October Road Map - Feedback
#521
Posted 01 October 2014 - 11:26 PM
If anything, Medium mechs should have their *agility* emphasized. Agility is not the same as top speed. Medium mechs aren't going to be going as fast as Light mechs, but they don't have to. Medium mechs should start/stop and turn much faster across the board, even those with lower top speeds. Turn rate should increase dramatically at low throttle percentage. Medium mechs should be thought of like Running Backs... they might not outrun a speedy Wide Receiver or Corner Back, but they can juke and make a Line Backer or Defensive End miss.
#522
Posted 02 October 2014 - 06:13 AM
bobo03, on 01 October 2014 - 01:50 PM, said:
I feel your pain brother. Every time PGI rolls out with a new idea. It works for a month or two, then it is Nerfed into oblivion because people are using it effectively. I guess players forget that this is a skill based game. There is no such thing as Balance when it comes to a players skill, and experience.
What I find Ironic is in the forums under Paul Inouye's Clan Technology-A Design Perspective. They clearly state that their won't be any major knee jerk Nerfs. They do say they would balance it. But they lead you to believe that you will get what you pay for. But here read the quote for yourself.
http://mwomercs.com/...gn-perspective/
I find it Ironic that PGI just gave us the anniversary gifts. While in the same week as the announcement is released, they immediately Nerf the speed of Clan Engines. (no, i'm not talking about the upcoming "balance patch" I'm talking about the one one already implemented) The CERLL, and the new Fixed JJs are only new examples of this Carrot on a stick business ambush tactic. They Get your money, Let you get used to it. Then they Nerf it...er...balance it. Not Cool.
Edit: Apparently there was some sort of bug that caused the Dire Wolf to run at 58 KPH. During one of the last patches it reduced its speed to 53.8 KPH which with speed tweak, is where it is supposed to be. I didn't realize this until Unimix and I debated it. I apologize for my statement above about the Nerf to the engines. It was an exploit that I wasn't aware of until the problem was fixed. My bad... =[
Edited by Sandtiger, 15 October 2014 - 07:49 AM.
#523
Posted 02 October 2014 - 10:43 AM
#524
Posted 02 October 2014 - 01:05 PM
Playing around with builds for a few days now to find work arounds, of which there arn't many, it's plainly obvious this is a blatant nurf. Yet disguising it as part of an effort to make the summoner better, which btw it will not unless you just Unlock The JJ's so they can be Removed, smacks of dishonesty. It effects Countless timberwolf builds not just the S variant builds and if you'd toyed with it as much as I have, which you certainly should have it's your JOB, then you'd see that running 4 missles of any type is totally Untenable now esp lrms. It will also no longer be possible to mount a Gauss on the mech have you thought about that?!
This will utterly RUIN the S variant on top of that. Sure the RT/LT might see some Limited use in other builds on the prime and c variants, but actually building something on the S variant frame?! HA nobody is gonna want to limit themselves by 5 tons for No Good reason. Why can't you see that THE reason the summoner is hurting as a chassis is Because of the 5 tons the Locked JJ's eat up?!
#526
Posted 02 October 2014 - 04:36 PM
Russ Bullock, on 29 September 2014 - 02:49 PM, said:
Let's keep in mind that the Timber Wolf is flat out a tier 1 mech and it will remain a tier 1 mech when this change goes live.
Right.. a tier 1 Mech with only tier 2 builds and a tier 3 heat efficiency... come on Russ... I've been hunting Timber Wolf's in my Jager for weeks now and I can kill a Timber Wolf with UAC-5's alone before a Timber Wolf can kill me with lasers because it over heats at least 2 times in a 1 on 1 fight.
Out of the 11 times I was able to get a Timber Wolf alone I killed it 9 times to 2.. on the 2 times I died I was damaged prior to the fight. With the Timber Wolfs large CT that can be hit from the front and sides making it twice as vulnerable to many (IS) mechs it's unfit for brawling.
When you look at the clan fleet as a whole the only mechs capable of brawling is the Dire Wolf (too damned slow) Timber Wolf (twice the vulnerability) Storm Crow (too damned hot) the rest are not even options, more or less just filler. What are your plans to balance this out?
