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August 8Th Weapon Balance Update And Patch - Feedback


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#221 Lucian Nostra

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Posted 07 August 2014 - 08:16 PM

View PostDymlos2003, on 07 August 2014 - 08:14 PM, said:

You won't notice it much.


You're right because I won't be using them..

#222 N E R E V A R

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Posted 07 August 2014 - 08:17 PM

lolllllllllllllllllllllllllllllllllll

#223 Colonel Tequila

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Posted 07 August 2014 - 08:17 PM

I'm pretty sure almost every pilot I have spoken to has said the balance of thwe game has improved with the addidtion to the C-ER LL, players use cover wisely, move as teams and generally play better. LLs are DoT not hitscan pinpoint, go figure what happens when you make it un-useable. more ppc/gauss despite your nerfing.

#224 Better Call Saul

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Posted 07 August 2014 - 08:20 PM

View PostItheseus Nevversan, on 07 August 2014 - 08:17 PM, said:

lolllllllllllllllllllllllllllllllllll


Reported for boating!

#225 Noth

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Posted 07 August 2014 - 08:21 PM

View PostVlad Dragu, on 07 August 2014 - 08:19 PM, said:

For anyone who has hopes of a "mech" game that truly has promise, where this offering has failed so unbelievably due to Paul (fire his ass), I recommend everyone here checkout: "Heavy Gear Assault".


Ewww... even more arena and esport based than this game.

Edited by Noth, 07 August 2014 - 08:21 PM.


#226 Mycrus

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Posted 07 August 2014 - 08:21 PM

nerf it! nerf it AaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaLLLLLL!!

#227 MAXrobo

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Posted 07 August 2014 - 08:22 PM

PPC changes... I don't like the solution they went with, but something needed to happen to bring the PPCs down a bit and this is certainly better than the gauss link. I guess I can live with it.

As for CERLL.

Burn time increase...good
heat increase... good but I don't think it was increased enough

ghost heat increase.... Terrible, what are you thinking!?! This is a horrible change. It excessively punishes players that aren't as skilled as managing heat and weapon systems, but skilled players it does nothing more than increase an already incredibly long burn time by a negligible amount. This is yet another example of a system that punishes newer players but does nothing to balance at high levels of play. The increase from 3 to 12 heat for going over is ok, but limiting to only fire one at a time is just wrong.

#228 CHH Badkarma

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Posted 07 August 2014 - 08:22 PM

View Poststrikebrch, on 07 August 2014 - 08:14 PM, said:

damm , The Awesome was a nice PPC mechs after the quirks and now it will be completely extinct ...wht a shame


Yeah, that is classic PGI right there. To use an old phrase, "if it aint broke, fix it till it is"

Paul really needs to relax, take a deep breath and pull his head out of his a$$
I like how they said it was tested by high level players. I am sure they ment the sack monkeys from ngng. Yeah, thats some high level testing.
By no means is this ment to be a rant. Just after seeing so many bassackwards changes and balance nerfs done in two years it really makes me wonder if it is worth sticking around. No consistency at all in this Dev team

Edited by CHH Badkarma, 07 August 2014 - 10:01 PM.


#229 Aresye

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Posted 07 August 2014 - 08:23 PM

View PostAnuerysm, on 07 August 2014 - 07:07 PM, said:

I'm going to say I'd be sad if it happened, but if they got tired of so many people coming here and cussing them out, and folded the whole game up and left us with nothing, I'd laugh my ass off at so many of you here.


I'd welcome it, as long as the rights to the IP went to someone competent. I'd gladly pay another $500 for a dev team that knows how to make a game. The $500 I've spent on this one has been a waste, although that's my mistake. They can keep my money for all I care, provided they stop designing this game.

#230 Sable Phoenix

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Posted 07 August 2014 - 08:24 PM

This is complete bull-****. It's totally unnecessary and egregiously heavy-handed.

#231 Dymlos2003

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Posted 07 August 2014 - 08:24 PM

View PostSable Phoenix, on 07 August 2014 - 08:24 PM, said:

This is complete bull-****. It's totally unnecessary and egregiously heavy-handed.


Is it or are you just having a knee jerk reaction like everyone else?

