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October Road Map - Feedback


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#101 Bigbacon

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Posted 29 September 2014 - 03:33 PM

great... more changes (quirks) based off the input of a few competitive players..

#102 Fuggles

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Posted 29 September 2014 - 03:34 PM

some day soon, when you mouse over a locust in your mechbay, your entire screen will be filled with green mech quirks!

all good stuff, been really impressed with the stuff ive seen coming down the pipeline from PGI!

#103 KamikazeRat

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Posted 29 September 2014 - 03:34 PM

View PostBigbacon, on 29 September 2014 - 03:33 PM, said:

great... more changes (quirks) based off the input of a few competitive players..

give it a chance, complain after you see them, if they're bad.

AWS quirks got it back in the game.

#104 N0MAD

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Posted 29 September 2014 - 03:35 PM

View PostKaeb Odellas, on 29 September 2014 - 03:22 PM, said:


Lights are penalized for their speed by being fragile and undergunned compared to other weight classes. If lights were OP, then we'd be flooded by them in the queues. This is certainly not the case.

No we are not flooded by them because most dont like piloting them, people say we need more of them...why people are playing what they like..

#105 Dynomike

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Posted 29 September 2014 - 03:37 PM

Agree if not at least put cool down and range modules for them. People need to CC it takes real skill to use Ultra AC5.

#106 Kaeb Odellas

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Posted 29 September 2014 - 03:37 PM

View PostLeigus, on 29 September 2014 - 03:31 PM, said:


IMO, jump jet height should start at a negative value for 1-2 jets (aka, they still output a constant thrust/jet, but you need a certain number of jets to overcome the mech's weight). Like so:

Posted Image


That way, mechs still can't get away with mounting only 1-2 jump jets to poptart and you aviod messing with a finicky exponential curve. (As an added bonus, this system is closer to how jump jets would be have in real life).


Aside from this, I really like all the other changes proposed. The quirk system seems like a great option for buffing underpowered mechs without haveing to globally alter the game.


I think the first jump jet gets a boost from the mech actually jumping using its legs. It makes sense to me, anyways.

I'd actually like to see mechs lacking in jets get a short hop to let them get over minor obstacles. Like pebbles.

#107 White Bear 84

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Posted 29 September 2014 - 03:37 PM

Firstly let me say thank you for the update! These are some interesting developments to look forward to!

I love how the summoner is being used as a benchmark, poor guy!

Three things I really take from this - reduced fall damage speed for lights which is excellent! The quirks sound really interesting and I like how the hunchback example was provided! It is good to hear that these were reviewed with competitive players to identify the mechs that need them most. This is really what we need as there are some mechs out there that just really don't cut it (but are fun to play none the less). I hope this will lead to more variation on the battlefield.

WB

#108 Alex Warden Wolf

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Posted 29 September 2014 - 03:39 PM

sounds all very good... thanks for the roadmap

#109 Zyllos

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Posted 29 September 2014 - 03:40 PM

About the Jump Jet turn rate, does this mean some chassis can get a turn rate that is higher than the turn rate of the chassis while on the ground?

Is the Jump Jet turn rate a function of the turn rate of the chassis on the ground?

#110 Livewyr

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Posted 29 September 2014 - 03:40 PM

If you are locking Jumpjets to variants' omnipods (which I agree with) are you going to remove or lessen the nasty Torso twist penalty on the TBR-S?

#111 Kaeb Odellas

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Posted 29 September 2014 - 03:40 PM

View PostN0MAD, on 29 September 2014 - 03:35 PM, said:

No we are not flooded by them because most dont like piloting them, people say we need more of them...why people are playing what they like..


People don't like piloting them because they're already difficult to pilot well, especially with the new fall damage system. Plus, some of the things they are best at (scouting, capping, etc.) aren't particularly well-rewarded in-game. These upcoming changes will help in that regard.

#112 ImperialKnight

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Posted 29 September 2014 - 03:41 PM

I give you the future!

TBR SRM Brawler

TBR Laser Vomit

#113 Leigus

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Posted 29 September 2014 - 03:42 PM

View PostKaeb Odellas, on 29 September 2014 - 03:37 PM, said:


I think the first jump jet gets a boost from the mech actually jumping using its legs. It makes sense to me, anyways.




