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

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#801 El Space Doctor

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Posted 13 February 2014 - 12:44 PM

View PostMcgral18, on 13 February 2014 - 09:43 AM, said:

It could tie into HB's targeting computer overload. Fire more than X alpha and expect X cone of fire.

No way to avoid it except for staggered/chain fire. It doesn't punish alphas with heat, only accuracy.

It's one way to increase TTK, but of course there are many of those ideas.


This was also my stance on how to fix the alpha meta before the brainfart of ghost heat. Quite simply, large caliber cannons and ppcs give a cone of fire after a certain set of tonnage of weapons fired. Would've been really simple to explain to new players too, even in a load screen. "If you fire 25 tons of weapons simultaneously, don't expect perfect accuracy..."

#802 Varent

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Posted 13 February 2014 - 01:02 PM

View PostNoober, on 05 February 2014 - 05:16 PM, said:

Good stuff... but I'd go as far as saying it's the **JJs** that are the underlying problem, not the Highlander itself...


This times 1000.

#803 Nuclear Weapon

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Posted 13 February 2014 - 01:06 PM

View PostDeathlike, on 13 February 2014 - 12:08 PM, said:


It's called a Cataphract, but noone's demanding that to be nerfed.

If HSR wasnt soooo fkd up poptarts wouldnt be an issue IMHO, but JJ's mechanics are broken and they should be fixed using logic and not listening to the QQ's of the forums. Then again our devs have showed a twisted logic since always so... I'd say, "tight up that weight/distance/stability/amount of JJ's" and this could help balancing the issue.

1 JJ should make the ride shaky and hard to use... 4 JJ's should make the overall ride smoother, this should apply to every mech. In fact if you place ONLY 1 JJ in a leg the mech shouldnt be able to lift off; your leg should take damage instead.
1 JJ alone in a side torso should make the mech move sideways while he i's flying...

The only correct way to use single JJ's could be center toso mounted and this should be a hard ride.

View PostSam Slade, on 13 February 2014 - 02:11 AM, said:




It's a rhetorical question, genius. Maybe best if you leave the responses to one of your more literate 'snowflake lords'. Also way to bury a thread is 'leet trolls' nonsense. Ti


Thanks Einstein, but as I stated before, maybe is better if you just stop posting; is clear that your narrow, blinded mind cant see thru this.

Your "rhetorical question" is as good as its performer.
I'll give you bit of credit by saying no more... I hope your mind gets the message.

Die.
Die and rage quit.

Edited by Nuclear Weapon, 13 February 2014 - 01:07 PM.


#804 MischiefSC

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Posted 13 February 2014 - 02:27 PM

Nerf pinpoint damage, either with convergence or pinpoint damage. Then everything is perfect - except SRMs, which are still broken. And pulse lasers, which are worthless. Flamers too. Pretty pointless.

#805 IceSerpent

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Posted 13 February 2014 - 02:39 PM

View PostMcgral18, on 13 February 2014 - 12:20 PM, said:

Might be a better idea to bring the damage down on certain weapons. The "AC20" would be classified as an AC60 and a half recycle (AC70) if we go by the TT 10 second turn. An AC2 is an AC20, so a pair of them is pretty much the TT equivalent to the AC20 due to doubled armor.


Depends on what you think about current TTK on meta builds. If you like it as is, then it's better to buff other weapons. If you want it increased, then it's better to nerf.

Quote

And aren't most people already packing some of the biggest weapons they can? I don't see many swaybacks around.


That's pretty much my point - this idea won't change current meta a whole lot, if at all.

#806 Victor Morson

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Posted 13 February 2014 - 02:58 PM

For those of you veering back onto this Jump Jet thing.. that is not the problem with the Highlander. The Highlander is more than usable in no-jump jet drops.

