#21
Posted 05 February 2014 - 05:27 PM
#22
Posted 05 February 2014 - 05:30 PM
#23
Posted 05 February 2014 - 05:34 PM
Might I suggest you consider the intersection of pinpoint convergence, front loaded pinpoint damage in PPC and AC, and Jumpjets (both the boost of low numbers of JJ and the perfectly calm shooting window during your lofty descent) as you engage in this nerfing?
Simply scrambling HGN hitboxes, mangling hardpoints or adding a new HGN specific ghostheat or similar function will just leave you with a dysfunctional 90-tonner and at least three more mechs to nerf somehow.
Great game. Keeping fixing it Paulie.
Edited by Lukoi, 05 February 2014 - 05:37 PM.
#24
Posted 05 February 2014 - 05:35 PM
*aims for Community Warfare....*
*fires*
*hits cockpit glass....*
#25
Posted 05 February 2014 - 05:35 PM
Roadbeer, on 05 February 2014 - 05:19 PM, said:
Hear that?
That is the sound of meta-humpers hearts breaking all over the forum
lol. You terribads have been saying stuff like that since the beginning of closed beta. "I can't wait till they nerf ________ and for all the meta (wrong use of the word "meta") abusers to start crying!!11111" We're going to dominate you no matter what gets nerfed in this game. We've used brawlers, lasers, direct fire, and every single mech and weapon system in it. The irony is that the nerf puts a huge stick in the spokes of the terribads that use FOTM mechs as a crutch and not to their full potential.
To put my ac20 round where your cockpit is, I'll even throw this in. I, as are all the members of the House of Lords, am openly endorsing the abolition of poptarting from this game, as well as direct fire if the community sees fit. We are guaranteeing that you will either not see us in game because you're absolutely terrible at this game and have low Elo, or you will get steamrolled as hard as you always have.
LORD STEEL
ggclose
#26
Posted 05 February 2014 - 05:36 PM
Redshift2k5, on 05 February 2014 - 05:30 PM, said:
No, that's taken care of in tonnage. You spend more tonnage in a JJ for a 90 ton mech than you do for a 30 ton mech. If they bump the heat on JJs to be more in tune with TT values it would make a world of difference, not hurt lights using them for mobility and elusiveness, yet still allow weapons to be used (albeit it at a MUCH slower rate or overheat) while JJing.
That's all that really needs to eb done with them. JJs are non-functional in any area other than going straight up or in a straight line (not including turning which isn't forward "movement") while your momentum carries you forward.
#27
Posted 05 February 2014 - 05:36 PM
Helsbane, on 05 February 2014 - 05:35 PM, said:
*aims for Community Warfare....*
*fires*
*hits cockpit glass....*
That's cool, I didn't want to swallow that vodka and tonic anyway.
#28
Posted 05 February 2014 - 05:37 PM
#30
Posted 05 February 2014 - 05:41 PM
Sandpit, on 05 February 2014 - 05:36 PM, said:
That's all that really needs to eb done with them. JJs are non-functional in any area other than going straight up or in a straight line (not including turning which isn't forward "movement") while your momentum carries you forward.
Assault mech JJs are, indeed, very heavy. But a single jumpjet currently gives you a huge amount of height and mobility for the small cost of a single JJ. Having to buy more than one paltry Jumpjet will make the HGN (and probably other heavy jumping mechs) slightly less efficient if they have to pay another ton or two here or there.
#31
Posted 05 February 2014 - 05:41 PM
Failing that, linear would be a fine option as well.
#32
Posted 05 February 2014 - 05:43 PM
Highlanders (733C mostly, 733, 732)
Victors (dragon slayer)
Cataphract (3D)
Shadowhawks (2D2)
I would keep all these mechs in mind when you think about nerfing. If you weaken just one, then people will pile into the remaining three. Basically mechs with jump jets, and an asymetrical energy/ballistic hardpoint on one side (dual ppc + Autocannon(s)). The higher the guns the more powerful they are.
Edited by Jman5, 05 February 2014 - 05:49 PM.
#33
Posted 05 February 2014 - 05:43 PM
If this is the issue with the Highlander ... which was not specifically mentioned in Paul's post ... then I would probably start as others have suggested with modifications to jump jets so that more are required to obtain the height and time in the air required to effectively jump snipe. In addition, I would look at aiming modifications (like shake) ... perhaps extending it for the entire time the mech is in the air or perhaps 75% of the time ... with greater shake while the jets are actually running.
#34
Posted 05 February 2014 - 05:44 PM
Noober, on 05 February 2014 - 05:38 PM, said:
I'm yet to see you in a locust
Yeah I have them sitting in my mechbay, and decided that having the significant chance of getting instagibbed wasn't an efficient way of securing wins. I'm sure it's good fun for some, as can be car surfing and highway car tubing, but I'm not so inclined to engage in those activities.
#35
Posted 05 February 2014 - 05:44 PM
#37
Posted 05 February 2014 - 05:46 PM
Ryan Steel, on 05 February 2014 - 05:35 PM, said:
We're going to dominate you no matter what gets nerfed in this game. We've used brawlers, lasers, direct fire, and every single mech and weapon system in it.
Ya he's kind of right. Even if his tone is a little harsh to say the least.
Some people are good and no matter how you change the game they will adapt and still find ways to destroy you.
#38
Posted 05 February 2014 - 05:50 PM
Redshift2k5, on 05 February 2014 - 05:41 PM, said:
Assault mech JJs are, indeed, very heavy. But a single jumpjet currently gives you a huge amount of height and mobility for the small cost of a single JJ. Having to buy more than one paltry Jumpjet will make the HGN (and probably other heavy jumping mechs) slightly less efficient if they have to pay another ton or two here or there.
that's JJ adjustment across the board though. Not singling out a specific class which is what would be bad in my opinion.
#39
Posted 05 February 2014 - 05:51 PM
With heat sinks operating at TT rates dissipating 1 (or 1.4) heat over 10 seconds, adding buffer by increasing heat capacity of a mech, while weapons fire 2x to 19x in a 10 second time frame, it creates massive imbalances between high/low heat weapons. Sit above a certain threshold and you're screwed in less than a minute. Sit below it and you can pretty much fire until the cows come home....
....I know UI 2.0 was priority #1 for a long time and some things had to take the back burner. Still I'm getting a little jaded with how limited my options are with the current balance...
....this coming from a guy with near 100 mechs in the roster.
#40
Posted 05 February 2014 - 05:51 PM
Lukoi, on 05 February 2014 - 05:34 PM, said:
*envisions a whole team of metahumping SHDs wondering where their epic comp skills went*
Yes...this would be entertaining.
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