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October Road Map - Feedback


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#361 Hades Trooper

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Posted 30 September 2014 - 05:16 AM

so this fixed JJ option,

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 Cricket504

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Posted 30 September 2014 - 05:22 AM

One thing about the changes that I'd love to see is dealing with lights. I can see them gaining in JJ/leg damage corrections, but what about weapon limits. A Raven with 2 LL and running at 150 is a bit crazy. Heat and over all enough power should greatly effect a build like this. Yes they have the slots and tonnage to put them in, but in practical terms, should it work? Should the large top level weapons function fully in a light? Possibly limit he number of slots usable for a hard point. Such as a Raven can fit a 2 slot energy in the arms but nothing bigger. Same with a Cicada 3C, yes a AC20 fits, but should it work or should the mech end up shattered on its back the first time it fires it? Should a PPC fit in a light hard point even if there are slots/tonnage for it?

#363 lol lol lol lol lol lol lol lol

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Posted 30 September 2014 - 05:24 AM

Great news regarding jump jets.

Quirk system. Great start, but should not be only for Inner Sphere. Some of the clan mechs could use some quirky love too.

View PostHades Trooper, on 30 September 2014 - 05:16 AM, said:

so this fixed JJ option,

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 I R O N

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Posted 30 September 2014 - 05:29 AM

TY SO MUCH for fixing my summoner :')

#365 Sardauker Legion

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Posted 30 September 2014 - 05:29 AM

"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.

-------------------------


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 lol lol lol lol lol lol lol lol

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Posted 30 September 2014 - 05:30 AM

View PostAce Selin, on 30 September 2014 - 05:09 AM, said:

Making Clan mechs required to keep fixed jumpjets on omnipods that have JJ is a great idea.
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 caseysrevenge

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Posted 30 September 2014 - 05:32 AM

To be honoust i use only 1 or maybe 2 jumpjets so i can traverse the terrain quickly and nothing more a lot of the players i know use it for the same reason.So no we dont use it for quick turning.

#368 Túatha Dé Danann

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Posted 30 September 2014 - 05:33 AM

There are different ways to balance stuff. BV, Tonnage, amount of Mechs per match or a combination of all these. Whatever... Restricting loadouts and nerfing Clan mechs below IS-mechs is not balancing, its just bad. I play mainly IS mechs and I think that nerfing Clan-Omnis with fixed loadout is terribad.

'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 Lootax

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Posted 30 September 2014 - 05:34 AM

I would like to understand why PGI decided to make clan mechs not as customiazble as they should be ?

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 jper4

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Posted 30 September 2014 - 05:36 AM

looking forward to the tweaks to the "bad" mechs- since it seems that's what i generally prefer to pilot (Locust and sub 55 ton medium pilots of the world unite!) so if i can do ok in them now i might be able to do OK-er with them after!

#371 Ace Selin

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Posted 30 September 2014 - 05:37 AM

View Post00ohDstruct, 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?
How about we talk about it when IS mechs with XL engines can continue to live and fight after losing a side torso, thats such s huge advantage it's really not fair. A fast mech with barely any weapons doesnt mean much. A slower ( clan) mech that needs twice as much damage to die - thats OP

Edited by Ace Selin, 30 September 2014 - 05:38 AM.


#372 Pugnax

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Posted 30 September 2014 - 05:52 AM

My worry is that we're moving towards less customization all the time, which is my favourite part of the game.

-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 Sardauker Legion

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Posted 30 September 2014 - 05:55 AM

I payed real money for customable mech.

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 Leafia Barrett

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Posted 30 September 2014 - 06:00 AM

View PostEscef, on 30 September 2014 - 05:06 AM, said:

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

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 Ren Kurogane

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Posted 30 September 2014 - 06:05 AM

To be honest, i was prepared for losing 20% speed + 20% heatsinks from destruction of clan mech's ST.
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? :D

Edited by Discarius, 30 September 2014 - 06:05 AM.


#376 Airox

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Posted 30 September 2014 - 06:05 AM

I know others have already commented, but the JJ changes to clan mechs is a MAJOR blow to the Timberwolf. 5 crit slots allows for just about nothing in the side torsos.

All the other changes sound great and logically thought out.

This change however was clearly not thought out.

#377 Thorqemada

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Posted 30 September 2014 - 06:06 AM

The one big questionable thing about Quirks i see is that they probably be percentage based.

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 Wintersdark

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Posted 30 September 2014 - 06:06 AM

View PostSjorpha, on 30 September 2014 - 02:42 AM, said:

Agree with the plan almost completely. The exception is that I think the clan xl penalty won't be noticable on most builds, I think on top of loosing some internal heatsinks, there should be either a 20% speed penalty or actively generated heat when moving fast (the damaged engine is overheating when pushed). On the other hand I agree with small incremental changes, so in that sense starting with just the heatsink loss is good.

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 The Amazing Atomic Spaniel

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Posted 30 September 2014 - 06:20 AM

Changes sound good to me.

Anything that makes my Summoners jump less like a bag of turnips has to be good.

#380 White Bear 84

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Posted 30 September 2014 - 06:29 AM

View PostPugnax, on 30 September 2014 - 05:52 AM, said:

-Quirks that reward a single mech build (ie the aforementioned hunchback) will make players not want to do something unique.

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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