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#1 Threat Doc

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Posted 19 June 2014 - 08:29 AM

PGI, please tone down or otherwise change the mechanics of the Radar Deprivation module recently introduced to the game? You have ECM, which is game-breaking and makes 'Mechs invisible, makes it impossible to get locks on 'Mechs we NEED to be able to get locks on to support our team and destroy the enemy, and now you introduce a module that NEGATES a module I spent a LOT of time GRINDING for, that allows me to hold targets a bit longer so I can actually continue to help my team?

This is wrong, and it NEEDS to change.

My recommendation, now that I've calmed down enough to think of it, is to make multiple levels of both Targeting Decay and the Radar Deprivation module. The Radar Deprivation module can give a penalty to the time the Targeting Decay has a target once they disappear behind a building, which right now is a maximum of 3.25 seconds, which already is NOT much, but out of two people with the highest ends of these modules, the Targeting Decay should ALWAYS still have some time left on it, even if it's only an additional quarter-second.

You are taking away from the things people have earned in this game, escalating it all like a collectible card game where, in the next set, you have one or more cards to negate one or more of the power cards from the previous set, and that is simply uncool. If you're going to do that, just take away modules altogether, since they are not canon, anyway; do they change the profiles of 'Mechs, make them unique to the player, sure... but, if you're just going to completely remove something -the ability to lock on to a 'Mech at all, or a 'Mech disappears from a radar lock once they move behind a structure on the map, that's really unfair.

Edited by Kay Wolf, 19 June 2014 - 08:31 AM.


#2 Ghogiel

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Posted 19 June 2014 - 08:34 AM

I just don't have sympathy for lurmers.

I know they have no mercy for anyone else, so yeah no.

#3 Harathan

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Posted 19 June 2014 - 08:36 AM

View PostGhogiel, on 19 June 2014 - 08:34 AM, said:

I just don't have sympathy for lurmers.

I know they have no mercy for anyone else, so yeah no.

It's got nothing to do with sympathy or mercy and everything to do with a level playing field. Try thinking of game balance in terms of actual game mechanics, rather than in terms of your ego.

Edited by Harathan, 19 June 2014 - 08:37 AM.


#4 cSand

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Posted 19 June 2014 - 08:38 AM

It's not like everyone is using it either

#5 FlipOver

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Posted 19 June 2014 - 08:40 AM

View PostGhogiel, on 19 June 2014 - 08:34 AM, said:

I just don't have sympathy for lurmers.

I know they have no mercy for anyone else, so yeah no.

Remember streaks also use locks, not just lurms.

The idea of multiple levels of both modules sounds good and adds some depth towards that issue, although I'd say the higher the level the more slots a module should use.

#6 Xyroc

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Posted 19 June 2014 - 08:42 AM

The mechs that are most likely to use radar deprivation are lights and they need it as is.

With the instant lock & target decay modules already in the radar deprivation balances those out.

No reason why you should be able to sit behind cover and launch LRMs at targets you cant see and expect to do so successfully without a spotter lighting up your targets.

Edited by Beliall, 19 June 2014 - 08:47 AM.


#7 Ghogiel

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Posted 19 June 2014 - 08:42 AM

View PostHarathan, on 19 June 2014 - 08:36 AM, said:

It's got nothing to do with sympathy or mercy and everything to do with a level playing field. Try thinking of game balance in terms of actual game mechanics, rather than in terms of your ego.

Let me check... yep QQ threads about lurms being OP on the first page of this forum.

Your opinion is noted. Have a nice day.

#8 crossflip

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Posted 19 June 2014 - 08:43 AM

View PostHarathan, on 19 June 2014 - 08:36 AM, said:

It's got nothing to do with sympathy or mercy and everything to do with a level playing field. Try thinking of game balance in terms of actual game mechanics, rather than in terms of your ego.


At this point it's unfair on our part for us to expect a level playing field. We can't keep demanding that PGI do something it isn't capable of and feel justified.

And yes, everyone who isn't a lurmboat probably hates them.

#9 xe N on

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Posted 19 June 2014 - 08:43 AM

PGI, don't listen to LRM whiners. Radar Deprivation is a good module and perfectly balanced.

LRM fire without LoS needs to be toned down.

Edited by xe N on, 19 June 2014 - 08:44 AM.


#10 Ngamok

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Posted 19 June 2014 - 08:44 AM

I think the Target Decay module still works but it's decay is cut down in half instead of full bonus. Confirm anyone?

#11 cSand

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Posted 19 June 2014 - 08:49 AM

View PostFlipOver, on 19 June 2014 - 08:40 AM, said:

Remember streaks also use locks, not just lurms.



Well yes but you need LOS to hit with streaks anyways so this particular module doesn't affect them

#12 A banana in the tailpipe

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Posted 19 June 2014 - 08:51 AM

View PostKay Wolf, on 19 June 2014 - 08:29 AM, said:

PGI, please tone down or otherwise change the mechanics of the Radar Deprivation module recently introduced to the game? You have ECM, which is game-breaking and makes 'Mechs invisible, makes it impossible to get locks on 'Mechs we NEED to be able to get locks on to support our team and destroy the enemy, and now you introduce a module that NEGATES a module I spent a LOT of time GRINDING for, that allows me to hold targets a bit longer so I can actually continue to help my team?

