Quirks Are Ridiculously Stupid....
#1
Posted 04 November 2014 - 01:00 PM
You've also brought back jump sniping.....just different mechs doing it now.
#2
Posted 04 November 2014 - 01:18 PM
I Have played after the patch with the IS mechs that I love, but really this is not balance I would rather go back to all my IS mechs now and forget about my clan mech that got rapped now...
Well what I am going to do is and try and forget about this game, got some other stuff to play that I havent finished... Maybe after that I will come see whats going on but I think I have had enough.
What is the point in getting new mechs if all the mechs will be the same as the last ?
#3
Posted 04 November 2014 - 01:22 PM
Quicks, on 04 November 2014 - 01:18 PM, said:
PGI just made sure to actually move in a direction where mechs are more unique than ever and you complain about it? Damn, why does PGI even try?
#4
Posted 04 November 2014 - 01:26 PM
This patch is the best I have ever seen.
#5
Posted 04 November 2014 - 01:28 PM
Well that's a silly thing to say about this patch, quirks diversify each mech with their own specilizations (even to separate models of the same chassis).
I haven't read every change so far, but I haven't seen any that are OP. Remember that the clan vs IS beta tests showed clan won 9/10 times. Clans also have more laser range now, and their weapons are way better weight.
With all that it's basically this: A specialized IS mech going against a clan mech of the same weight, the IS is actually going to be better at SOMETHING now. Depending on its quirks, of course. Im loving how this makes some mechs actually viable now.
Examples: Locusts (still pretty bad), Cicadas. Use to be outclassed by faster IS 35-tonners or out-damaged by clan lights. Vindicator, use to just be a terrible shadowhawk. Now has specialized benefits compared to it.
The only thing Im worried about, cheap mechs like the locust being too cheap and light, and thus OP in faction wars dropship battles. Although the huge weight limit and heavier weapons on IS mechs is probably going to keep that in line enough.
PS-I always thought jenners and firestarters were too good anyway but that doesn't mean other mechs getting buffs too is bad.
#6
Posted 04 November 2014 - 01:32 PM
MechlordX, on 04 November 2014 - 01:28 PM, said:
Well that's a silly thing to say about this patch, quirks diversify each mech with their own specilizations (even to separate models of the same chassis).
I haven't read every change so far, but I haven't seen any that are OP. Remember that the clan vs IS beta tests showed clan won 9/10 times. Clans also have more laser range now, and their weapons are way better weight.
With all that it's basically this: A specialized IS mech going against a clan mech of the same weight, the IS is actually going to be better at SOMETHING now. Depending on its quirks, of course. Im loving how this makes some mechs actually viable now.
Examples: Locusts (still pretty bad), Cicadas. Use to be outclassed by faster IS 35-tonners or out-damaged by clan lights. Vindicator, use to just be a terrible shadowhawk. Now has specialized benefits compared to it.
The only thing Im worried about, cheap mechs like the locust being too cheap and light, and thus OP in faction wars dropship battles. Although the huge weight limit and heavier weapons on IS mechs is probably going to keep that in line enough.
PS-I always thought jenners and firestarters were too good anyway but that doesn't mean other mechs getting buffs too is bad.
There very well may be some OP quirks. The lbx10 on the cent D, the dragon with lasers and UAC's. But I have confidence that if there are any REAL issues they will be fixed. PGI/Russ has been very agressive in the balance changes since August. And PGI has stated multiple times (including the patch notes) that changes will be made if required.
#7
Posted 04 November 2014 - 01:47 PM
Even the dragon with its quirks before was practically a joke, dunno how it is now.
People already focus the cent's gun arm, and with its "hit and run" typical strategy I don't think the speed shotty will be broken either.
Edited by MechlordX, 04 November 2014 - 01:47 PM.
#8
Posted 04 November 2014 - 02:02 PM
Geez, stop with the knee-jerk whines (oh who am I kidding )
#9
Posted 04 November 2014 - 02:09 PM
P.S. make equipment quirks - jj, ecm, bap - they all need urs love too...
P.P.S. as for me, all HGNs quirks need to be re-balanced, and we should not see quirks for directly named weapon for most mechs, only few excaptions like HBK-G etc. IMHO.
P.P.P.S. ofc i will live with that if it will not be changed, but realy - is it fine to balance mechs around 1-2-3 luadout concept?... dont think so...
Edited by MGA121285, 04 November 2014 - 02:14 PM.
#10
Posted 04 November 2014 - 02:13 PM
the new PPC quirks + speed are bringing back the jump sniping.
Like I said, I am having fun, but they are over powered and there is almost no reason to not use a mech with a loadout that maximizes the quriks.
^----
my 5N with 3xAC2s does quite well, even more so now.
I assume they will need to tune them but many of them really are just crazy good/powerful but I'll MG5 until they kill it.
#11
Posted 04 November 2014 - 02:16 PM
Bigbacon, on 04 November 2014 - 01:00 PM, said:
You've also brought back jump sniping.....just different mechs doing it now.
PGI stated they were nervous about poptarting making a resurgence. I'm sure they'll do something if it becomes a problem again.
As for 'stupidly overpowered', i'm going to have to respectfully disagree. The mechs with the biggest buffs are those that needed it most. The Awesome can toss out PPC's like water from a hose, but still has terrible hitboxes, TERRIBLE hardpoint locations, terrible speed, and DW's and TW's still eat it for breakfast.
Give it some time. Many well established and skilled players are ludicrously excited to be running their old favourite mechs again. If they really do turn out to be OP, then they can be reined in.
#12
Posted 04 November 2014 - 02:16 PM
#14
Posted 04 November 2014 - 02:58 PM
#15
Posted 04 November 2014 - 03:11 PM
#17
Posted 04 November 2014 - 03:24 PM
GRF-3M
SRM/4 Range +5%
Missile Weapon Range +5%
Torso Yaw Speed +10%
WVR-7K
SRM/6 Range +10%
Missile Weapon Range +10%
SRM/6 Cooldown +10%
Missile Weapon Cooldown +10%
Energy Weapon Range +12.5%
Torso Yaw Speed +25%
Aren't they the same variant type but different mech? Seems the Wolverine was buffed quite a bit more, just wondering.
Edited by Celtic Warrior, 04 November 2014 - 03:25 PM.
#18
Posted 04 November 2014 - 03:26 PM
Arn0ldSchwarzenegger, on 04 November 2014 - 01:26 PM, said:
This patch is the best I have ever seen.
Up voting your post cause well yer Ahhhnold and Crom sees much win in your post.
#19
Posted 04 November 2014 - 03:29 PM
Celtic Warrior, on 04 November 2014 - 03:24 PM, said:
Aren't they the same variant type but different mech? Seems the Wolverine was buffed quite a bit more, just wondering.
The Griffin has the better hardpoint layout for a brawler. A full left shield side and more launchers. The Wolverine has less launchers but bigger ones (SRM6 quirk) to compensate for it.
#20
Posted 04 November 2014 - 03:32 PM
Edited by Celtic Warrior, 04 November 2014 - 03:58 PM.
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