October Road Map - Feedback
#61
Posted 29 September 2014 - 03:08 PM
#62
Posted 29 September 2014 - 03:08 PM
#63
Posted 29 September 2014 - 03:08 PM
#64
Posted 29 September 2014 - 03:09 PM
Nice work pgi
#65
Posted 29 September 2014 - 03:10 PM
#66
Posted 29 September 2014 - 03:12 PM
#67
Posted 29 September 2014 - 03:13 PM
#68
Posted 29 September 2014 - 03:13 PM
Russ 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
Posted 29 September 2014 - 03:14 PM
#70
Posted 29 September 2014 - 03:15 PM
Russ Bullock, on 29 September 2014 - 02:53 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.)
Edited by Rebas Kradd, 29 September 2014 - 03:16 PM.
#71
Posted 29 September 2014 - 03:15 PM
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
Posted 29 September 2014 - 03:15 PM
#73
Posted 29 September 2014 - 03:17 PM
Russ 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
Posted 29 September 2014 - 03:19 PM
Rebas 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.
#76
Posted 29 September 2014 - 03:21 PM
The Clan mechs should lose more heat sinks though, half would be a good starting point I think.
#77
Posted 29 September 2014 - 03:22 PM
N0MAD, on 29 September 2014 - 03:17 PM, said:
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
Posted 29 September 2014 - 03:22 PM
#79
Posted 29 September 2014 - 03:23 PM
#80
Posted 29 September 2014 - 03:24 PM
knightsljx, on 29 September 2014 - 03:15 PM, said:
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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