#221
Posted 06 February 2014 - 05:26 AM
That said, there's been some great feedback from the community in here regarding jump jets and I'm hoping that they are what will be looked at. And I'm hoping that the designers will take into consideration the information in this thread, much of which is very technically sound and somewhat innovative in its approach. (But considering the topic was vague, it's hard to even want ot separate the wheat from the chaff in this thread...) Jump snipers don't particularly scare me though they can be effective. I've never been able to use them. If I use JJs at all it's for mobility.
One other thing: A lot of people have stated that other assaults aren't viable because of the effectiveness of the Highlanders and Victors. I disagree. They may be effective, but I've found the Battlemasters, Stalkers, and Atlases to be very effective in their own right. My K/D ratio in all three chassis is over 2.00 by a significant margin. I only own one Highlander and I'm not really a fan. I'd like a Victor someday but it's not a priority. For the most part, each chassis has its own character, meaning that it has its own niche. If you play into that niche, they do just fine, in my humble opinion. I don't need to see the nerf gun brought out to shoot at the Highlander to make the assaults I pilot better comparatively.
#222
Posted 06 February 2014 - 05:27 AM
Everytime they are broken or in dire need of a buff you let the community rage about it for month and month (3,5 last time if memory serves right) before finally acknowledging that there might be a problem with them at all and then another century passes and another glacier melts away from the face of the earth before you actually adress the problem.
SRMs are one of the main brawling weapons in this game and them being broken or seriously underpowered greatly & directly impairs brawling.
Therefore a good deal of the current balance problems -aka. the comparatively weak state of brawling- can also be traced back directly to this extremely annoying neglect of yours.
By doing this you are cultivating monotony and frustration in your game and amongst your playerbase.
Statements like Russ's twitter that the current state of SRMs will have to do until CW hits* (which might take forever for all we know), are nothing but a slap in the face of everyone who wants some form of coexistence of viable playstyles in MW-O.
tl;dr:
FIx SRMs before even thinking about touching anything else for balance reasons. Make it your top balance/gameplay priority for now.
*source: https://twitter.com/...818308174319617
Edited by Ellen Ripley, 06 February 2014 - 05:37 AM.
#223
Posted 06 February 2014 - 05:38 AM
Alpha to one location is more or less everything in the game at the moment.
Gaus is ok, to be honest it is one of the easiest weapons to use, imho.
AC20, Probably was ok to nerf, but I think that the nerf was too hard. It is just so slow, that at close range, you fire at jenner and it turns 90 degrees and run away before getting a hit.
From a bit further, highlander can walk from behind a corner, you fire, and then the highlander reverses back behind the corner before getting a hit. I have to say that you over nerfed it.
JJ sniping might end if you make brawling to be competitive. Buff those SRM's, make all short range weapons to shine a bit more. Getting to close range is often very deadly, I think you should definitely be rewarded from that.
Close range weapons do have faster cycle, you cannot torso twist so well. You lose the ability to cover your central torso between the shots. You have to fire more often, and the alpha is not so high -> So the damage is harder to get to a specific location.
SRM is spreading, not hitting one location. You could get really nice dmg values, but often the kill is about getting that dmg to CT and not around it.
If you really want to nerf JJ, I think you can leave a small shake until landed. It does not even have to be visible, but it could be there. Just enough to make JJ sniping weaker for long ranges. So that for long range targets you might hit to RT, CT and LT with different weapons. This way standing sniper mech will get a clear benefit, firmly standing on the ground will get you the best accuracy.
But do not make the shake to be too big, else skill really does not matter at all and that would not be nice.
#224
Posted 06 February 2014 - 05:43 AM
As far as jump jets go, please take a good look at jump jets in Mechwarrior Living Legends. Jump sniping was just not used that much because the jets, while boosting you faster, also meant you were in the air more since you didn't have fine floaty control over the jets like you do in MWO (which MWLL also once had before they did this).
#225
Posted 06 February 2014 - 05:46 AM
1. Jump Height per JJ in Relation to the Mechs Tonnage is important. One JJ should lift up a 30 Tons Mech more than it lifts a 90 Tons Mech. It should not be possible to lift a 90 Ton Mech with a single JJ to that Height. Just put the Number of JJ's and the Weight of each Mechtype in a correct Relation to each other.
2. You got Cockpit shaking while Jumpjet Mechs use their JJ's. That is okey. The missing Step now is to add adequate falling Damage to Mechs that are falling without slowing down the Fall with their JJ. The heavier the Mech is that is falling, the higher the falling Damage has to be. That Way Poptarts need their Jump Jets also to reduce falling Damage that will be added to their Legs.
If those two Points will be worked on, Poptarting will not be that OP anymore.
Edited by Joe Decker, 06 February 2014 - 05:48 AM.
#227
Posted 06 February 2014 - 05:52 AM
Joe Decker, on 06 February 2014 - 05:46 AM, said:
1. Jump Height per JJ in Relation to the Mechs Tonnage is important. One JJ should lift up a 30 Tons Mech more than it lifts a 90 Tons Mech. It should not be possible to lift a 90 Ton Mech with a single JJ to that Height. Just put the Number of JJ's and the Weight of each Mechtype in a correct Relation to each other.
Except that for the 30 tonner, the jet weight is .5 ton.
For the 90-tonner, it's two tons. Why would four times the thrust not lift 3 times the tonnage at -least- the same amount, even taking potential inefficiency from a larger jet in mind?
#228
Posted 06 February 2014 - 05:56 AM
#229
Posted 06 February 2014 - 05:56 AM
wanderer, on 06 February 2014 - 05:52 AM, said:
Except that for the 30 tonner, the jet weight is .5 ton.
