October Road Map - Feedback
#641
Posted 19 October 2014 - 08:08 PM
With the quirks you have been leaking, i havent seen any light scout quirks. Can you give us some idea of where you are heading for us light pilots?
Thanks!
Xiang
#642
Posted 19 October 2014 - 08:12 PM
Xiang, on 19 October 2014 - 08:08 PM, said:
With the quirks you have been leaking, i havent seen any light scout quirks. Can you give us some idea of where you are heading for us light pilots?
Thanks!
Xiang
I did see some Jenner: Oxide quirks pertaining to SRM4, a touch more leg armor, and removal of negative quirks.
I would like to see what the little guys get, since the Commandos and Locusts are basically hardy as Ford Pintos.
#643
Posted 19 October 2014 - 08:14 PM
#644
Posted 19 October 2014 - 09:47 PM
#645
Posted 19 October 2014 - 11:13 PM
Lionsroar, on 19 October 2014 - 09:47 PM, said:
That comes down to a game mechanics issue though. Light mechs are less susceptible to fall damage because they can achieve the necessary velocity simply by skipping over a rock while running down an incline. Goes back to when lights were taking damage simply running over anything that wasn't 100% flat.
If anything the "lighter" lights (<30T) like commando's and locusts need a bonus to leg structure to bring them into a more competitive role.
#646
Posted 20 October 2014 - 12:46 AM
oldradagast, on 18 October 2014 - 04:55 AM, said:
4) The only quirk type I'm not sold on is anything that changes the speed of direct-fire projectiles. For one, it feels a bit odd. I can totally understand a mech designed around an AC20 having better cooling and shorter cycle times for it... but I'm not sure that I can believe that the AC20 shell would somehow leave its barrel at a faster rate compared to the same AC20 put on another mech. Same idea with PPC speed somehow being increased. The second - and more important - issue is that people get used to certain weapons having certain lead distances. Changing that based upon the mech you play could be a bit annoying to the players. In short, "Oh, yeah - now I'm in my Awesome 8Q and I have to lead less distance to hit with my PPC's vs. my Stalker" or something like that.
Final conclusion from the before linked Mosin-Nagant barrel reduction test:

I think this explains enough. The buffs to projectile velocity do make sense, and even more so on a mech like Hunchback.
Whether you hate or love the fact that you will have to readjust your learned target leading, I salute the additional flavor to the game these changes will bring. If you don't like this idea, just play any other high tiered mech that doesn't have this buff, this is the underdogs niche specialty and it's about time they got some. It will also largely affect you by other players using that -50% reload buff among other things, and that is that extra detail you'll have to consider about when being out in the field, that when you see a DRG-1N, CN9-D, Fang or Oxide or YLW, you'll know what's hitting you.
It's that wonderful thing when a new player on the field doesn't know what to expect when he sees an Oxide pop up on his radar - an example of when I was showing him the game and I said "oh, it's an Oxide. Gotta be careful for that not to sneak up on your back", he was like "huh?". You won't really have to look at their loadouts anymore to see that it's a boomjaeger or a sniper jaeger, now you'll just know it when you see that certain variant. And I like seeing more variety on the field, even if you would argue "but they will all run the same build", well how is that better than now, when nobody is even using that variant.. at all?
Edited by NeoCodex, 20 October 2014 - 01:06 AM.
#647
Posted 20 October 2014 - 12:59 AM
What are the odds of seeing the JR7-K's extra module slot brought back in place of a standard quirk?
#648
Posted 20 October 2014 - 01:07 AM
#649
Posted 20 October 2014 - 01:29 AM
Quote
Large Laser Range +15%
Large Laser Heat Gen -15%
Keep in mind that having JJ or ECM will remove a quirk - hence why we have two on the Jester
I don't really get the ECM part...
Edited by Javenri, 20 October 2014 - 01:29 AM.
#650
Posted 20 October 2014 - 01:40 AM
#652
Posted 20 October 2014 - 03:09 AM
UnknownSeeker, on 17 October 2014 - 01:17 PM, said:
So now your are going to turn the already superior IS AC/20 in the Hunchback 4G into an even better weapon, by a lot. You are going to give it a 25% range boost so that it is just less than 24 meters different in range to the clan's AC/20. You are going to boost the cool down by 25% so that it has a DPS of 6.667 (so up by 33% vs. stock IS and 56.5% vs stock Clan) and on top of all of that it is still going to use a single projectile (and if you use the level 5 cool down module for additional 12% you get a DPS of 7.936, up by 58% vs. stock IS.) Not even to mention that you are going significantly boost the hitpoints of the RT so that it is even harder to take out the AC/20, have it fire at a 25% faster velocity which will make it even easier to use compared to the clans AC/20, and decently buff any energy weapons the mech carriers.