#527
Posted 02 October 2014 - 06:05 PM
mongo2006, on 02 October 2014 - 04:36 PM, said:
Right.. a tier 1 Mech with only tier 2 builds and a tier 3 heat efficiency... come on Russ...
The Mad Cat is pretty much mathematically the best mech possible for its weight/weight class. It sits in the prime 75-ton spot, uses every Clan tech advantage and has great loadouts/hardpoints.
It is just plain better than most of the other options in the game.
#528
Posted 02 October 2014 - 11:16 PM
Tzukasa, on 02 October 2014 - 01:05 PM, said:
Nope, Thor's are SUPPOSED to have JJs. If you don't like it, don't pilot a Thor, ya cannister baby
Same goes for S-variant Mad Cats.
I also think the nerf to the Clan ERLL (and PPC slowdown) was stooopid, and I only pilot Inner Spehere mechs.
Cannister baby's mechs don't need nerfs.
Hell, they need to stop phooookin with the daym weapons already, they all work fine.
What they NEED to do is put out CW and let the War begin
#529
Posted 03 October 2014 - 01:41 AM
HeroForHire, on 01 October 2014 - 04:30 PM, said:
Suggestion:
Implement Zellbrigen "penalties" on all Clan Mechs until the Lore Timeline the Clans put Zellbrigen "on hold."
Penalties such as substantially reduced XP & C-Bills for Clanners violating Zellbrigen (e.g. Clanners should not focus fire against enemies; Clanners shooting an enemy that another teammate has already fired on awards a penalty instead of a reward).
Hit em in the XP & Cbill pocketbook bad enough to where Clan pilots won't want to violate Zellbrigen. I'm talking 75% penalty now.
Violate Zellbrigen and you'll be lucky to make 40,000 Cbills even though you got 3 kills and 7 assists. Actually the goal of Zellbrigen is that every Clanner has as many kills as possible and no assists.
That would be the simplest thing - Clan mechs (Heavy and Assault) get no reward for assists. Would add to the challenge immensely but leave Mediums and Lights free to wreak havoc. Also discourage the "all hide out together and shoot anything that shows it's face" mentality that some competitive groups use, as well as discouraging the "LRM from cover" play for Clans (there is no minimum range to Clan LRMs for a reason.....)
#530
Posted 03 October 2014 - 01:55 AM
HashtagComStarWasRight, on 02 October 2014 - 06:05 PM, said:
The Mad Cat is pretty much mathematically the best mech possible for its weight/weight class. It sits in the prime 75-ton spot, uses every Clan tech advantage and has great loadouts/hardpoints.
It is just plain better than most of the other options in the game.
The TW has potential to be untouchable, I agree with you. But the TW that survived the nerfs is but a shadow of what it used to be.. With that said lets deal with the here and now. They enlarged the CT again making it easy to kill from 180 degrees, although it can carry amazing weapon loads it can't use them because of heat, brawling with this mech results in waiting for the next match.. Simply put a Jager is a better mech than a TW is 1 on 1.
#531
Posted 03 October 2014 - 12:03 PM
The most extreme contrast I saw was when I ran my hardcore spotter mech (Commando with ECM, TAG, NARC & no weapons). We were a very deadly force and would regularly win but I would barely get anything for XP & C-Bills despite doing most of the work sneaking, selecting targets, coordinating fire, counter-scouting with NARC & TAG and counter-ECM, and generally shattering the enemy team's formations.
That is a special case, of course, but it exemplified the general rule that currently the only significant reward mechanism is personal damage delivered. This intrinsically means that gunboat escalation is the way to success.
I recognize that it's not an easy problem but I hope this call-out signifies a step in the direction of resolving it.
Hax
#532
Posted 03 October 2014 - 02:31 PM
I *might* be the only Firestarter pilot that uses Flamers on theirs.
#533
Posted 03 October 2014 - 05:23 PM
Russ Bullock, on 29 September 2014 - 02:43 PM, said:
A Heat system and how your mech behaves is not something in development yet.
As to stock builds, the quirks wherever possible were created with this in mind or a combination of stock load outs and just what ends up being most effective in MWO
So for example, the Hunchback defaults to an AC20 in the RT. Obviously that doesn't fit if you speed it up with an XL engine. Will these perks also benefit other ballistics like Gauss?
