October Road Map - Feedback
#361
Posted 30 September 2014 - 05:16 AM
does anyone realise how bad it's gonna ruin the kitfox S left torso?
it gives u a ballsitic mount that if it has a fixed JJ in it, with the fixed heatsinks will allow 1 crit slot thus meaning you can only use a machine gun.
Whats so powerful about my dual ultra ac/2 kit fox?
#362
Posted 30 September 2014 - 05:22 AM
#363
Posted 30 September 2014 - 05:24 AM
Quirk system. Great start, but should not be only for Inner Sphere. Some of the clan mechs could use some quirky love too.
Hades Trooper, on 30 September 2014 - 05:16 AM, said:
does anyone realise how bad it's gonna ruin the kitfox S left torso?
it gives u a ballsitic mount that if it has a fixed JJ in it, with the fixed heatsinks will allow 1 crit slot thus meaning you can only use a machine gun.
Whats so powerful about my dual ultra ac/2 kit fox?
Oh wow, good point... kinda silly that IS mechs are more customizable than the "omnipod" Clan system eh? BALANCE!!!! @_@
Edited by 00ohDstruct, 30 September 2014 - 05:25 AM.
#364
Posted 30 September 2014 - 05:29 AM
#365
Posted 30 September 2014 - 05:29 AM
[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.
-------------------------
I'm one of those equipping mechs with only 2 JJ: they were NOT used to jump UP, but Jump DOWN, with NO fall damage.
Edited by Anavel Gato2, 30 September 2014 - 05:30 AM.
#366
Posted 30 September 2014 - 05:30 AM
Ace Selin, on 30 September 2014 - 05:09 AM, said:
But Clan mechs only losing 3 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!
Tell you what, when they take a realistic look at engines in general, and decide that IS mechs shouldn't be able to be turned into racing cars from their stock speeds without taking into consideration that their actuators would be buckling and tearing apart as if they were using MASC... then we can talk engine damage about clan mechs. k?
#367
Posted 30 September 2014 - 05:32 AM
#368
Posted 30 September 2014 - 05:33 AM
'There are other, much better ways to solve that.
Btw, even with the Quirks, a Cicada 3-C will still not be used on the battlefield. From a design perspective, it should not be the mech at fault.
#369
Posted 30 September 2014 - 05:34 AM
Fixed slots kills some mechs IMO (Summoner and Warhawk, and the timby now). Why you didn't tried to make the mechs screwed with fixed stuff buffed by making the fixed equipment removable ?
You screwed the underperforming clan mechs with the heat increase on lasers because you wanted to nerf the Timberwolf. And by making them less customizable.
And now you want to make the clan mechs even less customizable ? What's the point in clan mechs now ? How about making everyone down to use fixed (understanding stock) configurations of all the mechs ? Most of us play this game for the customization and 'build your own machine' part.
I own every clan mech, And i know the Timby and the Direwhale are way too powerfull. But that's not the right way to nerf those OP chassis.
Why you're not using your quirk system to do it ?
Edited by Exentius, 30 September 2014 - 05:36 AM.
#370
Posted 30 September 2014 - 05:36 AM
#371
Posted 30 September 2014 - 05:37 AM
00ohDstruct, on 30 September 2014 - 05:30 AM, said:
Tell you what, when they take a realistic look at engines in general, and decide that IS mechs shouldn't be able to be turned into racing cars from their stock speeds without taking into consideration that their actuators would be buckling and tearing apart as if they were using MASC... then we can talk engine damage about clan mechs. k?
Edited by Ace Selin, 30 September 2014 - 05:38 AM.
#372
Posted 30 September 2014 - 05:52 AM
-Quirks that reward a single mech build (ie the aforementioned hunchback) will make players not want to do something unique.
-Clan mechs already have fixed engines and other hardpoints, they are barely customizable as it is. The new fixed omnipod points will compound this problem.
-Obvisouly heat scale has reduced the number of interesting builds.
