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A Good Way To Nerf The Cata A1


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#1 Teralitha

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Posted 16 March 2013 - 03:57 PM

Just increase the base mech weight by a few tons.(like 3-5 tons) Thereby reducing the amount of free tons it has available.

Edited by Teralitha, 16 March 2013 - 03:58 PM.


#2 M4rtyr

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Posted 16 March 2013 - 04:00 PM

lol yeah lets just play with tonnages, the very bases for mechs.

Lets not say... just reduce the SRM damage back to where it started or nothing.

#3 One Medic Army

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Posted 16 March 2013 - 04:02 PM

Things which PGI will not mess with, ever:
Tonnage
Crit slots
Anything which would make stock configs illegal

So, in short, no.
They'll be getting a slight decrease in effectiveness come April 2nd when Missile Splash is removed (for tuning).

#4 xxx WreckinBallRaj xxx

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Posted 16 March 2013 - 04:05 PM

SRMs just need a damage nerf. They are too weigh efficient. Such a nerf wouldn't hurt people with only 1-2 of them, but would kick the A1 cheese pults in the teeth. That nerf is coming up, but not soon enough...

Edited by Bluten, 16 March 2013 - 04:06 PM.


#5 Acenan

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Posted 16 March 2013 - 04:07 PM

Since this is beta, it would be cool if they tried to see how SRMs would be used if they made them like they are in MW4...

Shot one-by-one, instead of a salvo..

Edited by Acenan, 16 March 2013 - 04:08 PM.


#6 Khobai

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Posted 16 March 2013 - 04:17 PM

Just nerf SRM damage. The current SRM damage causes a lot of imbalances... from Centurion-As, to Catapult-A1s, to Stalker-5Ms.

#7 Stoicblitzer

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Posted 16 March 2013 - 04:19 PM

View PostAcenan, on 16 March 2013 - 04:07 PM, said:

Since this is beta, it would be cool if they tried to see how SRMs would be used if they made them like they are in MW4...

Shot one-by-one, instead of a salvo..

qft

#8 CMGrendel

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Posted 16 March 2013 - 04:27 PM

SRMS are not working correctly at the moment and causing more damage than intended due to splash damage causing greater than anticipated effects on new mech geometry.

*Acknowledged by the development team*

#9 xxx WreckinBallRaj xxx

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Posted 16 March 2013 - 04:29 PM

View PostCMGrendel, on 16 March 2013 - 04:27 PM, said:

SRMS are not working correctly at the moment and causing more damage than intended due to splash damage causing greater than anticipated effects on new mech geometry.

*Acknowledged by the development team*


They also said it would be fixed the patch after next. I'm assuming they have more "pressing" issues for Tuesday's patch.

#10 Redshift2k5

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Posted 16 March 2013 - 04:52 PM

things they can nerf:

torso twist radius
torso twist speed
leg turn speed
arm elevation angle & speed
acceleration
deceleration
number of module slots
possssssibly max engine rating (some mechs received max engine rating buffs)
Hitboxes (either new geometry or reassigning the section boundaries, but this is far more difficult than the above stat value changes)

Edited by Redshift2k5, 16 March 2013 - 05:04 PM.


#11 Teralitha

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Posted 16 March 2013 - 04:57 PM

Um... Actually... they can nerf and buff anything they want, its their game and they make the rules.

#12 xxx WreckinBallRaj xxx

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Posted 16 March 2013 - 05:01 PM

View PostTeralitha, on 16 March 2013 - 04:57 PM, said:

Um... Actually... they can nerf and buff anything they want, its their game and they make the rules.


Yes, but changing the weight of the item will affect every build currently using it. Simply slashing the damage will not affect any build on anyone or anything. The first is 10x more work than the second, and a very unrealistic expectation from a company that you already knows will take the path of least resistance. The second is much more realistic, and it's the one they're planning to do.

#13 Teralitha

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Posted 16 March 2013 - 05:10 PM

View PostBluten, on 16 March 2013 - 05:01 PM, said:


Yes, but changing the weight of the item will affect every build currently using it. Simply slashing the damage will not affect any build on anyone or anything. The first is 10x more work than the second, and a very unrealistic expectation from a company that you already knows will take the path of least resistance. The second is much more realistic, and it's the one they're planning to do.


No but slashing the damage of a weapon that is only too strong when boated will make the weapon useless in anything but a boat. Better to just nerf the problem varient only. Or just remove the varient from play altogether. Its not like we need every single varient of every single mech in existence to enjoy the game.

Think of it... a mechwarrior without the A1..... hmmmmmmmmm what would it be like I wonder...

Edited by Teralitha, 16 March 2013 - 05:14 PM.


#14 CMGrendel

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Posted 16 March 2013 - 05:14 PM

View PostBluten, on 16 March 2013 - 04:29 PM, said:


They also said it would be fixed the patch after next. I'm assuming they have more "pressing" issues for Tuesday's patch.


They have to rework a weapon system, test it and then iterate on test feedback, ensure a full deployment build is made, test that, then work out relevant scripts and deploy that new build to a multi-server farm.

If you have no idea what is required to produce or run a game like this (which you demonstrably don't) then you should probably keep the smart remarks about workload to something you are more familiar with technically. Like fitting a new hard drive on a PC or changing a tyre.

#15 80sGlamRockSensation David Bowie

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Posted 16 March 2013 - 05:18 PM

SRMs in general need a complete re-work. The current implementation is pretty garbage.

Then but then again, so are missiles in general. Right now missiles are balanced by absurd raw damage and horrible accuracy. Of course such a fragile system of balance is going to see exploits and broken builds. Go figure.

#16 Kaspirikay

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Posted 16 March 2013 - 05:21 PM

Catapult is fine as it is. Speaking as a ddc pilot.

#17 Silentium

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Posted 16 March 2013 - 05:24 PM

Wait, so you are cool with SRM damage, except on one chassis?

#18 Acenan

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Posted 16 March 2013 - 05:24 PM

View PostKaspirikay, on 16 March 2013 - 05:21 PM, said:

Catapult is fine as it is. Speaking as a ddc pilot.

Posted Image

#19 Captain Pee Sheets

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Posted 16 March 2013 - 05:26 PM

Better way: marginally increase the heat generated by SRM launchers, limiting the number of sequential alpha-strikes an SRM boat can fire before overheating. Sounds fair to me (and I run SRMs on just about every missile-sporting mech I have).

Edited by Taktix, 16 March 2013 - 05:27 PM.


#20 Ryvucz

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Posted 16 March 2013 - 05:28 PM

I wouldn't mind seeing all of the launchers fire one at a time in a sequence versus everything at once.





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