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Two Erll Now = Ghost Heat


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#101 Green Mamba

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Posted 07 August 2014 - 09:22 PM

The Gold Clan Mech packages lost a wee Bit of their Luster'

#102 verybad

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Posted 07 August 2014 - 09:23 PM

They really need to look at a different way to balance them. Perhaps remove benefits for Assists (no CB/XP for assists, (Clan Mechwarrirors feel that sort of behavior is dishonorable)

While clan tech IS better, it's supposed to be better. There has to be a better way to balance it than through nerfing stuff so it's all the same.

I want the game to be balanced, and this obviously isn't but with 10 vs 12 games it might swing significantly.

Edited by verybad, 07 August 2014 - 09:24 PM.


#103 Mcgral18

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Posted 07 August 2014 - 09:25 PM

Wait wait wait....Did ColonelMetus just create a relevant and non trolling thead?

That's almost more surprising than the cERLL nerf itself.

#104 Mister Blastman

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Posted 07 August 2014 - 09:25 PM

View PostWmLowFlyer, on 07 August 2014 - 06:57 PM, said:

I don't know what you're all talking about. Paul clearly has a very good grasp on how to handle...


...Bwahahahahahahahahahaahahahahaaaaa

View PostWmLowFlyer, on 07 August 2014 - 06:57 PM, said:

I don't know what you're all talking about. Paul clearly has a very good grasp on how to handle...


...Bwahahahahahahahahahaahahahahaaaaa


He (Paul) can dance around the bad game mechanics all he wants... but eventually...



#105 Augustus Martelus II

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Posted 07 August 2014 - 09:25 PM

One day only small lasers will be viable...till they nerf them...

oh and Mguns are OP...plz nerf pgi.

#106 IraqiWalker

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Posted 07 August 2014 - 09:25 PM

View PostFupDup, on 07 August 2014 - 09:20 PM, said:

Want to know a totally funny fact? Even at 12 heat, they would be slightly more heat efficient for one shot than an IS ERLL, assuming the old duration of 1.5s.

IS ERLL: 8.5 heat over 1.0s = 8.5 heat per second
Clan ERLL Pre-Nerf: 8.5 heat over 1.5s = 5.66 heat per second
Clan ERLL Pre-Nerf Plus Heat: 12 heat over 1.5s = 8.9 heat per second
Clan ERLL Post-Nerf Plus Heat: 12 heat over 2.0s = 6.0 heat per second

Yes, but the damage per heat is what matters, not the heat per second.

View PostSandpit, on 07 August 2014 - 09:19 PM, said:

bwahahahahahaha

I cannot WAIT for the white knight replies on this one.

TWO is "boating"??? wow, you clan guys got uhm well yea. That just seems a little extreme to me. and a 2 second burn time? ewwww

You know. I've been called a white knight by many people, and it's somewhat true, since I tend to defend PGI when I think the move they're doing will pan out in the long run. However, I have nothing to say for this one. It's just flat out stupid. Especially when they raised all the fuss about the PPC+Gauss combo, and then they up and nerf the ERLL?

#107 FupDup

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Posted 07 August 2014 - 09:26 PM

View Postverybad, on 07 August 2014 - 09:23 PM, said:

They really need to look at a different way to balance them. Perhaps remove benefits for Assists (no CB/XP for assists, (Clan Mechwarrirors feel that sort of behavior is dishonorable)

While clan tech IS better, it's supposed to be better. There has to be a better way to balance it than through nerfing stuff so it's all the same.

Well, part of the "unlisted weakness" of the Clan stuff is supposed to be a lack of customization on their Omnimechs. So, you might get stuck with weird things like a Flamer permanently stuck into your CT, or light mechs that can't outrun or outgun or outtank an Inner Sphere medium, or a heavy mech with 5 hardwired JJs and the pod space of an Inner Sphere medium, or a medium with neither Endo nor FF (thus rather low pod space). Except the one issue is that *certain chassis* already come stock with the optimal internals/armor/engine, so they don't really get hurt by it that much...

