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November Roadmap - Feedback


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#61 Russ Bullock

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Posted 30 October 2014 - 12:58 PM

"Are you saying that you are changing BAP to counter ECM when your mech also equips ECM? As of right now if both BAP and ECM are equipped you must set ECM to counter as the BAP functionality is disabled."

Yes you are correct and it will stay this way. I was wrong.

#62 Wo0t

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Posted 30 October 2014 - 12:58 PM

As a casual player since closed beta I really like the direction PGI has been going these past couple months. I am looking forward to rocking some SPL's in my Locusts and MPL's in my BH, I even have the builds all set to go and trialed for the Nov 4th patch. Just curious about the rationale behind the increased numbers for clan lasers - this isn't a complaint but instead looking to understand why.

Anyways, keep up the good work!

#63 Nightmare1

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Posted 30 October 2014 - 01:00 PM

My PPCs are coming back (kinda). HOORAY!!!!

Also, Pulse laser buff = Awesomeness! I love my pulses! :)

All-in-all, great looking material; thanks for the update!

#64 Barantor

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Posted 30 October 2014 - 01:00 PM

View Postwarner2, on 30 October 2014 - 12:58 PM, said:

Grayson and Lori, Shadow Hawk and Locust.


Yeah the only other couple that jumped out in my mind is Theodore (Battlemaster then captured Masakari) and Tomoe (Panther then Naginata), but I doubt they would put a second hero in for the BM and release the Panther early.

#65 Moonlander

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Posted 30 October 2014 - 01:00 PM

View PostRuss Bullock, on 30 October 2014 - 12:15 PM, said:

Please be more respectful with your tone.


People don't know how to not belittle others!

#66 BigBadVlad

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Posted 30 October 2014 - 01:03 PM

hmmm but Grayson also piloted a Marauder so maybe....

yeah I know....

Just wondering how they (Shadow Hawk and Locust) will be unique as Hero Mechs aside from paintjobs and the usual c-bill XP bonus? Maybe just some extra hardpoints?

AND almost forgot WOOT! new map! Looking forward to it and I will be likely spending some money on Resistance in the coming month....!

Edited by BigBadVlad, 30 October 2014 - 01:06 PM.


#67 Appogee

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Posted 30 October 2014 - 01:03 PM

Can anyone point me to a full list of the specific quirks per chassis/variant? I can't find it anywhere :(

Thanks in advance.

#68 Wo0t

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Posted 30 October 2014 - 01:04 PM

View PostMoonlander, on 30 October 2014 - 01:00 PM, said:


People don't know how to not belittle others!

Love your signature! May I ask who did it? :D

#69 NocturnalBeast

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Posted 30 October 2014 - 01:06 PM

View PostBigBadVlad, on 30 October 2014 - 12:12 PM, said:

oh boy, look out for more laser vomit... those 8 Small pulse laser Novas are going to be even more deadly when they close now...

And I'm just going off Smurfy stats here, but Impulse is a number representing screen shake right? If I'm right why on earth does the LRM5 have the same value (.30) as an LRM20?!? Screen shake and the on-screen explosions should be reduced alot for LRM5 and scaled up from LRM5 to LRM20. I'm not saying reduce damage but bring the LRM5 vomit effectiveness down.


Clan small lasers are pretty much useles as they are right now, they need a range buff. Figures that Dracs would be afraid of them though. >:-)

#70 Nightmare1

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Posted 30 October 2014 - 01:08 PM

View PostNicholas Carlyle, on 30 October 2014 - 12:24 PM, said:


He has no f'ing idea.


*Sigh* It's gamers like you that make this an unpleasant experience. Why be so crude and vulgar? Is your vocabulary truly that small or do you just lack self-restraint?

Please go troll elsewhere since there are serious minded people here that are attempting to learn and ask questions as to what is coming down the pipe.

