October Road Map - Feedback Continued
#541
Posted 20 October 2014 - 04:56 AM
While the Awesomes are clearly in the right spot and the Battlemasters.
it has made me double take to see a two tier difference in the stalkers, as I don't feel there is that great a difference.
the other one was the victors being the only and all in T1 while ECm D-Dc 'only' makes t2 and the k is sitting down in t4, yet the highlanders which are jump capable and can be as effective missile boats as the t2 stalkers are lower than them.
while no one can doubt that the Vic's are very capable mechs, they can't put down the same amount of damage as a Banshee-E, which was my preffered mech for the first big solo faction challenge, which sits at T3, neither can they hide under their own ECM screen.
with mediums the wolverines placing surprised me also being so low, still we wait and see I guess
#542
Posted 20 October 2014 - 05:27 AM
Quote
This is opposite of how I play mine. I dont see the point in tying up 3 mechbay for 3 of the same mech, so I look for unique roles for them to fill and if I cant find any then I sell the less effective varients.
Having 3 Atlas with AC20 buffs just means I'm selling 2 of them
#543
Posted 20 October 2014 - 06:01 AM
-- If the quirk buffs weapon(s) that you don't use, they do not improve the chassis any. The chassis will still be bad for non-stock configs.
-- If they buff refire rate without buffing heat-shedding, you will not be able to use the faster refire rate effectively, so the buff is of no value.
-- As already documented elsewhere, buffing the projectile speed may make lead-time different for the same weapon on different varients of the same chassis
So in the end all you can buff is range and heat-shedding, to make the stock layout more attractive without screwing up the chassis entirely, and Russ already said they wont buff heat-shedding
Not sure weapon quirks are going to actually achieve the desired objective
Edited by UrsusMorologus, 20 October 2014 - 06:05 AM.
#544
Posted 20 October 2014 - 06:53 AM
Felio, on 19 October 2014 - 10:00 PM, said:
That's Sarah's Jenner, so you should probably give it something she'd use, anyway. Didn't she use streaks with 4 ML?
Come to think of it, could Sarah's Jenner be given unique quirks? I know it was originally sort of a champion 'mech, but it is special.
LooseGoose7, on 19 October 2014 - 11:26 PM, said:
I think the Firestarter seems fine; the thing holding back the Ember is that machine guns are so bad. It's listed as tier 1 despite this, however, which means it gets nothing.
#545
Posted 20 October 2014 - 07:29 AM
#546
Posted 20 October 2014 - 08:16 AM
Another slight concern I have is again looking at the Jester. Giving it less quirks because of (whatever) ... ok fine. Mechs that get boosts to inherently worse weapons though may need (?) bigger bonuses to make up for it.
#547
Posted 20 October 2014 - 09:55 AM
In the case of the Centurion-9D it gets a buff to the SRM/4 even though it comes with a LRM/10 stock. Changing that quirk to general missile quirk instead allows for greater flexibility. Giving it a specific non-stock weapon quirk seems short sighted as that quirk might be come worthless if the meta ever shifts away from the combination.
#548
Posted 20 October 2014 - 12:08 PM
Range quirks are awful for IS missiles. Missile Flight speed > Cooldown > Heat >>>>> Range.
Specific launcher size quirks that don't match stock loadouts are pretty disappointing.
#549
Posted 20 October 2014 - 12:21 PM
"With my recent post showing the new Mechlab visual customization of the centurion I thought I would share a few of the Centurion quirks."
I want to see that
#550
Posted 20 October 2014 - 12:33 PM
First off, i hope they aren't getting rid of the torso quirks because that was huge for the Hunchbacks in general. Second, no one, and i mean no one in their right minds would run an AC-10 on a Hunchback. I understand it's cannon, but I thought we were trying to avoid cannon when looking at game balance.
As someone who placed 2nd in the IS medium bracket using exclusively the 4H, please take my "expert" advice. The 4H would benefit from AC-20 quirks, no one will be making use of the AC-10 quirks because the AC-20 will always be the better option on the 4H.
The medium laser buffs are fine, as well as the change to RT armor/internal buffs. I sincerely hope the Hunchbacks in general will be allowed to keep their Twist and Yaw buffs as that was a HUGE reason why the 4H was able to be used competitively.
#551
Posted 20 October 2014 - 01:09 PM
#552
Posted 20 October 2014 - 01:49 PM
#553
Posted 20 October 2014 - 02:07 PM
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 think that enhancing the Large Laser is the best choice it'll make the "ER Large Laser" become redundant:
- LL+Quirk(range)+Module(range) = 612,5m effective range
- ERLL = 675m effective range (stock)
Edited by Frytrixa, 20 October 2014 - 02:07 PM.
