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October Road Map - Feedback


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#681 BARBAR0SSA

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Posted 22 October 2014 - 11:13 AM

Jump Jets still suck

#682 WarHippy

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Posted 22 October 2014 - 12:18 PM

Reveal more mechs and their quirks??? Pretty please with a cherry on top. :wub:

#683 Davegt27

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Posted 22 October 2014 - 12:37 PM

Quote

Destruction of a Clan Side Torso
Although we hope to eventually put in a full engine critical hit system that would affect both IS and Clan 'Mechs, we are going to start out with a change to place some penalty on a Clan 'Mech that loses a side torso. Essentially, there needs to be some penalty for losing 2 critical engine slots. Using the tabletop game as a guideline, we have decided to not make movement a part of the penalty but to save that for some future implementation on the effects of heat on your 'Mechs functionality. A Clan engine has a total of 10 critical engine slots and the destruction of a Side Torso in a clan ‘Mech means the loss of two of those slots, or 20%. 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 to great a number I recommend a 5% loss in speed and heat

why because you can always add more later if need be, balance is some what hard to do its best to approach these things in small steps

#684 Aoumigame

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Posted 22 October 2014 - 08:37 PM

Nice to see there are some positive comments out there. My Nova-prime still feels useless however and still don't see anything to look forward too with the novas in the future.... Hope I missed something somewhere... Has anyone heard anything that might be positive for a Nova fan?

#685 Zack Esseth

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Posted 23 October 2014 - 12:06 PM

Im really happy that it looks like we are going to get half the bonus still even if we don't take the intended weapon. That was a good change. But why did you take down all the mechs you had listed? Now I cant speculate the splits on the others. On a side note, I cant wait to see the quirks for the Locusts and my beloved Battlemaster 1G! Keep up the work!

#686 MayGay

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Posted 25 October 2014 - 09:30 AM

couldn't you just make it so that the engine generates +10 heat? You are using lore as basis for this, except lore states that the actual engine components of an XL engine aren't in the side torsos but that it is some of the engine shielding that is in the side torsos, thus loosing the side torsos wouldn't affect engine heat sinks or movement or any of that. Within lore, it also makes no sense that damage to the reactor shielding would affect movement, as 'mechs use poly myomer bundles not any sort of traditional mechanical movement

#687 focuspark

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Posted 26 October 2014 - 10:12 PM

Now for the part where I make a suggestion that everyone hates on initial inspection but eventually realizes is a good idea...

Cut all quirks by 25% and make a mastery skill double the effects of quirks instead of just delivering a single module slot.

#688 Hoax415

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Posted 27 October 2014 - 06:39 AM

That's a horrible idea.

All you accomplished was making grinding Master suck more and being a new player suck more. Nobody else is affected. There is zero benefit of any kind to that change.

#689 Neput Z34

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Posted 27 October 2014 - 02:54 PM

View PostEscef, on 22 October 2014 - 12:09 AM, said:

Simpler? Sure. Effective? THIS would be, by your standards, competing almost directly against the Stormcrow. Do your really think any Stormcrow jock that has any clue what he's doing wouldn't be able to eat that in seconds?


I said for, "for example a CTF-3D" not a CTF-IL, that can only be bought with MC. For your information 1 MC @ = 2500 C-Bills.

Here is my "hypothetical" CTF-3D build, but i guess there is no point of arguing over "spilled milk", or "water under the bridge."

The only thing left is to wait and see how the whole quirk system works out and how badly will some of them will be "abused".

#690 Escef

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Posted 27 October 2014 - 03:29 PM

View PostNeput Z34, on 27 October 2014 - 02:54 PM, said:


I said....

You said balance by c-bill value. The LB10X is both one of the lowest performing and most expensive weapons available Inner Sphere side. C-bill value is NOT a measure of combat effectiveness.

#691 Ovion

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Posted 27 October 2014 - 03:50 PM

View PostEscef, on 27 October 2014 - 03:29 PM, said:

You said balance by c-bill value. The LB10X is both one of the lowest performing and most expensive weapons available Inner Sphere side. C-bill value is NOT a measure of combat effectiveness.
You say potato, I say the LBX10 wrecks face and does terrible things to enemy mechs. :)

#692 Escef

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Posted 27 October 2014 - 04:07 PM

View PostOvion, on 27 October 2014 - 03:50 PM, said:

You say potato, I say the LBX10 wrecks face and does terrible things to enemy mechs. :)

It's a fun weapon, but is only considered superior to flamers and small lasers.

