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Mwo Weapon Racc 4
Mwo Weapon Racc 4
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.
#24 FLG 01
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The Tip of the Spear
The Tip of the Spear
2,552 posts
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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Ace Of Spades
Ace Of Spades
2,615 posts
LocationOutworlds Alliance
~Leone
#26 justcallme A S H
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CS 2020 Referee
CS 2020 Referee
8,300 posts
LocationMelbourne, AU
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.
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!