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August 8Th Weapon Balance Update And Hotfix - Feedback


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#141 Sandpit

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Posted 08 August 2014 - 06:59 PM

View PostENS Puskin, on 08 August 2014 - 06:54 PM, said:


Oh man but did i say that i want longer duration? No! I was only responding to the bitching about the duration becuase some players want too much. Wtf? You missed my point so i would like to end our senseless discussion becuase i expect another misunderstanding. Agree?

He's kinda right on this one.

Anyone reading your post would make a logical assumption that you agreed with the nerf.....

If that wasn't your intention then your post creates a little confusion regarding that

#142 SVK Puskin

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Posted 08 August 2014 - 07:03 PM

View PostSandpit, on 08 August 2014 - 06:59 PM, said:

He's kinda right on this one.

Anyone reading your post would make a logical assumption that you agreed with the nerf.....

If that wasn't your intention then your post creates a little confusion regarding that


Yes i accept it but i have never said that i want it! That is the misunderstanding which i was talking about! Got it finally?

#143 Sandpit

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Posted 08 August 2014 - 07:06 PM

View PostENS Puskin, on 08 August 2014 - 07:03 PM, said:


Yes i accept it but i have never said that i want it! That is the misunderstanding which i was talking about! Got it finally?

there's no need for the hostility, I was just pointing out that your statement was what caused the confusion

#144 Sable

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Posted 08 August 2014 - 07:07 PM

View PostMrHumble, on 08 August 2014 - 06:14 PM, said:

Cannot say how much I hate the nerfs....

Energy ball ERPPCs? That's why they were useless in the MechWarrior games in multiplayer.

PPCs should be borderline electrical charges....not floating light...

ERLLAS are now flashlights....and flashlights that say "Here I am!! Shoot Me!!"

There were perfect in previous mechwarrior titles, My thinks you just weren't very good with them. They've always been competitive in the right hands. I guess those hands weren't yours.

#145 PASHA

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Posted 08 August 2014 - 07:10 PM

C-ER LL are still overwhelmingly underwhelmed.

I think the best course of action based on gameplay (as opposed to sheer statistics which have so many unaccounted qualitative variables like pilot skills) is to drop the maximum range to 800m.

For PPCs/ER PPCs, 1000m/s is all-around better. Players are literally dodging PPCs in matches.

Thank you.

Edited by saKhan Zellkai Furey, 09 August 2014 - 12:01 AM.


#146 Kelev Ra

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Posted 08 August 2014 - 07:13 PM

Wow! Good Morning , really Good Morning but not for me anymore !
Yesterday I've uninstalled MWO and installed another game: "censured" and bought 30days Prem,
Regarding feedback : every single change you do you have to test it!
"Roll Out!!!"

#147 MischiefSC

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Posted 08 August 2014 - 07:16 PM

Running my Banshee with 3xPPC, 1xGauss. It still crushes face just fine. I don't try to look for Gauss+PPC shots to line up and I chain fire the PPCs more often, tactics are adjusted some but the PPCs do, in fact, still kill people.

I run them like 3xAC10s with no ammo and heat conscious. They work just fine.

#148 Sandpit

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Posted 08 August 2014 - 07:42 PM

View PostMischiefSC, on 08 August 2014 - 07:16 PM, said:

Running my Banshee with 3xPPC, 1xGauss. It still crushes face just fine. I don't try to look for Gauss+PPC shots to line up and I chain fire the PPCs more often, tactics are adjusted some but the PPCs do, in fact, still kill people.

I run them like 3xAC10s with no ammo and heat conscious. They work just fine.

I'm not saying it "ruined" PPCs (except for those lighter mechs that only used ONE and not in conjunction with other weapons which IS part of the problem with this "fix"), I'm saying it was a crappy idea that didn't have to be implemented if Paul had actually listened to the feedback he asked for in the first place

#149 BLOOD WOLF

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Posted 08 August 2014 - 07:44 PM

"Skill people"-yes, we need it.

#150 Jorgandr

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Posted 08 August 2014 - 07:45 PM

View PostENS Puskin, on 08 August 2014 - 07:03 PM, said:


Yes i accept it but i have never said that i want it! That is the misunderstanding which i was talking about! Got it finally?


