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Fixed Jj On Kfx


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#1 Connaugh

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Posted 21 October 2014 - 02:13 PM

Here's another Topic (closed) for explanation:

http://mwomercs.com/...nerf-my-kitfox/

I did not play much this evening because I had to redo the loadout all of my Kit Foxes. And as this mech is the one I play most, I want to say, that your changes in JJ location hit this mech a little too hard.

Sure, its only the -S left torso seriously affected, but ONE(!) remaining ballistic slot in it is just ridiculous. Before, when I lost a ST, I lost the MG plus its ammo, but I still had the other one (plus its ammo). This might have been convenient, but I think putting ammo where the weapon is, should be a practice to be supported - not counteracted. So the only alternative now is to evade to arms and legs (if possible) which makes the mech way more vulnerable.
Sorry, the kfx is not a mech that was overperforming and this time I have to admit: You really nerfed it. It already had the least amount of available slots from those clan mechs with JJ, had the single area with the least amount (2) of slots and now just 1 of those 2 is left (Thats 50% loss in this particular section - and 100% too much).

The "bringing in line" led to the TBR-S losing 2 slots in each ST - still having 5 in both sides. I guess this will make some builds invalid as well, but both ST still have a lot of possibilities. Furthermore, it loses one slot in the CT.

The Nova variants lose one slot in the CT, where only one of those variants can carry an ams - almost same thing as with the KFX, people have to change their loadouts.

My Opinion: This JJ change hit the KFX(-S) too hard compared to the other affected mechs and you might consider looking into it again.

Edit:
And before anyone else closes this:

I think this is the right point for a feedback on the patch... There no need to redirect to other topics. Thanks

Edited by Connaugh, 21 October 2014 - 02:14 PM.


#2 Avarice1of2

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Posted 21 October 2014 - 02:54 PM

yeah two of my kitfoxes were hit hard, the prime is untouched because I have not used it yet. All three of my timbers were affected, two of which fixable, the last one though is crippled because now I have no way of putting ammo for my uac2's on it. Why because it has 2 more jumpjets then it needs. I used to mount 5 er mediums (2 in each arm 1 in the ct) and 2 lrm 5's and a uac2 in each side torso. It also had 1 jj in each side torso along with 1 ton of lrm ammo and 1 ton of uac2 ammo, with a half ton of lrm in the left arm. It runs hot at 0.99 does not carry a lot of ammo, but it is a very balanced build and I perform well in it. Guess Ima just make it into a dubstep wolf or laser wolf now. T.=.T

#3 Bigbacon

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Posted 21 October 2014 - 03:42 PM

All my foxes were hit by this and i dont want to use jjs. I now have less ammo and/or weapons than before.

#4 Avarice1of2

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Posted 21 October 2014 - 04:21 PM

same it sucks, why does russ give us nice things then take them away

#5 Hannibal Chow

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Posted 21 October 2014 - 04:45 PM

yup, i'd definatley call it a nerf, a shame as the rest of the patch seems pretty cool.

Also I'm finding the locking of any thread critical of PGI's decision on this matter "interesting"

You guys ask for customer feedback and then remove or lock that feedback, it's a bit heavy handed guys and does not make you seem very credible with us community members.

#6 Avarice1of2

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Posted 21 October 2014 - 05:32 PM

Its what happens, PGI wants to silence the whiners even though it is the only way us gamers can get companies to listen to us. We try being reasonable, and they just ignore us, but we make a huge fuss and they listen. Why do you think the preorder only character of Shockwave in transformers fall of cybertron was made available to to everyone.

#7 Jim_Jones

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Posted 21 October 2014 - 07:52 PM

Noooooooo lost my ultra ac 10 on my torso for my kitfox now I have to run a uac5. Don't want jump jets!!! they are useless to me.

#8 agrajag184

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Posted 22 October 2014 - 12:30 AM

Yeah, and it has stopped anyone from running dual (non-MG) ballistics in the Kit Fox. As I noted in one of the other threads about the fixed JJs, this completely prevents 2xUAC2 and 2xLB2X builds, which were not even particularly good to start with, but a lot of fun to pilot. Pretty much why I bought 3 of this mech, to be honest, and now I can't run them like that. Well, I guess I can stick one ballistic in the prime right arm, but having them hang over the cockpit was way cooler.

#9 Herr Vorragend

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Posted 22 October 2014 - 01:08 AM

I also dislike the fixed JJs on the summoner. The Summoner should at least get endo for that disadvantage.
Kitfox is hit hard by the new JJ-implementation.

Somehow sad, that they didn´t see another possibility to solve this issue.

#10 Lily from animove

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Posted 23 October 2014 - 01:48 AM

ammo distribution on clanners with low slotpace indeed sucks a bit.

I have my MDD, equally distributed ammo in arms and the few left Sidetorso slots. But when the opponent blows up the wrong side, I am out of ammo, because I shot out the ammo of the one side remaining.

We should have either an option to define in which sequence ammo is consumed, or it should be consumd equally form all depots.

But the nova lost slots by being brought in line? Nova always had fixed JJ's so it never losed anythign by this change.

Maybe for the sake of customisation dynamic, PGI could revert the fixed armor slots and fixed structure slots so they swap like the IS ones.

#11 MountainCopper

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Posted 23 October 2014 - 02:23 AM

View PostBigbacon, on 21 October 2014 - 03:42 PM, said:

All my foxes were hit by this and i dont want to use jjs. I now have less ammo and/or weapons than before.