#71 NocturnalBeast

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Posted 30 October 2014 - 01:08 PM

View PostMoonlander, on 30 October 2014 - 01:00 PM, said:


People don't know how to not belittle others!


That is a double negative in that sentence, so does that mean that people do know how to embiggen others then?

#72 Domenoth

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Posted 30 October 2014 - 01:10 PM

View PostRuss Bullock said:


As to Pulse lasers I finally took the plunge in admitting that the extra tonnage was not going to be justifiable to players unless the damage was higher yet the heat was the same. The extra tons were more than penalty enough.

This is something that has perplexed/vexed me for a very long time. I think these changes are definitely a step in the right direction and I'll be giving them a try on Nov. 4.

However, I am still a bit skeptical. If I'm taking something that weighs twice as much and I'm getting a range penalty to boot, I'm going to want pretty much 2X DPS. The values you've listed for the IS medium and small would look ideal to me if their ranges were identical to the non-pulse versions.

This solution would go against lore but I'm okay with that. You don't have a very good way to represent the -2 to-hit-bonus from lore/TT but I think compensating by removing the range reduction would add value to the weapon to account for it's doubled tonnage.

Just a suggestion should pulse lasers still fail to see extended usage.

The other comparison that concerns me is the Small Pulse vs the Standard Medium. They have the exact same tonnage and hard-point footprint. That means they are in direct competition with each other.

Breadking it down, the Small Pulse has half the heat (positive), a touch more DPS (slight positive) but less than half the range (huge negative).

If you can't dictate the range, you can't bring Small Pulse. That leads me to believe the niche for Small Pulse is meant to be really fast Mechs. But really fast Mechs can't capitalize on DPS because they have to shoot and scoot like crazy. So from the list above I have to cancel out the higher DPS leaving the equation with one positive and a huge negative. I'm skeptical that the positive will triumph when up against that big of a negative.

I'm willing to test it but I'm betting the only Mechs I'll equip Small Pulse on will be the ones with quirks.

Edit:
Did some math, the Small Pulse has 66% heat of a Standard Medium but only 41% of the range. With only +7% extra DPS that seems like a net loss in my book.

View PostDeathlike, on 30 October 2014 - 01:42 PM, said:

Russ, it's already been said in this thread that your DPS/HPS value in the chart needs correcting. Smurfy has it done right, because it factors in Duration in calculating the formula.


I was basing my feedback on the chart. If the chart is wrong, what I said above may either be irrelevant or considerably more relevant.

Edited by Domenoth, 30 October 2014 - 01:46 PM.


#73 BigBadVlad

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Posted 30 October 2014 - 01:10 PM

View PostEd Steele, on 30 October 2014 - 01:06 PM, said:

Clan small lasers are pretty much useles as they are right now, they need a range buff. Figures that Dracs would be afraid of them though. >:-)


OK, maybe "even more deadly" wasn't the right choice of words...
and yeah 8 of anything pointed in my direction that goes pewpew or dakkadakka or fwooshfwoosh warrants caution at the least

Edited by BigBadVlad, 30 October 2014 - 01:10 PM.


#74 MadPanda

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Posted 30 October 2014 - 01:11 PM

View PostRuss Bullock, on 30 October 2014 - 12:57 PM, said:


Well maybe you will be proven right - but remember a 1.5 ton ECM essentially has an infinite distance protection bubble. BAP for the IS weighs the same 1.5 tons -mech's choosing to equip it should be getting similar amount of value as the ECM user.

This to me meant they needed to be able negate the ECM mech in a reasonable brawling range rather than needing to be on top of the ECM mech.

The ECM mech will still fill an important role in moving it's heavies and Assaults through the map under ECM protection until the battle turns into a brawl.


I approve of this change. You may continue.

#75 Navid A1

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Posted 30 October 2014 - 01:15 PM

View PostRuss Bullock, on 30 October 2014 - 12:58 PM, said:

"Are you saying that you are changing BAP to counter ECM when your mech also equips ECM? As of right now if both BAP and ECM are equipped you must set ECM to counter as the BAP functionality is disabled."

