#101
Posted 05 February 2014 - 06:46 PM
Ghost Heat failed to stop this....yet we have this garbage mechanic that makes my Awesome explode if I even try to use its ERPPC's - don't get me wrong I'm quire aware the DHS and heat dissipation is part of the blame too.
So Instead of trying to adjust JJ's or buff other weapons - like making pulses playable and so on - there gonna do something to the mech to make this not happen.
So the goal is to just make the Highlander not fun for people who like this mech - guess i'm OK with that since my Awesome is not fun to play either.
Great Decision PGI......
/golfclap
#102
Posted 05 February 2014 - 06:48 PM
Paul Inouye, on 05 February 2014 - 05:27 PM, said:
Yes... JJs are being looked at and specifically the initial burst turn. And there are other Mechs on the firing range.
I'm cool with that. Thanks for clarifying (somewhat), the one JJ thing is kinda silly. Personally, I thought that had been fixed a while ago.
#103
Posted 05 February 2014 - 06:48 PM
Black Arachne, on 05 February 2014 - 06:46 PM, said:
Ghost Heat failed to stop this....yet we have this garbage mechanic that makes my Awesome explode if I even try to use its ERPPC's - don't get me wrong I'm quire aware the DHS and heat dissipation is part of the blame too.
So Instead of trying to adjust JJ's or buff other weapons - like making pulses playable and so on - there gonna do something to the mech to make this not happen.
So the goal is to just make the Highlander not fun for people who like this mech - guess i'm OK with that since my Awesome is not fun to play either.
Great Decision PGI......
/golfclap
case in point (even though the dev himself said they were looking at JJs, not the mech itself)
It'll be interesting to see hwo they do it but I still think adding heat to JJs would change a lot of the dynamics involved
#104
Posted 05 February 2014 - 06:48 PM
What kind of Nerf gun is this? Is it a dart gun or a vortex disc? Range? fps? rof? size of clip/drum? do you carry a spare?
#105
Posted 05 February 2014 - 06:49 PM
#107
Posted 05 February 2014 - 06:50 PM
My feelings after I read this was that I really hope you identify WHY the HGN is so overpowered. The easiest way is to speak to your best players, which you aren't doing, because you haven't spoken to me.
If you don't identify the issue and just do a chassis specific nerf all you have done is made it so the Dragon Slayer is now the best mech by far.
There are 4 issues that make this mech overpowered:
jump jets
jump jets
hard point locations
jump jets
Easiest fix, either up the heat on JJs to be much more significant or nerf the 1 JJ is all I need issue, make the scaling of extra JJs much more important.
#108
Posted 05 February 2014 - 06:51 PM
deforce, on 05 February 2014 - 06:32 PM, said:
If you want to find what's broken in a game, follow the meta. The only difference is the top players break it better than the scrubs and make what's OP all the more glaringly obvious.
On the other side of that, the more thorough you are, the smaller those corrections become- indeed, I'd expect it to settle to a cycle of gentle buffs and nerfs, though true balance is a quest only thought completable by those who tilt at it's windmills.
#109
Posted 05 February 2014 - 06:51 PM
Paul - I don't think you see the trees from the forest.
How about taking a page out of more successful games and consider: little nerfs, moderate buffs.. on a regular basis.. See Starcraft, See League of Legends, See pretty much anything top 10 Steam with a competitive and successful history.
Target on the highlander? 1 year after release? Seriously? 1 mech?
How about looking at the big picture? Start with fundamentals? What defines a JJ mech - what defines a non-JJ mech? What issues affect a JJ mech and don't affect a non-JJ mech and vice versa? What about a solid foundation of weapon balance? How did this affect a JJ mech and non-JJ mech?
Then when the majority of mechs are on a level playing field with solid fundamentals, look at specific mechs.
I would say it's like UI2.0 - what worked in UI1.5? What didn't? What UI general principles need to be followed? Obviously, UI2.0 is far from a successful launch... Can't you see the same disorganized approach being used in mech balance - weapon balance?
This hap-hazard approach to balance hasn't worked for nearly 2 years - the competitive community is dying - the fan base is dying - the community has been in an uproar several times - use some common-sense man and develop a practical approach to balancing the game.
M
Edited by MavRCK, 05 February 2014 - 06:58 PM.
