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What I'm Pointing A Nerf Gun At...

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#1001 Diego Angelus

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Posted 10 March 2014 - 12:44 AM

View PostWhite Panther, on 07 March 2014 - 09:30 PM, said:

Yes, to me the "feel" of combat in the game is boring and stale now. Wouldn't it be nice to wipe some one out with a well placed shot, perhaps knock down a light with an AC20, or have some crazy explosion effects happen. Anything interesting, other than just shooting away over and over with the weapons we have now. Maybe its just me, or I'm playing the wrong game for my taste? who knows... not sure how much longer i'll be around here if its going to be like this.


I hear you man I have same issue I help to take a brake from game especially when you get fed up with bad decisions they make.

#1002 Rebas Kradd

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Posted 10 March 2014 - 01:15 PM

View PostWhite Panther, on 07 March 2014 - 09:30 PM, said:

Yes, to me the "feel" of combat in the game is boring and stale now. Wouldn't it be nice to wipe some one out with a well placed shot, perhaps knock down a light with an AC20, or have some crazy explosion effects happen. Anything interesting, other than just shooting away over and over with the weapons we have now. Maybe its just me, or I'm playing the wrong game for my taste? who knows... not sure how much longer i'll be around here if its going to be like this.


You're talking about spice. I wouldn't mind some, but it's unlikely to get much development time while launch module is sucking all the resources up. (You never know, though...I mean, they found time for cockpit glass...)

As a Centurion pilots, I would enjoy seeing Jagermechs experience a 1/4 chance of getting knocked flat on their backs by shooting AC40.

#1003 80sGlamRockSensation David Bowie

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Posted 10 March 2014 - 10:53 PM

ITT

People point out what is actually wrong with MechWarrior and how much of a joke anything Paul contributes to this game is.

Edited by mwhighlander, 10 March 2014 - 10:53 PM.


#1004 Chemie

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Posted 14 March 2014 - 03:51 AM

View PostWhite Panther, on 07 March 2014 - 09:30 PM, said:

Yes, to me the "feel" of combat in the game is boring and stale now. Wouldn't it be nice to wipe some one out with a well placed shot, perhaps knock down a light with an AC20, or have some crazy explosion effects happen. Anything interesting, other than just shooting away over and over with the weapons we have now. Maybe its just me, or I'm playing the wrong game for my taste? who knows... not sure how much longer i'll be around here if its going to be like this.


because PGI has 50% of their team focused on cranking out mechs but they have the same combinations of E/B/M hardpoints so no change to the game...plus there are only 2-3 viable weapons to go along with those and you get what we have. Same thing over and over.

Clan mechs will briefly change this but then it will be back to 2 mechs/month and apart from Pokemon players and hardcore BT fans who "have" to have a "insert name name" mech, the underlying game won't change.

#1005 Voivode

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Posted 14 March 2014 - 10:22 AM

View PostWhite Panther, on 07 March 2014 - 09:30 PM, said:

Yes, to me the "feel" of combat in the game is boring and stale now. Wouldn't it be nice to wipe some one out with a well placed shot, perhaps knock down a light with an AC20, or have some crazy explosion effects happen. Anything interesting, other than just shooting away over and over with the weapons we have now. Maybe its just me, or I'm playing the wrong game for my taste? who knows... not sure how much longer i'll be around here if its going to be like this.


What you want isn't mechwarrior but an impulse shooter. There are plenty out there to choose from, and if you're looking for something less CoD and highly multiplayer, I'd suggest maybe Natural Selection 2.

#1006 MoonUnitBeta

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Posted 17 March 2014 - 10:27 AM

So.. what was the highlander nerf again?

#1007 Reno Blade

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Posted 17 March 2014 - 11:52 AM

View PostMoonUnitBeta, on 17 March 2014 - 10:27 AM, said:

So.. what was the highlander nerf again?

There was only the JJet change. No Highlander/Victor nerf yet.

#1008 MoonUnitBeta

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Posted 17 March 2014 - 12:46 PM

View PostReno Blade, on 17 March 2014 - 11:52 AM, said:

There was only the JJet change. No Highlander/Victor nerf yet.
Thanks Reno!

#1009 AlmightyAeng

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Posted 18 March 2014 - 10:11 AM

Read today's patch notes. Victor and Highlander agility nerfs.

#1010 FupDup

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Posted 18 March 2014 - 10:13 AM

View PostGhost Badger, on 18 March 2014 - 10:11 AM, said:

Read today's patch notes. Victor and Highlander agility nerfs.

If my calculations based on Smurfys info are correct, this means that Victors will now have the same turning rate as an Atlas of the same engine rating. Lulz.

Isn't the mech with less armor and less firepower supposed to be more agile than the one with more armor and more firepower?

