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Kintaro Ct To Lose Damage Magnetism


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#81 El Bandito

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Posted 16 August 2013 - 08:48 PM

View PostInnerSphereNews, on 16 August 2013 - 11:21 AM, said:

Hey everyone!
This is just a quick message to say we're working on a fix for the Kintaro's CT taking most of the incoming damage, and it will be going live on the September 3rd patch! So take heart, Kintaro lovers, your fix approaches!
Cheers,
The MechWarrior Online Team


And Awesome is still shafted.

#82 CommanderCaps

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Posted 16 August 2013 - 10:13 PM

Good fix. Now just rescale it and you got a decent medium mech.

Now, about that Awesome: How about you take another look about it's center torsos hitbox and maybe let a mech, THAT WAS CLEARLY DESIGNED THAT WAY, wield three PPCs without the arbitrary heat penalty.

#83 Bad Andy

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Posted 16 August 2013 - 10:17 PM

hey good thing you got to this quickly, did you know the awesome and dragon have had the same issue for over a year and have been pretty much totally ignored?

#84 Wales Grey

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Posted 16 August 2013 - 10:53 PM

View PostBad Andy, on 16 August 2013 - 10:17 PM, said:

hey good thing you got to this quickly, did you know the awesome and dragon have had the same issue for over a year and have been pretty much totally ignored?

This game is perfect. Russ Bullock, the modern Adonis himself, said that the state of the game is "the best it's ever been". So it is clearly impossible that there are any problems or issues with this flawless game gifted to us from the heavens. Even if the game wasn't perfect (which is impossible), we're only in BETA!

You see, this is why they can change numbers, because the power of BETA infuses them with the mystical might to change values in an XML table. The ease with which they can change the numbers at will is why they don't change the numbers at all. The game is already perfect!

Perhaps you just need to learn how to drive Awesomes and Dragons better, maybe use cover so you don't get sniped on the approach in Alpine? Yes, you see, the developers provide everything for us in this wondrous paradise.

Edited by Wales Grey, 16 August 2013 - 10:54 PM.


#85 Warchild Corsair

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Posted 17 August 2013 - 01:08 AM

Thx a lot, finally a reason to play my GB again!

Edit: jeez so much hate in the forums o_O

Edited by Warchild Corsair, 17 August 2013 - 01:10 AM.


#86 PEEFsmash

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Posted 17 August 2013 - 01:13 AM

Fantastic!

Next time let's get some testing in first? Just a few games of top-tier play would have isolated this problem.

Edited by PEEFsmash, 17 August 2013 - 01:14 AM.


#87 ROJ

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Posted 17 August 2013 - 02:02 AM

Fix the Spider!! You can fire right through it and it will not even get damaged..

#88 C E Dwyer

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Posted 17 August 2013 - 02:08 AM

View PostROJ, on 17 August 2013 - 02:02 AM, said:

Fix the Spider!! You can fire right through it and it will not even get damaged..



oddly today in back seat of a wang, I watch him demolish a spider over a three minute period, each time he fired slightly ....behind it....and hit everytime... I don't think its anything to do with the spider needing fixes.

its hit registration which if you read the latest dev report from the 7th you'll see an acknowledment of the problem and that its being worked on

#89 Mr Andersson

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Posted 17 August 2013 - 02:57 AM

Great. So when do we get a fix for the Awesome?

#90 Wynteryth

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Posted 17 August 2013 - 06:49 AM

It amazes me that so many people don't know about this game and it's origins. Battletech first appeared in 1984. Mechwarrior was published in 1986 (I believe). The tabletop game and the different computer games were fully fleshed out by 2000. That's right. For all of you who don't realize it, this game is actually over 25 years old.
I have news for you. The Kintaro is in the 2750 (published in 1989) and 3050 (published in 1990) Technical Readouts and it had a Cruising speed of 54 and a Max Speed of 86. So saying it's too slow is is funny since it's right where it was originally designed. The Kintaro is an OLDER design that has been updated in the BattleTech Galaxy. It was the 1st Mech to have NARC Beacons on it. There are numerous other mechs from the 2750 Era that have disappeared from the BattleTech Universe because it spans 300 years.

PGI is trying it's best to keep with the original game. Yes, it clearly has changed things that have imbalanced the game (Machine Guns being anything more than an Anti-infantry weapon and having a ridiculous crit modifier) and the Spider Hit-box. Will they change things? Sure. Some we will like, others we won't.

All I can suggest to people is that, before you go complaining about the stats of a particular Mech (Speed/Armor/Weapons) do some homework and find out what that Mech's original purpose was. Was it designed as a Scout Mech (Spider), a Brawler (Hunchback), a Mech to deliver Targeting data for LRM Boats (Kintaro), or Light Mech Killer (Charger). As I stated, the TableTop game was fleshed out by 1990 and the Computer games by 2000. So, most of the mech stuff hasn't changed. What's changed is the adaptation to a RT game. And with it comes some pains.

