October Road Map - Feedback
#121
Posted 29 September 2014 - 03:51 PM
#122
Posted 29 September 2014 - 03:52 PM
There HAS to be a way to both keep jump sniping at its current low level, AND give jumpjets the kind of power and maneuvering that you see in Mech games like Living Legends. There are tons of suggestions floating around the forums, like eliminating convergence while jumping, disabling weapons, crosshair (not cockpit) shake, etc. Please, pick one and test it.
Edited by Postumus, 29 September 2014 - 03:54 PM.
#123
Posted 29 September 2014 - 03:52 PM
Zanathan, on 29 September 2014 - 03:48 PM, said:
Been mentioned in that particular case it'll probably be a general buff plus an AC20 stacking buff.
#124
Posted 29 September 2014 - 03:58 PM
But, I just wanna suggest something with Fall damage.
Medium mechs 40-45 tons should get a buff 40m/s, yet mediums 50-55tons retain the 39m/s damage.
Same for all weight classes. You really should do this same thing to all.
Lights: (for example)
20 tons 46m/s
25 tons 45m/s
30 tons 44m/s
35 tons 42m/s...
80 ton victor Shouldnt take as much fall damage as a 100 tonner.
Futhermore, Add a QUIRK to the Highlander that reduces fall damage? Battletech Lore has the Highlander engineers specially designed its Legs with like Shock absorbers to be able to withstand the heavy impacts of Landing,etc.
#126
Posted 29 September 2014 - 04:00 PM
#127
Posted 29 September 2014 - 04:02 PM
Making it more granular would help the lighter mechs in each class.
As for the Highlander, I would take a "Highlander Burial" quirk over damage reductions. Meaning, if your landing connects with the "top" of an enemy, all the fall damage is transferred to the Cockpit. That's right, COCKPIT. That's what DFA is supposed to do.
ExoScorpion650R, on 29 September 2014 - 03:58 PM, said:
But, I just wanna suggest something with Fall damage.
Medium mechs 40-45 tons should get a buff 40m/s, yet mediums 50-55tons retain the 39m/s damage.
Same for all weight classes. You really should do this same thing to all.
Lights: (for example)
20 tons 46m/s
25 tons 45m/s
30 tons 44m/s
35 tons 42m/s...
80 ton victor Shouldnt take as much fall damage as a 100 tonner.
Futhermore, Add a QUIRK to the Highlander that reduces fall damage? Battletech Lore has the Highlander engineers specially designed its Legs with like Shock absorbers to be able to withstand the heavy impacts of Landing,etc.
#128
Posted 29 September 2014 - 04:06 PM
#129
Posted 29 September 2014 - 04:08 PM
#130
Posted 29 September 2014 - 04:10 PM
Zyllos, on 29 September 2014 - 03:40 PM, said:
Is the Jump Jet turn rate a function of the turn rate of the chassis on the ground?
All mechs currently turn at least a little bit faster if they hop in the air on jump jets. Right now, this boost to turn speed is based on the class of jump jet only -- a heavier jet will give a smaller boost. In an upcoming patch, the number of jets will be a factor, as well.
Kaeb Odellas, on 29 September 2014 - 03:51 PM, said:
The Kit Fox-S' jump jets are positioned two in each leg and one in each side torso. I like to put the leg ones in the torsi for crit padding, but I think I can live with them being fixed to the legs.
#131
Posted 29 September 2014 - 04:12 PM
Now with the fact that this only effects your internal engine heat sinks which for the omnimechs are pretty much all doubles and (unless it changed and I missed it) if I remember rightly the internal heat sinks of an engine were still running at the true value for double heat sinks and it was the external doubles that ran at 1.4 heat loss loosing 20% of the effectiveness of your engine heat dissipation for what equates to two crit slots is probably going to have a bigger effect than most people realize.
remember that in the base game (tabletop) this would add 10 extra heat a turn out of 28 max so it would come to nearly 35% extra heat generated per combat turn so when compared to the base TT rule set 20% for a torso destruction is actually quite lenient.
That having been said I think it will require some playing and testing to check out the change here and see how things actually play out but it is a start to engine based crits etc which can only be a good thing and roll on when engine hits generate heat for the first two crits against it and destruction on the third.
Steps in the right direction methinks.
WerewolfX, on 29 September 2014 - 04:08 PM, said:
they already do have quirks with the differing bonuses and penalties to variants.
Assuming you want more then
#132
Posted 29 September 2014 - 04:14 PM
#133
Posted 29 September 2014 - 04:14 PM
Felio, on 29 September 2014 - 04:10 PM, said:
All mechs currently turn at least a little bit faster if they hop in the air on jump jets. Right now, this boost to turn speed is based on the class of jump jet only -- a heavier jet will give a smaller boost. In an upcoming patch, the number of jets will be a factor, as well.
The Kit Fox-S' jump jets are positioned two in each leg and one in each side torso. I like to put the leg ones in the torsi for crit padding, but I think I can live with them being fixed to the legs.
It would break the dual C-UAC/2 troll build, but no big loss there.
