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October Road Map - Feedback


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#201 ShinobiHunter

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Posted 29 September 2014 - 05:20 PM

View Postknightsljx, on 29 September 2014 - 02:52 PM, said:


Kain's point is that it will kill one variant of the mech entirely. People will just use the Prime and C exclusively after Basic-ing out the S variant. But that's not something new to this game, *cough Stalker*


Lot's of people use JJ's on the S. Plus with the ability to switch omnipods around, the variants of Clan mechs are not really that exclusive. ;)

#202 Alistair Winter

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Posted 29 September 2014 - 05:20 PM

View PostRuss Bullock, on 29 September 2014 - 05:09 PM, said:

Again if we don't allow some particular load out to be the most specialized and effected by the Quirks then it becomes very hard to bring these mechs up from tier 5 to competitive without laying insane amounts of general quirks to absolutely everything. Which creates less diversity


View PostWintersdark, on 29 September 2014 - 05:17 PM, said:

Yay diversity!


What in the hell is "diversity"?



Are times changing?

Edited by Alistair Winter, 29 September 2014 - 05:20 PM.


#203 XX Sulla XX

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Posted 29 September 2014 - 05:26 PM

Sorry if I missed this but can we get more info on how many jump jets are needed to get faster than standing turn rate? This will go a long way in deciding if I like these changes :) So for example how many jump jets does it take a Victor and TW to get to the same turn speed as standing? Then I would assume any number after that gives it an increase of standing turn speed.

#204 Mazerius

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Posted 29 September 2014 - 05:28 PM

/sees no Urbanmech on the roadmap.... /is sad

please fix this Russ! ;)

#205 ShinobiHunter

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Posted 29 September 2014 - 05:30 PM

View PostN0MAD, on 29 September 2014 - 03:17 PM, said:

Its the constant buff to lights, another 2 buffs this patch, while nerfs to others, im sure the Quirks pass on the lights will also be ummm helpful.
Why was it heavy handed to lights when other mechs got same?, because they are fast? if anything there should be extra penalty for the speed advantage, but no.. hey you got a massive speed advantage so instead of like trying to make it skillful for a light pilot to jet around at 150kph lets just take away the damage cause you know it makes it even less skillful to drive.


Lights are the least played class, I'm surprised if I ever see them above 15%. Have you played IS lights before? It's takes more skill than I have to be good in a light. The improvement to fall damage is a good addition in my opinion.

#206 ZnSeventeen

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Posted 29 September 2014 - 05:32 PM

View PostMazerius, on 29 September 2014 - 05:28 PM, said:

/sees no Urbanmech on the roadmap.... /is sad

please fix this Russ! ;)


Because the Urbanmech would be tier 0, and would need some major negative quirks to balance.

The road map looks great! I love how well you guys are communicating. Please keep it up.

#207 EXO-Scorpion

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Posted 29 September 2014 - 05:33 PM

Ok here is another suggestion and it relates to the clan mech engines heat penalty.

So Russ said in the future all mechs IS or Clan WILL have engine crit penalties.

So, i was thinking... what if you GOT RID OF THE CURRENT GHOST HEAT SYSTEM. . .
But then, GHOST HEAT is ONLY applied when a mechs Engine takes critical hits???

So example: No more ghost heat normally as currently in MWO!
So your Battlemaster can fire 4 Large Lasers all together for a total of 28 Heat!
Suddenly, BAM . . . you take an AC20 round to the back, your armor is gone and internals took damage, during which your Engine took a critical hit. Now your 4 Large Lasers are ready to Fire again. You Fire all 4 again . . . oh no . . . your Heat JUMPs waaay up due to malfunctioning components internally, thus GHOST HEAT just happened!

So say:
1st engine crit hit = +5 heat penalty for REMAINDER of the Match.
2nd engine crit hit = +10 heat penalty for REMAINDER of the Match.
3rd crit hit either applies +15 heat penalty, OR your mechs engine is DESTROYED and your Mech. (Like in Battletech)

Makes more sense to me.

How about You???

Edited by ExoScorpion650R, 29 September 2014 - 05:37 PM.


