

Is Dropdeck Tonnage Reduction Now In Effect
#213
Posted 11 May 2015 - 10:30 PM
#215
Posted 11 May 2015 - 10:37 PM
Edited by MechaNagato, 11 May 2015 - 10:38 PM.
#216
Posted 11 May 2015 - 10:39 PM
+1 for 1:1 balancing
#217
Posted 11 May 2015 - 10:47 PM
By looking at the Mauler's current concept art the ballistics are relatively nipple heightish. and say you have 4 AC 5s with 2 meds as a build which im sure would fit reasonably. Lets exclude quirks. Peaking lets say a hill and you peak over and fire. Thats 20 dmg out the door if alpha'd im sure you'll have at least a second and a half maybe a second to duck down / torso twist away from incoming fire then really its kinda roughly the same or even better since clan lasers have longer burn times thus leading to more face time. unless you're incompetent in your piloting abilities..
Edited by LastKhan, 11 May 2015 - 10:59 PM.
#218
Posted 11 May 2015 - 10:49 PM
#219
Posted 11 May 2015 - 10:50 PM
I played 15 matches during the Battle of Tukayyid and I've won most of them. Why? Because my opponents were a bunch of terribad pugs, with avg damage like 500 or 600 ( how can you be so bad?!). I have lost only when I've found competent opponents on the other side of the map and I'm not talking about 12-man premades, just small groups of 2-3 players but with a known tag.
The problem with IS is that the vast majority of the random players are in their rows. That doesn't usually happen with clans.
I would really like to see the avg Elo of the two factions.
#220
Posted 11 May 2015 - 10:51 PM
Tom Sawyer, on 11 May 2015 - 02:32 PM, said:
Once again the IS gets screwed over. It was not enough that we got flooded with attacks and could only respond.
How about Tukayyid 2 where the clans have to defend and we can flood attack?
Really? remember the event before Tukayyid that basicly clans lost what... 47 planets without gaining ones?
IS cries clans OP when Clans out number IS in players and win due to CW bug: nerf clan weapons in general
Still happens?: buff IS drop deck
Still happens?: Nerf clan engine and energy weapons more
Clans now so underpowered that a bare fraction of the community stuck with clans (in active CW) and is lossing many planets while IS gain x4 more planets then clans per day?: #Perfect ballance.
IS now getting dozens of planets in a week without clans getting anything, clans are getting nearly to the same point they were at day 1 of CW map: "Oh, IS isn't OP, it's just MM issues that has been around forever and obviously clans were still OP and it wasn't MM issue, lets just fix that issue and not do anything with clans at all!"
now CW has relatively equal wins and losses and now it's back to clans OP?
Good to know.
With that sarcastic wall out of the way from the majority os IS whiners on the forums.
I do hope to see the clan quirks to be improved quite a bit and removing the linked ghost heat AT LEAST for smaller energy weapons and upgrading clan ER Large lasers/ pulse to 3's like IS.
#221
Posted 11 May 2015 - 10:55 PM
Oh no wait i won't because CW isn't worth getting a new mech.
#222
Posted 11 May 2015 - 10:56 PM
MechaNagato, on 11 May 2015 - 10:37 PM, said:
this is true, however, the mauler also have room for lasers as well. but we aren't even going to talk about those. Those 4 ac2's would fire 6 times over the course of 3 (half a second cooldown for ease of calculation, and reasonable including modules, elite, and 10% quirk) seconds. The TBR's alpha of 56 damage (based on your 7 salvos of ac2) recharges in 2.75 seconds (again including modules, elite, and no neg quirks)
All that considered, I'd still take the AC2's why? heat efficiency, screen shake, heat efficiency, impact explosion causing blind, oh, and heat efficiency.
Edited by Torchfire, 11 May 2015 - 11:06 PM.
#223
Posted 11 May 2015 - 10:57 PM
LastKhan, on 11 May 2015 - 10:47 PM, said:
By looking at the Mauler's current concept art the ballistics are relatively nipple heightish. and say you have 4 AC 5s with 2 meds as a build which im sure would fit reasonably. Lets exclude quirks. Peaking lets say a hill and you peak over and fire. Thats 40 dmg out the door if alpha'd im sure you'll have at least a second and a half maybe a second to duck down / torso twist away from incoming fire then really its kinda roughly the same or even better since clan lasers have longer burn times thus leading to more face time. unless you're incompetent in your piloting abilities..
4x AC5 is a 20 point alpha, not a 40 point. Unless you are going to spend the extra 8 tons to upgrade them to UAC5 (which also means no room for an XL).
Edited by Adamski, 11 May 2015 - 10:59 PM.
#224
Posted 11 May 2015 - 10:58 PM
Adamski, on 11 May 2015 - 10:57 PM, said:
4x AC5 is a 20 point alpha, not a 40 point. Unless you are going to spend the extra 8 tons to upgrade them to UAC5.
oops yup i stand corrected.
MechaNagato, on 11 May 2015 - 10:49 PM, said:
So, even the clan mechs like the timber and hellbringer isnt ideal? xD
Edited by LastKhan, 11 May 2015 - 10:59 PM.
#225
Posted 11 May 2015 - 11:06 PM
Adamski, on 11 May 2015 - 10:57 PM, said:
4x AC5 is a 20 point alpha, not a 40 point. Unless you are going to spend the extra 8 tons to upgrade them to UAC5 (which also means no room for an XL).
4 tons. Uac5 is 9t, ac5 is 8t.
But still, 4x ac5? You move out, fire and hold the trigger, by the time you're moving back into cover your second shot fires.
As much as I love the King Crab, its loooooow, wide arms really impede its ballistics. Mauler looks much higher and tighter.
#226
Posted 11 May 2015 - 11:14 PM
How about differentiating a bit more between "house" units, that includes clan units with a permanent contract, as opposed to merc units?
How about giving IS house units their 250 tons, Clan house units their 240 tons, IS merc units 230 tons and Clan merc units 220 tons for a dropdeck or merc units, regardless of employer, 225 tons?
Might shake things up a bit and might reduce the total domination of huge merc conglomerates on CW.
Also, with the current schedule of having to fight for each sector on a planet twice and the 8 hours cease fire schedule many IS groups simply don't play CW anymore. Increase the time between cease fires, and perhaps even make it somewhat random, so that there won't be "sweet times" for certain time zones. Make a fighting period e.g. 24 hours plus x hours, where x varies between 1 to 12 hours. Folks can still plan, but it would shift those sweet times between the time zones and allow all of them to get additional drops in now and then.
#227
Posted 11 May 2015 - 11:17 PM
#228
Posted 11 May 2015 - 11:30 PM
It's not the tonnage but how you use it.
#229
Posted 11 May 2015 - 11:39 PM
Not al all happy, PGI.
Edited by Appogee, 11 May 2015 - 11:40 PM.
#230
Posted 11 May 2015 - 11:41 PM
What is this supposed to solve?
#231
Posted 11 May 2015 - 11:41 PM
Baby Cow 12, on 11 May 2015 - 02:41 PM, said:
There are few cw players because people that enjoy teamplay, putting a bit of effort in and getting to know other people are in the minority.
It seems the majority are drop and shoot players that treat MWO as a filler game-much like the general mmo playerbase these days. Any game that isn't super simple, throwaway easy it gets cried about.
PGI didn't aim it at their demographic very well, that's all.
#232
Posted 11 May 2015 - 11:44 PM
And another Stalker! This guy got all the way down to 4% (didn't know it was even possible) and took 3 of our guys with him. That was just WTF thing. So, Sphere, try playing with our mechs first, than complain.
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