#134
Posted 29 September 2014 - 04:21 PM
#135
Posted 29 September 2014 - 04:23 PM
Kaeb Odellas, on 29 September 2014 - 03:40 PM, said:
People don't like piloting them because they're already difficult to pilot well, especially with the new fall damage system. Plus, some of the things they are best at (scouting, capping, etc.) aren't particularly well-rewarded in-game. These upcoming changes will help in that regard.
Role play in a light already pays well any light that does its job gets plenty of reward for scouting and has great survivability plus can deal substantial damage, the potential is already there as shown by the good light pilots already doing it.
#136
Posted 29 September 2014 - 04:24 PM
BigBadVlad, on 29 September 2014 - 02:54 PM, said:
Destruction of Clan Side Torso: Here's the one I don't agree with you guys on just yet. I understanding the reasoning behind 20% but I just don't think it's going to make much of a difference. When a clan mech loses a side torso it typically (I know not always) loses about half it's weaponry as well. So a 20% reduction in heat dissipation is going to be a relatively small penalty. For sure the 20% reduction will have an impact but I think over time you will see it is not going to be that much of an impact. Losing half your weapons hurts far worse than the -20% heat dissipation. Now I understand perhaps this is part of baby steps but to me the above just seems like common sense to me...
He's right. the 20% loss in heat sinks will do next to nothing once you've lost half your weaponry.
a 20% loss in speed on the other hand wouldn't be a bad idea. The clans are already able to live through the loss of a side torso despite having XL, which is already a huge boon over IS mechs.
#137
Posted 29 September 2014 - 04:24 PM
Nikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:
Fall Dmg: The JJ lights weren't really an issue, it was much more the very fast non JJ lights. Say a Commando, you run at 170KPH, well over the fall dmg speed. Then you run off an edge. not like, some cliff, but just an edge, maybe the fall is all of 5M, maybe 15, whatever, nothing you would insticntively think "oh, better slow down here" because you can run off it in anything else, any mech, that moves slower then the fall dmg speed, and take ZERO dmg. BUT, because you are moving at 170 KPH, you will land that "jump" of 5M and fall dmg kicks in, so you take leg dmg. JJ mechs just tap the spacebar a little, no issue. If you want to patch up fall dmg right, you will need to do a quirk pass on non-JJ lights and mediums(Cicada i am looking at you) for either fall dmg, or fall dmg speed threshold.
Clan Side Torso: TY for not going overboard. IMO they didnt need anything, but there is a vocal bunch on the forums that think otherwise, so I see the need to address it somehow.
Quirk pass: Just wondering what is considered competitive, and the opposite here. I suppose we will find out when the patches start coming in.
Along with quirk pass, could you guys take a second look at the module slot allocation? I do not understand the seemingly random decision to give the Hero Dragons Fang and Flame one less module slot then the other 3 variants, as an example off the top of my head.
#138
Posted 29 September 2014 - 04:26 PM
Alwrath, on 29 September 2014 - 03:07 PM, said:
The key is a boost without resurrecting pop tarting
#139
Posted 29 September 2014 - 04:26 PM
fleshwoundNPG, on 29 September 2014 - 02:35 PM, said:
...but I understand why this is being implimented. Damn, just spent a boatload of c-bills modding my T-Wolf with an S omnipod this morning...
(EDIT: Yep, this is the Timber Wolf Nerf a lot of you have been waiting for)
Definitely not a fan of the fixed JJ's to variants....
#140
Posted 29 September 2014 - 04:28 PM
Chuck Norris and I both approve of the JJ buff and the IS quirk system! I'm weeping tears of joy over here!
Seriously, thanks PGI for restoring functionality to JJs. This might save the poor Summoner and some other Mechs as well (like my QKDs). How good the fix will be remains to be seen, but this is definitely a step in the right direction.
For the quirks, I'm lovin' the sound of them! My HBKs are looking forward to their new quirks especially - they're my favorite Mechs in the game, but have been getting more and more difficult to run against the newer Mechs. It will be nice to see them balanced.
As an aside, I am curious: Where any sensory quirks considered? I know that most quirks thus far have dealt with movements, weapon cooldowns, heat, etc. I was thinking that some sensory quirks would be neat too, something like a 10% increase to sensor range on some of the Light Mechs, for example. I'm also hoping to see some more quirks like the heat dissipation one on the BLR-1GHE.
The Clan XL Engine penalty seems fair, although it worries me somewhat regarding the rather open ended manner in which it was announced. I would not nerf the Clans any further past this point; Clans have been nerfed so much that they are losing their distinction as being the better Mechs. Soon, they'll just be glorified IS Mechs that we can't even fully customize. When that happens, they will be worse than IS Mechs and many of us will be gypped out of our money.
...And before anyone reading this complains about Clans being OP and P2W, you can get them for C-bills now (some at least, rest are coming), so that hardly constitutes P2W.
Fall damage seems like a good fix. My Locusts will be especially grateful. This is something that the Lights have greatly needed for a while now.
Finally, the Updated Reward System...this really excites me! I look forward to seeing what goodies you have in store for us PGI!
Edit: Fixed some typos
Edited by Nightmare1, 29 September 2014 - 04:30 PM.
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