November Roadmap - Feedback
#241
Posted 01 November 2014 - 10:49 AM
#242
Posted 01 November 2014 - 10:56 AM
#243
Posted 01 November 2014 - 11:00 AM
Lyoto Machida, on 31 October 2014 - 03:54 PM, said:
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
Posted 01 November 2014 - 12:44 PM
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
Posted 01 November 2014 - 12:58 PM
bluepiglet, on 01 November 2014 - 12:44 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.
Edited by k05h3lk1n, 01 November 2014 - 01:07 PM.
#246
Posted 01 November 2014 - 01:20 PM
k05h3lk1n, 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
Posted 01 November 2014 - 01:51 PM
#248
Posted 01 November 2014 - 03:10 PM
bluepiglet, 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
Posted 01 November 2014 - 05:52 PM
how about a spot online to see camo and colours too.
#250
Posted 01 November 2014 - 06:52 PM
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
Posted 01 November 2014 - 08:35 PM
Russ 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
Posted 01 November 2014 - 11:12 PM
Great updates though.
#253
Posted 01 November 2014 - 11:39 PM
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
Posted 02 November 2014 - 12:09 AM
#255
Posted 02 November 2014 - 12:23 AM
#256
Posted 02 November 2014 - 04:01 AM
Whoops, on 01 November 2014 - 11:39 PM, said:
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
Posted 02 November 2014 - 10:41 AM
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
Posted 02 November 2014 - 12:32 PM
- 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
Posted 02 November 2014 - 01:24 PM
#260
Posted 02 November 2014 - 01:57 PM
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