#554
Posted 20 October 2014 - 02:19 PM
SovietArmada, on 20 October 2014 - 12:33 PM, said:
First off, i hope they aren't getting rid of the torso quirks because that was huge for the Hunchbacks in general. Second, no one, and i mean no one in their right minds would run an AC-10 on a Hunchback. I understand it's cannon, but I thought we were trying to avoid cannon when looking at game balance.
As someone who placed 2nd in the IS medium bracket using exclusively the 4H, please take my "expert" advice. The 4H would benefit from AC-20 quirks, no one will be making use of the AC-10 quirks because the AC-20 will always be the better option on the 4H.
The medium laser buffs are fine, as well as the change to RT armor/internal buffs. I sincerely hope the Hunchbacks in general will be allowed to keep their Twist and Yaw buffs as that was a HUGE reason why the 4H was able to be used competitively.
What you just said is the exact reason to give it a ac10 quirk. Give players a reason to take something other than the biggest gun you can fit.
#555
Posted 20 October 2014 - 02:30 PM
SovietArmada, on 20 October 2014 - 12:33 PM, said:
Russ has said that all negative quirks are being stripped, as well as the weapon quirks from the previous quirk run (dragon, centurion, awesome). However, all the positive quirks from the old balancing pass are remaining - so the torso twist and such are staying.
#556
Posted 20 October 2014 - 02:58 PM
Frytrixa, on 20 October 2014 - 02:07 PM, said:
I don't think that enhancing the Large Laser is the best choice it'll make the "ER Large Laser" become redundant:
- LL+Quirk(range)+Module(range) = 612,5m effective range
- ERLL = 675m effective range (stock)
ERLL+Module(Range)=759.4m If you're comparing one with a module, compare the other with a module too.
Anyways:
This allows the mech to utilize Large Lasers in a role normally filled by the ERLL. However, the LL is much cooler, as well as sporting a shorter beam duration. As you allude, you'd be silly to mount ERLL's in this case... but this isn't a weapon specific change, it's a variant specific change. It only applies to that particular variant; the ERLL is still a perfectly valid weapon with it's own role outside that variant.
#557
Posted 20 October 2014 - 03:40 PM
UrsusMorologus, on 20 October 2014 - 06:01 AM, said:
Indeed. That's the limit of weapon buffs. That's why I wanted more mobility and/or defense buffs. It's as simple as "Dragons are now 1 tier lower on the Hill Climb scale because we say so."
I believe that these extremely specific perks are happening to both test if the quirk system is a good idea in the first place, as well as slowly and carefully seeing how easy/hard they are to balance.
You must understand that general quirks are VASTLY HARDER to balance then weapon specific ones. A +20% increase to the AC/20's bullet speed is awesome, but that same 20% would make AC/2 and AC/5's ridiculous hit reg weapons . They had to push back the date to Nov 4 even with these simple buffs. Take a guess how long and how much testing it would take to do general buffs?
EDIT: Looks I'm proven right in under a minute. Wow.
http://mwomercs.com/...tober-road-map/
Edited by DarkonFullPower, 20 October 2014 - 04:02 PM.
#558
Posted 20 October 2014 - 04:06 PM
Still not into the weapon-specific stuff, but I guess I can live with this.
EDIT:
How would the velocity stuff affect machine guns, since they're hitscan. I'm assuming they just don't work? Maybe give an MG spread reduction quirk to mechs with ballistic velocity buffs?
Edited by Kaeb Odellas, 20 October 2014 - 04:08 PM.
#559
Posted 20 October 2014 - 04:07 PM
That's good news for a lot of mechs whose best configurations make little use of the specific weapon(s) in their default armament, but still rely heavily on its main feature.
The HBK-4H, Jester, and LRMapults all come to mind here. The 4H will now be getting some 10% buffs to its AC20 (and general laser buffs), making all its buffs useful. The Jester will be getting general energy buffs with some extra kick to large laser builds. While LRMapults will be (in all likelihood) getting some general missile buffs, so that using LRM launchers other than the default size is still boosted as well as boosting SRM performance.
General weapon boosts of course are more likely to cause more balance issues to crop up, but the prospect of dragging so many chassis out of the garbage dump still has me giving this idea two thumbs up. We can put out a few brush fires later, for now, the push to make every mech at least usable is a huge move in the right direction.
#560
Posted 20 October 2014 - 04:22 PM
Don't get me wrong, I still think that balance discussions should be had AFTER CW has been running for a few weeks - but since these balances are all IS, and compared against other IS mechs, it won't be completely thrown aside once CW arrives.
Of course CW will bring about one balancing issue which will have to be visited: Tonnage and Synergy. Basically players will consider what works best as a secondary, or filler, mech once they have their primary mechs selected. This will impact decision making and even if Mech A is better than Mech B - it may still be that Mech A needs perks to remain competitve against Mech B simply because Mech B has better dropdeck synergy with Mech C than Mech A does (and, of course, Mech C is the desired primary mech for the drop deck).
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