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Next Patch Implements End To Ridge Humping? Nerf To Assaults.


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#41 BillyM

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Posted 27 June 2013 - 01:15 PM

Keep in mind folks, this does not mean you can hit that 45deg slope at a slight angle and traverse it. It will mean you hit an invisible wall anywhere you see red on those heat-maps.

--billyM

#42 Hellen Wheels

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Posted 27 June 2013 - 01:22 PM

View PostJaguar Prime, on 27 June 2013 - 12:55 PM, said:


Ummm NO!! it will not end it. The stalker will just be replaced by another optimal Munchkin Cheese Mech/build. . I would think, you guys would realize this by now.

FTFY

#43 Lostdragon

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Posted 27 June 2013 - 01:23 PM

I am glad most of the mechs I play have JJ. I bet my Jenners will shred non-JJ mechs on Canyon.

#44 Caviel

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Posted 27 June 2013 - 01:29 PM

View PostLostdragon, on 27 June 2013 - 01:23 PM, said:

I am glad most of the mechs I play have JJ. I bet my Jenners will shred non-JJ mechs on Canyon.


Eh, I see it adding badly needed value to Light and Medium mech mobility, and massively decreasing Heavy and Assault mobility. I don't see it having an effect on combat effectiveness otherwise.

#45 DocBach

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Posted 27 June 2013 - 01:32 PM

so when are they going to make water slow you down too?

#46 Jaguar Prime

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Posted 27 June 2013 - 01:34 PM

View PostHellen Wheels, on 27 June 2013 - 01:22 PM, said:

FTFY

Anything that is good and kills you is cheese.....smh

#47 Skydrive

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Posted 27 June 2013 - 01:39 PM

Pretty sure though that, where it counts, the possession of only 1 JJ won't give you much of an advantage. Maybe in Canyon Network, but not in Alpine. I look forward to this, especially with the coming of the Victor, and hoping its not classed as Huge in the SlowdownAngle archetype.

#48 Lightfoot

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Posted 27 June 2013 - 01:40 PM

Humpers gotta hump. You know that. They make easy targets though. Much better to be shooting out of the valley.

#49 Lostdragon

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Posted 27 June 2013 - 01:46 PM

View PostCaviel, on 27 June 2013 - 01:29 PM, said:


Eh, I see it adding badly needed value to Light and Medium mech mobility, and massively decreasing Heavy and Assault mobility. I don't see it having an effect on combat effectiveness otherwise.


I think a mech caught in the middle of a canyon is going to have a hard time defending against a striker that goes 140+ and can take the high ground at will. Should be interesting.

#50 keith

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Posted 27 June 2013 - 01:49 PM

PGI wants us to walk in a straight line shooting at each other....

#51 One Medic Army

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Posted 27 June 2013 - 01:51 PM

View Postkeith, on 27 June 2013 - 01:49 PM, said:

PGI wants us to walk in a straight line shooting at each other....

My inner Jenner pilot also wants all the slow assaults walking in a line shooting eachother.
Makes it easier to harrass them.

#52 Takony

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Posted 27 June 2013 - 03:10 PM

The intended result is positive, more tactical gameplay, let's see how it actually plays out.

16/24 JJ Highlanders/Victors in a match? Or JJ Catapult C1 PPC/LRM "boats"? Or Trebuchet/Blackjack will atually have a role, like being fast and hunting JJ lights? Or more of the disgusting Atlas LRM boat blasphemy? Stalkers just ditching PPC and going for LL+SSRM or LRM 9000+?
In a couple days from the patch, the new FOTM will have been born.
Until that I'm making mental notes on my jump-capable mechs :rolleyes:

#53 nitra

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Posted 27 June 2013 - 04:15 PM

looking forward to these changes. i see a lot of potential for some intresting tactics .

#54 Rebas Kradd

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Posted 27 June 2013 - 04:22 PM

This has the potential to change the game. Previously, all mechs could go anywhere, the intended travel lanes and choke points were easily ignored, and the flow of combat reflected that. Now lights and mediums will be elevated to true harassers, and the heavies and assaults will become more local in their roles. Areas that had largely been abandoned by players (e.g. the water in Forest Colony) could regain popularity. Ridge-humping will go away. Map balance will be able to reassert itself in a big way. The reshaped flow of combat could result in completely different patterns and strategies now.

#55 Ralgas

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Posted 27 June 2013 - 04:23 PM

Map tactics thrown on it's head, hill popping given a drawback, extra med/light mobility, A step closer to collision reintroduction

Likey likey, so much win in one little change

#56 Gamgee

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Posted 27 June 2013 - 04:36 PM

This is great, and if they can keep the announcements like this coming before the pre-order Project Phoenix bonus is gone I will grab the 80$ tier. They turned what was looking like a hopeless game to fix into plausible.

#57 Skydrive

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Posted 27 June 2013 - 08:31 PM

I just realized something. This will hurt the raven 2X badly, while helping the commando nicely.

#58 El Bandito

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Posted 27 June 2013 - 09:35 PM

Streakcat approves this change.

#59 Angel of Annihilation

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Posted 27 June 2013 - 09:35 PM

This makes me very glad my two favorite mechs are Quickdraws (all variants), Cataphract 3D and Heavy Metal. Thank god for JJs and they are going to make my three best mechs even more effective and powerful MUWHAHHAHHAHAH!!!!

However after reading about this, I am not so sure I want to buy into the Phoenix Package as 3 of the 4 Phoenix Mechs aren't equiped with JJs. In fact I might sell all my non-jump jet mechs.

#60 armyof1

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Posted 27 June 2013 - 09:38 PM

Canyons will turn into almost a rat maze for mechs without JJ because there are too few places for you to climb within these new rules. I really wonder if they've considered how much of an impact it will have on how the bases will become better/worse depending on how many places close to base is climbable?





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