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October Road Map - Feedback


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#341 MadTulip

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Posted 30 September 2014 - 03:08 AM

Excelent!

Looking forward to the changes. Lets see how this works out. Like the community/experienced players Tier1 to Tier5 rating of existing mechs in order to access the degree of underpoweredness of the mechs in order to apply buffs/quirks - good approach.

Like the Clan ST -20% heatsink efficiency. Hope to see a full critslot system including gyro and arm activators further down the line.

Like that the efficiency of bringing more JJ is increased as currently more then 1 doesnt make sense on most mechs.

The fixed JJ based on the omni pods of the variants are not so nice imo. Basicaly JJ are some type of equipment like all other equipment. You should have the option to bring them because you like to bring them. You should not be forced to do so. If JJ would be efficient what is beeing adressed with above changes one would want to bring them and then there is no need to force ppl to bring them but instead just give the oportunity to do so just like with the IS mechs. Fixed engine sizes on the clan mechs is already a HUGE HUGE HUGE restriction to the build variety. So in the end i would have rather liked to see that the summoner can remove its JJ and that the ammount of JJ you can bring is just like AMS or ECM a variable of each of the omnipods and that bringing more then 1 JJ makes sense in some way or the other..

Edited by MadTulip, 30 September 2014 - 03:16 AM.


#342 KuroNyra

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Posted 30 September 2014 - 03:15 AM

View PostRise or Die, on 29 September 2014 - 02:53 PM, said:

Great. Now you ruined all 3 of my Timberwolf builds since EVERYONE uses at least one Timberwolf-S omnipod and no jump jets. And now all three are broken.

If there are more fatal nerfs that break the Timberwolf even more im not playing this game anymore. Ive spend a lot of money the last 2 years for this.

Speak for yourselft. I've never used the JJ nor the S variant omnipod on my TB Prime (I)

If you can't adapt to the new stuff for the Timber Wolf, you don't deserve to pilot it.

Edited by KuroNyra, 30 September 2014 - 04:28 AM.


#343 Xeraphale

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Posted 30 September 2014 - 03:27 AM

Concerning the JJ change to the Timberwolf...

If I add a TW:S side torso to my TW:Prime, will I have to equip 2 jump jets in the side torso in which the S pod sits in or can I move the jump jets around once the pod is equipped? i.e, could I make the JJs symmetrical by moving one to the other torso with the Prime omni pod?

#344 Joe Mallad

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Posted 30 September 2014 - 03:33 AM

RUSS PLEASE READ.

First off, I'm a IS player but even I think the side torso loss of 20% heat sinks is not going to change much if you truly are trying to give a penalty for losing a side torso. In lore it was always that a Clan mech with an XL could function with a side torso missing. But taking 20% of a mechs heat sinks that are fixed in the CT just doesn't seem right IMO.

So being the Clan members are already losing half their weapons on that side and the 20% heat sink lose isn't really going to matter... What If because a 1/3 of the engine was lost, they lose a 1/3 of their overall speed? So I'd a mech moves 86 kph with an XL, losing that side torso and 1/3 of the engine, it would drop that mech's speed to a max speed of 57/58 kph?

As for clan players that want the option to then be able to use standard and XL engines like IS mech, the XL engine in Omni-Mechs has always been set in stone as a design perk (positive or Negative) however you look at it. But why not give clan players the opportunity to pilot second line Clan battle mech, like the Kodiak or any of the llC models like the Locust llC or Hunchback llC?

This would still allow them to use clan tech without Omni pod interchangeability but still be able to use both standard and XL engines.

#345 Myke Pantera

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Posted 30 September 2014 - 03:35 AM

Thanks for the roadmap!

JJ Changes all look really good to me!

Side Torso i'm undecided. In the end, after loosing half your weapons you probably don't need those 20% heat sinks anymore to remain cool, so they are still Standard Engines at XL tonnage. But lets see how this change will turn out.