#110
Posted 05 February 2014 - 06:52 PM
Black Arachne, on 05 February 2014 - 06:46 PM, said:
Ghost Heat failed to stop this....yet we have this garbage mechanic that makes my Awesome explode if I even try to use its ERPPC's - don't get me wrong I'm quire aware the DHS and heat dissipation is part of the blame too.
So Instead of trying to adjust JJ's or buff other weapons - like making pulses playable and so on - there gonna do something to the mech to make this not happen.
So the goal is to just make the Highlander not fun for people who like this mech - guess i'm OK with that since my Awesome is not fun to play either.
Great Decision PGI......
/golfclap
He made a second post on the first page saying that jump jets are the thing being examined.
#111
Posted 05 February 2014 - 06:55 PM
Seth, on 05 February 2014 - 06:49 PM, said:
I think that's what many in this thread are trying to say as well. That it's not the Highlander per se, but Jump Jets, High Alpha pin point loadouts, large tonnage variations on teams etc.
I'm no where near the competitive or top of the ELO brackets (probably not even in the middle) and have always thought that the hyper competitive teams are the best to take feedback from in terms of what's broken. They will always find the best loadouts. This is not to say the whole game should be based around the 1%ers, but definitely informed by. Just my .02 .
Cheers.
#113
Posted 05 February 2014 - 06:58 PM
FIX SRMS!!!!!
#114
Posted 05 February 2014 - 06:59 PM
MavRCK, on 05 February 2014 - 06:51 PM, said:
M
The competitive community is already dead, and it only ever quasi-existed. There are no lobbies and no official tournaments and therefore anybody that was ever serious enough to compete in this game is gone. The only competition ever held was a special olympics sequence of trying to sync with an opposing team for 3 hours. This is a game built for casual table-top battletech fans with the ironic twist that it has classic FPS game mechanics. It's just bad for everyone. The only people that are left playing this game are either people who installed yesterday or the most hopelessly hardcore fans of battletech like the guys here. That's it. You'll never see competition in this game even though you're actively salivating for it.
#115
Posted 05 February 2014 - 06:59 PM
DangerousFat, on 05 February 2014 - 05:41 PM, said:
Gotta disagree. I know you mean well, but consider players like me who run smaller jump-capable mechs (I don't poptart... gads, there's something I never thought I'd have to type!). Forcing me to take most or all of the jj's possible to get some lift will really hurt; in smaller mechs every ton is essential.
#116
Posted 05 February 2014 - 06:59 PM
Edited by Helmer, 05 February 2014 - 07:00 PM.
#117
Posted 05 February 2014 - 07:03 PM
Tycho von Gagern, on 05 February 2014 - 06:59 PM, said:
Of course, your jets cost .5 ton each. 60-85 are a ton each, 90+ are TWO tons each.
The basic jump capacity for a Highlander is enough tonnage to strap -twelve- jets on a Spider (that is, if it could carry 12). The difference is that right now, the number of jets barely matters. It's not quite as broken as closed beta, but it's certainly still screwed up.
#118
Posted 05 February 2014 - 07:04 PM
#119
Posted 05 February 2014 - 07:06 PM
Helmer, on 05 February 2014 - 06:42 PM, said:
Thanks!
Cheers.
Apparently the intent of the post was to "poke the dragon" and provide vague hint that something is going to happen to JJs maybe and perhaps Highlanders. I'm against poking the dragon and against vague info from the devs. I would be for clear info so that an intelligent discussion could be had, by those that are interested, not the folks looking to compare e peens and troll people. As usual with PGI you reap what you sow. The dragon can poke back and some folks are just looking for any reason to fight over nonsense. If you want feedback tell us what you want feedback about and put it in the first post.
#120
Posted 05 February 2014 - 07:07 PM
Haree78, on 05 February 2014 - 06:50 PM, said:
My feelings after I read this was that I really hope you identify WHY the HGN is so overpowered. The easiest way is to speak to your best players, which you aren't doing, because you haven't spoken to me.
If you don't identify the issue and just do a chassis specific nerf all you have done is made it so the Dragon Slayer is now the best mech by far.
There are 4 issues that make this mech overpowered:
jump jets
jump jets
hard point locations
jump jets
Easiest fix, either up the heat on JJs to be much more significant or nerf the 1 JJ is all I need issue, make the scaling of extra JJs much more important.
Yes, the 1 jump jet on an assault mech is pretty interesting how it works for only 2* ton
Edited by White Panther, 05 February 2014 - 07:10 PM.
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