#232 RobarGK

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Posted 07 August 2014 - 08:25 PM

I can deal with the ppc nerf. Way back they were like that and I was able to make them work, and the heat detection, netcode, and hsr has improved enough they might be OK, although it suck for so many of my mechs, especially adder prime and Warhawk prime, which are close to stock.

But the cerll nerf is so much overkill it physically hurts to read it. 2 sec burn by itself may have been OK, and increased heat is acceptable, maybe even expected.
The 3x to 12x even makes sense, especially if you're trying to cut down on boating. But combine all of those with ghost heat at 2 lasers and you severely screwed over the weapon. It's such a common build on stock setups to use 2 cerll, and now all of those are messed up, plus it breaks so many common and reasonable builds. They are the clans typical midweight weapon, any thing lighter has to be boated, anything heavier is a heavy weapon and lighter mechs have to be built around it.
I don't even see the point in this. If it's too effective at range, shorten it's range. The 3x becoming 12x deals with boating, and the 2 second burn time makes it useless for peaking around corners. In fact, a gauss user can charge up, aim and shoot before the beam runs out. And the lights and mediums, the two least played, are going to be most hurt by this. Heavies and assaults typically have the tonnage to redo there builds with something else. Lights and to a lesser degree mediums don't, and now the only viable alternative will be cerml boats, at least until they get the same treatment and the Nova prime can only fire one laser at a time without overheating.
Normally I don't raise arms over some of the more stupid decisions and delays in this game, and I won't tell my friends to stop until I can confirm for myself how ****** this is, but this is just horrible (also, way to go asking for feedback and then ignoring it on both this and the ppc issues. Why not just increase ppc cool down times so they have lower dps and still can hurt at range? That would make the LPL more viable for brawlers too, not that such a simple thing could be done, ever, in this game.)
Oh and about that new player experience, do you expect new players to be able to deal with this crazy, especially without a decent in game tutorial or anything other then a little sign that you click on that says heat spikes are going to happen on half the normal builds?
Anyway, I'm done ranting. It'll probably be just like when I said there was going to be a grind for assault in closed beta, the developers said role warfare would prevent that, and then a few months later they post, "so, there may end up being a grind for assaults". They seem to never learn, but here's hoping they do.

#233 xJohnWolf

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Posted 07 August 2014 - 08:26 PM

When was the last time someone even saw PGI playing their own game? I mean come on guys. I have played quite a bit. I own all of the mechs, they are all mastered. I have two gold mechs. So don't get me wrong, I like this game, and I have supported it completely and totally.

Not trying to be overly rude, but this nerf really stinks of someone who doesn't fully understand their game. The only reason I can think of that you might not fully understand your own game is if you don't even play it. I mean seriously, do you guys honestly play your own game? I see a few PGI from time to time. Or do you guys just smurf a lot so you don't get targeted and/or flamed in game?

I agree that CERLL needed a nerf. But this is way too much. Some of these nerfs would've been fine. But increasing the heat penalty AND reducing the free fired number to 1 is insane. I will restate that this nerf also nerfs any smaller mech that uses more than 1 CERLL.

To bring the CERLL into line, you should've just increased their base heat.

#234 Agent 0 Fortune

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Posted 07 August 2014 - 08:26 PM

I like the PPC change, putting the projectile speed back to Closed Beta levels. It makes the weapon just as dangerous in the medium range bracket, but less so in the sniper category.

cER-LL is unexpected. I knew it was over powered, but wow. Here are a couple of things to consider.

First, ghost heat changes. I vaguely remember the ghost heat charts, and if I am correct the additional heat for a second Clan ERLL will be about 5.0, so when firing two Clan ERLL instead of producing 17 heat, they will generate 22 heat. Which ironically, is 2 less than what the weapons would produce if using TableTop numbers. I almost wonder if the outcry from invoking ghost heat against the unwashed masses is a better solution than simply raising the base heat (both the IS ERLL and the Clan ERLL are at dramatically lowered heat values compared to other weapons and compared to Table Top)