If there's no animation for it, it's not happening in my book ;)

View PostKaeb Odellas, on 29 September 2014 - 03:37 PM, said:


I'd actually like to see mechs lacking in jets get a short hop to let them get over minor obstacles. Like pebbles.




I actually kind of like this idea. This definitely falls into the "polish" category of things, but implying that 1xJJ ==> small hop (mech physiclly jumps with its actuators) would be neat. Could even inclued a much less effective version (basiclly useless, but still responds when you hit "space") for mechs with no jump jets.

#114 Squid von Torgar

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Posted 29 September 2014 - 03:42 PM

I like this, I have a lot of hopes for the IS quirks. IS should be case of the right tool for the job, Clans jack of all trades master of none.

The IS should defeat the clans by individuality, the clans should defeat the IS through being generally good. Thats the cannon message i get and also would add loads to gameplay.

I own and have paid for a fair few of the clan mechs and I must say they need to be wound back. Not by much and IS buffs should be the counter, but currently the DWF and TBW are just too good.

Plus I have to applaud the increased communication, its great and makes us feel more involved.

Edited by Squid von Torgar, 29 September 2014 - 03:46 PM.


#115 Davers

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Posted 29 September 2014 - 03:44 PM

Thanks for the update. Everything looks good, on paper anyways. The difference in PGI's behaviour post IGP is amazing.

#116 Zanathan

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Posted 29 September 2014 - 03:48 PM

Thanks for the update.

Reward System: This should not be restricted to just light and medium mechs but whichever weight class has the lowest percentage of players fielding them for a specific period of time. Static implementations are bad, avoid at all cost!

I'm interested in seeing what these rewards are.

Inner Sphere Quirk System: While this is welcoming news, forcing players to use a particular build because you deem it the most effective is not acceptable since everyone player plays differently. Using the example of the Hunch 4G, not everyone wants to brawl in it and would prefer to snipe or play long range support as opposed to using an AC20. In this case the quirk should be ballistics focused rather then a particular autocannon (AC20).

#117 Jeb

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Posted 29 September 2014 - 03:48 PM

not sure I want to know the answer for sure, but where does the Jester fit into all this?

Since the PPC and Jump Jet changes it's fun level went way down... I think almost everyone would agree Jesters were never overpowered and even a bit under powered :(

With it's limit of 2 JJs the fact that JJs are based on weight class instead of weight, the new JJ system limits it a lot...

This is the Jester!!!
http://mwomercs.com/...lt-hero-jester/


(I know it's not on the table, but please think about maybe looking into using the weight of the mech for JJ calculations instead of the weight class! :) )

Edited by Jeb, 29 September 2014 - 04:01 PM.


#118 Thorqemada

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Posted 29 September 2014 - 03:49 PM

Well, i am curious how the quirks will work out.
Imho they should be based on stock loadout but with the gameply in mind and some general stuff.

Clan XL engines be no disadvantage - the only Clanners that have a reason to complain be Light Pilots bcs they have a Speed disadvatange.
I would immediately switch all my IS-Mechs to a fixed Clan-XL if that ever becomes availabe bcs the advantages weight out by far the negligible disadvantages!

You simply do not take as many JJs in some/most Mechs bcs they take to much weight and space in already significantly overstrained Mechbuilds that struggle for half tons of free payload and especially the IS easily has a Module Slot drought when you start to use FF + Endo to squeeze 1 ton out of the Chassis bcs you lack that ton of ammo to make it work...
2 JJs bring most of the Mechs over the usual obstacles and that is the most you can afford to sacrifice!

Edited by Thorqemada, 29 September 2014 - 05:32 PM.


#119 Impyrium

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Posted 29 September 2014 - 03:49 PM

Good update! I predict a large outcry from JJ Timber Wolf pilots, but that 'Mech had it coming. It was a tad... too useful.

#120 DocBach

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Posted 29 September 2014 - 03:49 PM

I really like that the quirk system tries to promote using iconic loadouts for Inner Sphere 'mechs, but I'm going to reserve judgement on if they'll even be worth it compared to whatever the meta is.





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