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don Zappo

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And if you're concerned about Evasion accessibility, you could always tweak the high end movement numbers...
 

me987654

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That is a great step in the right direction. Seriously consider Forefall's latest post and my follow up, though.

Sorry forgot to include heat buffs for the ACs...... (keep in mind that you can now mount 2 AC/5s with one ton of ammo if you can live with 10 shots per cannon... similarly the AC/10 can be used with 1 ton of ammo if you can get by with 10 shots)

upload_2018-6-27_14-21-42.png
 

don Zappo

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As an example, combining vanilla values and your values, you can see how evasion could change here. Changed values in red.

Evasion.png
 

don Zappo

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Is it possible to get both? Put 5 and 6 back to 50 and 60 and add a 7th pip?
Heh. @me987654 Have you ever tried to add a 7th? For all we know the code would support it flawlessly.
 

Forefall

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Heh, I had your old spreadsheet loaded and was comparing it to this one and couldn't see a difference! Then I realized it automatically updated. :)

Changes look improved, especially S Laser and M Laser. LRMs still outdamage all ACs but instead of 15-30% it's 10-20%. I was hoping to see AC actually do MORE damage/weight, so this is pretty minimal but still in the right direction. Anyway we could also boost AC damage so they compare more equally in damage/ton to LRMs? I mean, LRMs still have 80% more stability damage so they're not really going to be replacing them.

If you don't want to up the damage on ACs, what about a heat reduction?
 
Last edited:

Max_Killjoy

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From what I've seen, there are presumptions built into the UI, it's not dynamic outside those presumptions, and doesn't respond to changes that go outside.

See also -- space limits inside locations are adjustable, but the UI in the MechBay doesn't change to show more or less space.
 

me987654

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Heh, I had your old spreadsheet loaded and was comparing it to this one and couldn't see a difference! Then I realized it automatically updated. :)

Changes look improved, especially S Laser and M Laser. LRMs still outdamage all ACs but instead of 15-30% it's 10-20%. I was hoping to see AC actually do MORE damage/weight, so this is pretty minimal but still in the right direction. Anyway we could also boost AC damage so they compare more equally in damage/ton to LRMs? I mean, LRMs still have 80% more stability damage so they're not really going to be replacing them.

If you don't want to up the damage on ACs, what about a heat reduction?

I did reduct the heat - just finished editing all the JSONs (need to update the mod notes.. .but the tables should be correct):

upload_2018-6-27_15-49-25.png
 

Max_Killjoy

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IMO, weapons don't have to be perfectly balanced.

Also, I think the greater dispersion of damage for LRMs compared to an AC or PPC or LL is more of an offset than others think it is.
 

me987654

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Ok here's my change log (most of this stuff will impact you guys)

Changelog for 2.4:

Switched AI to use AI from dz Consolidated Company Commander
Permanent evasion switched to dz Permanent Evasion by movement
- Ace Pilot gives one Permanent evasion
- Permanent pips at the following movement breakpoints
- 140: 1
- 165: 2
- 190: 3
- 210: 4

Clustering set to 1/1/1

To hit light/medium/heavy/assault mech to 0/1/2/3 from 1/2/3/4

To hit light/medium/heavy/assault vehicle to 0/0/1/2 from 0/1/2/3

AC/2: +5 ammo per ton, -1 heat
AC/5: +5 ammo per ton, -2 heat
AC/10: +2 ammo per ton, -3 heat
AC/20: +1 ammo per ton, -4 heat
LRMs: Accuracy -1 for all
ML: +2 heat
SL: +1 heat
ER PPC: -5 heat
ERLL: -2 heat
LPL: -2 heat
ERSL: -2 heat
SPL: -2 heat

Fixed Commando and Spider Max head armor

Adjusted rarity of lostech in stores
 

RyuKazuha

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I'd also say we don't need a perfect balance. While Sandpapering does do the same amount of (or even more) damage statistically, we don't need to reduce the targets "total hp" to 0 to kill it, but only specific locations. Thus high damage to single locations will positively influence time to kill.

With clustering nerfed, ACs still aren't mathematically as good as LRMs, but I feel they have an edge wich makes them a competetive choice.
 

Max_Killjoy

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I've set clustering to 1/1/1 so we'll see if that makes a difference shortly.

That's kinda the most extreme test of the comparison between focused and spread damage.