Secondly, look at the damage per hit of Clan ERLL vs. IS ERLL. Currently my IS ERLL averages 7.0 damage per hit (78% max), this tells me that when I hit with my IS ERLL, I can keep the beam on target for a little over 3/4 of a second (1.0 sec x 78%). Next looking at my Clan ERLL I average 8.0 damage per hit (71% max), suggesting that I stay on target for 1 second (1.5 sec x 71%). By increasing the duration to 2 seconds, I can expect to continue staying on target for 1 second but now I am doing 5.13 damage per hit (because the damage is spread over a longer duration, while my accuracy remains the same).
This means when I look at weapon effectiveness and DPS, and look at statistical expected damage (meaning average damager per hit divided by cooldown + beam duration)
My IS ERLL as 7.0 dam/4.25s = 1.65 DPS
Old Clan ERLL 8.0 dam/4.75s = 1.68 DPS
New Clan ERLL (expected results) 5.13 dam/5.25 = 0.98 DPS

#235 Lunaya

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Posted 07 August 2014 - 08:28 PM

I agree the PPC and C-ERLL needed some kind of adjustment but this was not it. This just ruins both the weapons entirely and destroys the lore. Maybe instead of reducing the speed on the PPC, you should have done the Ghost heat change to it that you did to ERLL, make it so if you fire two PPCs you get Ghost heat.

For ERLL it is just way to much, you should at least keep it so you can fire two at a time, the other changed I can deal with I guess.


Oh, can I get a refund on my Clan Pack now? These changes are intolerable and I want my money back, I did not pay money in the Clans or anything else for that matter for you guys to keep messing up the game this bad. At the time being I am already not going to be making any future purchases until you guys get your **** together. You guys need people with a better understanding of online games than what you have going on now because he and they are horrible at this.

#236 Sable Phoenix

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Posted 07 August 2014 - 08:30 PM

View PostDymlos2003, on 07 August 2014 - 08:24 PM, said:

Is it or are you just having a knee jerk reaction like everyone else?


Was anyone complaining about cERLL? Really?

They are adding three penalties to cERLLs. Three. If that doesn't fit the description of "egregiously heavy handed", I don't know what does.

Or do you have a better idea, genius?

#237 Fire and Salt

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Posted 07 August 2014 - 08:31 PM

Firstly, I do think that the ERLL was a bit OP.
Secondly, the PPC Gauss combo was a little lame...



Sadly, I think these balance fail to nerf the problem mechs, and instead nerf mechs that were balanced.


2PPC 2Gauss dire wolf - was OP - slightly nerfed.
UAC5 + PPC dire wolf - was OP - got a slight BUFF ad midrange since travel speed is closer. maybe a slight nerf at long range.
Large laser + PPC warhawk - was balanced - nerfed into the ground.

Clan lights - nerfed ino the ground. They don't have enough hardpoints to use lots of medium lasers like IS mechs do, so they need the ERLL and LPL.



You should have done either the LL beam duration increase, OR the heat penalty change, since they both effectively do the same thing.

To avoid the heat penalty:
Time to fire 2 IS large lasers - 1.0 seconds
Time to fire 2 Clan large lasers - 2.5 seconds



As for me, I will be using my 2PPC 2Gauss direwolf MORE and my2 ERLL 2PPC warhawk less. Kinda sad since the dire was better to begin with.



Also - are you applying the heat penalty to the LPL too? Because it kinda defeats the purpose of a pulse laser if you have to chainfire them.

#238 ReXspec

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Posted 07 August 2014 - 08:32 PM

This is a sick joke.

There was a metric f**k-ton of intelligent, positive, and intuitive feedback given here and you're telling us that you guys up at P.G.I. decided to go with your own decision with the supposed blessing of "competitive" players?

So who, pray tell, were the players, Niko? The clowns up in CSJ? Or your white-knights in NGNG?

Wow... well, I guess I'll be getting my money back this coming week.

Edited by ReXspec, 07 August 2014 - 08:38 PM.


#239 XphR

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Posted 07 August 2014 - 08:32 PM

View PostDymlos2003, on 07 August 2014 - 07:56 PM, said:

Nova prime has none of the weapons that are getting changes.


Well look at that, you seem to be correct, Ill revise my statement..

I find the multi prong attack on clan extended range large lasers to be heavy handed.

I find ghost heat undesirable in action and deplorable in mechanic.

Lets hope we dont have to do this often.



#240 Verkhne

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Posted 07 August 2014 - 08:32 PM

and its a very nice fudge-you to the HellSlinger buyers!!! LOL





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