#21
Posted 01 October 2014 - 07:45 PM
I'd rather have all the T4/T5 mechs suddenly become overpowered than... 10% bonus leg armor. Or even better: Awesome: "Already quirk passed".
Yeah, no.
#22
Posted 01 October 2014 - 07:55 PM
shad0w4life, on 01 October 2014 - 02:16 PM, said:
+50 Armor to left arm
-20% Ballistic cooldown
I seriously can't get over this idea of buffing the Centurion's "Shield" arm. It's only a shield arm because it can perform no other function, Buff the right arm instead, because that's the one that actually matters! I would much, much rather lose my left arm than my right.
#23
Posted 01 October 2014 - 08:36 PM
Mister D, on 01 October 2014 - 07:36 PM, said:
But BIG %'s and #'s in changes is why we have
Snip
So yeah, have BIG goals in mind, but start small and slow and gradual if you actually want a balanced result.
Kneejerk balances and overkill is not the smart path here, or anywhere.
There's many degrees of separation between +10% leg armor (which is laughable), and "the AS7-K has unlimited airstrikes with no cool down because reasons." The quirks added relatively recently to the awesome were pretty significant, and they weren't enough to make it good.
Suggesting that we should start with the smallest of possible increments is like suggesting that we ought to fill a bucket with a pipette to avoid overfilling - it's ridiculous. If we want to bring everything up to at least tier 3, we need to start at the point of the recent Awesome quirks, not from square one.
#24
Posted 01 October 2014 - 08:52 PM
Mister D, on 01 October 2014 - 01:40 PM, said:
Or, or hear me out: Maybe they could just undo the change to the leg hitboxes that happened in Open Beta which made the legs 50% larger than they appear visually? Seriously, the leg hitbox is close to as large as a Catapult's in some places.
#25
Posted 01 October 2014 - 08:54 PM
aniviron, on 01 October 2014 - 08:52 PM, said:
Or, or hear me out: Maybe they could just undo the change to the leg hitboxes that happened in Open Beta which made the legs 50% larger than they appear visually? Seriously, the leg hitbox is close to as large as a Catapult's in some places.
This I like.. alot.
And I do agree with you guys about the low %'s being laughable, in all honesty yes 5%-10% is not really enough "as a final target".
I just don't want to see a knee jerk change is all.
Throwing out #'s like I want a 120% boost in armor, or even 50% change to this/that can do more damage to balance than good.
I'm just as impatient about wanting IS to have a fighting chance against the clans, but striking a balance is a delicate task best left to moderation and small appropriate changes, not leaps in one direction or the other.
Edited by Mister D, 01 October 2014 - 09:06 PM.
#26
Posted 02 October 2014 - 03:17 AM
#27
Posted 02 October 2014 - 09:47 AM
Joseph Mallan, on 02 October 2014 - 03:17 AM, said:
The point of these quirks was to make bad mechs more viable. Counterbalancing these new positive quirks with negative ones pretty much defeats the whole purpose of this exercise.
#28
Posted 02 October 2014 - 11:54 AM
The 50% heat increase to small Clan lasers occured because there is no 2.5 heat. 2 to 3 is a 50% increase, and Clan smalls were ridiculously efficient previously.
Big buffs to the weaker 'mechs please.
#29
Posted 02 October 2014 - 12:03 PM
Joseph Mallan, on 02 October 2014 - 03:17 AM, said:
The point is that these mechs are bad. I'm not so keen on the things listed in this thread but lets take the Locust for example. All the + signs are balanced by the - sign that it is a Locust.
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