October Road Map - Feedback Continued
#501
Posted 17 October 2014 - 05:57 PM
I don't understand some of it, like how the JM6-F is better than a JM6-S. AC's are the OP weapon. Why is a mech that has the AC's removed in favour of energy a better mech?
#502
Posted 17 October 2014 - 07:18 PM
The only reason the Jester could be considered as Tier3 mech is because it has Jump Jets... without them it would be Tier4 I would think... yet the 2x Jump Jets don't do much for a Heavy Mech... Maybe if the Jump Jets worked based on mech tonnage instead of class, they would be better, but in their current form they pretty much suck...
Also the Jester has negative quirks that I don't see any mention of being removed:
Torso Yaw: 95°
Arm Pitch: 30°
http://mwo.smurfy-net.de/#mechs_quirks
So what are the problems with the Jester?
1) 2x Jump Jets on heavy class mechs are garbage...
2) It has issues aiming due to it's current negative quirks...
3) The Jester is limited to all energy weapons so heat is a huge issue... it can't use anything that has low heat generation really... Common builds are 2x PPC or 2x LL as it's main weapons.
4) The Jester can't take much of a beating... the best thing about the PPC build was the ability to poke your head out, fire, hide, move positions, and repeat... once you goto Lasers, the burn time puts you in the open for awhile... also due to burn time, your more likely to spread the dmg around instead of hitting one location like a PPC build...
What we needed for the Jester was 4 things...
1) a quirk to increase the Jump Jet thrust to make it feel more like a mech with 3 or 4 Jump Jets... (I doubt this would happen but I was hoping)
2) the removal of the negative torso yaw and arm pitch quirks
3a) the new quirk Large Laser Heat Gen -15% applied to PPC, Large Pulse Lasers and ER Large Lasers as well... right now ya can't really use the pulse or ER lasers on the Jester due to the heat...
4a) get rid of the new quirk Large Laser Range +15%, and give it a Laser Duration perk instead... that would allow players to take Lasers instead of PPCs and still be able to fire quickly without having to stand out in the open so long...
or (crazy idea, make the Jester a pulse laser mech... solves the laser burn time issues)
3b) change the new quirk "Large Laser Heat Gen -15%" to "Pulse Laser Heat Gen -20%" (lowers heat enough you can equip the pulse lasers as you can remove some heat sinks due to the lower heat...)
4b) change the new quirk "Large Laser Range +15%" to "Pulse Laser Range +20%" (makes the pulse lasers usable for a non brawler)
Edited by Jeb, 17 October 2014 - 07:44 PM.
#503
Posted 17 October 2014 - 07:56 PM
Thanks.
#504
Posted 17 October 2014 - 09:05 PM
I mean the Jester is already my most regretful purchase as it is such an under-performer and less mobile (twist) than other Cats. Making it fall even farther behind by only giving it two (laughable compared to other quirks) 15% LL buffs will just tell me not to bother with hero mechs.
Edited by Sorbic, 18 October 2014 - 08:08 AM.
#505
Posted 17 October 2014 - 09:13 PM
Creovex, on 17 October 2014 - 04:03 PM, said:
Go look at the Jester and K2. They don't have any quirks as the change was made at the base level so he is absolutely right. Unless they decide to go back and change it to pre-nerf status.
#506
Posted 17 October 2014 - 09:46 PM
My atlas k def should get ams quirks....just saying..............
#507
Posted 18 October 2014 - 01:03 AM
#508
Posted 18 October 2014 - 04:18 AM
Also, I presume +25% cooldown is an increase in firing rate. Seems a bit counter-intuitive as the actual cooldown number would go down with a buff?
#509
Posted 18 October 2014 - 05:21 AM
Although MASC is not intended yet the upgrade is build around a Gauss, MPL, Ferro and XL. Any thoughts for this Version to add as quirks?
Edited by StUffz, 18 October 2014 - 05:22 AM.
#510
Posted 18 October 2014 - 07:16 AM
TheMadTypist, on 17 October 2014 - 05:34 PM, said:
The roles are usually done by there quirks, (stock) load out, and engine size typically. Hitboxes and the size of them normally never matter unless it is an "extra" one or 'reinforced" ie a shield or a weapon pod.
Skirmisher is a mech that is pretty much as good up close as it is at long range and also in the in between range. these mechs are normally medium and heavy mechs however some lights and assaults can fit the bill. They often require to be mobile as well and need to be fluid in combat, they are not a master of anything. just average at each thing.
These mechs are often 60 to 80 kph with often the weapons of choice being medium lasers, srm's, (close range weapons), large lasers, PPC's, AC 5's, (Med range weapons), and ER PPC's, LRM's, AC 2's, etc (long range weapons)
however these are not important to the role. These are just the popular weapons of choice.
The Thunderbolt 5S have...
Long range:
1 LRM 15
Medium range:
1 Large laser
Short range:
3 medium laser
1 SRM 2
With quite decent armour
65 kph (this is a stock IS mech with no speed tweak. This is decent speed for stock/cannon terms)
With 2 Machine guns for close up anti infantry and vehicle work. Not the best at a specific area but it's great.
If you put the Skirmisher up against a Brawler. Then up close it'll lose, also up close it'll lose to the juggernaut.
At range it'll lose to the supporter class roles in a long range combat.
A supporter class is a general name for these 2 main classes.
"Snipers" and "LRM boat"
Snipers normally have long range weaponry such as PPC's or ER PPC's or something like AC 2's or 5's
They feature in long range direct fire weaponary. ER large lasers not being to common but it isn't unheard of>
These tend to be slower then the brawlers, skirmishers, and strikers.
