#1
Posted 31 December 2014 - 04:57 PM
For the brief time that stuff was in testing on the PTS (the last time anyone had used it was in like August, but before that was in June before the release of the mechs themselves - though limited to those owning the packs), there were obvious imbalances and were unaffected by Ghost Heat... a monstrous thing that should never exist, but at this point is a "game feature", which is still poorly documented in the UI (like the message for mixed IS ERPPCs+PPCs and firing them together - the message is terribly unclear).
In bringing up Ghost Heat, it is the thing that honestly crushed the Nova in no uncertain terms. Although that is the main point of contention holding the Nova back, we have to explore WHY that is the case.
I'll break this down into 3 sections, which will cover aspects of the Nova that have caused it to never come back to the days of pre-Clan Ghost Heat. I remember back when Wispsy of the Lords (is he still with them?) had liked the mech, and there was some legit reason to like them. I know some people like them and I can't fault them for it, but it plays to a very neutered playstyle that is still semi-functional in the current state of the game, and yet only the better pilots can master it. The Nova requires a SIGNIFICANT amount of effort to play correctly, and even then, it's a difficult experience for most people... so here we go.
1) Omnipods - Why The Current Set of Quicks is Not Enough
2) How It Plays - Sword and Board or "Symmetry and You"
3) Future Omnipods and Quirking Suggestions - Ghost Heat needs some quirking too, for different reasons
1) Omnipods
The current set of omnipods are really flawed. I'm not sure who is responsible anymore for balancing omnipods or even taking suggestions. The Nova was a "Ghost Heat" sort of contention for obvious reasons, as using the Nova-Prime trial mech is almost assured a suicide if you alpha the weapons.... a really flawed newbie mistake. Had the Nova-S been the trial mech... well...
The Head and Legs are irrelevant in terms of omnipods. What the focus should be on is the mech and the "symmetry" it tends to have. This is what makes the discussion interesting as the "fragility" of the mech gives one the idea to have a shield side... but that's for another section. We can do this section in "pairs" to better understand it... but before that, we'll start at the CT...
Center Torso:
Nova-Prime - +10% torso twist
Nova-B - +10% torso twist
Nova-S - 1AMS, +5% torso twist
So, we can see that the AMS slot is hurting the torso twist max. This is a problem. If we don't add any more bonuses, the mech will be at worse slower than a Griffin in terms of torso twist (but do Griffin users use a 250XL engine? I'd hope not). Maybe there's a ninja Griffin nerf that has occurred for some odd reason (probably a post-quirkening thing), but every other medium mech within its range has a 25% torso twist.
What one might say is that "hey, the Nova has so many hardpoints, it should be that low". I can say without any uncertainty that the "practical" Nova build tends to use far less than that. Even then, the build itself is unimpressive... but that'll be explained later. For now, the Nova is going to have a natural issue based on this...
Left Torso:
Nova-Prime - +10% torso twist
Nova-B - 2B
Nova-S - 2B
It's hard to see the variety in here, but for consistency, the torso hardpoints reduce the bonus and you'll very likely put in MGs in them due to significant tonnage considerations.
What you should be hoping for is the 1E+1AMS Nova-A's Left Torso... but that's for later discussion...
Right Torso:
Nova-Prime - +10% torso twist
Nova-B - 1E, +5% torso twist
Nova-S - 2B
Nova-A - 1AMS, +5% torso twist
The Nova-A is a method of providing AMS to all variants that are not the Nova-S. If/when the Nova-A is released in its entirety, there is a bunch of omnipods of great use and would be significantly helpful in making it more interesting. For now, we get global AMS for the Nova...
The Nova-Prime is where you want the torso twist... but the really important omnipod here is the Nova-B. If you wanted any part of "sword and board" or just having the ability to use a weapon when your arms are stripped, this is it. The height of the torso mount isn't that much higher than the arm, but arguably is more reliable than putting it in the arms...
The strangest thing about the side torso ballistic mounts on the Nova-S (and to a lesser extent, the Nova-B's Left Torso) is that the 2nd MG's hardpoint is higher mounted than the 1st. Don't ask me why that was done like that. It doesn't make any sense, but if you're going full bore on the MGs, the it's a non-issue.