I am looking forward to the Quirks, but please review the current Victor Quirks! In the end this mech is the only viable choice in the assault class for pilots usually piloting quicker mechs. Nerf the JJ capabilities to prevent JumpSniping, but don't make it feel sluggish.

#346 Motörhead

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Posted 30 September 2014 - 03:38 AM

"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."

Good changes and I'm glad you didn't go for the speed nerf too on XL engine, and I drive IS mostly, but with the speed change I could as well not take out a clanner anymore.

avg Alpha goes to 50-60% heat on the heavy hitting builds, 20% nerf is a quite good hit, considering you are going to drop weapons stored in the side, but DHS too, and usually those are symmetrical.

This also makes the Summoner a bit better now, because it can make good builds storing all the power in a side, so at least there's a reason to take it., shield with the other side and when it's gone you are hotter but still functional. And you will be able to actually jump.

The quirks...just can't wait to see what my SHDs and Stalkers are going to get !

Edited by fx8320, 30 September 2014 - 03:54 AM.


#347 Beet Wagon

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Posted 30 September 2014 - 03:38 AM

Very much looking forward to this. The road map and the small changes to balance issues that have been pointed out by the players makes me pretty hopeful.

#348 Texugo87

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Posted 30 September 2014 - 03:46 AM

I'm looking forward to the quirk system. Is there going to be info in the UI about what quirks each mech variant has?

#349 Gorgo7

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Posted 30 September 2014 - 03:51 AM

All very excellent changes and mods coming our way.
Thank you for working to improve my Jumpjet/Fall/Quirk experience!

Shoot straight!

#350 Túatha Dé Danann

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Posted 30 September 2014 - 04:11 AM

View PostNikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:

Please let us know your thoughts on Russ' latest update!

I'll give you constructive feedback.

Russ Bullock said:

As you may be aware, our resources are currently focused 100% on Community Warfare Phase 2.

However, there are quite a few items that are currently in branch testing at PGI that I wanted to give you an update on... I do not have a firm patch delivery date for most of these items yet, though they should all be released in the months of October and November. I wanted to give everyone a heads up on those items so you can see some of the improvements coming in the future.

First: Thank you for this information. I think this is not only a very good way to get direct feedback, but also a good way to improve the work with the community. You fix a lot of lost reputation with these things - and this is good. Alright, now to your thoughts and some feedback towards it.


Russ Bullock said:

Fall Damage

I have instructed the team to make a small adjustment to fall damage for Medium and Light class 'Mechs. Currently Medium, Heavy, and Assault class 'Mechs all take falling damage at 35 m/s, with Light class 'Mechs starting at 38 m/s. After some more testing, we have decided to leave Heavy and Assault class'Mechs as they stand, but we will be slightly increasing Medium class 'Mechs to 39 m/s and increasing Lights to 46 m/s.



I feel this will feel a little bit better for the more mobile Medium 'Mechs and provide a much better feeling for fast-moving jump-capable Lights overall.



ETA: Oct 7th patch.

Well, a little more dynamic would be nice. The numbers look good, but go away from the "Light chassis" and adapt it to the tonnage. A 20 ton Mech should act different than a 25 ton mech. Also remember: There are mechs that cannot use Jump Jets at all. You should maybe give EVERY mech (despite its class or tonnage) a +5 m/s bonus on the threshold, IF that mech does not carry any Jump Jets.



Quote

Jump Jet Thrust

Since the adjustment of JJ thrust, along with fall damage, we have seen 'pop-tarting' gameplay decrease to a much more acceptable level. I think everyone agrees this is a positive step for MWO. However, I think certain 'Mechs, well-represented by the Summoner (who takes 5+ JJ into combat), are not receiving enough of a benefit for taking them into battle. I am going to be making a small adjustment to allow the thrust to increase a little bit faster as you add more JJs. This will make those 'Mechs feel a little more mobile and give more advantage to 'Mechs that dedicate more space to JJ.



ETA: Oct 7th patch.

