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October Road Map - Feedback


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#221 FupDup

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Posted 29 September 2014 - 05:57 PM

View PostVarik Ronain, on 29 September 2014 - 05:55 PM, said:

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!

I can't speak for Russ/PGI here, although I would think that tier 3 would sound about right. Perhaps some variants might even reach down to T4, but that might be a stretch. T2 seems slightly too high for them, given how rare they appear even in pug matches.

#222 Crunk Prime

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Posted 29 September 2014 - 06:00 PM

Russ, I have a question about these quirks being added to mechs.

Will they be buffs to things in the 10%+ range? Any kind of buff under 10% to just about anything is basically negligible and hardly noticeable. Its onyl when things reach into the 12-15% range that you can actually tell theres a difference in anything.

For instance on the weapon cool down modules granting 12% faster cooldowns. You dont even notice a difference until they are brought up to level 5 because at most they only shave almost a half second off the cooldowns of the longest reloading weapons.

Basically Im saying that a buff thats under 12-15% is kind of a waste of time and just a superficial buff that doesnt really change anything. Giving buffs in the 20% or more range is when things are actually beneficial and noticable.

Edited by Crunk Prime, 29 September 2014 - 06:14 PM.


#223 Chopsaw

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Posted 29 September 2014 - 06:00 PM

This all sounds fine. But while you're working on JJ's, can you please give some love to lights? I really shouldn't have to nose-bump up a wall with a 5-JJ jenner! I should be able to JUMP up. I haven't played a light for months and months simply because JJ's don't help them navigate in a battle.

#224 Mycrus

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Posted 29 September 2014 - 06:01 PM

Nice to see this.

#225 HashtagComStarWasRight

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Posted 29 September 2014 - 06:04 PM

I haven't read the entire thread yet, but in relation to the Clan mech side torso loss thing:

I don't feel like just losing 20% of your heat sinks is much of a penalty, especially considering that you probably just lost about half of your weapons. Instead, I would suggest that each engine crit reduces your heat CAPACITY. So if an omnimech loses a side torso, all the heat sinks (except any in the destroyed sections of course) still work at their normal rate, but the 'cap' at which you overheat is lower than it normally is (by whatever amount testing shows works), so you can't simply go on firing the other half of your guns without really babying that heat scale.

Ideally this would be accompanied by a loss in speed, but I can understand wanting to start with one change and see how it works before changing more.


#

Edited by HashtagComStarWasRight, 29 September 2014 - 06:10 PM.


#226 Kodiak Jorgensson

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Posted 29 September 2014 - 06:09 PM

its nice to hear that fixed JJ mechs are getting a buff. but i always felt the thrust wasn't great i can understand you guys not wanting mechs to jump hundreds of meters in the air, but 20 meters is hardly impressive either really, will this ever change? more specifically will we get a better JJ system when collisions and dare i say it DFA come into the game? :)

#227 Rhialto

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Posted 29 September 2014 - 06:16 PM

Cool all the JJ changes, I love piloting lights so I will appreciate less falling damage and the improvements on the JJ.

Please with all this workload, don't forget to also take a look at fixing problems with 3D.

And a question I asked in a previous Ask the Devs and got answered here (see Question #7) ... Will there be some kind of physics added to water in the future? Does the answer from Paul still apply?

#228 HammerMaster

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Posted 29 September 2014 - 06:24 PM

FALL DAMAGE: Looks good. Though there are times where I feel I should not have gotten damaged from a short fall. More time in this should iron out.

JJ THRUST: Needs to be more linear. Also! 1JJ for each hex. 30 meters. I don't think this is properly implemented at all. I never played MWLL but I watched a vid on their JJ and it looked more like what I think we should have.

JJ TURN RATE: Seems to make sense here.

OMNIMECH Fixed JJ SLOTS. Well. Its an omnimech yeah? Yeah no fixed. Maybe like one of the guys posted, rather than fixed for the timberwolf, make em removeable on the Summoner and Nova.

DESTRUCTION OF A CLAN SIDE TORSO: A system is already in place in the rule book. While you have a start, and state you are working on this. Well, you should have been in this a LONG time ago. Keep working on your crit system.

UPDATED REWARD SYSTEM: Long overdue. Hope this helps our lights and mediums for their real contribution. So we don't have 1000 damage ravens but 10 spot ravens. Doing their REAL job. INFORMATION WARFARE SIRS!

INNER SPHERE QUIRK SYSTEM: Tier 1 Tier 5. Competitive BS! Hey you're tryin'. If Stock rigs were the norm. this would have not been necessary as it is now. Good for you for making this work though. the fixes to the Awesome were, almost awesome. The ones for the Hunchback could be a tad better. Good effort.

#229 Kaptain

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Posted 29 September 2014 - 06:30 PM

View PostRuss Bullock, on 29 September 2014 - 04:32 PM, said:


The Victor negative quirks are being flushed. Of course this immediately puts it in Tier 1 category again so it will not receive additional quirks but yes the negative ones have been flushed.


Very much needed. Thank you.