Left Arm:
Nova-Prime - 6E, -5% energy heat generation
Nova-B - 1E, +5% arm movement (yaw+pitch)
Nova-S - 3E, -5% energy heat generation
I don't know how to explain why the heat generation bonus is the SAME on the Nova-Prime and the Nova-S... but what makes even less sense is none of that bonus was transferred to the Nova-B. I would structure it differently, but in any case, there aren't that many options and future omnipod options will eventually allow for better symmetry AND variety... but your choices really stink.
The more curious design decision actually resides with the Nova-Prime's arm (both of them). If you put in the 3rd energy hardpoint, compare its placement to the Nova-S's arm. You'll realize that the Nova-S's arm is generally more practical here...
Right Arm:
Nova-Prime - 6E, -5% energy heat generation
Nova-B - 1B, +5% arm movement (yaw+pitch)
Nova-S - 3E, -5% energy heat generation
The only "out of the ordinary" thing is even attempting ballistics here. Having no ballistic bonus is a mistake, but even then, it's hard to cram in a ballistic weapon in it w/o losing quite a bit of cooling in the process (the mech is already stuck with 14 DHS to begin with).
With all the omnipods explained, let's go into the overall practicality of the mech...
2) "There is no wrong way to build a Nova. There is just a lot of bad ways."
I know many people have certain preferences when it comes to liking a mech. Sometimes asymmetrical builds are great if you have one side that is less than effective. Sometimes people like the idea that you build evenly, allowing for reasonable effectiveness when one side is lost. Good thing the Nova can do both, because it needs it.
The Nova-B's Right Torso is what allows a more stable build platform as losing both arms won't imply uselessness. Sure you could have 4 MGs but, that means certain death with facetime. Even then, with the 6E Nova-Prime arms, you could effectively put the weapons on a side (particularly the right side) to consolidate the 3E Nova-S arms.
No matter how you build it, it will have lots of pewpew or wubwub... at least 50% of the mech anyways (not in tonnage, but weapons count).
There is a notion from some to load up on as many small lasers (either pulse or not) and max out on the short range pewpew. It's an interesting design decision that requires a lot more cunning and balls to execute due to the range and speed involved in the Nova. This is not really my recommended route, but the option is there. MGs obviously help once you punch holes... but just remember the facetime that is required for that...
The mech itself in terms of the hitboxes resembles a "half height" Awesome that suffers the same issues that a Kitfox would have. The fragility of the mech is not hard to notice since you can take damage anywhere pretty easily. I don't think scaling could fix any of this... massive quirks would be required. Not only you can lose the arms easily, the torso is a big chunk... and if people miss that, the legs are just as ready to go at a moments notice. Besides, it's not even hard to core it. If you manage to live through a firefight in a Nova legged, disarmed, and have that RT energy weapon intact with cherry red CT... this is "normal". This is the primary reason to stay away from the mech if you're not skilled... it truly takes someone a lot of effort to make the most out of a mech.
The thing about the mech... it is a one trick pony... every build virtually MUST be energy focus, but also that it doesn't reward the pilot very well. It can be best described as "high risk, mediocre reward". Part of that is ghost heat... and the other part is the the quirks.. but before we talk about that, there are some omnipods that are in the data and in needing of a little explanation on how this would affect you in the future... if they are released...
3) Future Omnipods, Quirks, and we need that talk about "Ghost Heat"...
Nova-C Left Arm (1B)
Nova-A Left Torso (1E, 1AMS)
Nova-C Left Torso (1M, 20 tubes)
Nova-D Right Arm (1M, 20 tubes)
The Nova-C is a weird thing, but gaining the ability to use torso missiles would be a change of pace. The Left Arm of the Nova-C allows for "symmetrical" ballistic slots (with the Nova-B's Right Arm) for a little more MG dakka.
The Nova-D's Right Arm does complement the Left Torso missile option from the Nova-C and honestly explains why the arms are so damn large.
