Dev Vlog #4
#161
Posted 01 June 2014 - 09:34 PM
Did you ever think of it the other way around? i.e. non-missile mech gets "haha you just wasted all your module because I don't even have to bother facing you sucker.
If you don't have ECM and get targetted by missiles in one of three or four ways and then get rained upon by 5 or more mechs at once. It can be like this.
I don't hate the missile mechs but you do have to realise that it is a stand off weapon that can essentially mean that you are fighting 5 mechs at once through no fault of your own. In fact I wonder sometimes why they bothered to waste mechs with missiles. Just put em on a truck. No need for all that armour.
#162
Posted 01 June 2014 - 11:18 PM
Part of the costs of being an LRM boat is that you need that Target Decay module (as well as increased range) leaving you with less slots for things like seismic sensor and consumables. Letting any sniper who wants it have a "get out of target decay free" card isn't balanced - both players spent a module slot, but only one of them gets the benefit. The additional risk (that there will be no LRM 'mechs) run by the 'mech using the Counter-Decay module isn't sufficient to offset the facts that 1: Advanced Decay is a required slot for LRM boats; you really need that extra tracking to be effective, and 2: the Counter-Decay player is only going to take the module if he finds that LRM suppression is a problem for him at his Elo level and play time.
The proposed module is a great idea if it's restricted to scout 'mechs - the non-ecm lights could really, really use it. But if it's not a role-specific module... If Target Decay is too powerful with the missile buffs, nerf the module - not the entire weapon system.
Edited by Void Angel, 02 June 2014 - 09:17 AM.
#163
Posted 01 June 2014 - 11:22 PM
Remember what I said about thinking LRMs are just point-and-shoot weapons?
#164
Posted 02 June 2014 - 09:12 AM
Edited by Krometheus, 02 June 2014 - 09:13 AM.
#165
Posted 03 June 2014 - 04:30 AM
Jakob Knight, on 30 May 2014 - 07:28 PM, said:
I think the description given for the module is pretty self-explanatory. The module completely removes any and all decay from the mounting mech at all times. Any and all effects that increase or decrease target decay become null and void, as there -is- no decay to affect. A mech with an Advanced Target Decay module is just as crippled by this as a mech without one, and if the mounting unit has ECM, the mech pretty much becomes LRM-proof except in direct-fire conditions at short ranges....exactly the situation the Devs put in the minimum range artificial effect to ensure LRM units to -NOT- try to fight in. And, given how easy it is to use terrain to break missile tracking and impact at the current time, it doesn't take a rocket scientist to realize this will kill any viable use of these weapons. It's also rather telling that the 'absolute effect' 'magic' equipment in the game such as ECM (which works no matter what the range and overcomes everything unless so close it doesn't matter anymore) and this new module (eliminates -all- Decay, no matter how big or small) is all aimed squarely at LRMs, while the equipment meant for LRMs is all marginal-percentage based (increase Decay time by a small percentage, decrease lock time by a small percentage, increase concentration by a small percentage.....).
We can only hope the Devs will include an Orbital Tracking Module when this comes out to allow LRM units to track any unit they have locked onto regardless of terrain or line-of-sight to balance out this, but I have to conclude they simply don't want LRMs in their game anymore and need to do soft-eliminations like this to so cripple them that players will either stop using them, or be non-factors on the battlefield if they do. In effect, they are punishing anyone who takes LRMs and tries to fight with them at long range, and anyone who takes LRMs and tries to fight with them at short range as well.
Yes I am sure your correct, that's why almost every mech in the clan pack packs an LRM somewhere, and almost all of them have a configuration that is heavily focused on LRM support, and that's also why many of the clan mechs pack a NARC launcher. That beacon like device that broadcasts your position to the entire enemy team, increases all accuracy of missiles against you, stacks with tag, and cancels ECM. It come with a module witch gives it more range and a longer deploy time. and when most of these mechs are not packing missiles, there packing long range direct fire support weapons that can hold there own in a brawl. I am totally sure PGI is trying very hard to kill LRMs, now how about you think a bit more before you put on your tin foil hat and in the future try maybe working with your LRMs as a team for coordinated fire support rather then just assume that there worthless because they lose there lock a little quicker, you know role warfare and all that. oh almost forgot they can also do some damage under 180 as well, nope I don't see LRMs going anywhere.