There have been... about 100 feedback posts regarding a working alternative. While your method would be good, please have a look on how the JJ worked in MW:LL. A thrust so strong, that you are in the wide open for quite some time and will not move when you landed for a second or two. (depending on the height you have fallen)
This is much more intuitive, much more dynamic, JJ have a real use for getting over terrain and the pop-tarts will not be poptarting with it, as they stand in the bare open. Also using JJ in a brawl is now a more tactical one-shot and less a "missing hitbox hovering exploit" for as long as you have fuel. Separate the fuel in steps and go the full thrust from step to step. For example, one JJ will only have a single bar, while two give you two steps of jump jets fueling, being able to use them more accurate. Still, the activation will consume a full step.



Quote

Jump Jet Turn Rate

While analyzing why certain players still enter combat with as little as 1-2 JJs, we discovered (or at least reminded ourselves) that the JJ turn rate while in the air was the same whether you had 1 JJ or 5+. This is obviously a huge disadvantage for 'Mechs such as the Summoner that have 5 fixed JJs for 5 tons. We are making an adjustment so that the turn rate while in the air while using JJs will increase with the number of JJs equipped. This means that a 'Mech such as the Summoner will have a more appropriate advantage in a brawling situation over a non-jump capable Heavy, or one utilizing far less JJs. This, in combination with the small change in JJ thrust, should mean 'Mechs such as the Summoner will have a more appropriate advantage for its tonnage spent on JJs.



ETA: Oct 7th or 21st patch.

That is good. Nothing bad about this.



Quote

Omnimech Fixed Jump Jet Slots

The current rule for Omnimechs is that slots are set by the Prime variant. For instance, the Prime variant of the Summoner has 5 fixed JJs and this rule is dictated across each variant. We are expanding this rule slightly when it comes specifically to Jump Jets so that the rule is determined by the variant instead. What this can mean, for example, is that the Timber Wolf S variant will come with 5 fixed JJs. This also means that if you are using (again, for example) the Timber Wolf Prime and decide to equip the RT omnipod of the Timber Wolf S you will have 2 fixed Jump Jets and another 2 if you equip the LT omnipod.



This should result in a much more fair relationship between Clan 'Mech variants and chassis.



ETA: Oct 7th or 21st patch.

NO! Don't do this! Whatever your background thoughts on this is, you destroy the whole Clan-arsenal with it,. The reason people take the S-side-torso on the Madcat are because on the 2 missile slots, not because of the Jump jets. The Nova lacks on efficiency and you do not see that mech anymore because of it. The Summoner suffers because of it. The Adder suffers from the fixed Flamer, and now you want to cripple the Mad-Cat too? No, don't do it! I don'T even own the Madcat,. but if you implement this, you can count on it that I never will.
Its already bad to have a fixed engine, with fixed Loadout (like JJs and DHS and even weapons), fixed upgrades and weapons so hot, you cannot really build a cool Clan mech anymore, even with a staggering 24 DHS. This is INSANE! Already!

Go the long and hard way, make 10 vs. 12 but then with good Clan mechs. Fill the missing motivation to still drive IS-mechs with a C-Bill bonus or take the next step and go professional with implementing a BV for every mech. Then the players can modify their mechs to their own likes, but pay for a badass-setup with a high BV, which will limit the tonnage of their friendlies.

Make it fun to play by balancing tonnage, not by restricting everything everywhere. This is BAD DESIGN. It kills the fun... in a game. You know what that means, right?



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.

Normally, I would say:
10 criticals, 10 internal heat sinks:
For every destroyed critical you lose one DHS. If you have internal DHS in the engine, you will lose the appropriate amount of them too (rounded down - we don't want to make it terribad here)


Quote

Updated Reward System

Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.



ETA: Oct 21st or Nov 4th patch.

Waiting for more info on that one. In general, it sounds... good?



