XavierMace
Diamond Member
- Apr 20, 2013
- 4,307
- 450
- 126
I could take a look at swapping the AC's for PPC but the PPC's just don't seem effective to me every time I use them.
I could take a look at swapping the AC's for PPC but the PPC's just don't seem effective to me every time I use them.
Example, the Awesome 8Q, with its 3 PPC's, which in TT could fire every turn(for a bunch of turns before needing to fire two, then back to all 3 for a bunch) if not moving, the 8Q was basically supposed to be a mobile turret.
I never played the TT version but I think some people just assume things work the way in the digital version that they do in the TT. My brother played a LOT of MechWarrior online so that's been influencing his strategies as well. I also think there may be some hidden data that we aren't seeing as my build seems to be performing far better than it should. Admittedly most of that is due to the knock down mechanics. I don't have to put a dent in your armor, just knock you down 4 times and you're done. But the headshot rate of this build also seems to be quite high.
FWIW PPCs aren't exactly the god of firepower per ton when you consider the heatsink load. The difference is you can project that damage a lot further than a medium running srms and ml.
The answer is to nerf the stability/knockdown mechanic. Make it be more an instance check with fewer lasting modifiers, with the modifiers clearing by simply standing still, or moving at normal speed on the mech's next turn (i.e. the only way they carry over is if you continue sprinting, or use jump jets).Not sure what the answer is but i think they will likely nerf LRMs and buff PPC's/LL.
Because the PPC heat in this game is so far out of whack its just plain stupid. LL too. Basically only use ML for energy hardpoints. If you want to reach out and touch someone use LRM's or AC5's.
I dont care if its exact TT values, im not one of those it has to be TT exactly people i was just using that as an example of what a assault mech should be capable of. They can make it whatever values work for their system to maintain a balance, my point was when there system has a 80 ton mech getting outperformed by a 50 ton mech in damage per turn maybe their system needs some work, and is not balanced correctly if its breaking stock designs.
If they were going to break PPC's this bad it would have been a very good idea to just not have the Awesome 8Q in game and instead have gone with the 8R.
Just downloaded a 791 meg patch. Maybe more fixes?
The answer is to nerf the stability/knockdown mechanic. Make it be more an instance check with fewer lasting modifiers, with the modifiers clearing by simply standing still, or moving at normal speed on the mech's next turn (i.e. the only way they carry over is if you continue sprinting, or use jump jets).
And as stated, greatly change the knockdown check to be a factor of the initial impact, with negative modifiers for having sprinted/used jump jets, loss of large amount of armor (relative to tonnage of mech), loss of limb, was knocked down the previous round (and just got up), and a very small modifier for having received previous impacts that round, and modifiers for the piloting skill. Don't have a scale that simply continues to build up until it reaches 100% (and only drops by performing a certain action).
Yah, once you start getting mechs heavy enough to put out 30+ lrms in a turn it get really stupid. It doesn't even feel like its a roll, that its an automatic knockdown. You'd think if you have a 9 pilot they would be practically impossible to knock over short of a leg loss.
Doing some number crunching, damage per adjusted ton (where "adjusted ton" is the weight of the weapon+1 ton ammo+heatsinks to dissipate heat generated), the best weapons are:
1) Machine Gun at 10
2) Small Laser at 8
3) SRMs (all) at 5.33
4) Medium Laser at 5
5) LRM20 at 4.7
6) LRM15 at 4.6
7) AC20 and Gauss at 4.1666
8) LRM5 and LRM10 at 4
Rounding up the bottom of all the weapons are the PPC at 2.38, Large Laser at 2.66, and AC2 at 2.77.
Obviously things like range need to be accounted for as well, but once you do, you quickly see why SRMs, LRMs, and Medium Lasers seem to be the weapons of choice.
Another patch day, anyone with problems have experience yet?