#208 wanderer

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Posted 29 September 2014 - 05:36 PM

View PostJTSR, on 29 September 2014 - 04:21 PM, said:

hi russ,
so if i am understanding correctly your trying to say Mech's cant have any thing other than PGI interpretation of the lore regards weapon configs as applied to variants just like the Atlas not being able to fitt 6 energy to CT even though Lore has this ability


Um, no. Not without a compact engine/gyro, which no current Atlas (or indeed, any other 3050-era design) is capable of.

You come back to the thread when you've got a solid understanding of how a 'Mech gets built in TT. Here.

http://www.solarisskunkwerks.com/

Right now, you'd be building with advanced rules, Age of War/Star League era if you wanted anything even remotely like what MWO for the Inner Sphere is at the moment- and a little time with the 'Mech builder there will show you there's piles of stuff that haven't even made it into MWO for the era.

Although I'd agree on one thing. Having someone with a deep, solid grip on the TT game and adapting the spirit of it into MWO would go miles towards improving it. Basic things like thinking "10 crit space engine must mean each crit destroys 10% of engine" when it's 3 crits, that's it (hint: this is why IS XL engines go boom when you kill a side torso and Clan XL don't) need to be understood, and more importantly the WHY these things exist need to be understood and embraced by the devs to get a game that doesn't end having to deal with yawning gaps in balance issues like Clan XLs as they are now.

#209 White Bear 84

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Posted 29 September 2014 - 05:37 PM

View PostRuss Bullock, on 29 September 2014 - 05:10 PM, said:

Remember these are weapon specific quirks - so although I may not be planning to increase the velocity of the PPC - a weapon specific quirk will.

The Awesome 8Q comes to mind with new PPC specific quirks on velocity, cooldown and heat.


Gosh Russ, I think you read my mind! :D

This will be VERY cool (no pun intended..) :P

#210 Escef

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Posted 29 September 2014 - 05:38 PM

Can we please, please, please get some positive jump jet quirks on the Highlander? As is, even with max jets they are barely useful for jet assisted hill climbing.

#211 Andi Nagasia

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Posted 29 September 2014 - 05:38 PM

liking everything but the Omni-Mech S Variant locks,
this means that not only will the TBR-S Pods be nerfed, but also the KFX-S Pods,

i as i'm sure some others do as well, this is a bad idea,
i don't own a TBR, but as im sure others have, i have built my dream mech in smurfy's,
in both my dream builds Gauss and LRM i have both S torsos equipped,
now because of this my builds are no longer viable, 4tons i cant use,

i don't think this path is the right path to take,
if the TBR needs to be more balanced you can add quarks,
but making JJ's fixed, that's just breaking unbroken builds,
i just feel this takes this from being a player/Pilots choice,
to being mandatory, taking away from what Omni means,

i understand the process and hope you will reconsider this decision,
and instead add a JJ efficiency Quark to the Nova and Summoner,
as i feel that would be more of a balanced choice than fixed JJ's,

thanks

Edit- Spelling

Edited by Andi Nagasia, 29 September 2014 - 05:51 PM.


#212 Karl Marlow

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Posted 29 September 2014 - 05:39 PM

Well this doesnt effect my Timber Wolf Prime or my S builds. It does however screw up my conversion of the C into a D. The problem with the Timber Wolf S is that you gave Timberolfs JJs to begin with. As I recall you actually went out of your way to justify having the S variant in and now a jumping Timber wolf is a problem.

So when can we expect some D pods for those of us who don't give a flip about the ability to jump? Even now when I want to jump I load up my Summoner. I only have the JJ's on my s because I tend to go all or nothing on my JJ's In fact I am usually hounded to use my S instead of my "D" simply because it jumps. It's nearly identical except my S uses normal SRMs instead of streaks.

#213 Bloodweaver

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Posted 29 September 2014 - 05:39 PM

Russ Bullock:

Having read all of your posted comments in this thread so far I'd like to say a couple of things.

First, good on your for actually listening to your player base in regards to jump jets' new worthlessness, and the need for more chassis-specific quirks on IS mechs. I would encourage you to over-boost the jump jets as much as possible, though. Increase their power as much as you are comfortable doing - and then do it even more.