This:

View PostENS Puskin, on 08 August 2014 - 05:21 PM, said:

Stop bitching about the duration! Wtf are you thinking that you will have longer range, higher damage, less weight and slots but only higher heat? No f*ck*ng way!!!


Kinda sounds like you are saying the exact opposite.

Anyway... Clan ERLL is the same dps as IS LL/ERLL with more heat. They actually make a straight trade of longer range and slightly lower tonnage and 1 slot vs 2 for double beam duration and higher heat generation. Look it up.

Personally I would gladly lower the range on clan ERLL to 600/1200 for a lower beam duration (same range as CLPL. They are actually supposed to have the exact same ranges in tabletop anyway). Anything past 1200 is a complete waste with these maps.

Edited by Jorgandr, 08 August 2014 - 07:51 PM.


#151 The Dancing Joker

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Posted 08 August 2014 - 07:45 PM

View PostsaKhan Zellkai Furey, on 08 August 2014 - 07:10 PM, said:

C-ER LL are still overwhelmingly underwhelmed.

I think the best course of action based on gameplay (as opposed to sheer statistics which have so many unaccounted qualitative variables like pilot skills) is to drop the maximum range to 800m.

Everything else should be reset to the pre-nerf settings.

Thank you.


No... by TT cERLL had a range of 25 hexes. cERPPC 23, Gauss 22, LRM 21. Only cLBX 2s and I think cUAC2s had longer range than the great cERLL.


TT was the template... now everything has gone to hell.


Balance they say.



On a side note... I do approve of the restrictions against Clans having artillery, while keeping air strike. That is quite canon.

#152 Sandpit

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Posted 08 August 2014 - 08:01 PM

View PostScrap Catastrophe, on 08 August 2014 - 07:45 PM, said:


No... by TT cERLL had a range of 25 hexes. cERPPC 23, Gauss 22, LRM 21. Only cLBX 2s and I think cUAC2s had longer range than the great cERLL.


TT was the template... now everything has gone to hell.


Balance they say.



On a side note... I do approve of the restrictions against Clans having artillery, while keeping air strike. That is quite canon.

it's not "balance" it's simply the same cycle of nerfs we've had since day 1

We have a problem!
Ok lets nerf this!
Ok... we still have the problem it just involves a different weapon now
Ok we'll nerf that!
Ok... uhm we STILL have the same problem it's just a different combo now
Ok we'll nerf that too!
Uhm... you do realize that you've tried this for 3 years now and it hasn't worked because your nerfs aren't solving the underlying issue right?
We'll just nerf that too!
Uhm... huh?
We want your feedback!
Ok.... well since you asked.... here's how you can actually fix this
We're going to nerf instead and ignore every single idea you gave us!

#153 MischiefSC

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Posted 08 August 2014 - 08:12 PM

View PostSandpit, on 08 August 2014 - 07:42 PM, said:

I'm not saying it "ruined" PPCs (except for those lighter mechs that only used ONE and not in conjunction with other weapons which IS part of the problem with this "fix"), I'm saying it was a crappy idea that didn't have to be implemented if Paul had actually listened to the feedback he asked for in the first place


Here's the thing, Sandpit.

I advocated reducing the speed on PPCs. I even advocated giving it splash damage or a 0.3 second beam duration.

I still say making it DOT would have been better but this works. It's an energy AC10. IMO the PPC nerf was pretty solid, does what it was supposed to do - finally knock PPCs down as the go-to weapon for any and all ranges save <90m.

We have a lot of great ideas. Most won't get done because they're a lot of work with no payoff. That just... is what it is. Taking that as a given this wasn't a bad option. The CERLL nerf, while needed in some form, took the wrong angle IMO. Ghost Heat needed to DIAF.

#154 Noesis

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Posted 08 August 2014 - 08:14 PM

View PostSandpit, on 08 August 2014 - 08:01 PM, said:

it's not "balance" it's simply the same cycle of nerfs we've had since day 1

We have a problem!
Ok lets nerf this!
Ok... we still have the problem it just involves a different weapon now
Ok we'll nerf that!
Ok... uhm we STILL have the same problem it's just a different combo now
Ok we'll nerf that too!
Uhm... you do realize that you've tried this for 3 years now and it hasn't worked because your nerfs aren't solving the underlying issue right?
We'll just nerf that too!
Uhm... huh?
We want your feedback!
Ok.... well since you asked.... here's how you can actually fix this
We're going to nerf instead and ignore every single idea you gave us!


