#1
Posted 13 February 2015 - 12:01 PM
Changing weapons would negatively affect also the other clan mechs so probably the best thing to do is to give negative quirks to specific mechs/pods instead and don't nerf the weapons even more.
For example the SCR-Prime arms could get a 10% more heat on lasers (per arm), the mech itself could get a 10% speed nerf, basically restricting it to its base speed after the speed tweak bonus.
Agility and torso twist should also be looked into, there is past experience in this, it is the way the Victor was "balanced" when it was still worth something. It suddenly disappeared so I imagine the same medicine could work for TBR and SCR. The killer machine K2 also saw similar torso movement limitations.
More ideas?
#2
Posted 13 February 2015 - 12:07 PM
#3
Posted 13 February 2015 - 12:15 PM
The Stalker trial? Dear god...that mech feels like im driving a Semi Truck without power steering.....
#4
Posted 13 February 2015 - 12:19 PM
#5
Posted 13 February 2015 - 12:25 PM
Quote
Regarding the problem clans specifically, Stormcrow needs some turn rate adjustments, and possibly heat adjustments per omnipod. TW needs turn rate adjustments and accel/decel changes, but keep the max speed the same. Daishi really just needs something to lower its heat cap when taking the prime arms. Those arms basically cause most of the issues. I'd also make changes to the S torsos so that there's actually a reason to take something else over them.
#6
Posted 13 February 2015 - 12:27 PM
#7
Posted 13 February 2015 - 12:34 PM
Nova got some kind of -heat generation for lasers in general, but hopefully for mediums mainly and if they reinforced the armor in the ST's to make up for the fact that they're very hard to shield.
I would use a Summoner over a Timberwolf if:
Summoner got some kind of boost to the JJ to make it even more agile, and if they increased the stock quirks that the Omni pods currently have from 10% to 20% by adding an additional 10% bonus to the specific weapons the stock loadout uses, the LBX/10, LRM15, and cerPPC. This would make the stock summoner fun again, and able to compete with so few weapons. The build only comes with a ton of ammo for each the LRM and LBX launcher leaving the mech with a single cerPPC for much of the match. Make it more nimble and fast firing and we'll see more of them.
I would take an Adder over a Mist Lynx or Kit Fox if:
Needs a decent cerPPC quirk or energy weapons in general and some internal structure added to the legs/arms to toughen it up a bit. It's not fast and it can't jump, so lets make it a little bit tankier. It's not right that the 35 ton clan light feels more fragile than the 30 tonner.
I like the Kit Fox as is, I feel it's well balanced. It could use some internal structure to the side torso's but it doesn't need much. I feel the quirks added to the Mist Lynx are in line with it's weight/role.
I don't know what quirks added to the Gargoyle would make me want to use them outside maybe -heat generation or perhaps a -20% LBX/20 CD since this seems to be one of the only mechs that can make use of that weapon.
#8
Posted 13 February 2015 - 12:42 PM
i feel that the only reason SCRs & TBRs seem so powerful is the number of them you see being used,
the more a mech is useful the more that mech will get used, the more its used the more people die from it,
the more people die from it the more those people see it as more of a threat,
IS vs Clan, 100 mechs vs 100 mechs,
lets assume IS has all manor of mixed mechs AS7 KGC TDR CAT SDH HBK FS9 RVN,
lets also assume Clan has mostly TBR and SCR(others present but in a lesser extent),
-
IS Final Scores show KGC getting 11% of kills, TDR getting 13% of kills, FS9 getting 9% of kills, (33% total),
but Clan Final Scores show TBR getting 32% of kills, SCR getting 27% of kills, (59% total)(26% more),
by this TBRs and SCRs seem over powered, but remember more people are fielding them,
-
another way to look at this is if you do a 4vs4 ISvsClan battle, (1SDH, 1GRF, 1HBK, 1CN9)vs(3SCR, 1NVA)
each SCR has 25% chance of dieing from each of the IS mechs, but each IS has 75% chance of dieing form a SCR,
#9
Posted 13 February 2015 - 12:44 PM
Andi Nagasia, on 13 February 2015 - 12:42 PM, said:
i feel that the only reason SCRs & TBRs seem so powerful is the number of them you see being used,
the more a mech is useful the more that mech will get used, the more its used the more people die from it,
the more people die from it the more those people see it as more of a threat,
IS vs Clan, 100 mechs vs 100 mechs,
lets assume IS has all manor of mixed mechs AS7 KGC TDR CAT SDH HBK FS9 RVN,
lets also assume Clan has mostly TBR and SCR(others present but in a lesser extent),
-
IS Final Scores show KGC getting 11% of kills, TDR getting 13% of kills, FS9 getting 9% of kills, (33% total),
but Clan Final Scores show TBR getting 32% of kills, SCR getting 27% of kills, (59% total)(26% more),
by this TBRs and SCRs seem over powered, but remember more people are fielding them,
-
another way to look at this is if you do a 4vs4 ISvsClan battle, (1SDH, 1GRF, 1HBK, 1CN9)vs(3SCR, 1NVA)
each SCR has 25% chance of dieing from each of the IS mechs, but each IS has 75% chance of dieing form a SCR,
Exactly....lets see the number of other Clan mechs fielded vs the number of SCR/TBR...its prolly 7/1....
#10
Posted 13 February 2015 - 01:57 PM
I personally am thankfull that they are done nerfing mechs, it creates problems down the road. Buffing a bunch of other things makes the game a lil bit new and exciting each time. Rather han pooping on your favorite mech with nerfs...
#11
Posted 13 February 2015 - 02:05 PM
#12
Posted 13 February 2015 - 02:16 PM
#13
Posted 13 February 2015 - 02:26 PM
#14
Posted 13 February 2015 - 02:38 PM
Joey Tankblaster, on 13 February 2015 - 02:26 PM, said:
Clan TECH is OP, I mean lasers and Gauss (you'll notice it when dual gauss capable heavies will be released), The TBR and SCR themselves are fine.
#15
Posted 13 February 2015 - 02:46 PM
#16
Posted 13 February 2015 - 02:49 PM
From there adjusting base weapon values to better match current armor would be the next thing to do.
Then reserve quirks for a case by case buff in relation to Hardpoint Counts.
Actually, I would not mind using quirks to replace our currently bland Mech Tree Efficiencies. This way quirks (which do make things more efficient) and module slots get unlocked for individual variants.
This shouldn't be too much work for the devs and allows for the reapplication of current work I hope.
#17
Posted 13 February 2015 - 02:56 PM
#18
Posted 13 February 2015 - 03:12 PM
#19
Posted 13 February 2015 - 03:39 PM
process, on 13 February 2015 - 02:56 PM, said:
Yeah, I would normalize Clan and IS range a little more.
ISML: 350m
CML: 450m
ISERPPC: 775m
CERPPC: 810m
Give Clans a slight edge, but nothing to amazing, then dial back the Clan beam times a little, maybe 0.15-0.25s slower overall. 1.25 beam time CLL....0.82 burn time CLPL....IS LPL is like 0.67.
#20
Posted 13 February 2015 - 03:42 PM
LordKnightFandragon, on 13 February 2015 - 03:39 PM, said:
Yeah, I would normalize Clan and IS range a little more.
ISML: 350m
CML: 450m
ISERPPC: 775m
CERPPC: 810m
Give Clans a slight edge, but nothing to amazing, then dial back the Clan beam times a little, maybe 0.15-0.25s slower overall. 1.25 beam time CLL....0.82 burn time CLPL....IS LPL is like 0.67.
Why would you nerf the IS ERPPC?
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