The problem is that the way energy and missile "boating" got ridiculously nerfed - 2 Large Lasers, are you kidding me? - they made Ballistic + Energy 'mechs the only really viable designs past the light category. Let's look at the top 'mechs:

Highlander - Ballistic + Energy
Victor - Ballistic + Energy
Cataphract - Ballistic + Energy
Shadow Hawk - Ballistic + Energy
Black Jack - Ballistic + Energy

Now, because people won't stop harping on JJs - which ARE VERY USEFUL for not just combat but navigating the God awful terrain dead-stop mechanic - here's some additional popular league variants:

Cataphract 4X - All Ballistic
Catapult K2 - All Ballistic
Jagermech - All Ballistic

Are we noticing a trend yet? They nerf'ed everything to hell except ballistics, so it's almost always beneficial to pair a reliable, easy to use weapon like the PPC with them with a niche existing for 'mechs that are all ballistics.

Add into this their never ending quest to keep nerfing LRMs when they're already a seriously small niche that almost never shows up in leagues (Twin AMS lights, "The anti-LRM" module, AMS that's way too good) and their inability to realize if they boosted the velocity on SRMs it'd help the hit detection without magic net code...

...yeah. Jump jets could be taken out of the game and the meta order would barely blink in the mediums & up category. JJs are not the problem. Nerfing everything but specific combos is the problem.

#807 FactorlanP

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Posted 13 February 2014 - 03:02 PM

View PostVictor Morson, on 13 February 2014 - 02:58 PM, said:


Add into this their never ending quest to keep nerfing LRMs when they're already a seriously small niche that almost never shows up in leagues (Twin AMS lights, "The anti-LRM" module, AMS that's way too good)


I was watching a lance of AMS equipped mechs in the tunnel on Crimson Straights totally neutralize a Stalker boating LRMs... The AMS units were firing through the mountain to wipe out every salvo he fired.

It made me wonder if maybe AMS wouldn't be quite so ridiculous if buildings and terrain actually blocked AMS fire?

Why is it that AMS ignores all objects? Every other weapon is blocked by physical objects...

Edited by FactorlanP, 13 February 2014 - 03:04 PM.


#808 Victor Morson

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Posted 13 February 2014 - 03:22 PM

The biggest problem is how effective it is at covering allies. All it takes is 2-3 AMS in a flight path to shut down an entire flight of missiles from even a good boat.

The real comedy about this is that the AMS you have, is worse at protecting you. Personal AMS is effective but allied AMS - because it fires front-to-back during the whole pass - downs three times as many missiles.

In my LRM30 Skirmisher I will fire all day at Jesters and damage them badly despite twin AMS, but if a Jester walks between me and my target, suddenly I'm getting maybe 3 missiles through tops.

#809 Deathlike

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Posted 13 February 2014 - 04:55 PM

View PostFactorlanP, on 13 February 2014 - 03:02 PM, said:

I was watching a lance of AMS equipped mechs in the tunnel on Crimson Straights totally neutralize a Stalker boating LRMs... The AMS units were firing through the mountain to wipe out every salvo he fired.

It made me wonder if maybe AMS wouldn't be quite so ridiculous if buildings and terrain actually blocked AMS fire?

Why is it that AMS ignores all objects? Every other weapon is blocked by physical objects...


All I can say is...

Because PGI.

The thing is, it doesn't activate instantly, and we have no AMS toggle to turn it off (so as not to give warning to the opponents). So, it's pretty obvious that it has to break the rules of physics... because PGI has no idea how to fix it properly.

Intelligent AMS would do the following:

1) Not fire when the player doesn't have LOS of the missiles.

2) Not fire when there are obstructions/LOS issues.

3) Not fire when shut off.

MW3 arguably did AMS correctly, but there wasn't an off button (because there wasn't much cover in the game, so it was kinda unnecessary). However, that was a long time ago... MW4's AMS was OK, but it's based on essentially a fixed-ish effectiveness (-1 missile/volley).

Edited by Deathlike, 13 February 2014 - 04:56 PM.