What about the LRM/Narc Suggestion thread that was a buff to those systems that you were very vocal on that got implemented?

BAP negating ECM.

PPC ECM effects.

What about SRM improvements, tightening of artemis and damage buffs?

Lowered heat to some laser weapons, e.g. pulse?

Increased range to short range weaponry?

What about mech quirk improvements and hit box changes to help with some mech fragility?

Increase to arty and air strike effectiveness (though now perceived needing a nerf?)

and so on ....

It hasnt always been about nerf balance changes and most of these suggestions have mostly come from the community wish list.

#155 Redbackz

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Posted 08 August 2014 - 08:15 PM

I rarely use CERLL. Never liked the long duration, great for extended range though.

Seriously, who would use a weapon that you have to face your opponent for 2 full seconds once you are ready to fire?

That spells death in any first person shooter imo.

Keep this up and Clan mechs will be much worse than IS imo.

#156 Noesis

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Posted 08 August 2014 - 08:25 PM

View PostRedbackz, on 08 August 2014 - 08:15 PM, said:

I rarely use CERLL. Never liked the long duration, great for extended range though.

Seriously, who would use a weapon that you have to face your opponent for 2 full seconds once you are ready to fire?

That spells death in any first person shooter imo.

Keep this up and Clan mechs will be much worse than IS imo.


Though you could use the effectiveness of the weapon to out range them so for that 2 seconds they aren't really hitting you as effectively? Just a thought seeing as it is a useful "ranged" weapon. Also if your a good aim in a mobile mech you can use these on the move.

Mind unless you actually want no counter or weapon that can also be used effectively against you for the range advantage this weapon can bring to a drop.

Edited by Noesis, 08 August 2014 - 08:28 PM.


#157 Sereglach

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Posted 08 August 2014 - 08:26 PM

Personally, I have to say I think these changes are a solid move in the right direction to assist with gameplay balance. I'm glad the rather heavy-handed heat scale impact of the CERLL was pulled back, but I think all of the other changes are solid. The base heat of the weapon will probably still need increasing in the future (ton-for-ton still probably one of the best performers in the game), but for now things have drastically improved.

Now, as I beg and plead constantly, can we please see some love for the ever-neglected Flamers? It would be a great time to start addressing other weapons systems again now that the base fix for the PPC imbalance has been put in place, and the Flamers would be the perfect place to start.

EDIT: Played a good chunk of time this weekend, and stand by my initial assessment statements entirely.

Edited by Sereglach, 09 August 2014 - 02:54 PM.


#158 Yenisey

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Posted 08 August 2014 - 08:27 PM

This hot"fix" really nerfed my will to play...

#159 Kilo 40

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Posted 08 August 2014 - 08:28 PM

View PostSandpit, on 08 August 2014 - 03:48 PM, said:

that's all this is and was.
#stillignored #disingenuous


yeah, that's it. it's a conspiracy. way to crack the code there alex jones.

#160 Sandpit

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Posted 08 August 2014 - 08:38 PM

View PostNoesis, on 08 August 2014 - 08:14 PM, said:


What about the LRM/Narc Suggestion thread that was a buff to those systems that you were very vocal on that got implemented?

BAP negating ECM.

PPC ECM effects.

What about SRM improvements, tightening of artemis and damage buffs?

Lowered heat to some laser weapons, e.g. pulse?

Increased range to short range weaponry?

What about mech quirk improvements and hit box changes to help with some mech fragility?

Increase to arty and air strike effectiveness (though now perceived needing a nerf?)

and so on ....

It hasnt always been about nerf balance changes and most of these suggestions have mostly come from the community wish list.

and explain to me how ANY of that has mitigated the effect of FLD and PPD on this game which is the single biggest complaint form the entire community for nearly 3 years now

not to mention?
Absolutely NONE of that has ANYTHING to do with them ignoring all that feedback regarding THIS.





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