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

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#961 Ordellus

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Posted 20 February 2014 - 07:35 PM

I vote you make lights the scouts they should be rather the speed tanked, shockingly tough to kill even when you do hit them, comabt machines they currently are.

Then take the jump jets off the assault mechs completely. I mean, who the hell actually thought that wasn't just some powergamers wet dream?

Everytime I think about spending money on this game, I start a match... see some stupid crap like that and just close my wallet. It's a shame is what it is.

#962 Mechteric

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Posted 21 February 2014 - 08:33 AM

View PostOrdellus, on 20 February 2014 - 07:35 PM, said:

Then take the jump jets off the assault mechs completely. I mean, who the hell actually thought that wasn't just some powergamers wet dream?


Thats really just not an option, the source material has jets on assaults. The idea is that to get any real utility out of them you're supposed to have at least a few jets, preferably more, which can take up serious weight for assaults. The current system of '1 being enough' is part of that problem, but hopefully they can expand it not to just turn rate but also somehow in the vertical component as well (must lift faster, must lift faster!).

Edited by CapperDeluxe, 21 February 2014 - 08:34 AM.


#963 Joseph Mallan

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Posted 21 February 2014 - 08:38 AM

I'm just going to throw this out there, I know where the Nerf Gun needs to be pointed, But Nerfing the Purse strings does come with consequences.

"Don't answer that question."

#964 Abivard

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Posted 23 February 2014 - 03:08 PM

Easiest fix is to allow all mechs Jump jets!

#965 Joseph Mallan

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Posted 24 February 2014 - 03:41 AM

View PostAbivard, on 23 February 2014 - 03:08 PM, said:

Easiest fix is to allow all mechs Jump jets!

Agreed. I still would not use em, but that is personal preference. :(

FYI, CBT has a Jumping Atlas... or at least a Iron Wind Metal mini of one!

Edited by Joseph Mallan, 24 February 2014 - 03:42 AM.


#966 Kmieciu

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Posted 25 February 2014 - 04:16 AM

View PostPaul Inouye, on 05 February 2014 - 05:09 PM, said:

Sitting across from the studio from me is a board with all the 'Mechs on it. In my crosshairs... the Highlander. More info to follow along with intended implementation date. Just giving you all a heads up.


With Garth gone, Paul is the new Community Manager :-)

Edited by Kmieciu, 25 February 2014 - 04:16 AM.


#967 SharpEye4XX

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Posted 25 February 2014 - 07:38 AM

What caught my attention in this thread is all the talk about the usual poptart Highlanders, but I as Highlander fan who does not use it as a poptart 'mech seriously hope it will still be a viable non-poptart 'mech after the nerf. I'm using the balanced build of an XL300 engine on it with 1xAC/20, 2xERLL, 3xLRM5 as weapons and a 1xJJ that I rarely use. I'd hate to see the 'mech deliberately get made bad, as in I have to stop using it, to counter poptarting (typical situation of the "good" suffering because of the "bad").

Just my two cents for the non-poptarting HGN pilots.

#968 Joseph Mallan

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Posted 25 February 2014 - 07:40 AM

View PostKmieciu, on 25 February 2014 - 04:16 AM, said:


With Garth gone, Paul is the new Community Manager :-)

He better start watching his back around the office then... :D

#969 Prezimonto

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Posted 25 February 2014 - 07:45 AM

View PostCapperDeluxe, on 20 February 2014 - 06:54 AM, said:


Brilliant! Make the current jump turning rate be only if you have max jets, but scale it down for every jet fewer.

I don't think it fixes all problems with jumping but it seems like an easy and reasonable stepping stone!

I'd make the performance response a curve as well, instead of linear... so fewer JJ than max hurts worse.

#970 MizarPanzer

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Posted 25 February 2014 - 10:35 AM

Don't nerf the sympton, nerf the cause. Cause? Mech with jumpjets capable of mounting multiple PPCs and Ballistics. If you nerf the highlander, the metawhores will just go to the victor or the CTF3D. You did not solve the problem and at the same time you render any non PPC/AC5 build highlander useless.

The jump-jet should be a mobility aiding or recon tool only and the crosshairs should be removed when your mech is not on solid ground. 'Jump sniping' should mean using your jump jet to get to advantageous sniping positions, not jumping and sniping someone in mid-air behind a ridge.

Edited by MizarPanzer, 25 February 2014 - 10:42 AM.