#810 Scandinavian Jawbreaker

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Posted 13 February 2014 - 05:33 PM

View PostVictor Morson, on 13 February 2014 - 02:58 PM, said:

For those of you veering back onto this Jump Jet thing.. that is not the problem with the Highlander. The Highlander is more than usable in no-jump jet drops.

The problem is that the way energy and missile "boating" got ridiculously nerfed - 2 Large Lasers, are you kidding me? - they made Ballistic + Energy 'mechs the only really viable designs past the light category. Let's look at the top 'mechs:

Highlander - Ballistic + Energy
Victor - Ballistic + Energy
Cataphract - Ballistic + Energy
Shadow Hawk - Ballistic + Energy
Black Jack - Ballistic + Energy

Now, because people won't stop harping on JJs - which ARE VERY USEFUL for not just combat but navigating the God awful terrain dead-stop mechanic - here's some additional popular league variants:

Cataphract 4X - All Ballistic
Catapult K2 - All Ballistic
Jagermech - All Ballistic

Are we noticing a trend yet? They nerf'ed everything to hell except ballistics, so it's almost always beneficial to pair a reliable, easy to use weapon like the PPC with them with a niche existing for 'mechs that are all ballistics.

Add into this their never ending quest to keep nerfing LRMs when they're already a seriously small niche that almost never shows up in leagues (Twin AMS lights, "The anti-LRM" module, AMS that's way too good) and their inability to realize if they boosted the velocity on SRMs it'd help the hit detection without magic net code...

...yeah. Jump jets could be taken out of the game and the meta order would barely blink in the mediums & up category. JJs are not the problem. Nerfing everything but specific combos is the problem.

Equipping 1 JJ is a no brainer for JJ capable mechs and it gives you superior mobility over non-JJ mechs. With the expense of 1 crit slot and 0.5, 1 or 2 tons. Equipping second JJ gives you very little improvement, so for example Highlander has no point equipping a second JJ for 2 tons, because there's no real benefit doing so. The 1 crit 2 ton JJ gives you enough lift to jump and shoot the ballistics and PPC combo. Now let's say the lift is reduced... Highlander would still have improved mobility, but not enough to jump and snipe like it does now. Equipping second one would improve this, but with the expense of 2 tons - that means you would have to lose some ammo, lose some armor, drop heatsinks or drop engine size (that also affects the torso movement).

While you're right that weapon balance is a bit off (pulz lazor & srms mostly), the JJ needs some adjustments. Also the HSR seems to be really wonky when shooting mechs middle air. Today saw warping victors with lag shields flying through the air when oceanic, european and us players were in a same match. But of course that's a different matter.

I don't want jump sniping gone no way, but it needs some adjustments. And I'm fine with the pinpoint damage atm also.

#811 Wintersdark

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Posted 13 February 2014 - 05:50 PM

Equipping one Jump Jets on a Jump Capable mech should be a no brainer - the jump jets are kind of the point. I'd argue, though, that the problem isn't that one Jump Jet is too good but rather that there's too little value in more.

If they feel poptarting is an issue (I'm not sold that it really is - I feel that poptarting appears to be a problem as a side effect of other problems which have been discussed) then it's better to modify how JJ's work overall but not through nerfing jet performance. Larger COF, have a slight delay after thrusting but before targeting stabilizes, something of the sort.

The reality is that our JJ's aren't really a lot of fun, and they could be a lot better. They're painfully slow as it stands.

In my perfect JJ world, I'd like to see a single JJ remain as it is, and additional JJ's increase velocity substantially (in addition to their other features) so that the decision to run one or many is much harder.

If they just nerf JJ's overall to make one JJ useless for poptarting, this will have the side effect of totally ruining JJ's for everything else as well. Poptarting doesn't require much of JJ's, after all; less than most other uses.

