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October Road Map - Feedback Continued


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#461 Scop

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Posted 17 October 2014 - 10:26 AM

Regarding quirks for energy weapons: do they overlap in any way between ER/Pulse/conventional versions? Thanks!

#462 Onmyoudo

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Posted 17 October 2014 - 10:28 AM

Very happy with PGI's continued efforts at communication and customer satisfaction, especially Russ. Hope it continues beyond the next mech package and through CW.

#463 Jman5

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Posted 17 October 2014 - 10:30 AM

View PostScop, on 17 October 2014 - 10:26 AM, said:

Regarding quirks for energy weapons: do they overlap in any way between ER/Pulse/conventional versions? Thanks!

Yes, I think this is really important particularly for pulse lasers. IS Pulse lasers are already a niche weapon that doesn't see a whole lot of use. I think it would be tragic if they disappeared from the game because only the regular lasers were quirked.

Edited by Jman5, 17 October 2014 - 10:32 AM.


#464 Kamies

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Posted 17 October 2014 - 10:47 AM

Lemme see Battlemaster quirks!?! Please Santa!

#465 Summon3r

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Posted 17 October 2014 - 10:50 AM

while i absolutely love this quirk pass, do some of these quirks not seem like some of these mechs are going to god mode?

#466 Tastian

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Posted 17 October 2014 - 10:51 AM

A little confused why the Kintaro 18 has LRM5 buffs only (favoring the Champion variant) instead of SRM buffs (favoring the Stock loadout). This used to be a great Light Hunter with streaks.

Also, what is the little 25x2 after the AC5 cooldown on the Dragon 1N mean?

#467 Karl Marlow

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Posted 17 October 2014 - 10:52 AM

Excuse me. I just saw the quirks on the Dragon 1N and had to put my eyeballs back in.

#468 MadTulip

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Posted 17 October 2014 - 10:57 AM

The IS mech quirks going specifically into the AC20 of the HBK-4G or AC5 on DGN-1N are better then i exspected. I realy like the idea to buff the bad chassis not broad band but directly into the direction where there stock layout was seeing them. This next to the obvious benefit of making them playable again has the additional value that the mechs overall diversify a lot more by specializing the single variants, keep closer to canon (ofc an AWS needs to run with PPCs, and a small head laser btw .. often a game winning weapon! :)), allows for more mechs to be sold as they are more unique -> more cash -> more game and content.

you already showed with the clan engine size fix that you understood that you will not be able to sell infinte ammounts of the ever same mechs so you need restrictions. selling the circumstances here as "buffs" instead of nerfs enabling you to in the end restrict the mechs we already had without annoying anybody now that we get to a point where we have enough (or maybe too much as they became all the same) is a smart move. i was wondering if the game would die at this point or if you would come with some very unliked ideas like : " hey guys look, but we gotta cut on the hardpoint layout of all mechs now because they just to become to similar, sooory .." which wuold not have worked out obviously. we have a lot of mechs now and diversifiing them buy buffing special weapons or playstyles for them, close to canon is a very good idea to deal with this problem imo!

i hope that we can keep continuing the iteration of competetive players rating the current mechs into tiers which are then accordingly balanced. talking to quite some competent players and from my own impression of the list the tiering worked out very well. it exactly hits to nail on the head in many ppls oppinion ive heared. i think this is a very good example of listening to the experience of the comunity and incorporating it in the game in a constructive way. this kind of tier ratings should go on every 6 month or something.

excited to see the changes :).

ah i forgot: "mememe ! flame!! troll!!! " :P

Edited by MadTulip, 17 October 2014 - 11:01 AM.


#469 Bront

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Posted 17 October 2014 - 11:06 AM

Quote

Catapult Jester - Tier 3 Skirmisher

[color=#FF0000]Large Laser Range +15%[/color]
[color=#FF0000]Large Laser Heat Gen -15%[/color]

Keep in mind that having JJ or ECM will remove a quirk - hence why we have two on the Jester

Wait, then why did this happen?