#534
Posted 04 October 2014 - 12:18 AM
Zyllos, on 03 October 2014 - 02:31 PM, said:
I *might* be the only Firestarter pilot that uses Flamers on theirs.
Merv DeGriff, on 03 October 2014 - 05:23 PM, said:
So for the Hunchback say, it'd have, -5% cooldown on all ballistics, -5% cooldown on all energy, +5% cooldown AC/20, +5% Cooldown Medium Laser.
Meaning you get a boost to everything on it of 5% (Ballistic and Energy), but if those B+E happen to be an AC20 and Medium Lasers, they get a 10% boost.
#535
Posted 04 October 2014 - 01:48 AM
#536
Posted 04 October 2014 - 01:02 PM
HashtagComStarWasRight, on 30 September 2014 - 11:29 AM, said:
Um, no. The standard configs we see are because otherwise, we'd have fifty bajillion configs to list in a TRO and they end up representing the "tourney-legal" configs for an Omni. A TT Omnimech can and does fit whatever it's internal space and pod tonnage desires, as it's a "universal" mount that can accept any standardized Omni equipment. You want to strap a zillion ERSL's into a Timber Wolf? It'll handle it just fine.
Quote
So making the JJs 'hardwired' is actually hewing closer to the fluff.
And the Timber Wolf's pods are built without jump jets installed. The standard Timber Wolf omnipods have -nothing- in those locations, and are configured to have modular jets installed. The Summoner is built with them as part of the chassis.
Straight from TT. This is a "naked" Timber Wolf and Summoner. Everything else is slapped into a pod afterwards, and despite MWO's mumbo-jumbo so it can have three chassis to train with, they're all built onto the same base. And this is it. All Summoners come with hardwired jets. Timber Wolves do not.

Heck, there's Omni configs that install modular units for underwater or zero-G movement, the same way the Timber-S has it's jump jets. That's the whole darn POINT. Designs like the Savage Coyote reinforce this, as the Prime/Beta lacks jets that the Alpha and Charlie config slaps into it's pod space. They're all built on the same base chassis, however. MWO's nerf-fest on Clan/Omni construction is the only reason we have the bastardization of machinery known as "Clantech" here.
So stop whinging about how one does and one doesn't. It's how they've been for decades. If one part's not optional, then NO part should be optional and we just call them "Legomechs" and be done with the entire farce.
Edited by wanderer, 04 October 2014 - 01:02 PM.
#537
Posted 04 October 2014 - 01:56 PM
wanderer, on 04 October 2014 - 01:02 PM, said:
MWO is not BT. I don't see anyone complaining that Medium Lasers don't have a 10-second cooldown, after all. There is no way for this game to be a rules-perfect tabletop translation. If you want that, there's always MegaMek.
Besides, I'm not even sure why people are upset they're 'forced' to take jump jets when taking jump jets gives you a tactical advantage (maneuverability). If you don't want the JJs, then there's the Prime and -C pods you can use instead.
Come back when they hardwire JJs to all TBR variants and you might have a case.
#539
Posted 05 October 2014 - 12:51 PM
#540
Posted 05 October 2014 - 12:54 PM
YueFei, on 01 October 2014 - 11:26 PM, said:
If anything, Medium mechs should have their *agility* emphasized. Agility is not the same as top speed. Medium mechs aren't going to be going as fast as Light mechs, but they don't have to. Medium mechs should start/stop and turn much faster across the board, even those with lower top speeds. Turn rate should increase dramatically at low throttle percentage. Medium mechs should be thought of like Running Backs... they might not outrun a speedy Wide Receiver or Corner Back, but they can juke and make a Line Backer or Defensive End miss.
I happen to like this Idea a lot, and while there does need to be a sense of weight to the mechs, i admit piloting a medium feels like piloting an underarmored Heavy. They just dont have that nimbleness one would expect. I also think the lights could use some of this nimbleness as well, not to the same degree mind. Most lights are flying at "Bat outta Hell" speeds, but turning in them at slower speeds does feel plodding when it shouldnt.
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