Patch 1.3.307 Is Live!
#241
Posted 30 July 2014 - 12:18 AM
#242
Posted 30 July 2014 - 12:46 AM
You want that Arty/Air Strike its going to cost you 2 tons per one and 4 slots on your mech (covers all 3 weapon types).
Coolshot cost you less space say .5 tonnes per shot.
That way players have to balance the gains from using the Red Smoke to having a proper weapon in your mech.
I understand the reason for Arty/Airstrikes (I am ex-military) however they should be carpet/surgical depending on how they are asked for (ie, Single BOOM, or Grid Coverage) and restricted to the Commander of the Company only (orders are orders Sir, blow that Grid to the stone age)
Not the spam they have become over the past 6 months. (you do not drop in this game in large clan/house groups without expecting the Red smoke of DOOM, being used at least 4-6 times on the bounce, as few games use proper lance tactics.)
Module slots are poor, as a Mech Pilot Tree would have been more immersive for players, imagine a full mech skill tree giving things such as Faster light mech skill (pilot gains +10% speed tweek in light mechs), Assault mech skill (pilot can roll damage 10% of damage in one area is auto rolled to joining areas).
Picking one skill tree while not exclusive, limits you getting the Top Teir Skills in the other Trees, you can still get some basic/mastery levels but you can never get the Elite skills of your non specialised tree.
With module slots adding more tweeks to your individual mechs making them suit your playing style more.
Pie in th sky I know but it would have been a good call and certainly made players feel more attached to their name/mechs.
#243
Posted 30 July 2014 - 01:46 AM
Terciel1976, on 29 July 2014 - 10:49 AM, said:
Haha, this is the only problem I found with the patch. Now I have to go to mechlab and fish around for my Advanced Zoom again...
Other than that, good job PGI! I'm lovin' the quirks for the Awesome!
#244
Posted 30 July 2014 - 03:08 AM
#247
Posted 30 July 2014 - 04:18 AM
Frost Lord, on 29 July 2014 - 10:45 PM, said:
now they need a few more
* mechs that need buffing
Lights
* Locus
-2 heat sink requirement (you need about 3 with the biggest engine but you cant mount the weapons to need them)
more torso twist and stronger legs
the V could do with another Energy slot in the chest
* Commando
less chance of Ammo and weapons and ammo being Destroyed
better cool down on missiles
Fire starter
slightly less heat from flamers and jump jets or just a faster cooling rate.
* Raven
should have better sensor range and info gathering before they even get the mods (could be something to consider for lights in general)
*Kit fox
probably needs more module slots its already a Farly flawed light with its max speed with perk being just over 103Km/h
Mediums
*Trebucket
don't know what it needs but its probably the most under whelming medium.
Griffin
dont know what it needs but its the weakest out of the fore 55T mechs
Heave
Catapult
a better cool down or heat penalty's for LRMs
the k2 and jester could have better energy weapon heat
*Quick draw
I think they have large center torsos? probably need more internal structure points there
*jager
need a tern rate and acceleration rate Nerf but a torso twist buff (should force duel ac 20 players to put more armor in the rear to protect them selves from sneaky lights)
Assaults
Assaults in general should probably have slower tern and acceleration rates but armor buffs according to tonnage (so they seem more like juggernauts.
Locust needs min 10 heatsinks, no acceptions, it's a solid BT rule that has been around forever. all mechs and variants besides just 1 follow it, and that just 1 is not even considered cannon for it (it's a hunchback with 9 double heatsinks)
I also do not agree with most of the things you said sadly, some are good but how about we minic or copy the quirks from the mech in TT instead of turn it's weakness into an ok.
For the locust I do not know to much what to do with it, I had the idea of a slight speed boost but that'll make the game lag a bit due to it can't handle fast mechs to well (hence why it was capped at 150 kph earlier)
For firestarter I think increase crit chance off flamers or reduce heat gain for self and increase heat gain for enemy.
Commando and ravne should get sensory like upgrades off coarse. However I think your missile idea should be reserved for light mechs actually intended as LRM supports. eg the Locust 1M. As we saw not all mechs get the same bonus. so it can be okay for certain mechs to handle better with missiles because the 100% laser commandos will not do well to an ammo quirk.
Kitfox... well let's keep clans out of the quirk discussion for now, this is kinda a IS thing atm.
