Jump to content

Unnerf The Victor


66 replies to this topic

#21 XxXAbsolutZeroXxX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Stryker
  • The Stryker
  • 2,056 posts

Posted 02 September 2014 - 02:18 AM

Highlander could use un-nerfing.

Each HGN jump jet weighing 2 tons has to count for something.

I have full jump jets on HGN-733C and Heavy Metal. 5 jump jets * 2 tons = 10 ton disadvantage.

A maneuverability advantage to offset the weight deficit, makes sense.

Edited by I Zeratul I, 02 September 2014 - 02:19 AM.


#22 kapusta11

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 3,854 posts

Posted 02 September 2014 - 03:05 AM

View PostI Zeratul I, on 02 September 2014 - 02:18 AM, said:

Highlander could use un-nerfing.

Each HGN jump jet weighing 2 tons has to count for something.

I have full jump jets on HGN-733C and Heavy Metal. 5 jump jets * 2 tons = 10 ton disadvantage.

A maneuverability advantage to offset the weight deficit, makes sense.


You don't say, I've stripped all but one JJs off my Highlanders just in case I need to glide or torso twist fast in tough situations. Still decent chassis thanks to hardpoints though.

#23 Bullseye69

    Member

  • PipPipPipPipPipPip
  • The Undertaker
  • The Undertaker
  • 454 posts

Posted 02 September 2014 - 04:46 AM

Agree on this the jj nerf was in 2 steps firs the victor and highlander were targeted i could live with that and then the general jump jet nerf to all jumper including the victor and highlander again the first nerf should be undone. My highlander I have all except the champion and the standard 733 all suck at jumping now takes to long to jump and we kind of glide like a hoverboard even with max jet. Kind of like a fat kid trying to jump it not pretty. If we are willing to put the tonnage to jump jets the we should get results. Especially if we have max jets which on the highlander heavy metal is 5. We are 90 ton mech and we move like assault but the purpose of the jump jet was give us the mobility of a heavy in certain instances. I can only comment on Highlander I don;t own a Victor and won't till the jump jets get fixed but I would assume that it the same for them. I have parked most of my highlander still take a few out have a lrm boat and ac 20 733C and the heavy metal just for it bonus but been dropping in my fast BattleMaster it can't jump but it has the same dps since I don;t have to equip it with jump jets and it does well.

#24 cheapcamper

    Member

  • PipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 131 posts

Posted 02 September 2014 - 05:40 AM

now that i had my new clan mechs to play with, I say: unnerf the victor and highlander!

seriously i rather you buff all IS mechs handling so that it can fight againest the clan's firepower then the eventually nerf all timber wolfs stormcrow etc crap.

i want worthy adversaries ! Give Victors the original value back!

#25 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 02 September 2014 - 06:52 AM

View PostCarrie Harder, on 01 September 2014 - 06:38 PM, said:

It was his position at the time to assess VTR balance after 3x4 was added.


Well, even if the VTR and HGN don't get changed, this is at least positive for all IS mechs:


Posted Image

#26 Carrie Harder

    Clone

  • PipPipPipPipPipPipPip
  • 678 posts
  • LocationCarrying pugs up Mount Tryhard

Posted 02 September 2014 - 08:14 AM

View PostUltimatum X, on 02 September 2014 - 06:52 AM, said:


Well, even if the VTR and HGN don't get changed, this is at least positive for all IS mechs:


Posted Image

Now the question is, what will actually happen when the "review" is done? Hopefully more than just a few +arm yaw or whatever quirks. :mellow:


WTB ballistic cooldown quirk for Shadow Hawk 2H. :D

#27 Bacl

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 260 posts
  • LocationUsually between a rock and a Atlas

Posted 02 September 2014 - 08:18 AM

Well the nerf on JJ was maybe to hard but the fact the Highlander, Victor, Catphract and few others cant use the cheap "poptart" mechanic anymore doesnt mean the mech is bad now. Now it is like all the other mechs that couldnt jump in the first place and so, you can play an Atlas, Stalker, Awesome T-Bolt or Quickdraw without fear of the elite "i jump, i shoot and i hide cause of gravity".

No poptarts the game is suddenly a lot more interesting since you can dust off the mech that couldnt jump before and dont look like a liability.

Yes the nerf on JJ was too hard, but 90% less poptrats on the field is a price i ready to pay.

#28 FlipOver

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,135 posts
  • LocationIsland Continent of Galicia, Poznan

Posted 02 September 2014 - 08:22 AM

Well, I never got the payed VTR but got all the C-Bill versions.

Once the nerfs happened, even before the JJ nerf, all my VTRs were locked in the Mechbay collecting dust.

Before hopping on my Atlas, I look at my VTRs laying there, stuck and unused and I get a sense of sadness.