There are numerous ways to allow jump jets to perform their intended feats of agility while still making pop-tarting a less-than-ideal tactic. Unlike what Paul Inouye said a couple of months ago, jump jets absolutely ARE intended to allow you to "rocket across the battlefield." That's what they are designed to do - at great cost to weapon accuracy, some cost to heat, and a possibility of damaging yourself with a bad landing. If your response to this concept is, "not everything translates from tabletop," well, I agree with that statement. So does pretty much everyone else, to varying degrees.

So let's just say that we cannot base JJ performance in MWO on their performance in TT. Fine. So why not base their performance in terms of what adds the most fun to the game? Rocket packs that blast off sound MUCH more fun than the hover jets we have now. They sound much more fun than even their original methods of functioning. There are many, many ways to balance strongly accelerating jump jets. Weapon inaccuracy(during fall as well as lift), increased heat, limited in-air use after the initial boost. or even using a charge mechanic similar to gauss rifles.

As an example of said charge mechanic, you could either 1) hold the charge to the half point, getting half of your maximum possible initial thrust and distance, but able to land perfectly safely; or you could 2) hold the charge to the full point, going twice as far/high but receiving damage upon landing and risking falling over(if you ever re-implement 'mechs falling over). Point being, balancing jump jets by making them boring is just bad. They should be FUN, first and foremost. All other things can be modified, but leave the FUN element primary.

The issue at the core of the pop-tarting problem is not the jumping mechanic itself. It never was. The real mechanic that made pop-tarting a problem is the fact that some weapons (autocannons and PPCs, namely) dump all their damage instantaneously, and into the same precise location. Now I know you've heard this all before, and I won't dwell on it. That's the way you want (Inner Sphere) ballistics to work, OK. It's y'all's game, not mine. The point is simply that there should be no illusions about what the problem's cause is.

You should still understand that this is what made pop-tarting such a well-performing tactic. The fact you've made in-game gravity strong enough to pull 'mechs back down to earth about three times faster than they would at Earth-levels of gravity, thus making dropping down from a jump safer than hitting reverse after peeking around a corner, only compounds the fact that pinpoint front-loaded damage far outclasses damage over time when your targets have multiple body sections that register damage independently of each other. Compounding this advantage is the fact that the pinpoint damage weapons not only have the pinpoint advantage, they also have a massive DPS advantage!*

If you don't want to remove this type of damage, fine - but understand that's what led to pop-tarting, not jump jets themselves. I mean, all you would really need to do to prevent it ever being a problem again is to re-implement delayed weapons alignment. You know, the way lasers and such had to focus on the reticle for about a second in order to all converge on the same point? Why was that taken out, anyway? And is there any good reason you can't put it back in? It seems it would solve more than just the pop-tarting issue - it also increases time-to-kill, gives differing advantages to fast vs slow mechs (fast mechs dodge more shots, slow mechs cause more damage with each landed hit), and gives players a choice on unloading ALL THE LAZORZ constantly or waiting for a bit more accuracy - brute force vs surgical strikes. So tell me, why aren't you putting this back in!?

Now, finally... Second, I actually like the idea of some variants getting weapon-specific quirks. Ignore the min-maxing nay-sayers who complain about not being able to do god-tier builds on 'mechs that were never meant to carry the builds they use. The Hunchback 4G was designed as a brawler, and its quirks should absolutely reflect that. If someone wants a sniper they should still be able to do that, but because (in-universe) that would mean completely stripping apart and re-building the mech from the endoskeleton up, it should be less proficient at it than it is at its intended purpose. Each 'mech should have a role, and pilots should be rewarded for playing each 'mech to its strengths. I see no valid reason to reward them for playing a 'mech to its weaknesses.

And, at last. Third, LOL at all the people complaining about Timber Wolves getting nerfed! Russ, ignore these people. The TW is a god-tier 'mech in MWO right now. There is no other 'mech in the game that is as clearly a good choice as the TW is. The Shadowhawk and Dire Wolf come close, but I would consider them "Tier 1" in your own categorization. The TW is on another plane of existence. Anyone complaining about their god-mech being brought down to a reasonable, fair level cares less about the game being good and more about seeing themselves do as much stomping as possible with as little effort as possible.