The Nova-A will most likely have a mech release as we have its AMS torso. Its significance is more than the rest of the omnipods. The build is naturally 2 ERPPC in the arms with dual AMS (1 in each torso which combined with the Nova-S makes it a tri-AMS setup) with a really sweet energy Left Torso (which will kinda be inferior to the Nova-B's right torso because AMS reduces the torso twist bonus to probably nothing). In essence, this will allow for the torsos to a significant factor into keeping weapons uptime.
However... this mech has needs so many buffs... it's hard to figure out where to start.
Let's just start with the energy buffs...
Nova-Prime 6E (both arms), -5% energy heat generation
Nova-S 3E (both arms), -7.5% energy heat generation
Nova-B 1E (and future Nova-A's energy arms), -10% energy heat generation, +5% arm movement (pitch+yaw)
The only way to "balance" the heat generation for BOTH sword+board or symmetry is to properly scale the heat buffs as necessary. While the Prime ultimately remains unchanged, the Nova-S and Nova-B actually serves a meaningful purpose (the Nova-S probably being more relevant ultimately IMO). An option to carry 2 ERPPCs in the torsos may be worth an idea as the mech needs all the help it can get survive.
Potential ERPPC velocity quirks and/or laser duration reduction would help the Nova-B (and Nova-A's) solo energy arms if that ever comes to pass.
The ballistic arms in the future and current omnipods need some sort of cooldown and/or velocity boost... a 10% boost is sufficient as it is difficult as it is to put together anything bigger than an MG in it (10% range is really not that useful, due to how MGs work).
The more important change needed is the torso twist speed. Having said in the beginning that the mech with the "worst" torso twist speed bonus is the Griffin, the Nova will have to follow suite.
Nova-Prime, +15% torso twist speed
Nova-B, +15% torso twist speed
Nova-S, 1AMS, +10% torso twist speed
Essentially, every Nova needs a +5% torso twist CT buff. Personally, I would like to see quirks reworked in that if an AMS slot is unused, the "non-bonus" it does't get is "restored" to the mech... but I'm unsure whether PGI will do that.
The biggest change that is needed for the mech is ultimately the following:
Armor of some sort needs to be increased on the mech (damage resistance, armor boost, internals boost) by AT LEAST 10% (15% optimally IMO)... as much as 25%.
The mech routinely loses an arm, leg, side torso with no uncertain terms. The CT is just as squishy, but not the biggest focus. Whether it is arty or just someone blowing off a section of the mech with PPCs, Gauss and other serious weapons... the mech can't take a hit worth a damn. Awesome-syndrome (easy to hit CT+side torsos) with large arms AND the Kitfox-syndrome (gets legs crazily often), it's difficult to survive. I don't usually recommend such a change, but this mech is essentially in Tier 4 levels based on what is required to survive in it. At best, it would be a Tier 3 mech... but there's one factor that hadn't been accounted for in the massive decline in Nova use.... Ghost Heat.
When Ghost Heat was instituted, I didn't mind how Clan ER Medium Lasers were chained to Clan Medium Pulse Lasers. It made sense (even though Ghost Heat is bad design, but whatever). Chaining THAT with Clan ER Smalls or even Clan Small Pulse Lasers was over the top.
The simplest suggestion here is actually the "least complicated". If the Ghost Heat chaining looked differently.. it wouldn't be so crazy.
Ghost Heat chains/links 6 CERMED+CMPL
Ghost Heat chains/links 6 CERSML+CSPL
In this manner, you still limit the Nova (and other potential derivations like the future Stormcrow and Gargoyle omnipods) and not hamper them like a sledgehammer. The weapons involved with the tonnage considerations for cooling are already a serious limit to the mech. Decoupling the Clan Medium class lasers with the Clan Small class lasers is the most sensible thing w/o breaking stuff. Even if you don't like my "buff the overall armor on the Nova", this allows the mech to be good at something that was immediately removed upon the release of Ghost Heat on Clan weapons. The Nova is really a shell of itself since then and the only the crazy of the crazies try to run 12 or even 13 (or 14 when the Nova-A's torso omnipod is released) ER Small Lasers. Then again, I suspect maxing out on MGs is in the cards (12 lasers+4MGs) reaches out some TT cap on weapons... so it's not like OP... unless you meet Novas in some sort of dark alleyway...