Quote

Inner Sphere Quirk System

The capabilities of the quirk system continue to grow. Our first full quirk pass with the new system has taken the input of several players, including competitive team members. This has allowed us to categorize each Inner Sphere 'Mech, from Tier 1 being the best to Tier 5 being the least competitive. Tier 1 Mech's won't receive any quirks at this point in time, while Tier 5 ‘Mechs will be receiving serious attention. We also made every attempt to give each variant a particular role: e.g. the Hunchback 4G has weapon-specific AC20 quirks, general energy weapon quirks, and Armor/Internal hit point quirks to the right torso. For the greatest impact, players will want to have an AC 20 with energy weapons. Other weapon configurations will still benefit from a subset of the quirks but will prevent the player from reaching the full potential of the variant. We hope to be testing the complete quirk pass by mid-week.



ETA: Oct 21st or Nov 4th patch.

Quirks are a shortcut and try to balance out missing hardpoints from one variant to another. Competetive players choose a chassis because it works on the current game mechanic. So instead of shifting it up and down, fix the cause, not the the flowing issues. So when you see a Shadowhawk as the prime IS-Medium, its because it can mount many SRMs or Lasers or Ballistics AND Jump-Jets while having balanced hitboxes. So yeah, the Shadowhawk is not OP, its just a good machine. That being said, EVERY machine should be a good machine. Look at any Cicada beside the 3-M. Or a Spider without ECM or an Atlas without ECM. Quirks won't help you, a working game mechanic will.
Again: There are about 100 suggestions and many of them outdrafted and more than valid for consideration. Have a look at them, they should have been posted to you from the community-managers around here. Listen to the suggestions! People have taken quite some time to design them. (General adjustments for tonnage eg armor rating, fixing sizes and hitboxes etc... you know...)

Thank you.

#351 Rhialto

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Posted 30 September 2014 - 04:24 AM

UI 2.0 : Fix XP/unlocked skills not being shown for Mech we don't own. It's (censored) annoying.

It was all fine prior to UI 2.0

Edited by Rhialto, 30 September 2014 - 05:04 AM.


#352 Action Man

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Posted 30 September 2014 - 04:26 AM

Hey Russ, Love the proposed improvements to the game, especially as its leaning more and more to some ideas/suggestions I proposed a year or so ago (cbf digging through finding it) mainly developing a system that rewards build that accurately reflect a mechs intended role on the field. the IS quirks nail it, It wont stop a pilot from building what they want, But will reward those that keep it close to its intended design. I think the, small gripes about the apparent nerf to the Timber Wolf will fade once most move to the Hellbringer Prime, seeing lances with full ECM mechs cuz they can.

Have you Russ Thought about adding gyro damage to Mechs? or even actuator damage, where mobility, aiming torso movement etc could be penalised. examples could be torso becoming locked/restricted, or, cross hairs move/pull in a direction when sufficiently damaged etc

#353 Nomex 99

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Posted 30 September 2014 - 04:34 AM

Quote

Omnimech Fixed Jump Jet Slots
The current rule for Omnimechs is that slots are set by the Prime variant. For instance, the Prime variant of the Summoner has 5 fixed JJs and this rule is dictated across each variant. We are expanding this rule slightly when it comes specifically to Jump Jets so that the rule is determined by the variant instead. What this can mean, for example, is that the Timber Wolf S variant will come with 5 fixed JJs. This also means that if you are using (again, for example) the Timber Wolf Prime and decide to equip the RT omnipod of the Timber Wolf S you will have 2 fixed Jump Jets and another 2 if you equip the LT omnipod.

Posted Image

View PostTúatha Dé Danann, on 30 September 2014 - 04:11 AM, said:

NO! Don't do this! Whatever your background thoughts on this is, you destroy the whole Clan-arsenal with it,. The reason people take the S-side-torso on the Madcat are because on the 2 missile slots, not because of the Jump jets. The Nova lacks on efficiency and you do not see that mech anymore because of it. The Summoner suffers because of it. The Adder suffers from the fixed Flamer, and now you want to cripple the Mad-Cat too? No, don't do it! I don'T even own the Madcat,. but if you implement this, you can count on it that I never will.
Its already bad to have a fixed engine, with fixed Loadout (like JJs and DHS and even weapons), fixed upgrades and weapons so hot, you cannot really build a cool Clan mech anymore, even with a staggering 24 DHS. This is INSANE! Already!