Yes you are correct and it will stay this way. I was wrong.


So a person investing 1.5 tons in bap gets 360m counter ecm, while a person investing 3 tons in both gets nothing?

#76 VanillaG

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Posted 30 October 2014 - 01:18 PM

View PostRuss Bullock, on 30 October 2014 - 12:58 PM, said:

"Are you saying that you are changing BAP to counter ECM when your mech also equips ECM? As of right now if both BAP and ECM are equipped you must set ECM to counter as the BAP functionality is disabled."[

Yes you are correct and it will stay this way. I was wrong.

Thanks for the clarification. I know it can't be done for the next patch but it would be nice to have the BAP increase the range of the ECM bubble from 180m to 360m if both are equipped. This way mechs with both would get an increased counter range because at it stands almost no ECM mech would equip BAP since they can only counter at 180m. Something to think about later down the line.

Edited by VanillaG, 30 October 2014 - 01:19 PM.


#77 WarHippy

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Posted 30 October 2014 - 01:19 PM

View PostRuss Bullock, on 30 October 2014 - 12:57 PM, said:


Well maybe you will be proven right - but remember a 1.5 ton ECM essentially has an infinite distance protection bubble. BAP for the IS weighs the same 1.5 tons -mech's choosing to equip it should be getting similar amount of value as the ECM user.

This to me meant they needed to be able negate the ECM mech in a reasonable brawling range rather than needing to be on top of the ECM mech.

The ECM mech will still fill an important role in moving it's heavies and Assaults through the map under ECM protection until the battle turns into a brawl.


I agree with your reasoning, however I think changing it to 320m instead of 360m would be a better starting point for this change. 360m is probably a bit much.

#78 Rizzelbizzeg

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Posted 30 October 2014 - 01:19 PM

Hooo boy they pumped that map out right quick compared to previous maps. Hopefully this is a sign that we'll be getting those guys quicker and quicker.

Love the laser changes, too. I'm tempted to actually take a small pulse now ;) I'm thinkin my dusty 6 spl jenner and 4 spl TDK are gonna be a go.

Edited by Rizzelbizzeg, 30 October 2014 - 01:22 PM.


#79 Cimarb

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Posted 30 October 2014 - 01:21 PM

View PostRuss Bullock, on 30 October 2014 - 12:57 PM, said:


Well maybe you will be proven right - but remember a 1.5 ton ECM essentially has an infinite distance protection bubble. BAP for the IS weighs the same 1.5 tons -mech's choosing to equip it should be getting similar amount of value as the ECM user.

This to me meant they needed to be able negate the ECM mech in a reasonable brawling range rather than needing to be on top of the ECM mech.

The ECM mech will still fill an important role in moving it's heavies and Assaults through the map under ECM protection until the battle turns into a brawl.

Thank you for starting to balance ECM. It needs a lot more, but that is at least a start...

View PostRizzelbizzeg, on 30 October 2014 - 01:19 PM, said:

Hooo boy they pumped that map out right quick compared to previous maps. Hopefully this is a sign that we'll be getting those guys quicker and quicker.

Not sure if you are trolling, or just not aware, but that Swamp map has been on the back burner for many months - long enough that people actually stopped talking about it for a while now.

#80 Moonlander

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Posted 30 October 2014 - 01:24 PM

View PostWo0t, on 30 October 2014 - 01:04 PM, said:

Love your signature! May I ask who did it? :D


Thanks! I made it! :D

View PostAppogee, on 30 October 2014 - 01:03 PM, said:

Can anyone point me to a full list of the specific quirks per chassis/variant? I can't find it anywhere :(

Thanks in advance.


Oh and I didn't see anyone else reply... so here

https://docs.google....&pli=1&sle=true

Edited by Moonlander, 30 October 2014 - 01:25 PM.






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