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A Vote On Tdbolts

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#41 Mordin Ashe

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Posted 04 January 2015 - 05:00 AM

All the best Is units have drop decks built from TDRs with 3xERPPCs. That alone is enough for me to say that they need a nerfbat.

#42 Jonny Taco

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Posted 04 January 2015 - 05:25 AM

It's OP as hell.

#43 Gattsus

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Posted 04 January 2015 - 05:36 AM

no T_T

#44 derFiend

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Posted 04 January 2015 - 05:36 AM

View PostMordin Ashe, on 04 January 2015 - 05:00 AM, said:

All the best Is units have drop decks built from TDRs with 3xERPPCs. That alone is enough for me to say that they need a nerfbat.


All the best Clan units have drop decks built with Timber and Stormcrows. That alone is enough for me to say that they need a nerfbat.

#45 KrazedOmega

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Posted 04 January 2015 - 05:44 AM

View PostderFiend, on 04 January 2015 - 05:36 AM, said:


All the best Clan units have drop decks built with Timber and Stormcrows. That alone is enough for me to say that they need a nerfbat.


With a variety of different weapons. Not all boating the same thing.

#46 Mordin Ashe

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Posted 04 January 2015 - 05:47 AM

View PostderFiend, on 04 January 2015 - 05:36 AM, said:


All the best Clan units have drop decks built with Timber and Stormcrows. That alone is enough for me to say that they need a nerfbat.

Clans have 3 solid Mechs and those two are 2/3 of that, the last one is close to useless in CW. Besides, you see many other Clan mechs in battles, much more than other IS mechs that aren't TDRs.
And as KrazedOmega wrote above, the Mechs have different loadouts.

So yes, your attempt failed. Logic check recommended next time, focus on comparing Mech pools and % viability of specific chassis and take weaponry into consideration. Too much for you? I suppose so but still, try it.

Edited by Mordin Ashe, 04 January 2015 - 05:48 AM.


#47 Grimferth

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Posted 04 January 2015 - 05:51 AM

I don't have a problem with the current (over-)use of the Thud. Back when I bought the Phoenix package, I spent the time and effort to master all three Thuds, only to have them sit mothballed in the mech bays for months. So if Thuds are the flavor of the month, I'm sure something else will come along shortly. All the calls to nerf or buff something we don't like in MWO sounds like whining to me....

#48 Zolaz

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Posted 04 January 2015 - 06:08 AM

The Thud 9S was never really used prior to quirks. It was a T5 mech. I did run it with dual AMS if I wanted to fight LRMs in the solo queue, but that was the only time I brought it out. Normally ran it with either 3 ERLLs or 3 LPL depending on if I wanted to snipe or brawl.

The Thud just doesnt compare with the Timberwolf. I'd run a TW all day long instead of the Thud. TW gets better everything with JJs. If you are worried about ERPPCs get some JJs and some speed, host state rewind will do the rest for you.

#49 derFiend

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Posted 04 January 2015 - 06:13 AM

View PostKrazedOmega, on 04 January 2015 - 05:44 AM, said:


With a variety of different weapons. Not all boating the same thing.


Boathing all the same things is related to the quirks. Before 9S start with ERPPC Quirks, i used it all the time with double LPL and mlaser. Was a very good mech, but not a common use for all of them. If PGI change the special to ER PPC quirks to general energy one, i will like it.
Then you argument isn´t still valid. If Timber or Stormcrow receive special quirks to special weapons, you´ll see the same boating there...

View PostZolaz, on 04 January 2015 - 06:08 AM, said:

I'd run a TW all day long instead of the Thud. TW gets better everything with JJs.


TW is still a easy mode mech... with no efforts it´s the mech with best KD i have. Don´t need any skill or talent to bee good with it...

#50 Mechteric

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Posted 04 January 2015 - 06:14 AM

just remove the 25% heat generation quirk, that would still be fine

#51 derFiend

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Posted 04 January 2015 - 06:21 AM

Fact is, that most IS units will use other Mechs then, and the cry start again...