#166
Posted 03 June 2014 - 11:50 AM
#167
Posted 04 June 2014 - 04:08 AM
Why is it a teamkill to shoot down a opposte faction? (i don t do it..but I think it is wrong!)
#168
Posted 04 June 2014 - 07:23 AM
Marc von der Heide, on 04 June 2014 - 04:08 AM, said:
Why is it a teamkill to shoot down a opposte faction? (i don t do it..but I think it is wrong!)
The first phase of CW, hopefully in August, is going to fix that. It may even be sooner than that, as Karl is fixing the matchmaker and may institute the faction adjustments as part of that (wishful thinking, but it is possible).
#169
Posted 04 June 2014 - 08:14 AM
Imperius, on 30 May 2014 - 04:38 PM, said:
LRM's Are perfect! No changes needed. Oh and yes I'm special! Deal with it! Nerf is a sign of the unimaginable and weak skilled. Instead of nerfing the A/C's range add shell drop. Make it so you have to deal with distance by increasing muzzle elevation when firing.
#170
Posted 04 June 2014 - 08:27 AM
RabbitHRF, on 04 June 2014 - 08:14 AM, said:
That's just another kind of nerf - you should be less unimaginable.
#171
Posted 04 June 2014 - 08:32 AM
#172
Posted 04 June 2014 - 09:55 AM
Cimarb, on 04 June 2014 - 07:23 AM, said:
I think you mean the second phase. The first phase was Launch Modules.
Yes, that's right, folks...CW has already BEEN released, partially.
#173
Posted 04 June 2014 - 11:31 AM
Rebas Kradd, on 04 June 2014 - 09:55 AM, said:
I think you mean the second phase. The first phase was Launch Modules.
Yes, that's right, folks...CW has already BEEN released, partially.
Launch Modules were a core feature required for CW, but so was UI2.0 - maybe we are currently in Phase 0.5... I could be mistaken on the phrasing, but phase 1 is supposed to be around August.
Edited by Cimarb, 04 June 2014 - 11:31 AM.
#174
Posted 04 June 2014 - 09:28 PM
Rebas Kradd, on 04 June 2014 - 09:55 AM, said:
I think you mean the second phase. The first phase was Launch Modules.
Yes, that's right, folks...CW has already BEEN released, partially.
Nope, you are wrong on that one.
The launch module (specifically the private match section), is part of the set up for CW, along with UI 2.0. We're nowhere near phase 1, hence why they are doing the roll back.
As for nerfs and buffs, here are my two cents:
1- LRMs are fine, and that module will not stop a good spotter from ruining your day. It actually counters players who use LRMs NOT as intended, as direct fire weapons, when they clearly aren't.
2- ACs definitely need a nerf (what recently happened wasn't a nerf so much as bringing them in line.) They still shoot farther than they ever should, and are still single shot instead of burst fire.
#175
Posted 05 June 2014 - 07:52 AM
#176
Posted 05 June 2014 - 08:10 AM
Rooshovuak, on 05 June 2014 - 07:52 AM, said:
Because any unneeded fragmentation of the playerbase makes it exponentially worse for everyone.
#177
Posted 06 June 2014 - 04:19 PM
:-(
Edited by Tarzilman, 06 June 2014 - 04:21 PM.
#178
Posted 07 June 2014 - 03:41 AM
And what about a 300 engine size? My Jenner can carry a 300 engine! Four variants are only able to carry such a small engine. How can you do such things to this poor assault mech?
The Awesome finally needs to be an assault mech. A real assault mech that I hate everytime my Firestarter meets it.
Tarzilman, on 06 June 2014 - 04:19 PM, said:
:-(
#180
Posted 07 June 2014 - 06:22 AM
LiGhtningFF13, on 07 June 2014 - 05:30 AM, said:
Well, that defeatist attitude won't help us shoot them in the face.
Also, Regardless of technology, we have dudes, and we do have some tech of our own.
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