

New Quirks With Tdr-5Ss... Are You People Serious?
#1
Posted 06 November 2014 - 02:16 PM
Energy Range +25%
Energy Cooldown +15%
Heat Generation -15%
Missile Cooldown +15%
Medium Pulse Laser Range +25%
Medium Pulse Laser Heat Generation -12.5%
And that's not counting what Fast Fire and Cool Run Elite leveling can do.
So with seven energy hardpoints, boat 7 medium pulse lasers, with a standard 315 engine and you end up with something very sick, is that the idea?
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?
If I'm wrong, sorry... it's kinda why I'm asking, but it seems like this mech with its quirks is not very... "balanced" in the "clan" sort of way?
#2
Posted 06 November 2014 - 02:21 PM
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?
Why do some players seem think clan mechs should always have an advantage?
#3
Posted 06 November 2014 - 02:32 PM
Lexx, on 06 November 2014 - 02:21 PM, said:
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.
Edit: Apparently this isn't so, o well.
Edited by Stonefalcon, 07 November 2014 - 04:35 PM.
#4
Posted 06 November 2014 - 02:32 PM
Before quirk -

After quirk -

#5
Posted 06 November 2014 - 02:37 PM
Stonefalcon, on 06 November 2014 - 02:32 PM, said:
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.
I believe they said that they aren't looking at that TBH, I forget the thread where Russ said he doesn't want to go that route but it's around here somewhere, and the quirks was a step on their way to balance out 12v12
Edited by cSand, 06 November 2014 - 02:37 PM.
#6
Posted 06 November 2014 - 02:50 PM
cSand, on 06 November 2014 - 02:37 PM, said:
I believe they said that they aren't looking at that TBH, I forget the thread where Russ said he doesn't want to go that route but it's around here somewhere, and the quirks was a step on their way to balance out 12v12
OK, I must have missed that one. Well that's a shame, bit by bit the lore is being stripped away.
#7
Posted 06 November 2014 - 02:53 PM
#8
Posted 06 November 2014 - 03:13 PM


00ohDstruct, on 06 November 2014 - 02:16 PM, said:
Energy Range +25%
Energy Cooldown +15%
Heat Generation -15%
Missile Cooldown +15%
Medium Pulse Laser Range +25%
Medium Pulse Laser Heat Generation -12.5%
And that's not counting what Fast Fire and Cool Run Elite leveling can do.
So with seven energy hardpoints, boat 7 medium pulse lasers, with a standard 315 engine and you end up with something very sick, is that the idea?
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?
If I'm wrong, sorry... it's kinda why I'm asking, but it seems like this mech with its quirks is not very... "balanced" in the "clan" sort of way?
heh i did 3 drops in one while eating lunch and it was insane hehe
Edited by Fierostetz, 06 November 2014 - 03:16 PM.
#9
Posted 06 November 2014 - 03:25 PM
#11
Posted 06 November 2014 - 03:44 PM
Stonefalcon, on 06 November 2014 - 02:32 PM, said:
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.
Wasn't that only if they can't balance 12v12? i forget the conversation as that was a couple months ago, but I remember that 10v12 is theoretically impossible without dedicating a bunch of time to development and rewriting a bunch of backend systems, creating new UI, and etc.
I think balance IS to Clans was an easier method, and I guess if they can pull it off they might not even look at 10vs12 until very far down the road when they have time to redo all the Matchmaker backend stuff and UI work. And I tihnk it kinda of goes without saying that if they put that much effort into getting 10vs12 to work, they would likely put in the effort to rebalance the Clans, so really any fears you have at the moment will be put to rest when that the time for 10vs12 comes.
I can assure you that 10vs12 is definately not coming within 6 months. Maybe a year and a half.., maybe 2.
Edited by MoonUnitBeta, 06 November 2014 - 03:46 PM.
#12
Posted 06 November 2014 - 03:45 PM
So a IS 65 ton is still bit inferior to a clan 55 tonner. Seems about right. I still prefer my Doomcrow.
#13
Posted 06 November 2014 - 03:47 PM
Its needed Wub for a long time to carry it out of the no wub garbage can.
Now its something thats actually worth playing.
#14
Posted 06 November 2014 - 03:48 PM
Stonefalcon, on 06 November 2014 - 02:50 PM, said:
I'm a huge lore hound.
But even I understand the need for balance over lore Stonefalcon.
Some things just can't be as they are in lore. Though that being said, there are some things they really should take from lore that they have ignored.
But this game is in constant flux, I just always hold hope that maybe, what I want to see will someday make it in game.
#15
Posted 06 November 2014 - 03:52 PM
MadPanda, on 06 November 2014 - 03:25 PM, said:
It's not like it's very easy to learn about what goes on with MWO development, let alone its history. Unless you spend hours on the forum every week, you'll probably struggle to keep up with everything going on behind the scenes.
#16
Posted 06 November 2014 - 03:52 PM
#17
Posted 06 November 2014 - 04:01 PM
Stonefalcon, on 06 November 2014 - 02:50 PM, said:
10v12 would have been dumb. The motif PGI has now is for IS mechs to be more maneuverable, more able to poke and peek, better at sniping, and better at delivering pinpoint damage. IS mechs would favor trading and short poking situations whereas Clan mechs would favor increased face time and prolonged engagements.
Some of the quirks seem to go against that idea, but it's possible that they're going for IS-wide buffs in this direction later if they haven't abandoned it.
That motif is a far better way to stick to the feel of the lore without compromising the game.
Edited by Krivvan, 06 November 2014 - 04:02 PM.
#18
Posted 06 November 2014 - 04:02 PM
cool down 27.5%
Medium pulse:
Range: 220
Cool down: 3
So lets do the maths.
Range is now 330 Meters.
Cool down is now 2 seconds
so yes it fires just as far as a clan medium pulse laser, but for 1 second less cool down.
#19
Posted 06 November 2014 - 04:37 PM
Brody319, on 06 November 2014 - 04:02 PM, said:
cool down 27.5%
Medium pulse:
Range: 220
Cool down: 3
So lets do the maths.
Range is now 330 Meters.
Cool down is now 2 seconds
so yes it fires just as far as a clan medium pulse laser, but for 1 second less cool down.
The other big thing is that its duration is a third of a second shorter, and generates half the heat. It's 3 heat for the TDR-5SS, and 6 for anything with clan mplas.
And that is what makes this thing so ridiculous. It's doing the same alpha as an AC40 Jager every couple seconds, can do it 3-4 times before getting into heat trouble, and has the same duration as a normal small pulse laser.
#20
Posted 06 November 2014 - 04:40 PM
aniviron, on 06 November 2014 - 04:37 PM, said:
The other big thing is that its duration is a third of a second shorter, and generates half the heat. It's 3 heat for the TDR-5SS, and 6 for anything with clan mplas.
And that is what makes this thing so ridiculous. It's doing the same alpha as an AC40 Jager every couple seconds, can do it 3-4 times before getting into heat trouble, and has the same duration as a normal small pulse laser.
That is pretty good.
My t-wolf comes close
http://mwo.smurfy-ne...fbe805b779bb9e1
Can alpha a few times and hurts pretty bad.
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