They carry some close up weapons but usually just for support when all else fails. tend to be machine guns, medium lasers, small lasers, etc.
Missile boats are similar in description to the snipers but they feature in indirect firepower. Arrow artillery system, LRM's, ATM's, Swarm Missile launchers, and sometimes described as a "Missile boat" a mech with a thumber of a long tom. even though these are ballistic weapons. These are inaccurate and have a huge firing arc.
2 examples of this that is quite good is the Catapult K2 and Catapult C1
K2 has 2 PPC's, 2 Medium lasers, 2 Machine guns. It tends to use the ppc's quite often and medium laser only for support and machine gunsfor vehicle and infantry work. The PPC's are high mounted and it's
C1 has 2 LRM 15's and 4 medium lasers. LRM 15's being the main weapon of choice while the lasers are close up support.
These support mechs often hide in semi-concealed areas or cover and away from possible light mechs or faster mechs.
#511
Posted 18 October 2014 - 08:26 AM
It's the ill-thought double penalty on JJ and ECM equipped mechs.
Russ, you do realise the tiering already reflects having access to ECM and Jumpjets? If it didn't, some of those chassis would be knocked at least one tier down in the minds of most. Taking out a quirk for having either is a double penalty that makes little sense.
Give those mechs fair treatment, please.
#512
Posted 18 October 2014 - 10:22 AM
Kaeb Odellas, on 17 October 2014 - 01:17 AM, said:
You're going to kill any variety in loadouts for each variant. You'd be crazy to run an HBK-4G without an AC20, and you'd be stupid to run an 8Q without PPCs. BAD.
General ballistic/missile/energy quirks would be far better.
^ This. The weapon-specific quirks are looking like a band-aid fix; I'm not looking forward to the option of PB either forced to use 2x Large Lasers, or be an inferior build/mech - even for (new) PB standards.
#513
Posted 18 October 2014 - 11:21 AM
Let's take the Hunchback as an example. HBK-4G is a brawler, 4H is a skirmisher. How do we distinguish the two? Very simple: buff torso twist, torso yaw and general nimbleness on the 4G, give the 4H ballistic cooldown and range buffs. Percentual. Juuuust an example.
Edited by Chrona, 18 October 2014 - 11:22 AM.
#514
Posted 18 October 2014 - 01:00 PM
The Jester only gets 2 buffs because of it's 2 (max) JJ's. Which is the only reason it could come close to T3 btw.
Catapult Jester - Tier 3 Skirmisher
Large Laser Range +15%
Large Laser Heat Gen -15%
---
While the Oxide basically gets 5 different buffs.
Jenner Oxide - Tier 3 Brawler
Structure Strength (LL&RL) +4
SRM/4 Range +15%
SRM/4 Cooldown +15%
SRM/4 Heat Gen -15%
Got rid of the negative movement quirks that existed.
---
---
4 separate buffs here
Atlas AS7-D - Tier 3 Brawler
Structure Strength (RT<) +11
AC/20 Velocity +15%
AC/20 Cooldown +15%
SRM/6 Range +15%
Edited by Sorbic, 18 October 2014 - 01:01 PM.
#515
Posted 18 October 2014 - 02:38 PM
When a quirk lists -% beam duration, does that compress the damage done by that laser, or does it reduce the damage by cutting off a damage tick? I'd hope it compresses, but I haven't seen it explicityly stated.
#516
Posted 18 October 2014 - 03:01 PM
#517
Posted 18 October 2014 - 05:34 PM
My suggestion would be to keep their current tier's % effectiveness, but give them a quirk -related- to their JJ's, or their ECM. Perhaps make brawlers or whatnot turn faster when in the air, so they can jump turn better, or give skirmishers (or support) some of their lost "oomph" back to their vertical thrust. Maybe the Cicada will have a larger jamming radius (since it's a light hunter) on it's ecm, or you could give it a larger ECM bubble.
The reason is that way you "take a quirk away" in the current sense, because they aren't getting + armor or -TTK on enemy mechs (cooldown, heat gen), but they are still getting a perk for their intended role.
Chrona, on 18 October 2014 - 11:21 AM, said:
Let's take the Hunchback as an example. HBK-4G is a brawler, 4H is a skirmisher. How do we distinguish the two? Very simple: buff torso twist, torso yaw and general nimbleness on the 4G, give the 4H ballistic cooldown and range buffs. Percentual. Juuuust an example.
HBK's are generally nimble enough. If anything, you'd give the velocity to the 4H since he's fighting farther away, and focus more on cooldowns for the 4G, since he's stuck in the fight, and that split second could save him vs that enemy jager reloading before him. But that's neither here nor there.
#518
Posted 18 October 2014 - 05:37 PM
#519
Posted 18 October 2014 - 05:38 PM
Void Angel, on 18 October 2014 - 05:37 PM, said:
Take the ECM off and tell me if it feels as good as an A variant. Go ahead, I can wait.
The change in the future part is something that we hope to correct now ;3
Edited by Whoops, 18 October 2014 - 05:39 PM.
#520
Posted 18 October 2014 - 06:49 PM
PS: Of course we hope that the balance comes out well - though you will be very disappointed in life if you expect one fix to solve a problem forever. However, this is a fallacious statement - since the point of contention was my playing Devil's Advocate by offering an objection to your reasoning that ECM/jump jets taking a quirk slot wouldn't get us to that destination. Effectively, you said, "we have to take my route to our destination instead of another route, because we agree on the destination." Peruse this List of Fallacies and tell me which ones you committed - don't worry; I can wait.
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