Quote

Highlander 733C - Tier 2 Brawler

[color=#4A86E8]Structure Strength (LL&RL) +10[/color]
[color=#E69138]AC/20 Cooldown +10%[/color]

Edited by Bront, 17 October 2014 - 11:06 AM.


#470 Macksheen

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Posted 17 October 2014 - 11:11 AM

Would love confirmation on pulse / ER / standard for the energy weapons.

#471 MadTulip

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Posted 17 October 2014 - 11:15 AM

2*25% should be handled as 25% + 0.75*25% i believe. probably not that much of an impact, but else id like to have the medium laser -25% heat to be stacked 4 times and thats all i need.

Edited by MadTulip, 17 October 2014 - 11:17 AM.


#472 Hoax415

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Posted 17 October 2014 - 11:17 AM

View PostBront, on 17 October 2014 - 11:06 AM, said:

Wait, then why did this happen?


You just showed an example that fits exactly what they are saying.

The 733C is Tier-2 with Jump Jets. T2 = 2 Weapon Quirks - 1 Weapon Quirk for JJ = 1 Weapon Quirk.

The non weapon quirks are added on a per chassis basis to help mechs based on hitbox problems mainly it seems so far. They don't apply to the T5 = 5 quirks system, that is only for weapon quirks.

Look at any of the Hunchbacks if you don't believe me.

View PostMacksheen, on 17 October 2014 - 11:11 AM, said:

Would love confirmation on pulse / ER / standard for the energy weapons.


I think the answer is already there. We've seen the LCT-1V and Dragon-1N specify ER and the FANG specifies Pulse. Its likely that Large Laser means Large Laser only. Though we won't be 100% sure until Russ tells us. There's a slim chance that "Large Laser" means any of the LL family but signs point to no. Someone tweet the man.

View PostMadTulip, on 17 October 2014 - 11:15 AM, said:

2*25% should be handled as 25% + 0.75*25% i believe. probably not that much of an impact, but else id like to have the medium laser -25% heat to be stacked 4 times and thats all i need.


Yes I certainly hope so. Obviously Quirks and Modules should stack multiplicatively as well as these double value Quirks. Another thing for Russ to confirm.

Edited by Hoax415, 17 October 2014 - 11:23 AM.


#473 Macksheen

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Posted 17 October 2014 - 11:19 AM

View PostBront, on 17 October 2014 - 11:06 AM, said:

Wait, then why did this happen?
[/size][/font]

The 2 Jester jump jets are too strong, especially now since 2 won't do as much.

#474 Chemie

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Posted 17 October 2014 - 11:23 AM

I am mixed here. I can see this will help some of the hopeless mechs, but many seems useless.

The "buff" to the Jenner D is 10% SRM range. First, most run SSRM and second, anyone who is firing SRM from 270M out is crazy so extra range brings nothing.

Same for 732C and Atlas D; they are all useless buffs so no benefit to the Tier 2/3 mechs that some people had hoped would become more competitive.

Bottom Line: So if you run obsolete mechs, you are happy but in terms of this impacting clan vs IS balance, not so much.

Edited by Chemie, 17 October 2014 - 11:24 AM.


#475 NocturnalBeast

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Posted 17 October 2014 - 11:25 AM

Well, this made up my mind about spending any more real money on Clan Mechs! With all of the needs being piled on Clan mechs, along with their restricted upgrades and engines (which were put in place to help balance clan tech in TT), Clan mechs will now be less effective on average than IS mechs. I may be a clanner now, but I will just be a Solamha in my older IS mechs!

I will pre-order a Mist Lynx pack next month though, to get the Beer Stein cockpit item!

#476 Triban

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Posted 17 October 2014 - 12:00 PM

I'm a bit upset the Jester only gets 2 quirks. It seems like the ONLY reason you put certain mechs in certain Tier rankings BECAUSE they have jump jets.

Therefore, you are penalizing them TWICE for jumpjets and/or ECM. This is short-sighted and unfair in terms of the quirk system.

