

#21
Posted 04 January 2015 - 01:30 AM
But not by a huge margin.
Change the % so that ERPPC sits at around 10-12 heat instead of 7.5, then the only thing really gained is "no 90M min" and some decent range out of the deal.
So that the 9S Quirk setup ends up as this.
(taken from December update PASS-2, highlighted my thoughts)
Additional Structure (LT&RT) +15
ER-PPC HEAT GEN -12.5% (down from -25%)
ER-PPC VELOCITY +15%
ER-PPC COOLDOWN +7.5% (down from +12.5%)
ENERGY WEAPON HEAT GEN -25%
ENERGY COOLDOWN +12.5%
LASER DURATION -15%
#22
Posted 04 January 2015 - 01:31 AM
The Thunderbolt 9S is a mech that is very good at one single niche, and has a laundry list of short-commings to make up for it.
#23
Posted 04 January 2015 - 01:31 AM
Maybe keep the quirk levels as is but make them PPC, not ERPPC. Gives the mech a "weakness" while not overly nerfing it.
Edited by Martis Gradivus, 04 January 2015 - 01:32 AM.
#24
Posted 04 January 2015 - 02:42 AM
#crymore
#25
Posted 04 January 2015 - 02:53 AM

#26
Posted 04 January 2015 - 02:56 AM
#27
Posted 04 January 2015 - 02:59 AM
Martis Gradivus, on 04 January 2015 - 01:31 AM, said:
Maybe keep the quirk levels as is but make them PPC, not ERPPC. Gives the mech a "weakness" while not overly nerfing it.
I'm not a fan of switching it from ERPPC to PPC, there are already quite a few mechs with standard ppc quirks... Unsurprisingly they aren't popular. I've very very very rarely seen a standard ppc on anything these days, which makes my huginn sad.
#28
Posted 04 January 2015 - 02:59 AM
#29
Posted 04 January 2015 - 02:59 AM
#30
Posted 04 January 2015 - 03:01 AM
#32
Posted 04 January 2015 - 03:06 AM
Unlike Gauss, they don't have to make every shot count because of precious ammo in CW, just fire a volley of shots constantly, something will hit.
Kiryuin Ragyo, on 04 January 2015 - 03:06 AM, said:
Actually yes.
Edited by Golden Vulf, 04 January 2015 - 03:07 AM.
#33
Posted 04 January 2015 - 03:12 AM
#34
Posted 04 January 2015 - 03:14 AM
Golden Vulf, on 04 January 2015 - 03:06 AM, said:
Unlike Gauss, they don't have to make every shot count because of precious ammo in CW, just fire a volley of shots constantly, something will hit.
Actually yes.
LOL. Actually infinite ammo lightning machine they got, ta-daaam.... Vindicator with 2xPPC.

#35
Posted 04 January 2015 - 03:33 AM
If it were up to me I'd give 50% weapon heat gen quirk to all mechs, or buffed dissipation 2 times, the effect is the same, it should've been done from the start anyways because it's how it were meant to be according to TT.
Edited by kapusta11, 04 January 2015 - 03:44 AM.
#36
Posted 04 January 2015 - 03:45 AM
Leave it a lone and adapt. That's what happens in combat for real. You cant ask the enemy to stop using something that works well.
#37
Posted 04 January 2015 - 03:59 AM
It would have been sufficient to quirk the ER-PPCs to 10 of a normal PPC. That would have been already strong. But currently it is reduced to 7.5 which next to a large laser!
Edited by xe N on, 04 January 2015 - 04:00 AM.
#38
Posted 04 January 2015 - 04:04 AM
Kiryuin Ragyo, on 04 January 2015 - 03:06 AM, said:
I suggest you do wipe the dirt off your eyes cause I am not a Clanner. However, I will call out imbalance whenever I see one.
#39
Posted 04 January 2015 - 04:09 AM
Vassago Rain, on 04 January 2015 - 01:28 AM, said:
I vote that if we 'tone it down,' we also straight up remove the clan 50% range advantage on practically everything.
Only thing is that most of its use is not at max range. Sure people take pot shots at that distance, but when they close range in the base in CW it becomes even more deadly.
Mudhutwarrior, on 04 January 2015 - 03:45 AM, said:
Leave it a lone and adapt. That's what happens in combat for real. You cant ask the enemy to stop using something that works well.
You don't "adapt" to facing 16 of them in CW. At that point it's leaning more towards abuse, just like the light zergs. Sure it's effective, but I'm sure it's not what was intended and it doesn't really make the game fun for the side that it's used against.
A couple of them are fine, just a bit over the top. It's when you get entire lances full of them that it becomes a problem.
Edited by KrazedOmega, 04 January 2015 - 05:41 AM.
#40
Posted 04 January 2015 - 04:35 AM
Vassago Rain, on 04 January 2015 - 01:28 AM, said:
I vote that if we 'tone it down,' we also straight up remove the clan 50% range advantage on practically everything.
Already done thanks to the quirks;
Howait, you don't play at this game anymore.
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