Patch Day - September 3Rd - LIVE!
#321
Posted 03 September 2013 - 10:28 AM
#322
Posted 03 September 2013 - 10:28 AM
Still, I'll wait to test it before writing it off.
One thing is for sure, jump sniping just became harder - for most* people.
* Some lamer will code a macro to charge up a Gauss, jump, and then simultaneously fire in sync with PPCs. They'll defend this exploit by claiming that ''the game makes it possible so therefore it's okay''.
#324
Posted 03 September 2013 - 10:28 AM
Ngamok, on 03 September 2013 - 10:09 AM, said:
PPC at 2000m/s was too easy to hit with. You had very little lead at targets at max range.
Indeed. I wasn't complaining - I was just shocked at the severity of the nerfs. More aggressive than I'd anticipated.
Ultimately, the PPC was sped up to 2km/s and the heat dropped because with poor hit registration and lag shields, it was purely terrible. The result, though, was a weapon that served both as a premiere sniper weapon and a great brawling weapon. These changes relegate it to a pure sniping/ranged weapon, it's going to be downright poor in a brawl now.
And this is a good thing. There will be many tears, because the PPC meta has ruled the roost for a long time: A superior pinpoint damage weapon effective at all ranges. The previous damage dropoff up close was ineffective, as with the exception of a light facehugging an assault, you'd never stay close enough to prevent the PPC from hitting at least reasonably hard - basically, it worked reasonably from around 45m out, which is EXTREMELY close.
Thus, if you've got the tonnage and crit space, and want a brawling energy weapon, you'd consider the LPL now instead of the PPC. This makes for choices, rather than just grabbing a PPC by default.
Or, the smaller, more efficient LL for all purpose use - but that's less effective at long range than the PPC, and less effective in brawling range than the LPL. Choices.
Edited by Wintersdark, 03 September 2013 - 10:29 AM.
#325
Posted 03 September 2013 - 10:28 AM
YEY!!!!
#326
Posted 03 September 2013 - 10:29 AM
Rest looks nice, i hope it plays nice
#327
Posted 03 September 2013 - 10:29 AM
Vulix, on 03 September 2013 - 10:23 AM, said:
Anyway, I'm still not playing much until we hear community warfare details. That will be the real big one folks.
I don't get off on patch notes, I get off my bike, I get off a bus, I .ohh that kind of get off
Chiswick bring me..fresh..Batt...horses ! *coughs*
#328
Posted 03 September 2013 - 10:29 AM
Mostly it is probably from people who relied on PPCs/Gauss as a crutch and substitute for actual skill. PPCs were easy mode. Now they've just been made a little harder. They aren't close to worthless, but they aren't the uber ultra weapon they used to be, either. I for once welcome a change from PGI. Did I just say that?
Edited by Mister Blastman, 03 September 2013 - 10:31 AM.
#329
Posted 03 September 2013 - 10:29 AM
#331
Posted 03 September 2013 - 10:30 AM
Vulix, on 03 September 2013 - 10:23 AM, said:
Anyway, I'm still not playing much until we hear community warfare details. That will be the real big one folks.
Community Warfare design pillar has been deleted because the silent majority had no interest in it. Instead PGI is proud to announce MC only clan mechs and gold ammo.
Don't think it could happen? Coolshot and 3rd PV prove otherwise.
#332
Posted 03 September 2013 - 10:30 AM
Heskolt, on 03 September 2013 - 09:47 AM, said:
Hopefully the "hang" fix has really fixed it.
Other than the gauss, this is a move back to canon, where it should be. Nothing complicated about that.
#333
Posted 03 September 2013 - 10:30 AM
Now if I wasnt so %#$@ing poor, not that the protector seems to bring anything unique to the game but....damn my dusty wallet to hell!
#334
Posted 03 September 2013 - 10:31 AM
It's more than a little frustrating when a Jenner can kill you in record time without landing any real hits with lasers, simply because SSRMs require very little aim. The missile locking system is still dysfunctional also, allowing shots long after lock decay.
#336
Posted 03 September 2013 - 10:31 AM
- As far as weapon balance goes: (acid incoming)
-Sorry about that, but really... taking numbers from the tabletop ? Nerfing all the good direct fire weapons to the status of barely usable in an attempt to make MWO more like a clunky turn based game ported half-heartedly to real time... I just don't dig that.
#339
Posted 03 September 2013 - 10:32 AM
*crosses fingers*
Please don't suck like the Golden Boy...
Also, loving the long-range nerfs, and all the tears in this thread.
#340
Posted 03 September 2013 - 10:32 AM
arghmace, on 03 September 2013 - 10:21 AM, said:
So what you're saying is that a mech with 2 ballistic slots and 6 energy slots is meant to have just PPC's and Gausses. Anything else is just impossible? Like having 2 UAC5 and 4 ML for instance? Anyways I can still fit PPC's and Gausses in that Firebrand very well, just tried doing a few builds in smurfy.
I paid real money for this mech because I wanted to run with 2 AC/2's and 2 PPC's while gaining a C-bill boost. All I'm saying is that it's the last Hero Mech that I will buy for a specific reason since the developers seem to want to make giant sledgehammer swinging changes to the game at a time instead of tweaking.
Maybe I'll buy more Hero Mechs when they realize what a tweak is.
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