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MGs -.

Is need buffed
Flamers - work fine
Tag - basically worthless. Maybe if it disabled stealth at all ranges
NARC - good place.
STREAK - IS need buff. Maybe increase in range.
Ecm- needs buff way to much need for skill points. Basically not worth taking.

Edited by Monkey Lover, 30 June 2021 - 01:41 PM.

#24 FLG 01

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The Tip of the Spear
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Posted 30 June 2021 - 02:42 PM


Not a weapon, but BAP might be considered, too. Its weight and size are rarely
worth a quicker paperdoll and short range ECM counter. Maybe a much quicker
paperdoll...

The LAP on the other hand is on many of my Mechs, even those without lockon
weaponry. (Not sure on the CAP.)

#25 Leone

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Posted 30 June 2021 - 02:51 PM


It also gives you a range boost to picking up mechs for targeting. Which can be
useful for some folk.

~Leone

#26 justcallme A S H

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Posted 30 June 2021 - 03:51 PM

View PostDogstar, on 30 June 2021 - 12:58 AM, said:


MGs - work best when boated to the extreme
Flamers - don't do any damage, need three or more to work properly
Tag - not enough range, almost always better to use an ER laser instead
NARC - really heavy, limited ammo, slow firing
STREAK - heavy, weak, and difficult unless you have at least six of them

Your friendly Cauldron forum inhabitant and resident debunker - is at your service.

So I know we've discussed a few of these and I'll highlight below and general
commentary.

MGs - Agreed. Manny mechs have volume hardpoints make it hard. RoF quirks will
come into play on some mechs with limited ballistics so watch out for that -
definitely happening/on the radar.
Flamers - They are really good at what they do - heating up mechs. 1-2 flamers
is enough to get a mech to a cap of 90% rather fast for minimal tonnage. You bring
4 and oh boy - any mech you look at it gonna be cookin' and you can go and do this
to 2-3 mechs at a time.

There have been suggestions around more dmg, more crits etc - right now we
aren't looking to touch them because of how strong they are at what they do. Even
if they did a little more damage it would not do much.

Added crits increase is off table. Reasoning is - they already fast heat-cap
and if you then now are having weapons crit out as well - that is not FUN gameplay.

If there is a workable suggestion / idea Cauldron would be all ears - most


things need a mechanic change however.
TAG - 750m as it is and that is affected by skill tree and mech quirks so you
can get out to 900m on some mechs which gives them that flavour option. Is that not
enough range? For 1T with great range and neutralises ECM while also helping allied
mechs with lockspeed. It is very powerful for that 1T investment.
I cannot say Cauldron has discussed anything around TAG as we deemed that to be
fine.
NARC - This is an interesting one. Cauldron have discussed a mechanic change
although we obviously cant do that right now - that is the true desire. Changed
such that once a mech received "X" damage the NARC beacon falls off/wears off. So
you cannot be under NARC for 30-45s and constantly barraged with missiles until you
die - that just not FUN.

NARC RoF - Feels fine @ 7s cooldown. It is very strong and given how long it
lasts you can have 3-4 NARC beacons active at any given time. Does the game really
need more?
NARC ammo - Interested to hear why you think ammo is low. 16 shots and you can
increase that via skill tree, that is huge. You generally need 2T max for QP with
is ~40 shots. I cannot say a ammo buff has been discussed as being needed.
NARC Tonnage - IS NARC 3T - cNARC 2T. Cauldron has not altered the tonnage of
any weapons to date, crit slots yes, not weight. A slippery slope to start perhaps.
SSRMs - Covered -> HERE. We would like to overhaul SSRM in terms of mechanic
change just like Flamers (and others). As that currently isn't possible there needs
to be balance between instant-nuking of Lights/Meds which is not FUN vs SSRM doing
not much at all to anything. Next pass should find a fair balance between the two.
If it doesn't - we'll rebalance it again!

Hope that clarifies. Let me know your thoughts.

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