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October Road Map - Feedback


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#61 TygerLily

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Posted 29 September 2014 - 03:08 PM

"Tier 5 ‘Mechs will be receiving serious attention." Write the word 'serious' on a post-it in HUGE letters and put it on the monitor...and add Tier 4 to the list.

#62 POOTYTANGASAUR

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Posted 29 September 2014 - 03:08 PM

You should have made it possible to remove jjs on all mechs rather than nerf every single timberwolf build that uses the s-side torsos. Making jumpjets removable would make summoner and nova much more attractive.

#63 Sandtiger

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Posted 29 September 2014 - 03:08 PM

I just wanted to say that I appreciated the reply to my earlier post. Thank you. =]

#64 Summon3r

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Posted 29 September 2014 - 03:09 PM

Wow this is extremely promising. No knee jerk reactions to anything. And everything you are touching on are things that definitely needed attention.... A look over of ppc speed would be nice in the future as well.

Nice work pgi

#65 orcrist86

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Posted 29 September 2014 - 03:10 PM

This has me all hot and bothered

#66 LastKhan

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Posted 29 September 2014 - 03:12 PM

A lover of the Summoner all i have to say. mmm the tears of every timby pilot.. welcome to my world of fixed jjs. well least you can bypass it by just having one side torso on a different variant..

#67 Noober

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Posted 29 September 2014 - 03:13 PM

I know its a bit cheeky Russ, but could you give us a sneak peak as to what's planned for the Locust? It'd be pretty interesting to see what you have in mind - if any mech embodies tier 5 it would be the locust! XD

#68 Sandtiger

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Posted 29 September 2014 - 03:13 PM

View PostRuss Bullock, on 29 September 2014 - 02:52 PM, said:


The S variant fixed JJ slots?

Yes I suppose but didn't it kind of feel like an exploit before?


Not really. I mean this is Mechwarrior isn't it? Make your Mech the most vicious killing machine viable for your play style. I think someone has been giving you bad advice.

#69 orcrist86

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Posted 29 September 2014 - 03:14 PM

And now you can still do it by buying the right pods

#70 Rebas Kradd

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Posted 29 September 2014 - 03:15 PM

View PostRuss Bullock, on 29 September 2014 - 02:53 PM, said:

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.


This is indeed a very small change, given that we play in a chaotic, close-in 12vs12 environment where the small map size and damage output tends to bury nuances like that. I could see that heat penalty being noticeable and making a difference in slower-paced 4vs4 matches, but not in the furious fragfest that is Caustic right now. You'll need a much more outstanding penalty to get noticed in 12vs12, like a speed loss. (Of course, if the changes in map philosophy ensure smaller, longer fights, then it will be good there.)

Everything else looks great. Seeing the Return of the Roadmaps makes me warm and fuzzy. (No, it's not the mold.)

Edited by Rebas Kradd, 29 September 2014 - 03:16 PM.


#71 ImperialKnight

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Posted 29 September 2014 - 03:15 PM

I think the number of fixed JJs on both Summoner and TBR-S should be changed/fixed at 3, with the addition of 1 fixed JJ in each S Torso.

Also, I'm sad to see there is no move to un-nerf the Highlander and Victors. The nerfs were implemented when Clans were not out. Highlanders and Victors need to be returned to pre-nerf specs to balance out Clan and IS mechs.

Also, Class I JJs need fix. A 2 ton JJ that provides next to no lift is just broken.

#72 Darth Futuza

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Posted 29 September 2014 - 03:15 PM

I like the sound of the updated reward system, but I need you to make conquest worth playing. It is by far currently the funnest game type, but the rewards are painful. For example give us 150xp for capping a resource instead of 50xp. And give us a bonus 1000xp if you contributed to a match where you win via capping (by capping) and a flat 1000xp bonus for a cap win, etc...

#73 N0MAD

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Posted 29 September 2014 - 03:17 PM

View PostRuss Bullock, on 29 September 2014 - 03:01 PM, said:


Not sure this impacts much - they just can fall a bit further without taking leg damage. Currently at 38 m/s it felt very heavy handed.

Its the constant buff to lights, another 2 buffs this patch, while nerfs to others, im sure the Quirks pass on the lights will also be ummm helpful.
Why was it heavy handed to lights when other mechs got same?, because they are fast? if anything there should be extra penalty for the speed advantage, but no.. hey you got a massive speed advantage so instead of like trying to make it skillful for a light pilot to jet around at 150kph lets just take away the damage cause you know it makes it even less skillful to drive.

#74 101011

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Posted 29 September 2014 - 03:19 PM

View PostRebas Kradd, on 29 September 2014 - 03:15 PM, said:


This is indeed a very small change, given that we play in a chaotic, close-in 12vs12 environment where the small map size and damage output tends to bury nuances like that. I could see that heat penalty being noticeable and making a difference in slower-paced 4vs4 matches, but not in the furious fragfest that is Caustic right now. You'll need a much more outstanding penalty to get noticed in 12vs12, like a speed loss. (Of course, if the changes in map philosophy ensure smaller, longer fights, then it will be good there.)

Everything else looks great. Seeing the Return of the Roadmaps makes me warm and fuzzy. (No, it's not the mold.)

No, the big penalty is to lose half your weaponry.

#75 Rebas Kradd

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Posted 29 September 2014 - 03:21 PM

View Post101011, on 29 September 2014 - 03:19 PM, said:

No, the big penalty is to lose half your weaponry.


Well, that's happening anyway. Since we're talking about the validity of ADDITIONAL buffs, I figured I'd speak on that basis.

#76 BladeSplint

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Posted 29 September 2014 - 03:21 PM

Looks great!

The Clan mechs should lose more heat sinks though, half would be a good starting point I think.

#77 Kaeb Odellas

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Posted 29 September 2014 - 03:22 PM

View PostN0MAD, on 29 September 2014 - 03:17 PM, said:

Its the constant buff to lights, another 2 buffs this patch, while nerfs to others, im sure the Quirks pass on the lights will also be ummm helpful.
Why was it heavy handed to lights when other mechs got same?, because they are fast? if anything there should be extra penalty for the speed advantage, but no.. hey you got a massive speed advantage so instead of like trying to make it skillful for a light pilot to jet around at 150kph lets just take away the damage cause you know it makes it even less skillful to drive.


Lights are penalized for their speed by being fragile and undergunned compared to other weight classes. If lights were OP, then we'd be flooded by them in the queues. This is certainly not the case.

#78 rangergord

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Posted 29 September 2014 - 03:22 PM

I second the concern about the quirks with mechs having to use only certain weapons or being subpar. Out of curiosity, would you be willing to post the current tier list?

#79 N0MAD

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Posted 29 September 2014 - 03:23 PM

The idea of losing speed and heat capacity after clan torso loss is a good idea..almost common sense no?

#80 Kaeb Odellas

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Posted 29 September 2014 - 03:24 PM

View Postknightsljx, on 29 September 2014 - 03:15 PM, said:

Also, I'm sad to see there is no move to un-nerf the Highlander and Victors. The nerfs were implemented when Clans were not out. Highlanders and Victors need to be returned to pre-nerf specs to balance out Clan and IS mechs.

Also, Class I JJs need fix. A 2 ton JJ that provides next to no lift is just broken.


I don't know about the Highlander, but Russ did confirm at some point that they will be rolling back the Victor's agility nerfs as part of this quirk pass, though they will not receive additional positive quirks as "tier 1" mechs.





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