*EDIT: A medium laser does the same damage as an AC/5, but only fires half as often... and its range is also at a massive disadvantage. Now, yes, you can pack on eight of them instead of a single AC/5, tonnage-wise - but even then, the AC/5 STILL retains not only the advantage in doing ALL of its damage to a single point, instantly - it also maintains a huge range advantage and an even bigger heat advantage. My point here is not that the AC/5 is grossly overpowered per se, but that it makes little sense for the weapon with a pinpoint advantage (which is a stronger advantage than volume of damage, range, DPS, heat, or anything else) to also have a DPS advantage. And a range advantage. And a heat advantage. The only disadvantage is tonnage, which is hardly enough to make it even.

Edited by Bloodweaver, 29 September 2014 - 05:57 PM.


#214 ExAstris

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Posted 29 September 2014 - 05:39 PM

Glad to see individual mechs getting balance attention.

Quirks for crappy variants are going to have to be pretty extreme to make them competitive with the best mechs in their class.

Frankly, the best mechs might need some negative quirks, especially ECM capable variants.

Ex: How many weapon and armor buffs would it take for you to routinely decide that your AS7-K was just as viable an option for your team as a DDC? Or your 2X over your 3L?

#215 Moonlander

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Posted 29 September 2014 - 05:41 PM

View PostDracol, on 29 September 2014 - 03:02 PM, said:

The devil is in the details. When does a mech lose a torso the most often? In combat of course. If a Clan mech is riding that edge, keeping their heat in the high 90's to keep damage upon the enemy... what happens when they lose a side torose? Yes, they lose half their weapons (if not an asymmetrical build with a shield side), but they also instantly lose that 20% heat reduction. That's a significant loss during the middle of a fight and could cost them their life.

Clan pilots that run cooler builds, or lose the torso when lower on the heat scale will not be as adversely affected.


So, say I'm right in the middle of a brawl and I lose my torso and I'm at 85% heat when I lose my torso... would that in turn shoot my heat up because of the loss in sinks?

If so, I think that's a fair trade off. I regularly ride very close to my max heat and use double Cool Shots. If I was brawling and this happened and I shut down from losing a side torso, that could mean I am toast. Therefore, it would effectively lower damage output when your torso is getting hammered because you would have to pull off of some of your weapons systems to ensure you didn't overheat and shutdown.

Or am I dumb and that's not what that means?

Edited by Moonlander, 29 September 2014 - 05:44 PM.


#216 ShinobiHunter

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Posted 29 September 2014 - 05:42 PM

View PostWolfgang2685, on 29 September 2014 - 04:24 PM, said:


He's right. the 20% loss in heat sinks will do next to nothing once you've lost half your weaponry.

a 20% loss in speed on the other hand wouldn't be a bad idea. The clans are already able to live through the loss of a side torso despite having XL, which is already a huge boon over IS mechs.


It's a 20% loss in addition to the loss of heat sinks in the destroyed torso/arm.

#217 Bloodweaver

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Posted 29 September 2014 - 05:43 PM

View PostZnSeventeen, on 29 September 2014 - 05:32 PM, said:

Because the Urbanmech would be tier 0, and would need some major negative quirks to balance.

You ever wonder why Urbanmechs are so slow? Because their pilots have balls so huge that they drag on the ground behind the 'mech, slowing it to a crawl.

#218 BARBAR0SSA

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Posted 29 September 2014 - 05:52 PM

Damn was hoping summoner & nova variants wouldn't ALL be JJ locked, like how the TW is.
Poor kitfox!

Overall great to read all this and have big hopes for future now. May it be about skill and thinking instead of alphas!

Also for the love of god please buff small lasers and make a lot more build diversity....unless you have a quirk that makes SL/SPLs like laser machine guns. :ph34r:

#219 Varik Ronain

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Posted 29 September 2014 - 05:55 PM

I wonder where they will place my beloved wolverine on the tier list... as it stands the Griffin and Shadowhawk are the only JJ capable medium IS mech that are used in competitive drop decks. Would be nice if they got some love!

#220 ShinobiHunter

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Posted 29 September 2014 - 05:57 PM

My thoughts on Russ right now?

Posted Image

It all looks terrific. Keep up the good work!





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