

Can We Fix The Victors And Highlanders Now?
#1
Posted 28 May 2014 - 01:49 PM
#2
Posted 28 May 2014 - 02:21 PM
#4
Posted 28 May 2014 - 02:24 PM
It takes months for that to happen... maybe 7 if you're lucky!
#6
Posted 28 May 2014 - 02:34 PM
#7
Posted 28 May 2014 - 02:35 PM
XX Sulla XX, on 28 May 2014 - 01:49 PM, said:
I see not even a mention of it on twitter, or in the Vlogs, etc.
At this point, I'll just hold out for the madcat, since it will likely do everything my VTR did but better.
#8
Posted 28 May 2014 - 02:35 PM
#9
Posted 28 May 2014 - 02:36 PM
XX Sulla XX, on 28 May 2014 - 02:34 PM, said:
The AC range isn't really causing the problems we see today. The real problem is that we can put huge volumes of damage/weapons into a single spot, in one big spike that rips holes in the heaviest of armor.
#10
Posted 28 May 2014 - 02:43 PM
II know all about the pinpoint problem and many suggested solutions. But pinpoint high alpha at range is the problem that is directly related to jump sniping. And in turn to the over nerf to the highlander and victors. And if you cut down the effective range of jump snipers. And you couple that with the slower recharge times of jump jets they already did you have changed the damge you take getting to a jump sniper. Lowering the damage you taking getting in means you are more likely to be able to close the gap. Along with this a fix to SRMs (they also talked about this in the Vlog) will make brawling vs jump sniping mor even. So yes it is time to change balance the Victors so they move like an 80 ton mech not a 100 ton mech.

#11
Posted 28 May 2014 - 02:45 PM
FupDup, on 28 May 2014 - 02:36 PM, said:
QFT
FLD, pinpoint damage is the issue. People will just migrate to another thing and that will become the "meta".
The game will still be the same, just different players....
#12
Posted 28 May 2014 - 02:45 PM
XX Sulla XX, on 28 May 2014 - 02:34 PM, said:
Please. Cutting AC range to 2X will still make them prime sniping weapons coupled with PPCs. PGI is just ugh...
And let's talk about unnerfing Victors and Highlanders after we see how the nerfs will affect poptarting. This is coming from a meta DS owner.
Edited by El Bandito, 28 May 2014 - 02:46 PM.
#13
Posted 28 May 2014 - 02:46 PM
FupDup, on 28 May 2014 - 02:36 PM, said:
Seems to me the heat scale and its lack of any penalties as it increases is the issue. And even shutting down isnt a real thing to be worried about...unless you manage to do it in the middle of 5 guys, but then you've messed up in more ways then heat....
But pigeonholing every weapon into its own little niche is ********.
AC=Brawling weapon
PPC/GR=Charge weapon
Laser=DoT weapon
LRM=lol bomber weapon
SRM=lolwut?
naw.......they need to look at TT, copy, paste, for the most part and keep it that way, range, damage, heat...crits, tonnage. Adjust for MWO scale of armor and be done. No derpy ass charge mechanics, no derpy ass 3 weak shot UAC....no jamming on every other shot from a UAC...jamming, sure, but not on every shot. If jamming was that bad on machineguns, we wouldnt have gotten past the Gatling gun and Maxim from WWI....let alone a Bofors or some automatic cannon....
LRMs could use longer reload times maybe....
But all this arbitrary nerfing and crap, its only serving to make this game more annoying to play, less fun and its sapping time and energy away from more important features...seems you people want CW, community warfare? That pretty much the same thing as WoT's Clan wars?
But endless buffing and nerfing is the biggest reason why games never really get anywhere...why it takes 5 years to add things that shoulda been in on release lol. Get stuff where you want it early and ignore the communities whining...which most times is all it is...
"Oh, that GR blew my Lights arm off in one shot"
"Dayum OP LRMs, shooting me where I cant fire back"
"OMG my light mech died to that assault, nerf assaults NAO"!!!
Yeah, pretty much all it ever is...
#14
Posted 28 May 2014 - 02:47 PM
LordKnightFandragon, on 28 May 2014 - 02:46 PM, said:
What game are you playing? Devs here are notoriously slow when it comes to nerfing or buffing. So slow in fact, I sometimes wonder what the hell does the balance director do at work.
Edited by El Bandito, 28 May 2014 - 02:49 PM.
#15
Posted 28 May 2014 - 02:49 PM
XX Sulla XX, on 28 May 2014 - 02:43 PM, said:
II know all about the pinpoint problem and many suggested solutions. But pinpoint high alpha at range is the problem that is directly related to jump sniping. And in turn to the over nerf to the highlander and victors. And if you cut down the effective range of jump snipers. And you couple that with the slower recharge times of jump jets they already did you have changed the damge you take getting to a jump sniper. Lowering the damage you taking getting in means you are more likely to be able to close the gap. Along with this a fix to SRMs (they also talked about this in the Vlog) will make brawling vs jump sniping mor even. So yes it is time to change balance the Victors so they move like an 80 ton mech not a 100 ton mech.

Victors and Highlanders were nerfed because they had far too much mobility for an assault. It was almost impossible to actually get behind one with the torso twist and JJ capabilities they had. I know, I own all 6 Highlanders, and 3 Victors. Using the abilities they had at their disposal it was far too easy to keep every target in front of you and keep targets at 90m+, so you could unload with an alpha to kill or severely cripple anything that attempted to kill you with ease.
#16
Posted 28 May 2014 - 02:50 PM

#18
Posted 28 May 2014 - 02:55 PM
Quote
#19
Posted 28 May 2014 - 02:58 PM
But,this will have about as much effect as a fart in a hurricane on the pinpoint FLD poptart meta we've had for a year+ now.
Edited by Alexandrix, 28 May 2014 - 02:59 PM.
#20
Posted 28 May 2014 - 03:02 PM
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