#812 Scandinavian Jawbreaker

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Posted 13 February 2014 - 08:46 PM

View PostWintersdark, on 13 February 2014 - 05:50 PM, said:

I'd argue, though, that the problem isn't that one Jump Jet is too good but rather that there's too little value in more.

Which, in my opinion, is the same thing. Of course jump jet capable mechs should have movement advantage over non-jj mechs, but the tradeoff is too small. If I have to choose a jj-mech or non-jj-mech to a 12man or some other "serious" game, it's JJ-mech, ALWAYS. No exceptions. I think that JJ-capable mechs should trade the capability fair compared to non JJ mechs. 1 crit, and max 2 tons for a powerful single JJ does not do this. Also tapping the spacebar is a mechanic that is obviously broken and should be fixed. I am not looking at this just from poptart point of view. I run a 3D and 733C brawlers very often and because of JJs they are superior to their equivalent.

As a disclaimer, I think the whole JJ mechanic is bad and should be reworked totally, but as PGI just uses duct tape to fix problems, I'll approach it this way.

#813 Dracol

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Posted 13 February 2014 - 08:50 PM

View PostDeathlike, on 13 February 2014 - 04:55 PM, said:

[snip]

The thing is, it doesn't activate instantly, and we have no AMS toggle to turn it off (so as not to give warning to the opponents). So, it's pretty obvious that it has to break the rules of physics... because PGI has no idea how to fix it properly.
[snip]

First off, I agree, it would be nice to have a toggle for ams. I use single, lrm 5 shots to gain info on enemy mechs via ams. I dislike it when my own ams gives away my position.

In regards to how it performs currently, I would hazard a guess it is because of programming concerns.

The most cost effective way to handle ams as far as computing processing is concerned would be to have the animation of ams be just that.... an animation. Instead of determining the physics of each bullet, like what is required by weapons fire, the visuals just trace bullets to the incoming missiles, explosions go off as missiles are removed.

To determine the effects of the ams, when a salvo reaches a mech at ams range, the missile object does a check of the mech. If it has ams, the missile then tracks the number of seconds it remains in mech's ams range. Per a formula, as damage is dealt, missiles are removed and explosion animations are played.

Its clean and efficient. It unfortunately precludes checking if each bullet has a direct path to the missiles. The number of calculations required for such a fast firing gun like ams could very well have weight heavily in PGI's choice to not make ams more "realistic".

#814 Koniving

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Posted 13 February 2014 - 08:56 PM

View PostArtgathan, on 10 February 2014 - 09:44 AM, said:


I understand what you're saying and your intention. However, consider what this example has accomplished - it's homogenized the people. The "poor" person went from having 10% of the "rich" person's wealth to having 91% of the "rich" person's wealth. Sure, the absolute difference is still $9, but at this point the different in meaningless.

The problem is that this sort of flat increase disproportionately benefits people on the lower end of the scale (in this case, light mechs).

Consider this: you've added 100 armor to an Atlas. This may increase it's TTK by ~10%. Adding 100 armor to a Jenner will increase it's TTK by ~50% - ~90%.


With the 100 point on all mechs system, Said Jenner actually gets 10 points less health than its current max is now. Said Atlas gets 94 points more health. What exactly are you complaining about? Seems the fact is polar opposite of your complaint. I believe you misunderstood it. It's stock + 100. For many mechs this significantly lowers their health. And for some it raises their health.

Typically it raises the health of the weak, under performing mechs whose sole redeeming value was high armor. And for the most part it hurts the mechs that have an immense amount of firepower potential but from lore have paper thin armor.
--------
Interestingly enough, a random example is the 30 ton mechs Spider and Urbanmech. Right now the Spider outclasses the Urban mech in every aspect, especially when you consider speed, armor, etc.

Urbanmech however has quite a bit more armor stock to make up for the fact that PGI would limit it to 62 kph with speed tweak. But what good is that if the Spider can equip the same armor?