I haven't mastered the Novas out yet (all elited out at the moment and hoping to finish them soon ) but having suffered the Nova... it is a mech not for the faint of heart. It is totally "at your own risk". The Nova experience is enlightening and frustrating. While this may not be worse than the Mist Lynx, but this is what/how the extremes of balance affect a mech... and the Nova is a major casualty of it.
So, when you hear people say "Nova's OP because it can has at least 12 energy hardpoints on it", you can be rest assured that the guy never suffered the trials and tribulations of a mech that used to have a gimmick, and lost it and then some many patches later. Balance is NOT about just running smurfy's numbers and reciting them like it was a MWO test... it's about knowing why some mechs are really that bad when things change. Let us not forget the Hoverjet incident of 2014, but also not forget the complete suppression of the Nova.
This maligned mech doesn't need any more handicaps. It just needs a liferaft. It should be a complement the Stormcrow... and not be a shadow of its potential.
#2
Posted 31 December 2014 - 05:04 PM
#3
Posted 31 December 2014 - 05:15 PM
FupDup, on 31 December 2014 - 05:04 PM, said:
Sure, but how much would you need or want?
Stock (non-elited) torso twist range is 100. I would be amenable to 120 or so here.
#4
Posted 31 December 2014 - 05:16 PM
This means you're basically left with 6erml or 6+4mg(less cooling, face time) as viable build options, as the Nova lacks tonnage for ballistics.
All the mech's other disadvantages just pile on top of it.
Anyways, great post!
#5
Posted 31 December 2014 - 06:17 PM
It can pack quite a bit of firepower, although it's hard to say if that level of Cannon matches that level of Glass, since it is HUGE for a 50 tonner, being considerably wider than most mechs, while still being as tall as other 50 tonners.
Extra armour is, I think, one of the best things it could get, secondly heat reductions (or dissipation bonuses).
If PGI wanted to do something extra special for it, it could also give us the Nova-U omnipods. Way out of timeline, but it contains a head mounted Jesus Box and each ST can mount 4 MGs; for a total of 8.
With the Stormcrow pods for 13E hardpoints already in the gamefiles...the Nova will need more than horrid hitboxes and JJs to compete with that; a Jesus Box, Triple AMS or 8 MGs (not insignificant heatless damage) could all provide a niche for the Nova to fill, that the 'Crow couldn't.
#6
Posted 31 December 2014 - 06:36 PM
Whatever quirks it gets it will always have the worstest hitboxes...
Even with 12+ERSML with 50% range buff its still gonna be that B-movie slasher chainsaw guy that keeps tripping over things...with a running chainsaw in hand.
The only trick shot that works with it is like firing-hip-shot down over the edge of a ramp onto an enemy just below you.
Its just built like a Orangutan with a super big nose. Cant even swing from trees.
What kind of MG quirk would even make them worthwhile?
I run the prime with either 12ersml/spl + 1 torso erll
or 3erml each arm. Could be quirked to 50% duration with a cooldown/heat quirk. Could be interesting.
JJ would need some Air Jordan Quirks just to have a chance to get out of a bad situation.
They should have scaled it/shaped it more similar to the Stormcrow...
#7
Posted 31 December 2014 - 10:15 PM
#8
Posted 31 December 2014 - 10:24 PM
before you all crucify me, i would than like to see it get 30-50% weapon heat reduction,
so Nerf to Torso Twist(to separate it from SCR) then huge Buff to weapon heat reduction,
#9
Posted 01 January 2015 - 01:06 AM
Andi Nagasia, on 31 December 2014 - 10:24 PM, said:
before you all crucify me, i would than like to see it get 30-50% weapon heat reduction,
so Nerf to Torso Twist(to separate it from SCR) then huge Buff to weapon heat reduction,
I would completely disagree with respect to the torso twisting. There is a theme in this game for mechs that never naturally had torso twist... they seem to need "more that the usual" level of torso twisting. The usual level is like 90 degrees or so.