Trebucket may need ammo help as it was in lore usually with a supply line, so perhaps give it a slight percentage extra ammo per ton?
just some off my ideas. I think the quirks should focus more on what makes logical sense. eg the higher armour to the centurions arm is due to the fact there is a shield there. or hunchback how there was a structural strengthen in the area in cannon because normally a big gun like an AC 20 or bigger around the time it came in would have problems for it's weight class, etc.
Edit: I am just complaining about your ideas as some of it make no sense and it seems like basic game changes ignoring any lore or background information if like PGI are the ones that invented in the game.
Similar things happened in previous games but those are completely new variants like the Hunchback-5HG
Which mounts a Heavy guass rifle in the torso and runs like 100 kph being a 3060 design.
Edited by Nightshade24, 30 July 2014 - 04:20 AM.
#248
Posted 30 July 2014 - 04:36 AM
#249
Posted 30 July 2014 - 05:19 AM
Asmosis, on 30 July 2014 - 12:18 AM, said:
The Atlas DC has ECM.
Even with less modules, it is the best Atlas.
#250
Posted 30 July 2014 - 05:24 AM
Artur Valour, on 29 July 2014 - 11:21 AM, said:
Someone please tell me this isn't true... I am going to lose millions across all my mechs if this is the case...
This happend to me also! I had seven mechs with two module slots in them with Both filled.
They are all now in en error state and the Modules are missing!
Each module was; if i recall correctley; two million... so thats 14 million i lost in modules.
#251
Posted 30 July 2014 - 05:29 AM
What i really like is the changes to the Centurion, dragon, hunchie and especially the Armour and heat efficiency changes of the Awesome. Something i have been crying out for for ages. Not a huge change granted but my quad PPC and large laser Awesome 8Q is a fair bit easier to use now. Stick those PPC's on chain fire and let rip. THIS is is what the awesome was designed to do and now finally it can live up to it's name even on a bad game last night i still cranked up over 630 damage before loosing all but my centre torso and went zombie mode until the inevitable. My pretty baby carrying an ERPPC and SRM's combined with the ctr torso Armour boost (STD engine) can brawl longer and easier
Edited by mad kat, 30 July 2014 - 05:39 AM.
#252
Posted 30 July 2014 - 05:51 AM
i feel the weapon modules are not quite interesting now, i would tinker with adding another dimension, instead of just amplifying the current mechanics, altering how the weapons work, with benefits and drawbacks (possibly 1 or 2 slots too)
here are some suggestions:
- % of weapon damage pierces armour, less initial damage
- weapon does colateral damage, less initial damage
- energy weapon charges to release in one hit (like gauss), you cannot move while charging
- energy weapon beam has longer duration, weapon longer cooldown
- energy weapon fires continuously, half damage
- ballistic weapon causes more shake or smoke, half ammo carried
#253
Posted 30 July 2014 - 05:51 AM
#254
Posted 30 July 2014 - 05:55 AM
#255
Posted 30 July 2014 - 07:04 AM
There are not equipped nor in inventory.
#256
Posted 30 July 2014 - 07:09 AM
Asmosis, on 30 July 2014 - 12:18 AM, said:
Like many of the issues in the game, it is because of ECM, one of the trifecta of serious issues in MWO (the other two being PPFLD and Heat Scale).
Because ECM is so strong, it is limited to very select mech variants. Because of that limitation, those mech variants are then required to be far worse than the other variants of that chassis in most other ways. If ECM was balanced enough to be available on all chassi, this situation would not happen, and module slots could be used much more diversely to emphasize the role of the variant/chassis, instead of as a punishment for having an overly strong component available.
Morlanderin, on 30 July 2014 - 07:04 AM, said:
There are not equipped nor in inventory.
As has been said, many, many, many times already, just save the mech and it will be popped back into your inventory.
#258
Posted 30 July 2014 - 07:28 AM
Cimarb, on 30 July 2014 - 07:09 AM, said:
Unfortunately, some of us don't remember which mechs they had modules on. Going through this process with 60 mechs in the MWO UI could easily take an hour, which is an hour that shouldn't need to be spent making and saving arbitrary changes to find the modules that should have either simply been unequipped or moved to the proper type of slot as a result of the patch. It's this kind of lack of foresight and thinking that continues to irk the remaining player base.
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