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New Quirks With Tdr-5Ss... Are You People Serious?


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#21 LT. HARDCASE

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Posted 06 November 2014 - 04:57 PM

Saw on of these on Frozen City. Dude could alpha 7 to 9 times before getting into trouble with heat.

I thought.... awesome. Glad he was on my team though.

I welcome our Wubderbolt overlords.

Edited by Kevjack, 06 November 2014 - 04:57 PM.


#22 Clit Beastwood

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Posted 06 November 2014 - 05:02 PM

i think that it's not really OP, it's just a shock - the tdr's were always laughable turds, now they can do stuff

on the flipside, its a pretty squishy mech.

#23 Cygone

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Posted 06 November 2014 - 05:07 PM

Quote

Cause PGI are looking at reducing clans per CW battle to 10 vs 12 IS mechs. If there are IS mechs on equal footing with the clan mechs then you will have balance issues.


^^^^ is 100% WRONG.

#24 Ultimax

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Posted 06 November 2014 - 05:13 PM

View PostLexx, on 06 November 2014 - 02:21 PM, said:

That's what it looks like to me. Yes it gives IS medium pulse lasers almost as much range as clan med pulse lasers, but why is that a problem?



You do realize it gives almost as much range, with massively more DPS but also runs much cooler?

Have you run a Clan MPL boat ever? The heat is intense.

I'm not saying it needs to be nerfed, but sometimes people need to think before they post.



There will be IS vs. IS matches in CW as well, you might want to keep that in mind.

Edited by Ultimatum X, 06 November 2014 - 05:13 PM.


#25 AntiCitizenJuan

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Posted 06 November 2014 - 06:11 PM

Now that I have a New 5SS Basic'd I can say that this thing is really good.
Like, I feel like its going to get nerfed amount of good

#26 Bloodweaver

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Posted 06 November 2014 - 06:17 PM

View PostNauht, on 06 November 2014 - 02:32 PM, said:

Seems to be a common theme with quirks -

Before quirk -

Posted Image

After quirk -

Posted Image

That about sums it up. In typical PGI fashion, the pendulum of balance doesn't so much as swing in one direction as crash right through its casing, fly off the axis, and end up in the next county. Anyone saying that things like a FIFTY PER-CENT increase in rate of fire isn't excessive is just opportunistic :/

#27 Telmasa

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Posted 06 November 2014 - 06:37 PM

Okay...and...so?
I went from never thinking even once about checking out a Thunderbolt chassis, to possibly checking one out if I ever feel like getting into Medium Pulse Lasers.
It's still a purely close-up mech that can't do much else.
The real problem is that the maps tend to favor brawling builds.
Objectively speaking, I don't see how it's OP even with the quirks
. It's just an ideal platform for MPLs now, that's it.

#28 nitra

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Posted 06 November 2014 - 06:46 PM

View PostNauht, on 06 November 2014 - 02:32 PM, said:

Seems to be a common theme with quirks -

Before quirk -

Posted Image

After quirk -

Posted Image



LOL i wish but yeah the quirks have been a nice addition ... unfortunately i still do not feel they have greatly overpowered the is mechs

and please excuse me as i borrow an old meme ...,


because of STORMCROW !! *

i think when it is clan vs inner sphere and were facing timbys storm crows and direwolfs we will be appreciating those quirks i believe we are going to need them .







* referencing an old eve meme regarding a ecm like ship called the falcon it soon became the reason for every failure in eve online quite funny at the time .

Edited by nitra, 06 November 2014 - 06:47 PM.


#29 Cyborne Elemental

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Posted 06 November 2014 - 06:48 PM

You'll know if its OP if the lords start playing it.

#30 Johnny Z

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Posted 06 November 2014 - 07:12 PM

View PostNauht, on 06 November 2014 - 02:32 PM, said:

Seems to be a common theme with quirks -

Before quirk -

Posted Image

After quirk -

Posted Image


HAHA :lol:

Those could be PPC's or rail guns at the top, either way a cool look.

ROFL again. :lol:

Edited by Johnny Z, 06 November 2014 - 07:17 PM.


#31 Desolator

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Posted 06 November 2014 - 07:46 PM

View PostLexx, on 06 November 2014 - 02:21 PM, said:

Why do some players seem think clan mechs should always have an advantage?



Because, they are trying to follow a timeline and lore. Guess what isn't balance in a timeline when it comes to war. The technology of the instruments of war.

Clans had better tech period. There isn't an argument to be had about it period.

It's just stupid people and bad players that cry long enough to get what they want.

I own exactly 1 Clan mech. I own 18 IS mechs.

#32 El Bandito

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Posted 06 November 2014 - 08:09 PM

So the Thunderbutt is not a joke mech anymore. Shouldn't we be happy instead of QQing about it?

#33 FupDup

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Posted 06 November 2014 - 08:17 PM

View PostEl Bandito, on 06 November 2014 - 08:09 PM, said:

So the Thunderbutt is not a joke mech anymore. Shouldn't we be happy instead of QQing about it?

Pre-quirks people wanted/begged for certain mechs to become more competitive.

Post-quirks people think the mechs are overpowered and say that "B-b-b-but a good pilot could totally do well with that mech before!"

Edited by FupDup, 06 November 2014 - 08:17 PM.