#108 BourbonFaucet

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Posted 07 August 2014 - 09:27 PM

View PostMister Blastman, on 07 August 2014 - 09:25 PM, said:


Chopper trap video


Holy crap I still have nightmares about that trap. It's really brutal!

#109 IraqiWalker

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Posted 07 August 2014 - 09:27 PM

View Postverybad, on 07 August 2014 - 09:23 PM, said:

They really need to look at a different way to balance them. Perhaps remove benefits for Assists (no CB/XP for assists, (Clan Mechwarrirors feel that sort of behavior is dishonorable)

While clan tech IS better, it's supposed to be better. There has to be a better way to balance it than through nerfing stuff so it's all the same.

I want the game to be balanced, and this obviously isn't but with 10 vs 12 games it might swing significantly.

Do you want NOTHING but DWF and T-Wolves on the field?

#110 Sandpit

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Posted 07 August 2014 - 09:29 PM

This is actually how this will all play out.

The clan erll nerf will either get adjusted or removed completely to more "acceptable" limits. There will be just enough good will made from the gesture that most will forget all about the PPC nerf :(

#111 Kutfroat

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Posted 07 August 2014 - 09:29 PM

i´m all for clan adjustements, and the beamduration and heat increase i can understand...but why ghost heat allready for 2 erll...sounds a bit too harsh. i would have tried looked how it works out with the first two adjustements.

#112 Augustus Martelus II

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Posted 07 August 2014 - 09:36 PM

My point: Remove ghost heat for both team, take the MW4 weapons Hardpoint layout...and goodbye to all same variants.

#113 _NARCoMAN_

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Posted 07 August 2014 - 09:38 PM

Admittedly, we do more face-palming than laughing around here, because we try to explain why some things just won't work.

#114 Augustus Martelus II

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Posted 07 August 2014 - 09:38 PM

The game was maybe not as good as the other mechwarriors but the weapon hardpoint was is strength

#115 verybad

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Posted 07 August 2014 - 09:40 PM

View PostIraqiWalker, on 07 August 2014 - 09:27 PM, said:

Do you want NOTHING but DWF and T-Wolves on the field?

Nope, I don't see how that had anything to do with my previous.Remove benefits from assists (ie make IS better for getting CBs/XPs), and Reduce Clan only units to 10.

Seriously, what's that got to do with having DWF and Timberwolfs only?

#116 Augustus Martelus II

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Posted 07 August 2014 - 09:40 PM

View PostAsheron Realaidain, on 07 August 2014 - 09:38 PM, said:

Admittedly, we do more face-palming than laughing around here, because we try to explain why some things just won't work.



#117 verybad

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Posted 07 August 2014 - 09:41 PM

View PostAugustus Martelus II, on 07 August 2014 - 09:38 PM, said:

The game was maybe not as good as the other mechwarriors but the weapon hardpoint was is strength


Hallelujah!

#118 Pjwned

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Posted 07 August 2014 - 09:46 PM

View PostFupDup, on 07 August 2014 - 06:50 PM, said:

http://mwomercs.com/...patch-feedback/

Witness as the flames rise.


Holy crap, I thought the extreme range & respectable damage on a hitscan weapon was a little out of hand but that is RIDICULOUSLY overnerfing it.

#119 Augustus Martelus II

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Posted 07 August 2014 - 09:48 PM

oh and even in pug match they could make a tonnage restriction ex: you select a match of each team ahve a max of 400 to 500 tons, or a match of 600 to 800 tons....they they could have something fix.

#120 wolf74

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Posted 07 August 2014 - 09:56 PM

I think the Ghost Heat Item is going overboard I personally if they have to change it do the following

Clan-ER-L-L
Beam Time: 1.25
Heat 10.5
Cooldown 4.05

the Above Changes would have the I.S. ER-L-Laser and the Clan Large laser, both doing the same
Beam Time DPS of 9
Heat per Sec of 2.0
Over all DPS of 2.12

also posted this in the Feedback thread here http://mwomercs.com/...ost__p__3620170





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