Go the long and hard way, make 10 vs. 12 but then with good Clan mechs. Fill the missing motivation to still drive IS-mechs with a C-Bill bonus or take the next step and go professional with implementing a BV for every mech. Then the players can modify their mechs to their own likes, but pay for a badass-setup with a high BV, which will limit the tonnage of their friendlies.

Make it fun to play by balancing tonnage, not by restricting everything everywhere. This is BAD DESIGN. It kills the fun... in a game. You know what that means, right?

Edited by Nomex199, 30 September 2014 - 04:39 AM.


#354 Gattsus

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Posted 30 September 2014 - 04:38 AM

Something I would like to mention is about role warfare, that range detection should be based either in engine sizie or tonnage. some sort of:

atlas can be locked at 900 mt
awesome 700
timberwolf 600
hunchback 500
spider 400
commando 300

or something along those lines...

#355 Willothius

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Posted 30 September 2014 - 04:57 AM

View PostGattsus, on 30 September 2014 - 04:38 AM, said:

Something I would like to mention is about role warfare, that range detection should be based either in engine sizie or tonnage. some sort of:

atlas can be locked at 900 mt
awesome 700
timberwolf 600
hunchback 500
spider 400
commando 300

or something along those lines...


..euhm, and how would that help role warfare? (apart from it being totally weird)

#356 Willothius

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Posted 30 September 2014 - 05:01 AM

View PostRhialto, on 30 September 2014 - 04:24 AM, said:

UI 2.0 : Fix XP/unlocked skills not being shown for Mech we don't own. It's (cendored) annoying.


That would be nice..

Also, 2 things I think are still missing:

1) Descending after JJ use is still like floating down on an invisible elevator.. Not realistic, a little screen shake wouldn't be hard to implement and would make the whole JJ experience a lot more 'real', and slightly leveling the field for non-JJ mechs as well.

2) What happened to 12vs10? Is it dropped completely, or are the Clan mechs being balanced for 12vs12 first, and then re-balanced if we; ll see 10vs12..? Doesn't make sense, so I'm guessing it's off the table?


Bonus point:
3) Weapon convergence. Do it.

#357 Lily from animove

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Posted 30 September 2014 - 05:02 AM

For the consistency of clan construction rules: What about the kit fox JJ variant? shouldn't it have fixed JJ's now too?


Also I like the TW S change, because actually I use thoseS variants too and they are kinda bit OP. Good to be changed allowing other variant torsi a place in the game.

I just need to think now what to do with my TW S, since it can not use the current laodout anmyore. That will sacrifice someheatsinks, tonign doen the ridiculous damage. Seems fair.

Edited by Lily from animove, 30 September 2014 - 05:10 AM.


#358 Escef

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Posted 30 September 2014 - 05:06 AM

View PostGattsus, on 30 September 2014 - 04:38 AM, said:

Something I would like to mention is about role warfare, that range detection should be based either in engine sizie or tonnage.

That would make my 400XL Battlemasters the best LRM spotters in existence.

#359 Ace Selin

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Posted 30 September 2014 - 05:09 AM

Making Clan mechs required to keep fixed jumpjets on omnipods that have JJ is a great idea.
But Clan mechs only losing 2 heat sinks for losing a side torso is not enough, clan mechs need to be more negatively affected when they lose an XL engine side torso!

Edited by Ace Selin, 30 September 2014 - 05:31 AM.


#360 C E Dwyer

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Posted 30 September 2014 - 05:15 AM

Interesting road map

JJ buff, should make Victor brawler builds work better than they do, and all jumping brawl builds for that matter, so yay that.

The choice of clan engine nerf is different, I still think you'll end up implementing the speed penalty, but none can make the usual accusation of a wreaking ball type adjustment.

A month of what on paper looks very sound adjustments





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