of what to do about them. Maybe a range reduction to 550, somewhere between a large laser and AC10.

I think maybe Gauss should produce a lot of heat; it is, after all, essentially an energy weapon; it doesn't use any propellant to drive its projectile.

#38 BulzEye

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Posted 20 February 2013 - 03:53 PM

Kudos to dev team for fast fix of the new matching system! I have only had 1 match not found and never had to wait the 3 minute maximum.

The only thing I am noticing is that all my play has been on the Forest Colony and River City maps - all conquest. I know I can set it to assault only if I wanted, but I do like a mix. That being said, is there a way to program in which map(s) we have been playing most to help balance between them all? I know this may be a big task, but I wanted to put that out there. I would also like to chime in on being able to select your map, but that does not belong here! Is there a thread for that?

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton Jr.

#39 John MatriX82

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Posted 20 February 2013 - 04:37 PM

So.. I know ELO is on, but seriously, I think that having a team composed by:
-2 lights
-2 Light Heavies (Dragons)
-4 mediums [4 man premade]

Shouldn't ever get paired up against:
-3 Atlases
-1 Stalker
-1 Phract
-1 Catapult
-2 Mediums

Posted Image

I can be as good as I want (and maybe my whole team was composed by kickass players) but having less than 400 tons and face over 600 isn't really balanced outright.. I guess.. I hope.. what do you think?

#40 EmperorMyrf

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Posted 20 February 2013 - 07:53 PM

With the exception of ECM, everything is looking much more balanced than a few months ago. That said, I feel a slight amount of tweaking is still necessary. I'll go weapon by weapon.

Energy
SL: Fine
ML: Fine
LL: Fine
ERLL: Decrease heat from 9.5 to 9. Reason being that it's currently almost exactly as efficient ton for ton as the ERPPC, without the benefit of hitting in one spot in addition to it being a shorter range.
SPL: Decrease heat from 3 to 2.5. Decrease beam time from 0.5s to 0.2s. Changes will make it about as heat efficient as the MPL, in addition to giving the Pulse laser a stronger niche role.
MPL: Decrease beam time from 0.75s to 0.35s. Same reasoning as SPL
LPL: Decrease beam time from 0.75 to 0.5s. Same reasoning as SPL
PPC: Fine
ERPPC: Fine
Flamer: Really needs work, just not sure how.

Ballistic
AC/2: Increase cooldown from 0.5s to 0.7s. Decrease heat from 1 to 0.45. Increase ammo/ton from 75 to 150. The AC/2 simply runs too hot and with so little ammo to be usable in canon stock builds. Also, increase range from 720m to 810m. Range Increase is to make use of the space we have in the new map and future large maps, and to further the range gaps between all autocannons, as the AC/10 and AC/5 are really close to each other.
AC/5: Decrease cooldown from 1.7s to 1.5s. Increase range from 540m to 630m. Increase ammo/ton from 30 to 40. Will be better than UAC/5 only in range and in ammo/ton.
AC/10: Decrease heat from 3 to 2.25. Currently less efficient than the AC/20, change will make it roughly in-between AC/20 and AC/5.
AC/20: Fine
UAC/5: Increase ammo/ton from 25 to 30. Increase recycle time from 1.1 to 1.3.
LB 10-X: Increase damage per pellet from 1 to 1.2
GR: Fine
MG: As with the flamer, needs help in the DPS. Just not sure how to do it without it being simply free DPS. A range increase would be nice as it would give it a bit more utility.

Missile
LRMs: Fine, once the new flight pattern is implemented.
SRMs: Unless the new flight pattern can prevent every missile from hitting the same location at any distance, this will likely need some sort of nerf, likely in the form of recycle time.
SSRM: Fine


Though I listed quite a bit of changes, I really do enjoy the state that the game is in for weapons. This is simply what my ideal weapon changes would look like. To be clear, the values chosen were not arbitrary, there was a large amount of math done to ensure that nothing becomes either underpowered or overpowered.

Also I agree with the consensus regarding ECM. I'm not sure how I would change it, but I would want the end result being that I should be pressed with a choice to take ECM or not instead of it being an obligation.





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