This is wrong, and it NEEDS to change.

My recommendation, now that I've calmed down enough to think of it, is to make multiple levels of both Targeting Decay and the Radar Deprivation module. The Radar Deprivation module can give a penalty to the time the Targeting Decay has a target once they disappear behind a building, which right now is a maximum of 3.25 seconds, which already is NOT much, but out of two people with the highest ends of these modules, the Targeting Decay should ALWAYS still have some time left on it, even if it's only an additional quarter-second.

You are taking away from the things people have earned in this game, escalating it all like a collectible card game where, in the next set, you have one or more cards to negate one or more of the power cards from the previous set, and that is simply uncool. If you're going to do that, just take away modules altogether, since they are not canon, anyway; do they change the profiles of 'Mechs, make them unique to the player, sure... but, if you're just going to completely remove something -the ability to lock on to a 'Mech at all, or a 'Mech disappears from a radar lock once they move behind a structure on the map, that's really unfair.



I just sold 2 mechs and a ton of spare equipment to afford 1 Deprivation module because they are mandatory now. If they (or hopefully LRMs) get a nerf I'll understand, but also be quite annoyed.

Edited by lockwoodx, 19 June 2014 - 08:51 AM.


#13 cSand

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Posted 19 June 2014 - 08:56 AM

View Postlockwoodx, on 19 June 2014 - 08:51 AM, said:



I just sold 2 mechs and a ton of spare equipment to afford 1 Deprivation module because they are mandatory now. If they (or hopefully LRMs) get a nerf I'll understand, but also be quite annoyed.


Lol

mandatory


Me and everyone I play with being doing just fine without em

AS many times as you keep saying that in many threads, it doesn't make it true

Edited by cSand, 19 June 2014 - 08:56 AM.


#14 Pygar

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Posted 19 June 2014 - 08:56 AM

All weapons kill giant robots. For some reason if you kill giant robots with LRMs people get all pissed... almost makes them more fun really.

The part that isn't fun- having a primary weapon system on your mech that in some matches you will hardly get to fire at all because you need locks, the other team has multiple and layered ways to screw you out of getting locks, and nobody on your team helps in any way.

Yeah, so I'm with the OP here...yet another piece of gear that screws over LRM pilots (and there have always been LRM boats- this should be a valid play style) when LRMs are only of debatable use in the first place, seems a little uncalled for. And no, it isn't just scout mechs using these things...I'm seeing them pretty much everywhere in PUGs.

Edited by Pygar, 19 June 2014 - 09:01 AM.


#15 Solahma

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Posted 19 June 2014 - 08:56 AM

Radar Deprivation should counteract Target Decay in leveled steps:

No target decay = target instantly lost (was lvl 1 now lvl 0)
Target Decay = standard decay time (was lvl 2 now lvl 1)
Adv. Target Decay = regular Target Decay module time (was lvl 3 now lvl 2)

It would lower the decay level one step basically. That way it just makes the target decay modules less of a benefit, but doens't completely negate them.

Edited by Solahma, 19 June 2014 - 08:59 AM.


#16 Corbenik

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Posted 19 June 2014 - 08:59 AM

Teamwork > OP Module

#17 A banana in the tailpipe

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Posted 19 June 2014 - 08:59 AM

View PostcSand, on 19 June 2014 - 08:56 AM, said:


Lol

mandatory


Me and everyone I play with being doing just fine without em

AS many times as you keep saying that in many threads, it doesn't make it true


Way to invalidate yourself right off the bat considering this is the first time I've mentioned the module. My only other comment about being overpowered has pertained to the 94.1 alpha without heat issues my TDR has been abusing. Clan mechs are over the top. That module is frosting on the P2W cake.

#18 Green Mamba

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Posted 19 June 2014 - 09:01 AM

Another Thread...Really?

#19 xXBagheeraXx

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Posted 19 June 2014 - 09:03 AM

This is why i Spot and tag my own targets. Also helps that ive turned one of my dire wolves into a missile boat that packs a gauss and 2 erppcs. So even if You keep breaking locks you are going to get a 35 point alpha to the face before you do.

And before you say "YOU ARE USING A PAY2WIN CLAN MECH" I can still lrm abuse people fairly well in my trusty old lrm stalkers. In fact i had to yesterday to break out of a lousy losing streak i was having, since people insist on leaving 100 ton assault mechs with 90point alphas behind to die to jenners repeatedly.

Edited by xXBagheeraXx, 19 June 2014 - 09:05 AM.


#20 Pygar

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Posted 19 June 2014 - 09:05 AM

View PostCorbenik, on 19 June 2014 - 08:59 AM, said:

Teamwork > OP Module


Yeah...which you aren't going to find in most PUG matches- and in 12 man play, LRMs are totally useless because 12 mans blob up and pretty much zerg right towards each other....assuming you even get a lock, you'll only get to fire LRMs once or twice and then the whole enemy team will be right on top of you.

Edited by Pygar, 19 June 2014 - 09:07 AM.






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