Don't use S-omnipods then, if you don't want JJs. And what loadout is now impossible in terms of the amount of weapons?

I have just finished mastering my KitFoxes, and you can get away with lowering the armour amount by a half ton. E.g. for more ammo.

Edited by GoldenFleece, 23 October 2014 - 02:28 AM.


#12 MountainCopper

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Posted 23 October 2014 - 02:28 AM

View PostBohnner, on 21 October 2014 - 07:52 PM, said:

Noooooooo lost my ultra ac 10 on my torso for my kitfox now I have to run a uac5. Don't want jump jets!!! they are useless to me.

Move your UAC/10 to the right arm, like the KitFox-B. And if you don't want JJs, don't use S-omnipods. Although 4 or more JJs work great in the KitFox...

#13 Connaugh

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Posted 23 October 2014 - 03:20 AM

View PostGoldenFleece, on 23 October 2014 - 02:23 AM, said:

Don't use S-omnipods then if you don't want JJs. And what loadout is now impossible in terms of the amount of weapons?

I have just finished mastering my KitFoxes, and you can get away with lowering the armour amount by a half ton. E.g. for more ammo.


Please stop connecting the pod to the JJ only. The kfx-s ST pods are the only ones with weapon hardpoints. And for me and I think many others this is the main reason to put them in - not because of the JJ.

And if someone wants to use the kfx-s with s-pods only, he now has no other chance to as to equip the ammunition for the leftern mg into the arms or the other torso - which makes only sense as long as u have the arms/RT - if they are gone, your backup choice is vain.

Plus: lowering the armour = making the mech more vulnerable (and not for necessarily more ammo but the same amount)

Edited by Connaugh, 23 October 2014 - 03:22 AM.


#14 Dahzer

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Posted 23 October 2014 - 06:57 AM

View PostLily from animove, on 23 October 2014 - 01:48 AM, said:

We should have either an option to define in which sequence ammo is consumed, or it should be consumd equally form all depots.


There is a set sequence on how ammo is used, I don't remember it exactly but I believe it is top to bottom left to right- meaning:
Head
Left torso
Center torso
Left arm
Right arm
Left leg
Right leg

#15 MountainCopper

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Posted 23 October 2014 - 07:08 AM

View PostConnaugh, on 23 October 2014 - 03:20 AM, said:


Please stop connecting the pod to the JJ only. The kfx-s ST pods are the only ones with weapon hardpoints. And for me and I think many others this is the main reason to put them in - not because of the JJ.

And if someone wants to use the kfx-s with s-pods only, he now has no other chance to as to equip the ammunition for the leftern mg into the arms or the other torso - which makes only sense as long as u have the arms/RT - if they are gone, your backup choice is vain.

Plus: lowering the armour = making the mech more vulnerable (and not for necessarily more ammo but the same amount)

I don't claim that they are used solely for having JJs. For that matter, S-omnipods are a great choice for having two JJs together with changing out the legs.

The most used weapons used for the side torsos were MGs. For which you now can't split up the ammo to use at least one MG for a time when either of the side torso is destroyed... correct.
I have been in that situation where only the MGs were left to fight with. And then it doesn't really matter if you have one MG left working or none.


I am just reporting after having played over 300 matches in KitFoxes, that omitting a half ton of armour is fine if you need it elsewhere (mostly removed from the head).
And that the difference between having one MG or no MG in almost negligible as you won't do much damage either way taking a 30t Light into a brawl. That Mech also having the amount of hitpoints of a Spider, but being much slower AND having larger hitboxes...

View PostDahzer, on 23 October 2014 - 06:57 AM, said:

There is a set sequence on how ammo is used, I don't remember it exactly but I believe it is top to bottom left to right- meaning: Head Left torso Center torso Left arm Right arm Left leg Right leg

See http://mwomercs.com/...mmo-being-used/

#16 Dahzer

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Posted 23 October 2014 - 08:02 AM

Ah thank you I couldnt remember the order it went in, and didn't want to search for it on my phone.

#17 ImperialKnight

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Posted 23 October 2014 - 06:42 PM

View PostBigbacon, on 21 October 2014 - 03:42 PM, said:

All my foxes were hit by this and i dont want to use jjs. I now have less ammo and/or weapons than before.


What are you talking about, the ONLY variant with JJs is the S variant. None of the rest comes with JJs at all. And if you really don't use JJs, all you need to do is swap out the S variant legs to that of another variant

#18 Lily from animove

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Posted 24 October 2014 - 05:34 AM

View PostDahzer, on 23 October 2014 - 06:57 AM, said:

There is a set sequence on how ammo is used, I don't remember it exactly but I believe it is top to bottom left to right- meaning:
Head
Left torso
Center torso
Left arm
Right arm
Left leg
Right leg



I know but I hate that because many clanmehcs due to FF ES and XL engines have only such a few amounts of available ammo slots left that you can not put ammo in some "durable parts" that ensure you have ammo left when your mech is nearly done. That kinda sucks.

#19 Redshift2k5

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Posted 24 October 2014 - 05:42 AM

It worked out fine for me, I didn't have to change any of my loadouts and only minor changes to where some items were placed.

Small price to pay for some clan mech consistency and taking the TBW down a peg.

#20 Revis Volek

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Posted 24 October 2014 - 05:47 AM

Once again the nerf hit the wrong mech.....Was suppose to hurt the TBR and killed the cute fox instead.





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