#971 SniperCon

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Posted 25 February 2014 - 01:25 PM

Leave everything the same, but add heat. I feel a good balance is 5-10 heat per second proportional to JJ class.

Do I jump up this hill? - Yes. Heat is of negligible importance when running from A-B.
Do I jump snipe? - Yes but less often. Maybe consider less PPCs.
Do I hop around in a brawl? - Big tradeoff. Now is when you need spare heat the most.
Do lights suck? - Jenners / Firestarters probably shift towards 5 ML and feel less entitled to JJ every half second. Spiders feel a bit better. Embers are definitely feeling good. Ravens / Cicadas get more play.

#972 Mechteric

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Posted 25 February 2014 - 05:14 PM

View PostPrezimonto, on 25 February 2014 - 07:45 AM, said:

I'd make the performance response a curve as well, instead of linear... so fewer JJ than max hurts worse.


well i wouldn't go so far, only because even in table top it was completely linear how far you'd jump precisely based on number jets.

Otherwise may as well just make jets like in Mechwarrior 4 where you either had them or you didn't. But that wasn't very dynamic and I like having options.

Edited by CapperDeluxe, 25 February 2014 - 05:15 PM.


#973 Prezimonto

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Posted 25 February 2014 - 08:16 PM

A curve doesn't have to be steep in response, or even approach a limit. It could be a fairly soft, enough to leave the lower numbers of JJ some kind of response, but emphasize that the mech is meant to have maximum numbers to be nimble with JJ.

#974 SovietKoshka

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Posted 26 February 2014 - 12:09 AM

How about instead of nerfing mechs, you double ammo, armour, and remove ghost heat.

The armour stops alpha strike insta kills. and renders ghost heat null and void.

The ammo makes brawling viable with the increased armour, turning MW into what it should be... A SLUG FEST.

#975 wanderer

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Posted 26 February 2014 - 06:20 AM

Quote

How about instead of nerfing mechs, you double ammo, armour, and remove ghost heat.

The armour stops alpha strike insta kills. and renders ghost heat null and void.


The only thing doubling armor again would do is make killing with non AC/PPC builds even more agonizing than it is now, as the effects of damage spread become exaggerated as total armor count increases. AC/PPC would be even MORE optimal, as they don't spread damage, period.

TTK with lasers, missiles, LB-X? Already much slower slugfests. It's the weapons that don't have any spread mechanics that are eating through your CT like a chestburster from Aliens. The more you increase armor, the -better- those weapons become.

#976 Viges

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Posted 26 February 2014 - 06:34 AM

I think we all have been trolled by this topic.

#977 C E Dwyer

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Posted 26 February 2014 - 10:23 AM

I have to say I don't seem to suffer the kind of HSR problems that people claim to have with SRM's but 'fix' them and you won't have to nerf jump jets.

#978 wanderer

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Posted 26 February 2014 - 10:50 AM

Quote

I have to say I don't seem to suffer the kind of HSR problems that people claim to have with SRM's but 'fix' them and you won't have to nerf jump jets.


I find it highly amusing that people think a 270m range weapon is the solution to pop-tarting...not to mention that it'd just add another lovely weapon to the poptarter's arsenal, since Victors and Highlanders have plenty of missile hardpoints themselves.

Basically,it's nice but break-even. You get better SRMs, they still get to poptart and lob SRMs that work, too.

#979 SniperCon

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Posted 26 February 2014 - 02:29 PM

View PostCathy, on 26 February 2014 - 10:23 AM, said:

I have to say I don't seem to suffer the kind of HSR problems that people claim to have with SRM's but 'fix' them and you won't have to nerf jump jets.

View Postwanderer, on 26 February 2014 - 10:50 AM, said:


I find it highly amusing that people think a 270m range weapon is the solution to pop-tarting...not to mention that it'd just add another lovely weapon to the poptarter's arsenal, since Victors and Highlanders have plenty of missile hardpoints themselves.

Basically,it's nice but break-even. You get better SRMs, they still get to poptart and lob SRMs that work, too.

Effective SRMs will move the sniper / brawler scale. While jump-sniping and jump-brawling are each better than ground-sniping and ground-brawling respectively, they are very different from eachother.

#980 Ori Chaab

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Posted 26 February 2014 - 02:47 PM

View PostHelsbane, on 05 February 2014 - 05:35 PM, said:

Thanks for clarifying how order of project importance was decided. We've all been wondering for quite some time now....

*aims for Community Warfare....*
*fires*
*hits cockpit glass....*



Eureka, I think you're onto to something there...





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