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November Roadmap - Feedback


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#241 Pz_DC

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Posted 01 November 2014 - 10:49 AM

I like it all. Thx.

#242 AMDFX8150

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Posted 01 November 2014 - 10:56 AM

LRM nerf? thank god maybe it will encourage some more brawling.

#243 Rizzelbizzeg

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Posted 01 November 2014 - 11:00 AM

View PostLyoto Machida, on 31 October 2014 - 03:54 PM, said:

You sure about that?

HPG: December 17th, 2013
Mech Factory: September 23rd, 2014
Swamp: November 18th, 2014

Not sure how 9 months between HPG and Mech Factory is shorter than less than 2 months between Mech Factory and Swamp but whatever...


HA derp meant the other way around, guess I should fix that

#244 bluepiglet

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Posted 01 November 2014 - 12:44 PM

The current problem with ECM is that the outcome of the battle heavily dependes on the if the team possess at least one piece of this equipment. All weapons/equipment matter but what matter most should be the piloting skill rather than any hardware. Putting so much weight on one piece of equipment is just wrong. And buffing BAP to the same extent will only create another piece of the same pattern. It will only make the battle results even more hardware dependent. Two broken equipment does not cancel each other out, a more broken game is the only thing they will lead to.

If ECM is overpowered, nerf it. Reduce its range, or change some of its function, I'm sure there are plenty good suggestion on the forum ten times better than this BAP thing.

#245 Bluttrunken

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Posted 01 November 2014 - 12:58 PM

View Postbluepiglet, on 01 November 2014 - 12:44 PM, said:

The current problem with ECM is that the outcome of the battle heavily dependes on the if the team possess at least one piece of this equipment.


That's an exaggeration. The prime factor is still pilot skill and mech loadout. ECM is a factor but having an ecm over the enemy team is far from deciding the battle.

Edited by k05h3lk1n, 01 November 2014 - 01:07 PM.


#246 bluepiglet

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Posted 01 November 2014 - 01:20 PM

View Postk05h3lk1n, on 01 November 2014 - 12:58 PM, said:


That's an exaggeration. The prime factor is still pilot skill and mech loadout. ECM is a factor but having an ecm over the enemy team is far from deciding the battle.


It hardly is. I kept some numbers over the past week. Out of 26 battles of which one team had ECM(s) while the other didn't, the team having none only won 5 times. That's 19% win rate against the supposed 50%. PGI obviously has much detailed data and knows the gravity of the problem. This coming patch tells how hard they are looking for a fix. I'm just afraid they might be looking in the wrong direction.

#247 KursedVixen

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Posted 01 November 2014 - 01:51 PM

They need to stop listening to whoever they are listening to and listen to the people who play this game and are avid battltech fans.

#248 Spaismahn

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Posted 01 November 2014 - 03:10 PM

View Postbluepiglet, on 01 November 2014 - 01:20 PM, said:


It hardly is. I kept some numbers over the past week. Out of 26 battles of which one team had ECM(s) while the other didn't, the team having none only won 5 times. That's 19% win rate against the supposed 50%. PGI obviously has much detailed data and knows the gravity of the problem. This coming patch tells how hard they are looking for a fix. I'm just afraid they might be looking in the wrong direction.


Yeah, I can't say I care for the BAP changes. A single BAP will now cover a 720 meter bubble. How much of River City is a single BAP able to cover? I already see massive amounts of missile spam with BAP and ECM as they are now. Even with the damage nerf of 0.1 (I'm not seeing how this is going to make a difference) I'm expecting to see a whole lot more missiles in random matches.

Also, we are seeing less and less light mechs. Now there is much less reason to bring a light ECM mech. The Raven 3L was already in a weak spot in a one on one vs Jenners and Embers. ECM was the reason you would select a Raven. New changes, why bother? Tier 2 quirks certainly aren't going to make them worth while.

#249 zudukai

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Posted 01 November 2014 - 05:52 PM

any plans to update http://mwomercs.com/game/battlemechs

how about a spot online to see camo and colours too.

#250 Deficatus

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Posted 01 November 2014 - 06:52 PM

Really excited about these new changes and the quirks for IS. I only play IS mechs and I am sure others like me will enjoy delving into the less viable mechs once again to compete with the clans.

One thing I would like to see as far as quirks is in mechs that are 4 Machine Guns Plus by default (i.e. SDR-5k, CDA-3c, BJ-A etc)have something other than range? 10 percent rate of fire increase perhaps? Or even a Clan/IS Module for a similar rate of fire increase would be nice.