Every new regulation is reducing customization. There will never be "no meta" and attempting to achieve that goal is a wild goose chase. The game is still good, I love it, but we have to be careful not to lose customization, an integral piece of the BT and mechwarrior games since the beginning.
#373
Posted 30 September 2014 - 05:55 AM
Give us the possibility th strip the JJs from a Summoner, as it can be done by a Highlander.
Eventually, an ALL or NOTHING option. But it must be a pilot's choice.
#374
Posted 30 September 2014 - 06:00 AM
Escef, on 30 September 2014 - 05:06 AM, said:
I think you have it backwards. From what I gathered, what he meant was that, for example, sensors should detect an Atlas out at 900m, and a Commando at 300m. Obviously the numbers are just for example, but that's the concept.
#375
Posted 30 September 2014 - 06:05 AM
As for TBR-S omnipod's JJs, while i only need to change a little from my current loadout, i can see why many disagree. Fixed JJs means less free slots, and for clan mechs, less free slots means less build flexibility. Omnimechs used omnipods to cut times they needed when changing loadout, not for stuffing as many weapons as possible iirc. Then again, there's no such thing like -timer- currently in MWO to show loadout-cooldown. So it comes to: how flexible i can build my Omnimechs with these omnipods? This is why, some asked for JJs in Summoners and Novas become removable. And also raising the cons against fixed JJs in TBR-S omnipods...
offtopic next:
1. When will we be able to sort out trial mechs from -owned- mechs?
2. When will we be able to not going to -owned- mechlab after clicking -back- button from mech details' screen in -purchasable- mechlab?
3. When will we be able to see detailed mech's info in 1 screen without clicking anything? (ignore question #2)
4. Questions #1 to #3 are just small part of non-intuitive of the current UI, in other words: Any ETA on improvement for making UI 2.0 more user-friendly and less click-y?
Edited by Discarius, 30 September 2014 - 06:05 AM.
#376
Posted 30 September 2014 - 06:05 AM
All the other changes sound great and logically thought out.
This change however was clearly not thought out.
#377
Posted 30 September 2014 - 06:06 AM
Percentage based boni have the unreaistic characteristic to give the most who already have the most - like we see it with the Speed Tweak in the Skilltree.
Those Mechs that already be highly and expensiely optimized for speed get more than those Mechs who come as Basic Variant - that is the opposite behavior to a realistic scenario where an highly optimized build simply can not be improved as much as the non-optimized build.
Realistically the effort to make a 97kph Light go 130kph is lower than the effot to make a 150kph Lght go 160kph but the same percentage based Speedtweak in MWO gives the 150kph Mech a >50% bigger Speed increase than the 97kph Mech.
So you need to be really carefull with the use of percentage based Quirks!
Edited by Thorqemada, 30 September 2014 - 06:06 AM.
#378
Posted 30 September 2014 - 06:06 AM
Sjorpha, on 30 September 2014 - 02:42 AM, said:
Here's hoping for unnerfed Victors in the IS quirk pass.
Russ already announced that Victors are being un-nerfed in the quirk pass. They won't receive positive quirks as well, but their current agility nerfs are going away.
The OP covers why they're just nerfing HS and not speed. Maybe speed as well will be required, but I for one am very happy that Russ is taking baby steps here; you don't want to over-nerf Clan mechs. If more is required later, then so be it, but baby steps.
#379
Posted 30 September 2014 - 06:20 AM
Anything that makes my Summoners jump less like a bag of turnips has to be good.
#380
Posted 30 September 2014 - 06:29 AM
Pugnax, on 30 September 2014 - 05:52 AM, said:
Every new regulation is reducing customization.
But for the best part most players, particularly competitive players just use one or two meta builds in one or two variants.. ..this change makes those 'lesser' builds more viable - if you fit in the build with the quirks it has attributed. It does not restrict the build or what you can do in terms of customisation, you just wont have the same bonuses. So it is still a plus...
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