#693 Johnny Z

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Posted 27 October 2014 - 11:39 PM

Could the role of the mech be added to the mechbay desciption. Like Brawler or skirmisher. This would be helpfull for players to see the intended role at a glance. I am sure this is in the works but if it isnt please get on it. LOL :lol:

#694 Ovion

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Posted 28 October 2014 - 11:28 AM

View PostEscef, on 27 October 2014 - 04:07 PM, said:

It's a fun weapon, but is only considered superior to flamers and small lasers.
S(P)L aren't bad on the right mech (mostly lights).

Flamers... want to love em, and I've found the 'best' way to run them (in 3's, set across 2 chain fired weapon groups for 2 low heat flamers, or 4-8 chain-fired pairs)... but they're still terribly dissapointing. :(

LBX10 have silly long range, a psychological factor, little to no projectile drop, massive impulse (each pellet causes the same screen shake as an (U)AC/5) and massive crit chances (67% chance per pellet).
A pair of these is happily capable of wrecking face in a consistent manner, both as a primary weapon, or secondary weapon.
(One of my best killers / damage dealers is my Firebrand running twin LBX10s and twin Medium Lasers, and my Vindicator, Atlas(es), Misery and Urbie-Spider all run them too, to great effect
As do several clan mechs.)
I'd rate it at least equivalent to the AC/10 tbh.

#695 Escef

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Posted 28 October 2014 - 11:48 AM

View PostOvion, on 28 October 2014 - 11:28 AM, said:

S(P)L aren't bad on the right mech (mostly lights).

Flamers... want to love em, and I've found the 'best' way to run them (in 3's, set across 2 chain fired weapon groups for 2 low heat flamers, or 4-8 chain-fired pairs)... but they're still terribly dissapointing. :(

LBX10 have silly long range, a psychological factor, little to no projectile drop, massive impulse (each pellet causes the same screen shake as an (U)AC/5) and massive crit chances (67% chance per pellet).
A pair of these is happily capable of wrecking face in a consistent manner, both as a primary weapon, or secondary weapon.
(One of my best killers / damage dealers is my Firebrand running twin LBX10s and twin Medium Lasers, and my Vindicator, Atlas(es), Misery and Urbie-Spider all run them too, to great effect
As do several clan mechs.)
I'd rate it at least equivalent to the AC/10 tbh.

Don't get me wrong, I've gotten nice mileage out of the LB-10X, too. Used to run a pair of them on my AS7-D. But so long as hit-reg is working the way it's supposed to, you are usually better off with almost any other weapon.

#696 Myke Pantera

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Posted 28 October 2014 - 03:11 PM

There is a typo with the 'Locust 1M - Tier 4 Brawler' which is actually the 3M

Apart from that i couldn't have wished for any better Quirks for the 1E and 3M, so thumbs up from me!

Don't care much about the other variants ;)

Edit:I also like that the upgrades are split between weapon specific and general, so you still get a buff if you are running something different.

Edited by Myke Pantera, 28 October 2014 - 03:31 PM.


#697 Ovion

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Posted 28 October 2014 - 03:24 PM

It looks like almost all the Locusts have the wrong designation.
The 1M is listed twice.

And one isn't even in MWO.
Unless they're releasing the 1S, which could be interesting (if a little pointless).

#698 Alexander MacTaggart

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Posted 28 October 2014 - 04:16 PM

Some of these quirks don't seem to make sense.

Why do Centurions get SRM4 quirks instead of LRM10?
Why does the CPLT-K2 not get any PPC quirks at all?
Why does the AS7-S get SRM4 quirks specifically, not general SRM or SRM6 (it's not like a 100-ton assault mech doesn't have the weight for SRM6, and it has the tubes for them)?

#699 Prezimonto

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Posted 28 October 2014 - 04:20 PM

View PostAlexander MacTaggart, on 28 October 2014 - 04:16 PM, said:

Some of these quirks don't seem to make sense.
Why does the CPLT-K2 not get any PPC quirks at all?



This was exactly what I was coming here to post. One of the most iconic looking mechs (though dodgy since the art pass), really BADLY needs the PPC quirks to fit it's iconic role. I'd much prefer to see NO ballistic quirk and the whole mech built around those PPC's and holding on to the PPC's (additional armor/structure/PPC HP) for the arms mixed with some of the AWS8Q PPC quirks.

And this is coming from someone who does use large ballistic weapons in it, because, well, why not? I've also played a large amount of time with it as a support PPC mech. Please give it back it's iconic role.

#700 Alexander MacTaggart

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Posted 28 October 2014 - 04:26 PM

What's even more nonsensical is that 'ballistic cooldown' will have utterly no effect on Machine Guns, which is what comes stock in those slots.





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