Patch Notes - 1.3.395 - 19-May-2015
#101
Posted 16 May 2015 - 01:47 PM
is a 2 second burn time too little for you? what a load of crap, clans are shoehorned into using smalls and pulses, or the crap ballistics to supplement our only decent weapons, the missiles?
super thankful for my 5 locked heatsyncs for my twin uac/10 timberwolf
how is this diversity?
at least the firestarter got a little nerf too....
oh how OP the clans are, funny PGI, good joke....
#102
Posted 16 May 2015 - 02:18 PM
#103
Posted 16 May 2015 - 03:09 PM
#104
Posted 16 May 2015 - 03:12 PM
#105
Posted 16 May 2015 - 03:32 PM
Firestarter-S1
Cicada-3F
Blackjack-2
Cataphract-3L
Stalker-3Fb
Banshee-5S
#106
Posted 16 May 2015 - 03:44 PM
Odanan, on 16 May 2015 - 10:25 AM, said:
Battlemaster BLR-4L has ECM.
Grasshopper GHR-7K has ECM.
Black Knight BLK-NT-2Y and BLK-NT-4D have ECM.
Quickdraw QKD-5Mr has ECM.
Awesome AWS-9Q has ECM.
JagerMech JM7-F has ECM.
Locust LCT-5W2 has ECM (OK, the hero got ECM, but still...)
Wolfhound WLF-4WA has ECM.
Crab CRB-30 has ECM.
Hunchback HBK-5P has ECM.
UrbanMech UM-R80 has ECM.
Victor VTR-10L has ECM.
Jenner JR10-X has ECM.
Shadowhawk SHD-8L has ECM.
Banshee BNC-8S has ECM.
Wolverine WVR-9W2 has ECM.
Vindicator VND-4L and VND-6L have ECM.
King Crab KGC-008B and KGC-009 have ECM.
Several Thunderbolt variants have ECM.
Stalker STK-3Fb has ECM (as the Star League royal variants are showing up, I'm still hoping for this variant to be released in MWO...)
Firestarter FS9-S1 has ECM (one more variant I hope will make it to the game)
Except for the 2 last mechs, all others are variants in the future of the timeline (almost every variant produced in the 3080's has ECM).
And there is not a single Commando or Cicada variant ever with ECM.
The Cataphract CTF-0X has ECM in stock. Well, sort of (it has EWE, but that's another discussion). That's why it was added (even if it was an experimental variant, with very few units produced).
But some would think the only reason to add the BLR-2C would be to make it ECM-capable...
It seams the fact some chassis will get or not ECM is more a matter of balance, not lore. So, the simple solution would be reduce the quirks in the new Battlemaster, while adding an ECM hardpoint.
Key word: I did say famous for it. And I do not think JIhand+ would be too reasonable either.
I didn't even know of the half those mechs being an ECM capable in the future. (besides firestarter, I believed the ECM one was coming to game originally)
And i did manage to talk about how it is also related to balance (ie the least amount of hardpoints for the chassis)
#107
Posted 16 May 2015 - 04:09 PM
To balance the game would be to give clan quality and IS quantity, hence 10 vs 12.
But no - quirks, quirks lead the way.... to nowhere.
#108
Posted 16 May 2015 - 04:15 PM
#109
Posted 16 May 2015 - 04:41 PM
DarkExar, on 16 May 2015 - 04:09 PM, said:
But no - quirks, quirks lead the way.... to nowhere.
Exactly. It drives me crazy that superior technology works less efficient that inferior technology. Oh and they some how have less ability to customize, which is actually what OmniTechnology was all about!
EDIT: I almost forgot to say, that I don't really like the idea of quirks. It should be lances versus stars, which would be 3 lances (12 mechs) vs 2 stars (10 mechs). Just like DarkExar said!
Edited by PeeWrinkle, 16 May 2015 - 05:02 PM.
#110
Posted 16 May 2015 - 05:01 PM
#111
Posted 16 May 2015 - 05:09 PM
valt901, on 16 May 2015 - 05:01 PM, said:
It's not a novel idea, it's a commonly proposed idea from players who have no clue.