Personally, my biggest qualms are:
1) Machine Guns way over powered
2) Double Heat Sinks chopped to only an additional 40%.
3) Hit boxes on the Spider.
4) The scaling of some of the Mechs (such as the spider being too small in comparison to the Commando), I honestly think the Stalker isn't an issue and neither is the Catapult.

#91 Braggart

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Posted 17 August 2013 - 06:58 AM

View PostGaslight, on 16 August 2013 - 11:35 AM, said:

So a month goes by and the Kintaro gets a fix for its giant CT but after a year we're just now LOOKING at maybe possibly doing something to help the Awesome?

And as others have said, what's really needed is an intensive look at scaling for all 'mechs and the resizing of several. (Quickdraw and Trebuchet are too big, Catapult maybe too...contra what many people think I believe the Stalker is about right considering its profile.)


size and profile i would be fine with on the stalker if they altered the side torso hitbox a bit so that you can more reliably hit the CT of the damn thing. Currently the CT is just a tiny sliver in the middle and they completely protect it by twisting away. Which is a little to easy for a mech like that.

View PostWynteryth, on 17 August 2013 - 06:49 AM, said:

It amazes me that so many people don't know about this game and it's origins. Battletech first appeared in 1984. Mechwarrior was published in 1986 (I believe). The tabletop game and the different computer games were fully fleshed out by 2000. That's right. For all of you who don't realize it, this game is actually over 25 years old.
I have news for you. The Kintaro is in the 2750 (published in 1989) and 3050 (published in 1990) Technical Readouts and it had a Cruising speed of 54 and a Max Speed of 86. So saying it's too slow is is funny since it's right where it was originally designed. The Kintaro is an OLDER design that has been updated in the BattleTech Galaxy. It was the 1st Mech to have NARC Beacons on it. There are numerous other mechs from the 2750 Era that have disappeared from the BattleTech Universe because it spans 300 years.

PGI is trying it's best to keep with the original game. Yes, it clearly has changed things that have imbalanced the game (Machine Guns being anything more than an Anti-infantry weapon and having a ridiculous crit modifier) and the Spider Hit-box. Will they change things? Sure. Some we will like, others we won't.

All I can suggest to people is that, before you go complaining about the stats of a particular Mech (Speed/Armor/Weapons) do some homework and find out what that Mech's original purpose was. Was it designed as a Scout Mech (Spider), a Brawler (Hunchback), a Mech to deliver Targeting data for LRM Boats (Kintaro), or Light Mech Killer (Charger). As I stated, the TableTop game was fleshed out by 1990 and the Computer games by 2000. So, most of the mech stuff hasn't changed. What's changed is the adaptation to a RT game. And with it comes some pains.

Personally, my biggest qualms are:
1) Machine Guns way over powered
2) Double Heat Sinks chopped to only an additional 40%.
3) Hit boxes on the Spider.
4) The scaling of some of the Mechs (such as the spider being too small in comparison to the Commando), I honestly think the Stalker isn't an issue and neither is the Catapult.


hahahahahahahahaha.....................This guy is calling a hunchback a brawler. You hear that. Get your hunches out and lets get to brawling in the slowest 50 tonner with the larger side torso in the game, and lets to get to brawling!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also, everything you say about tabletop doesnt matter here, this is a real time fps simulation of mechwarrior. All table top balance and lore goes out the window to make a decent and balanced game. Lore comes 2nd. to reinforce that fact, im gonna ask you why exactly when i set up weapon groups and click my mouse buttons why dont get a dice roll? Thats right....................................................

Edited by Braggart, 17 August 2013 - 06:59 AM.


#92 Pastor Priest

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Posted 17 August 2013 - 07:01 AM

Thank you! I was happy to see a SRM laden, medium mech, as that is what I hoped the TBT would be. When I heard about the horrible hitboxes on the GB, I became a rather sad panda. With knowing it could be a viable striker like we thought it would be means I will likely be testing one out once the patch bringing in the fix happens.

#93 Wynteryth

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Posted 17 August 2013 - 07:07 AM

View PostCommanderCaps, on 16 August 2013 - 10:13 PM, said:

Good fix. Now just rescale it and you got a decent medium mech.

Now, about that Awesome: How about you take another look about it's center torsos hitbox and maybe let a mech, THAT WAS CLEARLY DESIGNED THAT WAY, wield three PPCs without the arbitrary heat penalty.


Just so you know, The Awesome has always had issues with heat. Even in the tabletop game, though having Double heat sinks as truly double heat sinks (since the Awesome had 20), mitigated this quite a bit.

I think that they need to increase the "Double" Heat Sinks to 160% or 175% rather than the 140% that they are.