#52 Chemie

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Posted 04 January 2015 - 06:23 AM

Nope.

It is not OP in public games, and not OP in sulfur, and not OP in brawls. It is unique for borreal as a long range mech. With only two maps, it makes sense to bring. As they make more maps, there will be pros/cons to have one in your deck.

Plus, without it, clans cERLL will rule the long range engagement making defense and attack on borreal near impossible as IS vs clans.

Edited by Chemie, 04 January 2015 - 06:23 AM.


#53 derFiend

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Posted 04 January 2015 - 06:25 AM

Thats right, but the cry never understand deep facts...

#54 Farix

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Posted 04 January 2015 - 06:27 AM

View PostMordin Ashe, on 04 January 2015 - 05:47 AM, said:

Clans have 3 solid Mechs and those two are 2/3 of that, the last one is close to useless in CW. Besides, you see many other Clan mechs in battles, much more than other IS mechs that aren't TDRs.
And as KrazedOmega wrote above, the Mechs have different loadouts.

So yes, your attempt failed. Logic check recommended next time, focus on comparing Mech pools and % viability of specific chassis and take weaponry into consideration. Too much for you? I suppose so but still, try it.

So your complaint basically comes down to lack of variety. However, name another IS energy mech that can fight Clans mechs at range?

#55 SolCrusher

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Posted 04 January 2015 - 06:27 AM

Nay, I set mine up and I don't see much of a difference. It's not like we have 12 mans dropping in 12 of them. It's easy of over power one to 2 they can't brawl bra.

#56 Mcgral18

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Posted 04 January 2015 - 06:56 AM

Half heat is ridiculous. The 5SS was nerfed when it was at 25%; reduced to 15%.

I'd say do the same thing; bring it down 10%. 20% general heat gen, 20% ERPPC specific. 9 heat ERPPCs is still better than normal PPCs, or 8 heat normal PPCs.


An easy change which isn't insignificant, and still very powerful, but not completely ridiculous. Only moderately ridiculous.

Edited by Mcgral18, 04 January 2015 - 06:56 AM.


#57 Green Mamba

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Posted 04 January 2015 - 07:18 AM

View PostMordin Ashe, on 04 January 2015 - 05:00 AM, said:

All the best Is units have drop decks built from TDRs with 3xERPPCs. That alone is enough for me to say that they need a nerfbat.


I am sure glad "ALL "Clan Drop Decks don't include Stormcrows or Timberwolves then that alone would make me say they need a nerfbat :ph34r:

#58 Coolant

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Posted 04 January 2015 - 07:59 AM

only the 3 ERPPC one. But Just make the ghost heat on 3 be waaaay too much. I only use 2 on that mech to keep the heat down....i don't think there should be a penalty for firing only 2.

Edited by Coolant, 04 January 2015 - 07:59 AM.


#59 Wintersdark

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Posted 04 January 2015 - 08:12 AM

View PostVassago Rain, on 04 January 2015 - 01:28 AM, said:

IS has one robot that gets range on the clans.

I vote that if we 'tone it down,' we also straight up remove the clan 50% range advantage on practically everything.
One? Is can out range the Clans in almost everything if they so choose. Max range with ERLL, ERPPC or guass,can easily meet clan ranges in midrange energy, outrage LRM's and SRM's. Clans hold range advantage takes on non-gauss ballistics, but that's with clan AC's. Lol. Clans have the ERML, and that's it. . Yay, range superiority in medium lasers!



#60 Mcgral18

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Posted 04 January 2015 - 08:18 AM

View PostWintersdark, on 04 January 2015 - 08:12 AM, said:

One? Is can out range the Clans in almost everything if they so choose. Max range with ERLL, ERPPC or guass,can easily meet clan ranges in midrange energy, outrage LRM's and SRM's. Clans hold range advantage takes on non-gauss ballistics, but that's with clan AC's. Lol. Clans have the ERML, and that's it. . Yay, range superiority in medium lasers!


While the IS has ERPPCs that are marginally hotter than the Clam Medium Lasers.





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