I would like the VTR to be closer to the lightweight Assault that it is. More maneuverable and faster than the other assaults while having less armor overall.

Until that happens again, I will still look at them but keep on my way to the Atlas.

#29 Carrie Harder

    Clone

  • PipPipPipPipPipPipPip
  • 678 posts
  • LocationCarrying pugs up Mount Tryhard

Posted 02 September 2014 - 08:31 AM

On a side note, I actually undusted my Victor 9K for a few rounds last night, equipping 3 LL + AC/10 (what else you gonna use the 3 energy arm for?).

I got okay results, even had like 1-2 "good" games. It's workable but it just doesn't feel very exciting to pilot. Its straight-line speed is quite good, but man does it turn/twist like a pig. It was even sometimes hard to turn away from nearby teammates because of how slow its turn speed is, which resulted in brief huggy times. At mid-long range it's mostly fine, but when things get closer it's really really clumsy. It also seems to have issues with tight areas such as cities, getting stuck on corners and stuff and taking a while to turn back on-course.

I think I'll pull out my love-at-first-sight 2 LL + 2 UAC/5 variant sometime later for another set of test matches, but either way it's a strangely clumsy robot. Quite frankly, the only thing I like about it these days is the hardpoint setup that just so happens to coincide with my playstyle (left side = left mouse, right side = right mouse, with lasers being on the left). Sort of like why I love the Shadow Hawk 2K so damn much (again, because of left-side lasers), except it feels fat an clumsy instead of responsive like muh precious Shad. :\

Edited by Carrie Harder, 02 September 2014 - 08:36 AM.


#30 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 02 September 2014 - 09:42 AM

The solution is not to buff the victor. The solution is the continue nerfing the movement speeds of the other assaults and heavies so that smaller mechs have more distinct agility advantage. It should be much harder for an assault to keep their reticule on a circle strafing light.

:ph34r:

#31 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 02 September 2014 - 10:06 AM

View PostJman5, on 02 September 2014 - 09:42 AM, said:

The solution is not to buff the victor. The solution is the continue nerfing the movement speeds of the other assaults and heavies so that smaller mechs have more distinct agility advantage. It should be much harder for an assault to keep their reticule on a circle strafing light.

:ph34r:

Posted Image
Posted Image

Edited by Bishop Steiner, 02 September 2014 - 10:07 AM.


#32 Bacl

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 260 posts
  • LocationUsually between a rock and a Atlas

Posted 02 September 2014 - 10:29 AM

View PostJman5, on 02 September 2014 - 09:42 AM, said:

The solution is not to buff the victor. The solution is the continue nerfing the movement speeds of the other assaults and heavies so that smaller mechs have more distinct agility advantage. It should be much harder for an assault to keep their reticule on a circle strafing light.

:ph34r:


If we go your way soon the Whale will be the fastest mech in the game, which will be nerfed because its not supposed to... Please dont give ideas to the Nerfinator, hes doing "great" on his own...

#33 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 02 September 2014 - 10:34 AM

View PostUltimatum X, on 02 September 2014 - 06:52 AM, said:


Well, even if the VTR and HGN don't get changed, this is at least positive for all IS mechs:


Posted Image


Oh god! Another normalizing session is coming!

View PostCarrie Harder, on 02 September 2014 - 08:31 AM, said:

On a side note, I actually undusted my Victor 9K for a few rounds last night, equipping 3 LL + AC/10 (what else you gonna use the 3 energy arm for?).


Wub. That arm is made for Wub.

I enjoy 3 MPLs, Gauss and SRM10+A.

Not what you would call good, but it can perform acceptably.

#34 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 02 September 2014 - 10:45 AM

View PostJman5, on 02 September 2014 - 09:42 AM, said:

The solution is not to buff the victor. The solution is the continue nerfing the movement speeds of the other assaults and heavies so that smaller mechs have more distinct agility advantage. It should be much harder for an assault to keep their reticule on a circle strafing light.

:ph34r:
Nerfs like that should come in line for all heavies/assaults, so the victor will still need the Buff.

I still love my Victor, but yeah, it steers like a cow now.

#35 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 02 September 2014 - 10:53 AM

View PostCarrie Harder, on 02 September 2014 - 08:14 AM, said:

WTB ballistic cooldown quirk for Shadow Hawk 2H. :D


Not for 2H. (3 ballistic slots)
You enhance "inferior" hardpoints not superior hardpoints.
Example 2D and 2D2 ballistic. (1 ballistic slot)

Another bad and good example.
Hunchback 4G. 3 ballistics. Shouldn't give it a ballistic quirk.
Hunchabck 4H. 1 ballistic and hot as hell. Now there's a ballistic quirkable mech that desperately needs it.

#36 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 02 September 2014 - 10:54 AM

View PostUltimatum X, on 02 September 2014 - 06:52 AM, said:


Well, even if the VTR and HGN don't get changed, this is at least positive for all IS mechs:


Posted Image

sigh...and so the VTR will get nerfed harder, lol.................