Well now I can't wait to see what you do for the Clan's Nova Prime (which is also a 50 ton close combat mech (according to sarna)) because as bad as the Hunchback 4G is (was) it doesn't have even close to the same amount of issues with its stock build in MWO.
PS Why do clan ACs (according to smurfy) cost twice what IS ACs do if all these changes to clan AC where suppose to make Clan and IS equal? Especially when I think most would agree that IS ACs are better because they only have 1 projectile.
what is wrong with that? how many ac 20 hunches do you see? I can't remember having ever seen one, why? AC 20's on the hunch aren't very good at all. So buffing the Hunch AC 20 may make that single AC 20 better than clan AC 20 (which clanner takes an AC 20 anyways instead an UAC20?. it will help to make a mech appear, but its not going to make Ac 20's that epic. or clan AC's that crappy as you described.
#654
Posted 20 October 2014 - 07:42 AM

#655
Posted 20 October 2014 - 09:13 AM
We all will see the hard facts on the battlefield. IF the AC/20 Hunch will be superior we will see him more often...IF not you will see it 1 Week till everyone hardcore player tried and failed.
...the Return of the HUNCHINATOR
#656
Posted 20 October 2014 - 10:12 AM
NeoCodex, on 20 October 2014 - 12:46 AM, said:
Whether you hate or love the fact that you will have to readjust your learned target leading, I salute the additional flavor to the game these changes will bring. If you don't like this idea, just play any other high tiered mech that doesn't have this buff, this is the underdogs niche specialty and it's about time they got some.
Excellent conclusion! Couldn't agree more!
#657
Posted 20 October 2014 - 11:23 AM
Lily from animove, on 20 October 2014 - 03:09 AM, said:
what is wrong with that? how many ac 20 hunches do you see? I can't remember having ever seen one, why? AC 20's on the hunch aren't very good at all. So buffing the Hunch AC 20 may make that single AC 20 better than clan AC 20 (which clanner takes an AC 20 anyways instead an UAC20?. it will help to make a mech appear, but its not going to make Ac 20's that epic. or clan AC's that crappy as you described.
Exactly what I was saying as well. It's not like anyone's been using these variants and setups until now anyway. It's what it should have been, but it's not, and now it's finally going to be a viable option. It's like getting a whole new mech or a gameplay feature, for free. Couldn't be more happy about that.
#658
Posted 20 October 2014 - 11:24 AM
I see Range buffs, velocity buffs and decreased heat generation buffs as being all positive without any downside.
Range buffs will help but I don't think they will be all that game altering, guess it depends on how much extra range you'll get via buff. A PPC still only does 10 damage max, it just does that 10 points out a bit farther, if you can hit a target with it.
The cooldown buff is a buff but it has the downside of increased heat generation if you fire that weapon continually at the new faster, rate of fire. Unless the cooldown buff is offset by a matching negative heat generation buff it will make some mechs essentially run hotter and heat management will become more important in some builds that used to fire a particular weapon at a slower rate.
Will be interesting to see how it plays out, though I suppose one thing that is nice is these numbers are always going to be tuneable and could be adjusted easily in the future.
#659
Posted 20 October 2014 - 03:45 PM
#660
Posted 20 October 2014 - 04:25 PM
One comment that several people have made and I would like to echo ...
You have stated that the number of quirks is reduced by one if a mech is quipped with JJ or ECM.
However, one of the reasons the mech has reached the tier ranking it is at is due to the presence of JJ and/or ECM. If the mech did not have JJ/ECM it would likely be on a lower tier and would receive more and larger quirks.
Although you may want to address it on a mech by mech basis ... it doesn't seem to make sense on the face of it to reduce quirks due to JJ/ECM since they contribute to the tier ranking in the first place.
As an example ... based on your comments a CPLT-K2 will receive 3 quirks while a Jester or A1 will only receive 2 because they have jump jets. However, the K2 has pretty much the same energy build options as the Jester as well as several effective ballistics builds which the Jester does not have.
Edited by Mawai, 20 October 2014 - 04:29 PM.
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