Clan And Is Weapon Update - Feedback
#301
Posted 09 June 2014 - 09:28 AM
Clan ER PPC - I'm concerned about heat. I hope PGI does a lot of testing with the Puma and Masakari. In particular, I think both mechs should be able to alpha without exploding or causing internal damage. I don't mind hitting 75% -80% max heat though.
Clan LBX - I never though LBXs should switch on the fly without separate and distinct ammo types equipped. Could the weapon function not be dictated by which ammo is equipped? This is something that will need to be resolved before speciality LRMs can be utilized as well.
Clan LRM - I don't believe the ramp-up in damage makes sense. I'd rather see LRMs perform in short range at standard damage without lock-on much like normal SRMs. Use a similar spread pattern like SRMs do as well.
#302
Posted 09 June 2014 - 09:28 AM
Zerberus, on 09 June 2014 - 05:23 AM, said:
Its becuase they cant be crited out having only 2 critical engine section per left and right torso instead of 3. Therefore mwo has clan engines, and they work in a manor that is unique to MWO compared to all other battletech sources.
BlackyCat, on 09 June 2014 - 06:02 AM, said:
Demand a refund you still have that right. If you are not pleased with the product you paid fore BEFORE its delivery then get your money back rather then sit here and complain about it. Then again I do not really know why I am helping you after the insults you issued to the Smoke Jaguars just because you thought nobody could speak Slovenian.
#303
Posted 09 June 2014 - 09:30 AM
Scratx, on 09 June 2014 - 06:37 AM, said:
Yup. Even if demanding a refund because you're not getting the OP Masters of the Universe you wanted isn't cool.
(and am I the only one who thinks a lot of the discussion is almost at the level of horoscopes because we simply don't know how it'll all play out? it's not like weapons alone dictate balance, can't ignore we don't know the exact hardpoint combos we'll be able to pull out and more importantly just how much more survivable clan mechs will be thanks to no death on losing a single side torso...)
I actually feel the command chair area has released almost everything as to how they will work and function, please have a look there again. However I do have the Variant list at this point which I can share.
• Adder:
o Prime
o A
o D
• Dire Wolf:
o Prime
o A
o B
• Kit Fox:
o Prime
o D
o S
• Nova:
o Prime
o B
o S
• Stormcrow:
o Prime
o C
o D
• Summoner:
o Prime
o B
o D
• Timber Wolf:
o Prime
o C
o S
• Warhawk:
o Prime
o A
o B
The actual load outs will be shared on the web site very soon but Im sure you can look these up on Sarna and basically understand what your getting.
#305
Posted 09 June 2014 - 09:33 AM
Raigner, on 09 June 2014 - 09:28 AM, said:
Clan XLs always worked this way.
#306
Posted 09 June 2014 - 09:33 AM
Fastwind, on 09 June 2014 - 09:30 AM, said:
I actually feel the command chair area has released almost everything as to how they will work and function, please have a look there again. However I do have the Variant list at this point which I can share.
• Adder:
o Prime
o A
o D
• Dire Wolf:
o Prime
o A
o B
• Kit Fox:
o Prime
o D
o S
• Nova:
o Prime
o B
o S
• Stormcrow:
o Prime
o C
o D
• Summoner:
o Prime
o B
o D
• Timber Wolf:
o Prime
o C
o S
• Warhawk:
o Prime
o A
o B
The actual load outs will be shared on the web site very soon but Im sure you can look these up on Sarna and basically understand what your getting.
No, I know about that and understand. However, just because we can know the minimum amount of hardpoints they come with doesn't mean they won't come with more. And what about AMS and ECM slots?
#307
Posted 09 June 2014 - 09:34 AM
Scratx, on 09 June 2014 - 09:33 AM, said:
No, I know about that and understand. However, just because we can know the minimum amount of hardpoints they come with doesn't mean they won't come with more. And what about AMS and ECM slots?
So far, no mechs will come with ECM.
Unless they make the Kit Fox C right arm available.
#308
Posted 09 June 2014 - 09:35 AM
Reno Blade, on 09 June 2014 - 08:44 AM, said:
Then a LRM volley where 5 missiles hit the ground around you because the target is not a big barn door is also a bug?
IraqiWalker, on 09 June 2014 - 08:45 AM, said:
The community has been crying for PPC splash damage for over 2 years. It sucks that only the clan version is getting it, however, even with the 2.5 disappearing damage, it's still far better than IS ERPPC.
#309
Posted 09 June 2014 - 09:38 AM
IraqiWalker, on 09 June 2014 - 07:42 AM, said:
And so much heat you can only use 1 and thats the real problem here,no long range 10 dmg pinpoint alternative with less heat
#311
Posted 09 June 2014 - 09:49 AM
Scratx, on 09 June 2014 - 09:33 AM, said:
No, I know about that and understand. However, just because we can know the minimum amount of hardpoints they come with doesn't mean they won't come with more. And what about AMS and ECM slots?
None of these have ECM,all of them have AMS.Questions is where?
That i don't know.
#312
Posted 09 June 2014 - 09:55 AM
#314
Posted 09 June 2014 - 10:39 AM
WarHippy, on 09 June 2014 - 09:35 AM, said:
This seems to be very subjective, isn't it?
Who decides what should be happening to a wide spread particle beam?
Physicist could, but this is a game, so the devs are the ones to decide.
If it helps to explain, the PPC is a stream of loaded particles and these could just be a glancing blow because of the shape of armor it hits.
It could be worse and the percentage of damage could be dependent on exact distance from the edge of the armor plating it hit, or the angle of the impact to the plating.
In theory, even AC and Gauss slugs could bounce off of the armor, but this is not WoT with such calculations and Tanks with only one big hitbox with lots of angular platings.
I think with all this, the CERPPC will be in a really good state, if the heat will get reduced a bit (as described earlier).
#315
Posted 09 June 2014 - 12:47 PM
Koniving, on 07 June 2014 - 08:55 PM, said:
No offense, Koniving, and I've said this several times before but PGI is planning on using the Clans just like they did the AC2 range nerf. You make a change, let the players test it out on live, and push it towards everything if it works well. It is 100% their history of doing things.
#316
Posted 09 June 2014 - 01:25 PM
Trauglodyte, on 09 June 2014 - 12:47 PM, said:
No offense, Koniving, and I've said this several times before but PGI is planning on using the Clans just like they did the AC2 range nerf. You make a change, let the players test it out on live, and push it towards everything if it works well. It is 100% their history of doing things.
And I can't wait until they do. Russ has already started making comments that this is the goal, and now I am stoked and can start pushing for manufacturer variants next!
#317
Posted 09 June 2014 - 01:35 PM
#318
Posted 09 June 2014 - 01:44 PM
LBX slug mode fires one projectile.
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