The Jenner, Kitfox,and Catapult are examples of mechs having really high levels of torso twist, despite not originally having any. There are probably other exceptions but the point being... it really does need it.
Anyways, in my post, I didn't really mention about my builds or the approach I took in fighting (at least, the "optimal" method)... so I'll go in some detail.
In terms of mech building, I found that symmetry helps with a little sword and board favoring the right side due to the torso energy hardpoint. It doesn't necessarily mean I don't get stripped... because it's just plain fragile, but I have to play with that in mind to stick around long enough.
There are some simple builds... unimaginative but they do the job...
NVA-PRIME
NVA-B
NVA-S
I tend to find that 19-20 DHS is the sweet spot. I've kinda tried the sword and board option with the ERPPC+3meds, but I guess that depends on playstyle.
The best way of maximizing it requires "surprise" popshooting as long as you make your shots count. Otherwise, you are a really big pinata of sorts. Being as short-ish as a Kitfox helps, but being as wide as an Awesome doesn't. Hit and run is the primary goal... if not being the evil man around the corner. After then, you're itching for punishment.
I wanted to try something like 3 CERMED+1 CGauss, which is very doable on the Stormcrow. The actual problem is that you have so many built-in/hardlocked DHS (14 total, 4 external hardlocked) AND the 5 hardlocked JJs (5 JJs, 2.5 tons, 5 crits total) takes up that tonnage potential significantly. What you end up doing is stripping out a lot of armor to get this accomplished, and it's just not doable. That really ruins any possibility of running any sort of big ballistic of it. Of course, Endo Steel would actually be a big help here...
Anyways, it's just a terrible thing to lab around at times. At least the JJs don't overheat you like the Mist Lynx (which suffers from non-full truedubs)... did I forget to mention that those JJs often cause falling issues? More caveats than good stuff I guess...
#10
Posted 01 January 2015 - 01:15 AM
Deathlike, on 01 January 2015 - 01:06 AM, said:
Anyways, it's just a terrible thing to lab around at times. At least the JJs don't overheat you like the Mist Lynx (which suffers from non-full truedubs)... did I forget to mention that those JJs often cause falling issues? More caveats than good stuff I guess...
If you strip the opposite side of the mech, you can fit a Gauss or UAC10 with 4/5 ERMLs.
Gauss is risky, since gigantic ST+internal bomb+arm with lazors....bad times.
UAC10 lets you have some more armour, ammo though it runs a tad hotter with the additional laser.
It runs better with just plain laserspam, or 6 lasers and MGs. Boring, but often effective.
Recently, I've been having fun by using ALL the E hardpoints; 13 ERSLs and 13 SPLs. Maximum Wub is hot...but pretty deadly. ERSL builds are what I've found to be most effective, followed by the versatility of the 6 ERML+4MG build due to having twice the effective range, but only slightly less damage for the same heat.
#11
Posted 01 January 2015 - 01:36 AM
Mcgral18, on 01 January 2015 - 01:15 AM, said:
If you strip the opposite side of the mech, you can fit a Gauss or UAC10 with 4/5 ERMLs.
Gauss is risky, since gigantic ST+internal bomb+arm with lazors....bad times.
UAC10 lets you have some more armour, ammo though it runs a tad hotter with the additional laser.
It runs better with just plain laserspam, or 6 lasers and MGs. Boring, but often effective.
Recently, I've been having fun by using ALL the E hardpoints; 13 ERSLs and 13 SPLs. Maximum Wub is hot...but pretty deadly. ERSL builds are what I've found to be most effective, followed by the versatility of the 6 ERML+4MG build due to having twice the effective range, but only slightly less damage for the same heat.
Other clan weapons should be tweaked in such a way that makes more then just laser vomit the go to Clan build. And no, not just by making lasers "less desirable"...
#12
Posted 01 January 2015 - 01:41 AM
LordKnightFandragon, on 01 January 2015 - 01:36 AM, said:
Other clan weapons should be tweaked in such a way that makes more then just laser vomit the go to Clan build. And no, not just by making lasers "less desirable"...
On the Nova, it's sheer tonnage that restricts ballistic builds (as with most Clan mechs). Poor design choices/rules restrict them more than anything.