#1011 DEMAX51

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Posted 18 March 2014 - 10:18 AM

View PostFupDup, on 18 March 2014 - 10:13 AM, said:

If my calculations based on Smurfys info are correct, this means that Victors will now have the same turning rate as an Atlas of the same engine rating. Lulz.

Isn't the mech with less armor and less firepower supposed to be more agile than the one with more armor and more firepower?

Well, Victors have Jump Jets... so they ARE more agile.

#1012 Reno Blade

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Posted 18 March 2014 - 10:22 AM

How do you calculate the turning speed?

#1013 FupDup

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Posted 18 March 2014 - 10:26 AM

View PostDEMAX51, on 18 March 2014 - 10:18 AM, said:

Well, Victors have Jump Jets... so they ARE more agile.

Agile means things like quick movement, spry, brisk, etc. In the case of this specific game, that refers to things like arm twisting rates/distance, torso twisting, turning, etc. Having vertical mobility is great, especially after the movement code taking slopes into account, but it doesn't qualify as "agile" just for having jets.

View PostReno Blade, on 18 March 2014 - 10:22 AM, said:

How do you calculate the turning speed?

I used Smurfys to look up the turning speed of the Victor and Atlas at 300 rated engines and 350 rated engines. Then, I subtracted 20% from the Victor's turning rates (mathematically the same as multiplying VTR turning speed by 0.8), which made them almost exactly equal to the Atlas.

Edited by FupDup, 18 March 2014 - 10:27 AM.


#1014 AlmightyAeng

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Posted 18 March 2014 - 10:26 AM

View PostFupDup, on 18 March 2014 - 10:24 AM, said:

Agile means things like quick movement, spry, brisk, etc. In the case of this specific game, that refers to things like arm twisting rates/distance, torso twisting, turning, etc. Having vertical mobility is great, especially after the movement code taking slopes into account, but it doesn't qualify as "agile" just for having jets.


That one-legged bunny. It can hop. Agile, it is not.

#1015 Amsro

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Posted 18 March 2014 - 10:29 AM

View PostCapperDeluxe, on 05 March 2014 - 05:51 AM, said:


Actually I think it will more switch to Victors, since they haven't really been affected by the nerf to jet maneuverability.

Until the mostly energy builds like the Battlemaster can thrive a bit more (by removing Ghost Heat), and brawling builds are more feasible (fixing SRMs), then the PPC/AC jump meta will continue. Also I would love to see AC's become DPS weapons so they would be better for brawling and not so much for the high alpha builds.


Until you realize the Victor got kicked in the face this patch.

View PostFupDup, on 18 March 2014 - 10:26 AM, said:

almost exactly equal to the Atlas.


#1016 Mechteric

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Posted 18 March 2014 - 10:34 AM

View PostAmsro, on 18 March 2014 - 10:29 AM, said:

Until you realize the Victor got kicked in the face this patch.


Haha yeah a bit. Maybe it will just go back to the Cataphract then! Will have to see how it affects the Victor's agility.

#1017 wanderer

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Posted 18 March 2014 - 06:22 PM

Sad thing is, this is precisely the "fixes" I didn't want to see.

They're aimed at a symptom (Victors/Highlanders) and not the disease (a screwy jump system that functions differently for each 'Mech, even with the same number of jets, frontloaded damage, and poptarting 1010).

Overkill.

#1018 Niklaus Kotare

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Posted 18 March 2014 - 06:56 PM

Hey Project Gnerf It: How about giving the CPLT-K2 its 2nd default module slot back (three total after mastery) like almost all of the rest of the IS mechs considering that with PPCs and gauss nerfs have sufficiently kicked the variant so heavily in the crotch?

I fail to see the validity of the K2 being the only mech currently existing (corrections if wrong please) that is limited to only one initial module slot.

Please and thank you,
The managed.

#1019 FupDup

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Posted 18 March 2014 - 07:04 PM

View PostHerc Conley, on 18 March 2014 - 06:56 PM, said:

Hey Project Gnerf It: How about giving the CPLT-K2 its 2nd default module slot back (three total after mastery) like almost all of the rest of the IS mechs considering that with PPCs and gauss nerfs have sufficiently kicked the variant so heavily in the crotch?

I fail to see the validity of the K2 being the only mech currently existing (corrections if wrong please) that is limited to only one initial module slot.

Please and thank you,
The managed.

The Stalker variants are also limited to just 1 mod slot. However, they actually have an excuse for it: they have so many damn hardpoints and good hitboxes. The K2, on the other hand, has okay-ish hardpoints, terribad hitboxes, and can't even jump.

#1020 Bishop Steiner

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Posted 18 March 2014 - 10:03 PM

Nice Nerf Paul.

Poptarts, doing just fine. Highlanders and Victors used for ANYTHING else? Nerfed into the ground. Bravo, well played.

GG, CLOSE.





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