#34 Zanathan

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Posted 06 November 2014 - 08:24 PM

View PostEl Bandito, on 06 November 2014 - 08:09 PM, said:

So the Thunderbutt is not a joke mech anymore. Shouldn't we be happy instead of QQing about it?


Indeed. I actually purchased the Pheonix pack because of the TB and ended up not playing it after leveling them up. Just so many other IS mechs that are superior to them in everyway.

I'll have to try out the new quirks on them but given all these other threads on how <insert mech> is so OP now after the quirks, doesn't that mean all mechs are OP now which means .. they're all on equal footing?

#35 Kiiyor

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Posted 06 November 2014 - 08:36 PM

View Post00ohDstruct, on 06 November 2014 - 02:16 PM, said:

Noticed these things are destroying everyone on the battlefield, so I did some looking around.

Energy Range +25%
Energy Cooldown +15%
Heat Generation -15%
Missile Cooldown +15%
Medium Pulse Laser Range +25%
Medium Pulse Laser Heat Generation -12.5%

I'm not a number cruncher, but I know there are a lot in the MWO world, can someone break it down for me as to HOW sick this is? If I'm reading it right, this actually matches range with Clan MPL's?


MPL range =220*(1+0.25+0.25+0.125) = 357.5m (quirk + quirk + range module)
This out-ranges a vanilla clan MPL with a range of 330, but if they have the range module: =330*(1.125) = 371.25
MPL heat =4*(1-0.15-0.125) = 2.9
MPL cooldown =3*(1-0.15-0.125) = 2.175

Thus, a 6MPL alpha has a heat of 17.5 and 36 damage every 2.175 seconds. I can't remember how ghost heat factors in for MPL, so I just left it at 6.

A 6 MPL clan alpha has a heat of 36 and damage of 48 every =3*(1-0.125) = 2.625 seconds.

That's 16.55DPS for the IS, and 8.04HPS for the 6 IS MPL, and
18.28DPS and 13.71HPS for the Clans.

Bearing in mind that most Clan mechs can carry far more HS than the IS, the Clans out damage the IS, but are far less heat efficient.

I may have screwed up the numbers. It's been a big week, and i'm dead on my feet ;)

#36 Sierra19

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Posted 06 November 2014 - 08:46 PM

So, once again, min/maxers will potentially screw things up (LRM 60 boats, 6 ER large laser stalkers, ect...) Personally, I don't min/max, my 5SS has one LPL, 4 MPL's, and an SRM6. Yes, the 7 MPL build can be scary, but it's a one trick pony. Keep it at range, and problem solved. I've yet to see one carve through an entire team, or even half of one, yet some of the broken clan builds can do that, in the hands of a good pilot, and it seems a lot of min/max players play clan tech for that very reason.

Edited by Sierra19, 06 November 2014 - 08:47 PM.


#37 Ultimax

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Posted 06 November 2014 - 09:01 PM

View PostKiiyor, on 06 November 2014 - 08:36 PM, said:


MPL range =220*(1+0.25+0.25+0.125) = 357.5m (quirk + quirk + range module)
This out-ranges a vanilla clan MPL with a range of 330, but if they have the range module: =330*(1.125) = 371.25
MPL heat =4*(1-0.15-0.125) = 2.9
MPL cooldown =3*(1-0.15-0.125) = 2.175

Thus, a 6MPL alpha has a heat of 17.5 and 36 damage every 2.175 seconds. I can't remember how ghost heat factors in for MPL, so I just left it at 6.

A 6 MPL clan alpha has a heat of 36 and damage of 48 every =3*(1-0.125) = 2.625 seconds.

That's 16.55DPS for the IS, and 8.04HPS for the 6 IS MPL, and
18.28DPS and 13.71HPS for the Clans.

Bearing in mind that most Clan mechs can carry far more HS than the IS, the Clans out damage the IS, but are far less heat efficient.




http://mwo.smurfy-ne...61581c941750248

Medium Pulse Lasers do not have Ghost heat, you can fire all 8 without penalty.

This particular variant is probably a bit out of line, IMO.







42 point alpha every 2.775s for only 23.2 heat, total beam duration 0.6s with an optimal range around 357m?

That's less heat than a Jenner-Fs 30 point alpha.

#38 Sarlic

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Posted 06 November 2014 - 09:53 PM

I love these tears from all the clanners. Delicious tears...

#39 Ultimax

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Posted 06 November 2014 - 10:07 PM

View PostSarlic, on 06 November 2014 - 09:53 PM, said:

I love these tears from all the clanners. Delicious tears...



Will you love it when your Atlas gets its back cored out in a few seconds by one?


I have both Clan and IS mechs.


Some IS mechs won the lottery, and others got quirks that didn't help them at all.

Edited by Ultimatum X, 06 November 2014 - 10:08 PM.


#40 Thorqemada

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Posted 06 November 2014 - 10:10 PM

Yeah, this is an example how unbalanced quirks still be bcs you can make a deadly Mech out of it as long nobody shots your Thunderbarn as it still takes advantage from the fact that Thunderbarn were more like low priority Targets pre Quirk.
As soon the Thunderwub will become a higher priortiy Target it will be forced to stay in cover...

Edited by Thorqemada, 07 November 2014 - 12:01 AM.






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