Attention All Timberwolf And Stormcrow Pilots....
#1
Posted 20 May 2015 - 07:28 AM
That is all.
#2
Posted 20 May 2015 - 07:31 AM
#3
Posted 20 May 2015 - 07:32 AM
#4
Posted 20 May 2015 - 07:37 AM
I get the quirks were meant to tweak things to make them more fair but this is outright neutering.
#5
Posted 20 May 2015 - 07:49 AM
#6
Posted 20 May 2015 - 07:50 AM
#7
Posted 20 May 2015 - 07:52 AM
Colonel Codeine, on 20 May 2015 - 07:37 AM, said:
I get the quirks were meant to tweak things to make them more fair but this is outright neutering.
Fired my ERLL - Got some coffee - came back and my ERLL was still going...
#9
Posted 20 May 2015 - 08:21 AM
#11
Posted 20 May 2015 - 08:36 AM
DONTOR, on 20 May 2015 - 08:25 AM, said:
I never have, never once piloted a SCR in CW, and 1 TBR a few times. They are boring, easy mode mechs.
#12
Posted 20 May 2015 - 09:15 AM
Geist Null, on 20 May 2015 - 07:49 AM, said:
Hyperbole,
I run 4 MDD drop decks and well as WHK's HBRs and KTf's
Please go home marik, you dont know anything about the clan wars. Go back to fighting other purple chickens in your own space.
#13
Posted 20 May 2015 - 09:24 AM
#14
Posted 20 May 2015 - 09:28 AM
#15
Posted 20 May 2015 - 09:36 AM
DONTOR, on 20 May 2015 - 08:25 AM, said:
Geist Null, on 20 May 2015 - 08:36 AM, said:
Maybe all this because they were very balanced mechs.
#16
Posted 20 May 2015 - 09:42 AM
xWiredx, on 20 May 2015 - 07:32 AM, said:
I get why players complain about the imbalance. Yes, there's imbalance between the two tech types. In universe, the Inner Sphere pounded the everliving snot out of each other for hundreds of years, while the Clans got all ritualized and tried to outdo each other. That can't be changed. However, nerfing (I've never liked that term, actually) Clan tech to be nothing near what it is supposed to be is bad comedy. I still firmly believe that the game should have been set in the 3057 to 3065 year range, so that new (more comparable to Clan stuff) Inner Sphere tech would be available. Then the incentive to sanitize the Clans' kit would dissolve. People could still run their 3025 favorites, enjoy newfangled weapons and Mechs, or run ungimped Clan rides the way they're supposed to run.
Oh well, what do I know?
#17
Posted 20 May 2015 - 09:44 AM
#18
Posted 20 May 2015 - 09:45 AM
6% laser duration, well I guess that's also going to increase the cooldown, because the cooldown won't start until the beam finishes burning. The only place that really, really hurts is the ERLL, which already has a pretty long burn. But again, that's not too unreasonable.... I don't like it, but it's not unreasonable. I don't really find my Timberwolves to be much better than any of my other mechs, granted it is sort of the top-of-its-class, but it also takes up 75 tons in my drop deck and I have very little in the way of clan light mechs that are even remotely competitive to their I.S. counterparts.
Sure the Timber is good, but the Direwolf is far better in my humble opinion (except in CW for the same lack-of-light-mech reasons), and far more deserving of a nerf. It'd be totally justifiable to give the Direwolf -10% Gauss cooldown, after all these changes were to encourage 'load-out diversity'.
Speaking of loadout diversity, the whole reason everyone and their dog uses laser spam on a Timberwolf isn't hard to figure out. With about 25 tons o' guns to work with, you can't really have a reasonable loadout of ballistics for a 75 ton mech. The Jaeger mech can handle 3 UAC/5, I've seen crazy ******** with 4. Or the classic (and endangered species) of BOOMJaeger (2xAC20). The Timberwolf makes a relatively poor ballistics platform. I find it's a pretty solid missile platform, but there are far more optimal choices out there, if Missiles are the name of the game, I'll take: Hunchback, Kitaro, Mad-Dog, Warhawk, Catapult, Battlemaster, Awesome (etc. etc. etc.)...
And as for mixing ballistics and energy, clans have a rough go on that because of burn times. If you want to increase the diversity of timberwolf builds then LOWER the burn time, so we can switch back and forth between trying to lead our auto-cannons and firin' 'ze lazorz'! Or reduce the shell-count (and up the damage-per-slug) of the Clan AC's. The effect is ultimately the same, but as it stands you spend too much time focusing on leading shots for lasers to be good, or the opposite - spending to much time lasing your target to bring the auto cannons to bear effectively.
Then I loaded the game and found out this **** was per-omnipod and everything changed. 24% cooldown and burn? lordy... I'll just stop playing the Timberwolf until they realize they jumped the shark and over did it.
TLDR:
You over did it. -12-25% quirks are way too harsh.
#19
Posted 20 May 2015 - 10:35 AM
I understand that the TBR and SCR Laser builds were called Meta or OP.
For me it was one of the very limited few builds to be used, to compete with the TDRs and STKs in CW.
Instead of detunning the favorite mechs that players like to drive, PGI should have considered to boost other Clan mechs or Omni Pods to raise the diversity.
Taking someones loved things away only raises his anger.
But if you are instead gifting (or boosting) something else it always has a better influence and less anger potential. (Always better to give then take away )
I think that PGI failed this time and even drives player off from CW or the game.
I know many Clan player, that are burned out from the Tukayid Event.
But with this Quirks noone has the mood to return.
So less Clan Enemys = Less CW Games with Enemys = Less fun for IS Forces = Less CW = Less player
(Well in one Month, the clans have no planets left anyway. So who cares when CW dies...)
This doesnt look for me like a "win - win" situation for PGI and the Player.
#20
Posted 20 May 2015 - 10:54 AM
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