#230 Richard Warts

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Posted 29 September 2014 - 06:31 PM

*Breaking out into my happy dance*

#231 ManDaisy

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Posted 29 September 2014 - 06:34 PM

Quote

Destruction of a Clan Side Torso

Although we hope to eventually put in a full engine critical hit system that would affect both IS and Clan 'Mechs, we are going to start out with a change to place some penalty on a Clan 'Mech that loses a side torso. Essentially, there needs to be some penalty for losing 2 critical engine slots. Using the tabletop game as a guideline, we have decided to not make movement a part of the penalty but to save that for some future implementation on the effects of heat on your 'Mechs functionality. A Clan engine has a total of 10 critical engine slots and the destruction of a Side Torso in a clan ‘Mech means the loss of two of those slots, or 20%. With this in mind, we have decided to implement a rule that the destruction of a side torso in a Clan 'Mech will result in a loss of 20% of the engines internal heat sink capacity. By way of example, a Timber Wolf with 15 internal engine heat sinks will lose the cooling equivalent of 3 of those heat sinks. A small penalty, but we feel that heat sink loss along with the loss of everything in that torso and arm will be enough.


No offense russ, but then how does that make the IS XL engine make any sense at all? I mean in table top engines have a 3 critical hit rule, not 10. Going by this logic taking out a side torso would mean losing 66% of the engine heatsinks not 20%. IS XL engines would amount to losing 100% of the engine heat sinks.

Perhaps this would actually be good to make IS mechs a bit more survivable. Take out a IS XL side torso and lose 100% of engine heat sinks instead of instant destruction(GOOD reason to use SINGLE HEAT SINKS OUTSIDE ENGINE!). Take out a side torso of clan and lose 66% of engine heat sinks. Of course this translates into the problem of everything then only dies to center torso coring unless it doesn't.



BIG SHINY EYE CATCHING LETTERS!

Edited by ManDaisy, 29 September 2014 - 06:49 PM.


#232 Sandtiger

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Posted 29 September 2014 - 06:36 PM

View PostRuss Bullock, on 29 September 2014 - 04:29 PM, said:


Or use your Prime and B variants for full dps and with the JJ changes have an S variant build you use for more mobility?

People always calling for more role variety.


Ok... People always do call for more variation and Roll Warfare. Building Diversity is a good name for it. That was well spoken. Turning a Negative *Hint, Hint* into a positive is a good outlook ~Grins.

However, it does have to be said. When these players that are calling for "Balance" (which I don't think its a far fetched assumption, considering the recent Nerfs) are still defeated, they will want you to balance something else. Because, it will never be fair for them. No matter what you do. Which, it is my opinion you can never truly balance a skill based game. You can Nerf the weaponry, and the Mechs. But you can't Nerf the MechWarrior.... Unless its a head shot B)

#233 Tezcatli

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Posted 29 September 2014 - 06:42 PM

My tall Trebucket is tier 5, right? Right? :0

#234 Joe Mallad

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Posted 29 September 2014 - 06:46 PM

View PostAlwrath, on 29 September 2014 - 02:54 PM, said:

This is directed at Russ. It is great that jump jets are finally getting looked at but at the moment the Summoner and Timberwolf jump just as high as each other when the same amount of jump jets are used. This is incorrect and the summoner should jump higher than a Timberwolf because it is 5 tons lighter.

Could you please patch the summoner to jump higher than the T wolf, Summoner fans would love you forever.
I have to agree with this. If I have 5 JJs on a 5 ton lighter mech vs the 5 on a mech that is 5 tons heavier, its common sense that the lighter of the 2 mechs "should" jump a bit higher.

Edited by Yoseful Mallad, 29 September 2014 - 06:47 PM.


#235 Varik Ronain

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Posted 29 September 2014 - 06:46 PM

View PostFupDup, on 29 September 2014 - 05:57 PM, said:

I can't speak for Russ/PGI here, although I would think that tier 3 would sound about right. Perhaps some variants might even reach down to T4, but that might be a stretch. T2 seems slightly too high for them, given how rare they appear even in pug matches.


It just bugs me that the shadowhawk (2d and 2k) has better quirks than the wolvie.

Edited by Varik Ronain, 29 September 2014 - 07:05 PM.


#236 Icewraith

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Posted 29 September 2014 - 06:47 PM

JJ improvements? Reasonable clan xl nerf? Quirks for underperforming mechs?

Next you'll be telling us cw is actually launching, you're scaling back the laser heat (clan and is) (especially pulse lasers) nerfs, improving the netcode again, enabling masc, and offering the remaining clan mechs and flea.

Which, if you were to do so, I would totally be open to buying even though I just bought the koshi pack and will be upgrading probably next month. Because this is behavior that deserves positive reinforcement.

#237 Jackie Hawker

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Posted 29 September 2014 - 06:47 PM

ITT: people whining that the timber wolf's ability to mount something it shouldn't have in the first place is being nerfed

seriously though this is exactly what I want to see as somebody who still remember the open beta when there were maybe 8 different chassis total, MWO returning to it's roots as a mechwarrior game and PGI addressing the ever growing rift between them and their community, I really look forward to these patches

#238 White Bear 84

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Posted 29 September 2014 - 06:47 PM

This is the most positive feedback thread I have ever encountered.

Russ be all like...

Posted Image
^Anyone notice Russ's new look??

Edited by White Bear 84, 29 September 2014 - 07:00 PM.


#239 N0MAD

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Posted 29 September 2014 - 06:50 PM

View PostRuss Bullock, on 29 September 2014 - 05:07 PM, said:

Stuff


Well brother may not agree on everything thats happening but credit where credit is due, you taking this time in feedback threads is Win....TY

Edited by N0MAD, 29 September 2014 - 06:51 PM.


#240 TheFuzzyBunny

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Posted 29 September 2014 - 06:54 PM

View PostRuss Bullock, on 29 September 2014 - 02:33 PM, said:


Stuff


The best part about all this is that if I spend 10 tons on jump jets in my Heavy Metal it might not actually suck again. I would love you guys forever if that were the case. I love the Highlanders, but it's just completely unplayable right now in a higher level of competition.





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