#37 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 02 September 2014 - 10:56 AM

But on the proper topic.. A 10% twist speed nerf or even 5% (versus the current 20%) would make a lot more sense. At 5% it'd behave like an 85 ton mech (faster twist than nerfed Battlemasters, slower twist than the buffed Stalker), and more than makes up for the fact that it can flex its ballistic arm when most of them are not supposed to. Now, in return, the one Victor that has a lower arm actuator, let it have the flat even 0% nerf/buff on torso twist.

Nerfing their turning speed doesn't really make sense. So just remove that. (Besides turning speed nerfs should be gradual. If it is supposed to turn slower it should turn slower at high speed, not at all speeds).

Edited by Koniving, 02 September 2014 - 10:57 AM.


#38 Carrie Harder

    Clone

  • PipPipPipPipPipPipPip
  • 678 posts
  • LocationCarrying pugs up Mount Tryhard

Posted 02 September 2014 - 01:08 PM

View PostKoniving, on 02 September 2014 - 10:53 AM, said:


Not for 2H. (3 ballistic slots)
You enhance "inferior" hardpoints not superior hardpoints.
Example 2D and 2D2 ballistic. (1 ballistic slot)

Another bad and good example.
Hunchback 4G. 3 ballistics. Shouldn't give it a ballistic quirk.
Hunchabck 4H. 1 ballistic and hot as hell. Now there's a ballistic quirkable mech that desperately needs it.

The 2H is the "inferior" variant.

Medium mechs have hard time using up all 3 ballistics on anything bigger than MGs. You can try 3 AC/2, but it spreads damage all over usually, has a very weak alpha strike (6 points of damage for 18 tons, before you count ammo and heatsinks) and can have heat/ammo issues as well. The fact that you only get 1 solitary energy hardpoint really seals the deal. Trying to build on the 2H is so awkward because any lone energy weapon other than a PPC is almost meaningless, and there's the aforementioned ballistic issue. The number of missiles is okay but it's hard to use them at the same time as ballistic-boat loadouts. This is why I wish we had Light ACs right now. :( Damn you timeline! *Shakes fist angrily*

Ultimately, the 2D and 2D2 are overall superior because they have more energy (therefore, 2-3 Medium Lasers). The 2D2 and 2D having just 1 ballistic isn't actually a "weakness" for mediums, because trying to use more than 1 can eat up too much tonnage anyways. A single UAC/5 or AC/10 is completely sufficient for normal purposes. Sometimes you might want 2 ballistics (5M variant has you covered for that), but 3 of them on a 55 ton mech is just hard to fill up (at least until we get Light ACs. Muh precious!).


On a side note, the logic for the ballistic quirk to the 2H was to help distinguish it as the ballistic specialist of the Shad lineup. Notice how it has more B hardpoints than other Shads? That's its role, boating ballistics. So I chose a quirk that coincides with that role. If you gave the ballistic cooldown to the 2D and 2D2, that would just encroach upon the 2H's intended niche/specialty/territory. I'm trying to keep them more "distinctive" in flavor, so to say.

#39 n r g

    Member

  • PipPipPipPipPipPipPip
  • The Universe
  • The Universe
  • 816 posts

Posted 02 September 2014 - 01:11 PM

View PostM0rpHeu5, on 19 August 2014 - 09:56 AM, said:

With the JJ nerf i don't think it needs to move with the same agility as an Atlas


What???

You want an IS mech that actually is un-nerfed so it competes with some of the clan mechs???

BLASPHEMY.

#40 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 02 September 2014 - 01:22 PM

View PostCarrie Harder, on 02 September 2014 - 01:08 PM, said:

On a side note, the logic for the ballistic quirk to the 2H was to help distinguish it as the ballistic specialist of the Shad lineup. Notice how it has more B hardpoints than other Shads? That's its role, boating ballistics. So I chose a quirk that coincides with that role. If you gave the ballistic cooldown to the 2D and 2D2, that would just encroach upon the 2H's intended niche/specialty/territory. I'm trying to keep them more "distinctive" in flavor, so to say.

Technically, all Shadowhawks have 1 ballistic hardpoint stock. It's because of PGI that it has 3.

Now that said 3 AC/2s are great right now. Increase their firing speed and you'll have a hard time carrying the ammo and you'll spend all your time triggering ghost heat.

What is the point of a ballistic buff if you can't use it?

If you plan to use a ballistic quirk, a more useful one might be extended range due to "accuracy" or "stability" of the torso mounted weapons.

Also, by the same logic a Dire Wolf with 6 ballistic slots should be buffed where one using only 2 ballistic slots should be left the same or nerfed.

o.o; That doesn't make much sense at all.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users