MWO Weapon Changes 3/6/14
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[F8L] tekadept 29th May 2014


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Who cares.. Coz Star citizen arena.. but neway

http://mwomercs.com/forum ... 3414368#entry3414368
QuoteWeapon Changes

It's been a while since the last round of weapon tuning has happened. Two things were the root of this.

First off, the tournament was in progress and we cannot change gameplay variables while it's going on. This doesn't mean investigation and updates were not made during this time. June 3rd is about to have quite a few weapons tweaked.

The second reason is that there were some major potential fixes for SRMs. While this has been improved, it has not been fixed completely. The engineering team is still working diligently on finding out the root cause and even as I write this, there are investigations into some other possible causes.

That being said, here are the next weapon numbers and why they were done.

First off... AutoCannons. All AutoCannons have had their fall off range reduced in the same manner as the AC/2. Instead of having triple the max range, all AutoCannons are now double. This is going to bring AutoCannons into brawling ranges and also slightly affect the PPC/AC combination at long range.
AC/5 and UAC/5 have had their max range reduced from 1700m to 1240m
AC/10 has had its max range reduced from 1350m to 900m
AC/20 has had its max range reduced from 810m to 540m
SRMs are next. While investigating further fixes within this weapon system, we realized that the spread on all SRMs were set to 6 meters. This means the spread on an SRM/2 is just as wide as an SRM/6. This has been updated to make bit more sense and naturally increases the viability of all SRM systems.
SRM/2 has had its spread reduced from 6.0m to 4.8m
SRM/4 has had its spread reduced from 6.0m to 5.2m
SRM/6 has had its spread reduced from 6.0m to 5.7m
ALL SRMs have also recieved a 0.15 damage increase. This is to help average out DPS when missiles hit and miss due to Host State Rewind issues.
SRMs damage increased from 2.0 per missile to 2.15 per missile.
It was also found out by the community that the impulse on the SRM/4 was out of line with the other SRM systems. These have all been reduced to the SRM/4 value.
SRM/2 has had its impulse (screen shake) reduced from 0.192 to 0.11
SRM/4 has no changes made to impulse.
SRM/6 has had its impulse (screen shake) reduced from 0.192 to 0.11
Laser systems are next. To make the Small Lasers (SL and SPL) a little more viable in the brawl area, they have had their ranges increased slightly. The small lasers are now able to engage just outside the minimum range on a PPC.
Small Laser has had its range increased to 100m up from 90m and its maximum range increased from 180m to 200m.
Small Pulse Laser has had its range increased to 100m up from 90m and its maximum range increased from 180m to 200m.
The Medium Pulse laser was also investigated and to bring it in line with the ML and taking into the account the doubling of tonnage, the base heat generated has been reduced slightly and the range has been increased slightly.
Medium Pulse Laser has had its range increased from 200m to 220m and its max range increased from 400 to 440m.
Medium Pulse Laser has had its heat reduced from 5.0 to 4.6
Last on this list is Air Strike and Artillery Strike. The intention of these has always been an area denile system for getting enemies to not camp in a single spot. It is working but the amount of damage is still a bit high and even noted in the current tournament as being a little over powered. The following changes have been made:
Air Strikes have had the spacing between shells increased by 20%. This is around 8-9 meters.
Artillery Strikes have had their area of effect increased from 60m to 75m (spacing out the shells more).
Both Air Strikes and Artillery Strikes have had their base damage reduced from 40/shell to 35/shell.
Just a FYI, we are constantly monitoring weapon usage and will continue to make balance changes when we can and where we can.



Last Edit: 29th May 2014 by tekadept
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