For the 90-tonner, it's two tons. Why would four times the thrust not lift 3 times the tonnage at -least- the same amount, even taking potential inefficiency from a larger jet in mind?
Exactly this, the limitation for heavier mechs is that they get fewer maximum jump jets, usually around 3 for assaults, 4-5 for most heavies, 5-6 for most mediums, and more for lights. The problem is that nobody cares really about how high they lift you off the ground because they lift you SO SLOW to that height. Faster boosting jump jets would make people care about the height more!
#230
Posted 06 February 2014 - 06:01 AM
wanderer, on 06 February 2014 - 05:52 AM, said:
Except that for the 30 tonner, the jet weight is .5 ton.
For the 90-tonner, it's two tons. Why would four times the thrust not lift 3 times the tonnage at -least- the same amount, even taking potential inefficiency from a larger jet in mind?
So far that is true, just let me add this :
Tonnage does not really balance this Thing. For a light Mech sacrificing 0,5 tons can mean more than 2 tons for an Assault Mech.
If the bigger Jumpjet would need 2 Tons and 3 or 4 critical Slots instead of 0,5 Tons and 1 Slot it would be balanced. It is bigger, so it should use also more Space.
It would be balanced than from that Aspect, now please add the higher falling Damage because of the higher Weight and the System might Work.
#231
Posted 06 February 2014 - 06:04 AM
wanderer, on 06 February 2014 - 04:44 AM, said:
Or, you know, we'd like to be able to shield and twist away from more concentrated damage when we're running along in the open, shooting at each other instead of playing Snipewarrior Online. Nowadays, it's just "wait for the guy to turn to fire, dump a broadside into his CT and core him, repeat" if you're infighting, or "pogo up, put entire arsenal in single location on way down, repeat until target destroyed".
So in other words, you want to be able to commit to cover and not have to leave it under any circumstances, including being able to deliver your full firepower to a target for the fractional time it's exposed while they're jumping up and down too. That's what a PPC/AC boat with jets can and does do, because it's the logical thing. Fewest volleys fired to kill target, minimal exposure to similar volleys thanks to poptarting, and non-similar configs suffer because your motion auto-spreads damage AND you can spread it further naturally with lasers, SRMs don't matter, and lock-on weapons have their locks broken naturally as you drop behind cover, frequently losing lock before it's even fully acquired.
Yes, kids. That's incredibly competitive meta we're looking at there.
You clearly haven't read my long post yet. There are other stratagies to combat this if my entire plan is implemented. They just need to be executed as a group. Also there are mechanics to break people out of camp spots such as base objectives, arty strikes and flanking. Sure if you rush straight on at a poptarting line you will get shot up.
#232
Posted 06 February 2014 - 06:15 AM
Paul Inouye, on 05 February 2014 - 05:09 PM, said:
You have a real problem missing the forest for the trees, don't you?
Full disclosure: I own 0 Highlanders. They are a symptom, not the cause. Please treat the cause.
#233
Posted 06 February 2014 - 06:22 AM
#234
Posted 06 February 2014 - 06:36 AM
#235
Posted 06 February 2014 - 06:39 AM
#236
Posted 06 February 2014 - 06:40 AM
CapperDeluxe, on 06 February 2014 - 05:56 AM, said:
Exactly this, the limitation for heavier mechs is that they get fewer maximum jump jets, usually around 3 for assaults, 4-5 for most heavies, 5-6 for most mediums, and more for lights. The problem is that nobody cares really about how high they lift you off the ground because they lift you SO SLOW to that height. Faster boosting jump jets would make people care about the height more!
Actually, all of the weight arguments over JJs are moot until they are tuned so that a given mech needs more than 1 to be effective.
#237
Posted 06 February 2014 - 06:46 AM
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 might be "On an Island" here but I really hope that JJ actually get a mobility buff.
Now hear me out before you burn me as a sacrifice to Comstar.
Once upon a time all mechs shared the same movement profiles. A Cicida that moved at 80 kph moved in the exact same manner as a 60+ tonner that moved at 80 kph. Eventually each mech was divided into one of several groups of movement profiles and movement profiles became another balancing point between chassis.
Doing the same for JJs, giving differences in JJ Movement Profiles could allow for JJs to not be strictly straight lines for otherwise mobile Mediums and Lights without turning Heavies and Assaults into Ninja Assassins. Partial Movement or Omni-Directional Movement could be tested in design this way.
Cause right now the easiest point to hit a Light Mech is when they are in the air as their movement is predictable.
#238
Posted 06 February 2014 - 06:47 AM
Joe Decker, on 06 February 2014 - 06:01 AM, said:
A small laser, a medium laser and a medium pulse laser all take up the same 1 crit, but are .5, 1 ton, and 2 tons respectively. For that matter, an AC/2 weighs in at SIX tons for one crit. Changing critical spaces would also break construction systems. So would tonnage changes.
Strapping a 300 rated engine into a Jenner does not require more critical spaces than it's stock 245.
You're not getting tonnage or crit space changes. Yeah, bigger 'Mechs should take more damage from falls, and you can reasonably alter the PERFORMANCE of jump jets- and that's stuff that's within reason. We should think of jets the same way we think of engines- more jets equals more airspeed, more climb, and more agility (and the number of jets should be limited by engine rating, JUST LIKE IT IS FOR ALL STOCK DESIGNS). A slower stumper like a Highlander won't be as mobile that way, even with max jets, while a light with high numbers of jets should be able to dance like a butterfly by comparison.
#239
Posted 06 February 2014 - 06:50 AM
I hope you are reading what people are saying here.
#240
Posted 06 February 2014 - 06:55 AM
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