#13
Posted 01 January 2015 - 01:59 AM
Mcgral18, on 01 January 2015 - 01:15 AM, said:
If you strip the opposite side of the mech, you can fit a Gauss or UAC10 with 4/5 ERMLs.
Gauss is risky, since gigantic ST+internal bomb+arm with lazors....bad times.
UAC10 lets you have some more armour, ammo though it runs a tad hotter with the additional laser.
It runs better with just plain laserspam, or 6 lasers and MGs. Boring, but often effective.
Recently, I've been having fun by using ALL the E hardpoints; 13 ERSLs and 13 SPLs. Maximum Wub is hot...but pretty deadly. ERSL builds are what I've found to be most effective, followed by the versatility of the 6 ERML+4MG build due to having twice the effective range, but only slightly less damage for the same heat.
I honestly don't know how you can contain the fun on the Nova. I get really disappointed when I'm top of the team in damage sometimes in a Nova (in a loss moreso, but it's kinda hilarious in a win).
All good things will come to an end (mastered the Prime, 6K each for the S and B )..
Edited by Deathlike, 01 January 2015 - 01:59 AM.
#14
Posted 01 January 2015 - 02:28 AM
Deathlike, on 01 January 2015 - 01:59 AM, said:
I honestly don't know how you can contain the fun on the Nova. I get really disappointed when I'm top of the team in damage sometimes in a Nova (in a loss moreso, but it's kinda hilarious in a win).
All good things will come to an end (mastered the Prime, 6K each for the S and B )..
One does not simply "contain" the fun; you release it:
Ghost Lasers are handy for that.
Other times, it calls for Maximum PEW (until the A comes along):
It's no WUB, but it still hurts.
It excel's at a particular niche, of either pop-lasing or corner humping. Or simply dealing ungodly amounts of pinpoint damage in a short period of time, rivalled only by mechs twice its weight.
A PUG from the other night, if you need some convincing of the power of PEW:
Yes...I did die...but that's because I PEWed too hard, in front of a ThunderWub. But, I removed JHunch's Hunch, so it was totally worth it.
Edited by Mcgral18, 01 January 2015 - 02:28 AM.
#15
Posted 01 January 2015 - 06:54 AM
The nice thing about it was in CBT if you got really good odds on your hit rolls, you could unload an alpha and only be shut down a turn or two and take no damage 'cause heat doesn't cause damage in CBT but for ammo explosions, and Nova Prime has no ammo.
#16
Posted 01 January 2015 - 07:41 AM
Name a mech in the 40-50 ton range that's as good as any 55 tonner. The Nova should be no more durable than a Trebuchet. Speaking as a guy who owns a Treb with arm mounted weapons...I would not recommend taking a 50 toner with weapons in the arms and expecting it to be even decent.
#17
Posted 01 January 2015 - 07:46 AM
William Petersen, on 01 January 2015 - 06:54 AM, said:
That's a little misleading. You couldn't damage the mech, but you could damage the pilot. Once the pilot dies, the mech is out of the game. IIRC pilot damage also made piloting skill rolls more difficult, so if you had a pilot who'd taken a lot of hits, his mech tended to fall over (literally) after being shot by an AC/20.
Edit: Oh, also the Nova Prime has machine gun ammo.
Edited by Water Bear, 01 January 2015 - 07:54 AM.
#18
Posted 01 January 2015 - 08:42 AM
In the chassis tournament I piloted the nova up to #4....getting a good game in this thing is not easy and is often frustrating. It cannot take a hit at all without imploding on itself. Any damage taken is going to hurt. A LOT. I think a quirk + hit-box pass on the nova will go a long way to help this mech out.
#19
Posted 01 January 2015 - 08:50 AM
That said, the state of the Nova is pretty sad, I agree. That's why it needs a bunch of energy quirks to reduce its heat generation, so it can hit n run more effectively like it's supposed to.
Can't comment on its hotboxes though since I don't have enough experience on the mech.
Edited by Yosharian, 01 January 2015 - 08:53 AM.
#20
Posted 01 January 2015 - 08:53 AM
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