Many of these mechs (I'm looking at you CTF-3D) are no longer relevant after the jump sniper meta nerf, yet they are still T1? Currently I would take my Ilya or 4X over the 3D any day of the week.

Edited by Triban, 17 October 2014 - 12:15 PM.


#477 Gauvan

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Posted 17 October 2014 - 12:41 PM

Shouldn't systems like Jump Jets and AMS be included as quirk-worthy? We've only seen a partial list but one of them was a Highlander and I guess I was expecting a jump maneuverability boost on that chassis. Counting Jump Jets as a quirk 'slot' on lighter mechs gets no argument from me but on heavier mechs I'm on the fence. Their cost/benefit analysis between weight and maneuverability makes them a little too expensive—not horribly broken expensive but there's a credible disincentive to take them.

And my poor AS7-K...It'd be nice to insouciantly swat LRMs from the sky.

Edited by Gauvan, 17 October 2014 - 12:41 PM.


#478 Trede

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Posted 17 October 2014 - 12:53 PM

View PostTriban, on 17 October 2014 - 12:00 PM, said:

I'm a bit upset the Jester only gets 2 quirks. It seems like the ONLY reason you put certain mechs in certain Tier rankings BECAUSE they have jump jets.

Therefore, you are penalizing them TWICE for jumpjets and/or ECM. This is short-sighted and unfair in terms of the quirk system.

Many of these mechs (I'm looking at you CTF-3D) are no longer relevant after the jump sniper meta nerf, yet they are still T1? Currently I would take my Ilya or 4X over the 3D any day of the week.


Um...the CTF-3D is the cataphract I see most often in competetive play. Watch the vids of RHOD and MRBC drops, tell me the CTF-3D is no longer relevant again.

View PostChemie, on 17 October 2014 - 11:23 AM, said:

I am mixed here. I can see this will help some of the hopeless mechs, but many seems useless.

The "buff" to the Jenner D is 10% SRM range. First, most run SSRM and second, anyone who is firing SRM from 270M out is crazy so extra range brings nothing.

Same for 732C and Atlas D; they are all useless buffs so no benefit to the Tier 2/3 mechs that some people had hoped would become more competitive.

Bottom Line: So if you run obsolete mechs, you are happy but in terms of this impacting clan vs IS balance, not so much.


Again, these lists were compiled with the aid of COMPETETIVE players, most of whom run SRMs in Jenners for accuracy since you can't aim streaks (if they even run SRMs...really the 6ML jenner is king). Also of note, the IS mechs are getting quirks based on their STOCK loadouts...think "The hunchbacks have been designed to carry an AC20 for the last 200 years...so we made them REALLY good at it"

Edited by Trede, 17 October 2014 - 12:54 PM.


#479 Bandaron

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Posted 17 October 2014 - 01:22 PM

These seem like good ideas. Looking forward to seeing them in practice.

As PGI continues refining the quirk system, I have a suggestion for another class of quirk to implement: ammo capacity. For example, any given Commando that runs SRMs will struggle with equipping enough ammo to sustain a fight. A good quirk for one or more of those variants would be +15% SRM ammo capacity, meaning that 1 ton of SRM ammo becomes 115 missiles instead of 100. Would also be helpful for medium LRM boats and CPLT-K2 with 2 gauss (assuming you even quirk gauss on the K2), as well as any mech with no energy hardpoints.

Just another direction you might go. Take for what you will.

#480 Joe Mallad

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Posted 17 October 2014 - 01:36 PM

View PostMacksheen, on 17 October 2014 - 11:11 AM, said:

Would love confirmation on pulse / ER / standard for the energy weapons.
If a mech has a quirk that says "energy weapon range, energy weapon heat gen or anything that just says "energy weapon", its a general perk that mean all energy based weapons will get that perk. If its a specific perk for a specific weapon it will read something like this... Large pulse range + (whatever %) or ERLL range, and so on. I hope that helped?

Edited by Yoseful Mallad, 17 October 2014 - 01:37 PM.






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