#94 Wynteryth

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Posted 17 August 2013 - 07:13 AM

View PostBraggart, on 17 August 2013 - 06:58 AM, said:


hahahahahahahahaha.....................This guy is calling a hunchback a brawler. You hear that. Get your hunches out and lets get to brawling in the slowest 50 tonner with the larger side torso in the game, and lets to get to brawling!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also, everything you say about tabletop doesnt matter here, this is a real time fps simulation of mechwarrior. All table top balance and lore goes out the window to make a decent and balanced game. Lore comes 2nd. to reinforce that fact, im gonna ask you why exactly when i set up weapon groups and click my mouse buttons why dont get a dice roll? Thats right....................................................


Actually, all LORE doesn't have to go out the window to make a decent and balanced game. But, god forbid you take a step back and try to understand what is said. Instead, you sit there and mock people who clearly know more about the game than you do.

And yes, the Hunchback was designed as a BRAWLER in the Battletech Universe. You'd know that if you knew anything about the Battletech Universe. Thank you for proving my point. People like yourself who don't KNOW squat about the history of the game sit here and complain all day long yet you bring nothing to the table.

#95 Braggart

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Posted 17 August 2013 - 07:29 AM

View PostWynteryth, on 17 August 2013 - 07:13 AM, said:


Actually, all LORE doesn't have to go out the window to make a decent and balanced game. But, god forbid you take a step back and try to understand what is said. Instead, you sit there and mock people who clearly know more about the game than you do.

And yes, the Hunchback was designed as a BRAWLER in the Battletech Universe. You'd know that if you knew anything about the Battletech Universe. Thank you for proving my point. People like yourself who don't KNOW squat about the history of the game sit here and complain all day long yet you bring nothing to the table.


IF..................I knew anything............................Been playing mechwarrior since netmech on the zone. Played in multiple leagues, and played tabletop for many years as well, even played the trading card game for a bit. I used to read the novels as well.

So i know my lore pretty well. I know the hunchback is suppose to be a brawler, and the Clan Hunch is a suicide mech. I know all that stuff. But he is calling the hunch a brawler in MWO, which is it not, and never will be with that huge hunch on its shoulder. That iconic hunch is the biggest achilles heel to the mech. And it will never be a brawler ever, because of that hunch. Lore does not always transfer well.

So shove off I know my ****, and I know that Lore always has to take a back seat to make a competitive multiplayer game.

Edited by Braggart, 17 August 2013 - 07:35 AM.


#96 CG Oglethorpe Kerensky

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Posted 17 August 2013 - 08:28 AM

View PostChavette, on 16 August 2013 - 12:23 PM, said:

Changes come fast when hero variants aren't selling, eh? Too bad for the others...


Devs will be adding Ghost Armor to any mechs they feel are underpowered.

#97 Tennex

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Posted 17 August 2013 - 09:03 AM

View PostRuss Bullock, on 16 August 2013 - 12:47 PM, said:

This is a larger job and were trying hard to prioritizing a run through all the mechs to correct some sizing discrepancies.


YEEEEEEEEEEEEHHHHHHHHHHH

excitment aside, i think we should look at the problem at the root and really reevaluate the production process that is allowing all these poorly sized mechs to slip through.

because if you don't fix it at the root, more poorly sized mechs will be made, and you will have to go back and resize them again.

Edited by Tennex, 17 August 2013 - 09:58 AM.


#98 Damocles

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Posted 17 August 2013 - 09:37 AM

View PostRuss Bullock, on 16 August 2013 - 12:47 PM, said:

Just a quick comment.

Some people seem to be mixing up a hit box change with actual model scale. With the Kintaro the model scale will be staying the same but the CT hit box was far to large (hitbox is invisible to your eyes and does not relate to the model ).

But having said that we are aware of some model scale tweaks we would like to make to several of the mechs. This is a larger job and were trying hard to prioritizing a run through all the mechs to correct some sizing discrepancies.

The full quote because it seems it got buried.

#99 Tie Ma

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Posted 17 August 2013 - 09:42 AM

View PostRuss Bullock, on 16 August 2013 - 12:47 PM, said:

Just a quick comment.

Some people seem to be mixing up a hit box change with actual model scale. With the Kintaro the model scale will be staying the same but the CT hit box was far to large (hitbox is invisible to your eyes and does not relate to the model ).

But having said that we are aware of some model scale tweaks we would like to make to several of the mechs. This is a larger job and were trying hard to prioritizing a run through all the mechs to correct some sizing discrepancies.

maybe they noticed people arn't buyin these huge mechs and finally decided to rescale. Money talks


though you know what they say

measure twice, cut once.

Edited by Tie Ma, 17 August 2013 - 09:43 AM.


#100 Tennex

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Posted 17 August 2013 - 09:51 AM

View PostCG Oglethorpe Kerensky, on 17 August 2013 - 08:28 AM, said:


Devs will be adding Ghost Armor to any mechs they feel are underpowered.


you say that as a joke, but the centurion has ghost armor (ghost arms) one of the only reasons why it can hold its own as a medium.

though i'm sure that is a bug.

Edited by Tennex, 17 August 2013 - 09:51 AM.






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