Keep up the good work, you guys have had a good momentum for months now.

#251 InspectorG

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Posted 01 November 2014 - 08:35 PM

View PostRuss Bullock, on 30 October 2014 - 01:51 PM, said:


Yes each time we make changes in these areas we get nervous as well - we want to boost certain things but do not want full pop tarting meta returning


Has anyone really missed poptarting???

Simple fix as mentioned before was 'cone of fire' for all weapons while using the JJ AND during the fall.
I understand the counter-argument that it punishes skill, but if no one really misses it, why not implement it?

Plus, the 'cone of fire' could be mitigated via quirk on a select few chassis variants *cough*Summoner*cough* sniffl...
I would say make the cone more severe for heavier mechs. Lights are punished enough in the current meta

#252 Johnny Z

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Posted 01 November 2014 - 11:12 PM

Any info on the faction wars, screens? Screens of the new map?

Great updates though.

#253 Sovery_Simple

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Posted 01 November 2014 - 11:39 PM

Serious question Russ. Since the IS and Clan AMS have the same ranges and dps, and -now- have the same ammo supplies, can you look at the AMS range modules for both? The default range for IS and Clan AMS is 120m optimal and 240m max range.

Before clan AMS had double ammo, and was penalized with less range on the AMS range module as a result.

Currently
IS AMS Range Module = 40m of additional range
Clan AMS Range Module = 16.80m of additional range

Now that IS are getting the clan ammo bonus for "free", can the clans have the IS level of "buff" applied to their AMS Modules?

#254 Wrenthebun

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Posted 02 November 2014 - 12:09 AM

Is CAP getting the 360m buff as well even though it only weighs 1 ton? Just curious if its only BAP getting the buff as that'd make no sense that the clans had made no improvement to at least match the IS standards. :P

#255 Jess Hazen

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Posted 02 November 2014 - 12:23 AM

something looks a-miss with clan large pulse lasers. double duration of IS?

#256 Mizore

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Posted 02 November 2014 - 04:01 AM

View PostWhoops, on 01 November 2014 - 11:39 PM, said:

Serious question Russ. Since the IS and Clan AMS have the same ranges and dps, and -now- have the same ammo supplies, can you look at the AMS range modules for both? The default range for IS and Clan AMS is 120m optimal and 240m max range.

Before clan AMS had double ammo, and was penalized with less range on the AMS range module as a result.

Currently
IS AMS Range Module = 40m of additional range
Clan AMS Range Module = 16.80m of additional range

Now that IS are getting the clan ammo bonus for "free", can the clans have the IS level of "buff" applied to their AMS Modules?


These are the same values like these for the Machine Guns... seems to be a typo.

But a confirmation from the devs would be good ;)

#257 Inflatable Fish

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Posted 02 November 2014 - 10:41 AM

copypasting from another thread:


VND-1AA - Tier 4: Four quirks, respectively 10%, 10%, 20%, 12,5%. Jump jets.

VND-1R - Tier 4: Six quirks, 10% each. Jump jets.

VND-1X - Tier 4: Five quirks, respectively 12,5%, 12,5%, 25%, 15%, 15%. Jump jets.

VND-1SIB - Tier 4: Three quirks, respectively 7,5%, 7,5%, 10%. Jump jets.


can anyone tell me why the SIB is so horribly underbudgeted compared to the other variants, all of the same tier?

from one of two kinda-usable variants, it becomes the single worst and generic one. what gives?

Edited by Inflatable Fish, 02 November 2014 - 10:42 AM.


#258 lol lol lol lol lol lol lol lol

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Posted 02 November 2014 - 12:32 PM

"With the new quirk system about to hit, we made a concerted effort to address a number of balance issues:

- LRM damage reduced from 1.1 to 1.0 - legacy item from ages ago that was past due to revert to lore values."

Since you're addressing "lore", remove the lower damage quirk/effects within minimum range for Clan LRM's while you're at it. Never made a lot of sense, just putting that out there.

Edited by 00ohDstruct, 02 November 2014 - 12:32 PM.


#259 Burktross

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Posted 02 November 2014 - 01:24 PM

Even with tag-op the grind hurts. I suppose nothing else will be buffed :^(

#260 MonkeyCheese

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Posted 02 November 2014 - 01:57 PM

Just realized that nov 18 is going to be the locust hero and the mist lynx gonna be a happy day.





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