Here's the thing. If they always buff the weaker mechs to bring them up to the level of the most powerful mechs, you create unending power creep. This, because you'll never get it right on, and there will ALWAYS be weaker mechs. It's inevitable. Power creep continually erodes TTK, and that's a game design problem.
This has nothing to do with profit, and everything to do with gameplay being what it should be (though, to be honest, good gameplay leads to profit in the long term). We don't want short TTK. Thus, if you buff the weakest, nerf the strongest, you normalize around the midrange. This prevents power creep in either direction.
#112
Posted 16 May 2015 - 05:42 PM
Clans have the worst missiles in the game.
Clans aren't playing CW.
Nerf Clan Lasers.
Bold strategy, Cotton, lets see how that works out for'em.
BB when the shadowcat comes out.
(And when you screw that up, I've built up quite a stockpile of other games to play in the last few months.. might even get back into single player.)
[Redacted]
#113
Posted 16 May 2015 - 06:05 PM
#114
Posted 16 May 2015 - 06:43 PM
Of course they got the nerf-bat. They where the best mechs in the game for a long time. Be glad they weren't Victored.
#115
Posted 16 May 2015 - 06:48 PM
I applaud your efforts to keep the battlefield diverse. Adjusting the mechs as time passes by is a good thing for game play.
I, like many others, would like to see an adjustment to the Clan ballistic weapons. Seeing nothing but laser whores and missile chuckers gets a bit old. But alas... until then.... keep up the good work!
edit: I originally read just the notes and a few of the responses, but after I posted I read the rest of the responses and all I have to say is this: there are certainly some "sky is falling/the game is ruined/I'm quitting" immaturity in this thread. Wowza. The patch and quirk adjustments have not even arrived yet.
Edited by BigBenn, 16 May 2015 - 06:52 PM.
#116
Posted 16 May 2015 - 07:33 PM
#117
Posted 16 May 2015 - 08:05 PM
PeeWrinkle, on 16 May 2015 - 04:41 PM, said:
Exactly. It drives me crazy that superior technology works less efficient that inferior technology. Oh and they some how have less ability to customize, which is actually what OmniTechnology was all about!
EDIT: I almost forgot to say, that I don't really like the idea of quirks. It should be lances versus stars, which would be 3 lances (12 mechs) vs 2 stars (10 mechs). Just like DarkExar said!
Aaactually.... the locked structure/JJs/engine/HSs are EXACTLY how Omni works... All the parts have to be made the same, so they can bolt in and out...
Quote
http://www.sarna.net/wiki/OmniMech
Otherwise... I agree, this is kind of ludicrous. the Clan lasers are already a PITA to use, making the take even LONGER is a bad, bad, awful move. Shorten the duration of auotcannons instead, that will net you the same results, but in a more fun way. Clanners don't (usually) use lasers because they like them, but because it's all they have...
Granted, this change was only made on two mechs... but still... it's not a good move. And I don't even own/play timbies, I don't like my Storm Crows. I play IS
Also, I too would like to see 10v12 for CW.
PS: The modest nerfs to the STK-4N seem appropriate n.n It was never super OP in my opinion. but it was perhaps a smidge higher than it should be. I think the slight reduction in buffs will bring it in line nicely.
Edited by Twilight Fenrir, 16 May 2015 - 08:06 PM.
#118
Posted 16 May 2015 - 09:38 PM
In terms of power creep, quirk individual weapons based on manufacturer (Defiance Autocannons, Hellstar PPCs, etc). At that point the offense can go anywhere, balance is spread out to any chassis with a hardpoint available for it. Could even do multiple tiers of quirks per weapon - if Sarna mentions it on a specific chassis then give it the highest value quirk, then a lesser value if you lob it on any ol'random chassis. (Defiance Autocannon/10 - 10% cooldown on XXX mech, otherwise 5% cooldown). Eh, dunno.
Of course, maybe then manufacturer home planets become meaningful in CW... can't buy it, if you don't own the planet...
Edited by Mathias Gray, 16 May 2015 - 09:54 PM.
#119
Posted 16 May 2015 - 10:14 PM
#120
Posted 16 May 2015 - 10:26 PM
DarkExar, on 16 May 2015 - 04:09 PM, said:
To balance the game would be to give clan quality and IS quantity, hence 10 vs 12.
But no - quirks, quirks lead the way.... to nowhere.
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