After the stock + 100 concept, the Spider (stock 112+100) only gains 2 points of extra armor (212) versus the current max (210) for them.
The Urbanmech, however, makes up for its speed with 6 tons of armor (at 32 points per ton is 192). If using the current system it's dead on arrival. The proposed system, 192 + 100 = 292. Armor makes up for lack of speed.

Time to kill for every mech is equally raised versus stock. There's no discrepancies. No oddities. It's like taking your finger to all of the sliders on your equalizer and raising them all at once. It's equally raised.

If, by stock, it was meant to be hard to kill it will then be hard to kill. (Thunderbolt, Awesome, Dragon, Atlas, Raven 2x and 4x, Jenner F, Hunchback, Kintaro, Wolverine).
If, by stock, it was meant to be easy to kill it will then be easy to kill (Jagermech, Victor, Jenner D, Raven 3-L, Locust, Cicadas, 2 out of 3 Shadowhawk variants).

Yes, Locusts will still be easy to kill. Just as easy as a Jenner D will be or a Cicada 2A. Difference is all mechs keep their structure value. Locust has a structure of 69. Jenner of 119. Cicada of 137. Thing is Cicada's supposed to be a lot faster than the Jenners, too, making up for the fact that it has such light armor.

And as for where the Firestarter stands, in terms of armor it's better than 2 Jenners, the Raven 3-L, Locusts and Commandos. However, it is inferior to the Jenner F, some firestarters are inferior to the Raven 2X and all of them are inferior to the Raven 4X.
------------------
Of course, Buckminister came up with an interesting compromise. Stock + unset # of tons more = new max. A ton of armor depends on the type. 32 for standard, 36 for Ferro. But this creates two different armor maxes depending on whether you have standard or ferro armor and requires the breaking of a second but admittedly nearly as stupid tabletop rule. (Unset means he doesn't care what it is.)

But basically Buck's idea is: Stock with 1 ton standard = 32 additional points to stock is the new standard max.
If we use 3 tons, that's 96 points of armor.
The Jenner D, Locust, Cicada example 128 armor stock is 4 tons. + 3 tons armor = 224 new max instead of 228. (4 stock + 3 tons additional = 7) * 36 (points per ton ferro armor) = 252 if you had Ferro.)

Edited by Koniving, 14 February 2014 - 07:35 AM.


#815 Wintersdark

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Posted 13 February 2014 - 09:13 PM

View PostIV Amen, on 13 February 2014 - 08:46 PM, said:

Which, in my opinion, is the same thing. Of course jump jet capable mechs should have movement advantage over non-jj mechs, but the tradeoff is too small. If I have to choose a jj-mech or non-jj-mech to a 12man or some other "serious" game, it's JJ-mech, ALWAYS. No exceptions. I think that JJ-capable mechs should trade the capability fair compared to non JJ mechs. 1 crit, and max 2 tons for a powerful single JJ does not do this. Also tapping the spacebar is a mechanic that is obviously broken and should be fixed. I am not looking at this just from poptart point of view. I run a 3D and 733C brawlers very often and because of JJs they are superior to their equivalent.

As a disclaimer, I think the whole JJ mechanic is bad and should be reworked totally, but as PGI just uses duct tape to fix problems, I'll approach it this way.
The critical difference is while nerfing one jet or buffing more both fix "there's no reason to take more than one", the single jet nerfing makes the already poor jet mechanic even worse, one or multiple jets.

The real issue is that the new movement rules push the jet vs. Non jet divide far too far. Honestly, I really think the whole issue would be resolved by simply removing or greatly relaxing the hill climbing restrictions.

#816 80sGlamRockSensation David Bowie

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Posted 13 February 2014 - 10:05 PM

View PostWintersdark, on 13 February 2014 - 09:13 PM, said:

The critical difference is while nerfing one jet or buffing more both fix "there's no reason to take more than one", the single jet nerfing makes the already poor jet mechanic even worse, one or multiple jets.

