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October Road Map - Feedback


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#121 Kaeb Odellas

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Posted 29 September 2014 - 03:51 PM

Will the jump jet change affect the Kit Fox as well? It probably should for consistency's sake, but I don't know if the Kit Fox really needs a nerf like this.

#122 Postumus

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Posted 29 September 2014 - 03:52 PM

The JJ tweaks are a step in the right direction, but only in the sense that they are incrementally adding more jump. Even light mechs with 5 jumpjets do not have enough thrust to actually JUMP on top of anything. They either have to have a lead of hundreds of meters, or painfully, awkwardly scrape themselves up the side of a building while firing jumpjets. Watching jenners mash their faces against the side of buildings just flushes any immersion down the toilet.

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 Scratx

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Posted 29 September 2014 - 03:52 PM

View PostZanathan, on 29 September 2014 - 03:48 PM, said:

Inner Sphere Quirk System: While this is welcoming news, forcing players to use a particular build because you deem it the most effective is not acceptable since everyone player plays differently. Using the example of the Hunch 4G, not everyone wants to brawl in it and would prefer to snipe or play long range support as opposed to using an AC20. In this case the quirk should be ballistics focused rather then a particular autocannon (AC20).


Been mentioned in that particular case it'll probably be a general buff plus an AC20 stacking buff.

#124 EXO-Scorpion

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Posted 29 September 2014 - 03:58 PM

I welcome all of the changes that Russ mentioned and are coming soon.

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.

#125 Lord de Seis

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Posted 29 September 2014 - 03:59 PM

View PostNikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:

Please let us know your thoughts on Russ' latest update!

Spoiler



Thank you for the update Russ, I look forward to the clan engine changes it is needed.

#126 SgtMagor

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Posted 29 September 2014 - 04:00 PM

my Summoner is doing the happy dance, Mad Kitty Prime with jjets, lots of good news, thx for the Road map.

#127 ImperialKnight

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Posted 29 September 2014 - 04:02 PM

This is actually a pretty good idea. I like the buff for light mechs, I've always advocated they need to take less fall damage as mobility is the only defense lights have.

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.


View PostExoScorpion650R, on 29 September 2014 - 03:58 PM, said:

I welcome all of the changes that Russ mentioned and are coming soon.

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 Fallengrace

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Posted 29 September 2014 - 04:06 PM

We need the A La Cart option for Clan wave 2.... As it stands if we dont pre-order the mech by the 1st we will not get that early reward. That is bull... You need to honor that reward for us all since it doesnt seem like you will get it out by oct 1st.

#129 WerewolfX

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Posted 29 September 2014 - 04:08 PM

Russ a big question I have is this. As IS mechs receive quirks will the clans also get some quirks like the JJ's that are fixed or will they receive different quirks to make them unique with the clan playstyle? So far this is freaking epic.

#130 Felio

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Posted 29 September 2014 - 04:10 PM

View PostZyllos, on 29 September 2014 - 03:40 PM, said:

About the Jump Jet turn rate, does this mean some chassis can get a turn rate that is higher than the turn rate of the chassis while on the ground?

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.

View PostKaeb Odellas, on 29 September 2014 - 03:51 PM, said:

Will the jump jet change affect the Kit Fox as well? It probably should for consistency's sake, but I don't know if the Kit Fox really needs a nerf like this.


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 Scrad

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Posted 29 September 2014 - 04:12 PM

With regards to the clan side torso destruction heat penalty.

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.

View PostWerewolfX, on 29 September 2014 - 04:08 PM, said:

Russ a big question I have is this. As IS mechs receive quirks will the clans also get some quirks like the JJ's that are fixed or will they receive different quirks to make them unique with the clan playstyle? So far this is freaking epic.


they already do have quirks with the differing bonuses and penalties to variants.

Assuming you want more then ;)

#132 NienBall

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Posted 29 September 2014 - 04:14 PM

Now if only all the stupid weapon nerfs and ghost heat could get taken out, we might have a decent game.

#133 Kaeb Odellas

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Posted 29 September 2014 - 04:14 PM

View PostFelio, 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 DAYLEET

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Posted 29 September 2014 - 04:21 PM

I like everything i read, and then i like it more when Russ answer questions. I love it.

#135 N0MAD

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Posted 29 September 2014 - 04:23 PM

View PostKaeb 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 Wolfgang2685

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Posted 29 September 2014 - 04:24 PM

View PostBigBadVlad, 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 Zordicron

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Posted 29 September 2014 - 04:24 PM

View PostNikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:

Please let us know your thoughts on Russ' latest update!

Spoiler



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 Russ Bullock

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Posted 29 September 2014 - 04:26 PM

View PostAlwrath, on 29 September 2014 - 03:07 PM, said:

Thank you for the quick reply. Alot of people in the community feel the Highlanders jets are over nerfed in particular as well. I hope this upcoming patch boosts the Highlanders jets for the better.


The key is a boost without resurrecting pop tarting

#139 n r g

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Posted 29 September 2014 - 04:26 PM

View PostfleshwoundNPG, on 29 September 2014 - 02:35 PM, said:

The fixed JJs will ruin a couple of my Timber Wolf builds (not just the S), for I do not use JJs and use an omnipod S on a couple of my builds. Would be easier/better to just quirk the hell out of the Summoner/Nova/etc. with the fixed JJs.

...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 Nightmare1

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Posted 29 September 2014 - 04:28 PM

Posted Image


Chuck Norris and I both approve of the JJ buff and the IS quirk system! I'm weeping tears of joy over here! :D




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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