The real issue is that the new movement rules push the jet vs. Non jet divide far too far. Honestly, I really think the whole issue would be resolved by simply removing or greatly relaxing the hill climbing restrictions.



I feel this is another huge issue.

The jenner and mando currently hillclimb the greatest being in the "tiny" catagory, 40 Degrees

There are several other lights and mediums in the small catagory, 35 degrees.

All the way down to the quickdraw, atlas, highlander, awesome, battlemaster, stalker and victor -- whom slow down at a 25 degree angle.

25 DEGREES. ARE YOU KIDDING ME? No one people get stuck on a single pebble. These values need to universally increased by at least 10 degrees. That would solve a lot of issues right then and there, especially considering most of the maps we have were created prior to this system being created!!! (Canyons and any earlier map)

#817 Sam Slade

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Posted 13 February 2014 - 10:07 PM

View PostNuclear Weapon, on 13 February 2014 - 01:06 PM, said:

1 JJ should make the ride shaky and hard to use... 4 JJ's should make the overall ride smoother, this should apply to every mech. In fact if you place ONLY 1 JJ in a leg the mech shouldnt be able to lift off; your leg should take damage instead.
1 JJ alone in a side torso should make the mech move sideways while he i's flying...

The only correct way to use single JJ's could be center toso mounted and this should be a hard ride.


This is an awesome idea and should be added asap. One JJ could leave you facing in a random direction when you land, etc... Full JJ on an Assult/Heavy is a hefty tonnage investment.


View PostNuclear Weapon, on 13 February 2014 - 01:06 PM, said:

Thanks Einstein, but as I stated before, maybe is better if you just stop posting; is clear that your narrow, blinded mind cant see thru this.

Your "rhetorical question" is as good as its performer.
I'll give you bit of credit by saying no more... I hope your mind gets the message.

Die.
Die and rage quit.


This was a bad response(I don't think you no edit: know (bit ironic that) what a rhetorical question is, do you?(<-- this is also a rhetorical question)). Paul Hogan picture was a way better response, you should have just reposted that.

View PostKhan Ignotus Kotare, on 13 February 2014 - 09:24 PM, said:

...which ruins the daily lives of...


Ahahahaha... I guess if you let your video games define you it might. I dub thee Lord of Your Mums Basement, a title thou shalt bear until thine parents make thee move into the RV, whence this time doth come to pass thou art invested Baron of the Backyard.

Edited by Sam Slade, 13 February 2014 - 10:21 PM.


#818 Victor Morson

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Posted 13 February 2014 - 11:08 PM

View Postmwhighlander, on 13 February 2014 - 10:05 PM, said:

All the way down to the quickdraw, atlas, highlander, awesome, battlemaster, stalker and victor -- whom slow down at a 25 degree angle.


Unless something has changed, it's not even straight tonnage that determines how a 'mech is set.

For example the Stalker is Large, not Huge, and can handle 5 degree better angles than the Victor last I checked.

This is also why I steadily complain about this information not showing in mechlab. Most people don't even know this is a thing.

#819 stkxie

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Posted 13 February 2014 - 11:41 PM

Hit registration needs to be looked at again. This is a trial duel I was a part of and 40% of my shots did not register proper. Both players participating have a ping under 100ms.




#820 MustrumRidcully

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Posted 14 February 2014 - 12:18 AM

View PostDeathlike, on 13 February 2014 - 12:08 PM, said:


It's called a Cataphract, but noone's demanding that to be nerfed.

If this is actually true and not merely a result of different jump jet mechanics back then, if I had to guess, this is why: You can add up to 30 tons of counter-armour, weaponry, ammo and heat sinks to deal with a Cataphract, by the virtue of picking a heavier, non-poptart-capable mech.
The Highlander leaves a much smaller margin (10 tons) and that's not enough to counter the tactical advantages of poptarting.

If we had some kind of battle value system implemented via tonnage handicaps, pop-tart capable mechs might cost 20-30 "battle value tons" extra.





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