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Helping The People Choose The Nerfs/buffs


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#41 Wildstreak

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Posted 22 May 2015 - 06:25 AM

About the Adder.

#42 Scout Derek

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Posted 22 May 2015 - 08:26 AM

New Topics, please check original post.

#43 Lily from animove

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Posted 13 August 2015 - 12:39 AM

View PostAntiCitizenJuan, on 21 May 2015 - 07:48 AM, said:

The Warhawk? Really?


well, seriously, warhawk sucks, there is hardly a reason to sue it over a DWF, the bit more mobility hardly helps, and for an energydedicated Assault it runs too hot. But you cna not build it on M's and B's without wasting a massive tonnage on unecessary DHS that are fixed in the Torso. This mech may not be abyssimal bad, but the mech has big issues the way it is and in a the comparison of what opportunaty choiceds you have, the mech simply loses the comparison.

Strange the WHK in the OP is amongst nerf and bufflist


View PostTwilight Fenrir, on 21 May 2015 - 08:39 AM, said:

This thread needs to die...

I've got clan tags, now. But until 3 days ago I was IS since there were factions... I NEVER had any trouble killing Timbies, or Storm Crows... And Dire Wolves shrivel infront of the glory of my King Crab 000(L).

Warhawk needs nerfs? Really? I picked that mech for my prize in the event it was given away... I basic'd it, and sold it... I hated that mech. It does NOT need nerfs of any kind, though it could stand some light buffing.

The clan mechs are fine... Tuukkayyid showed the balance beautifully, almost a 50/50 split... So why are we trying to rebqlance the game? Meta? There are always configurations that are arguably better than others.... That's always been true of Mechwarrior. What's also true, is that it's boring to pilot the same mechs over, and over... And some people can do better with different mechs. And as new content arrives, old meta will fade away...

I can't believe how much this community whines frivolously.


It's about balance, and talkign about balance should not even be a matter of IS or clan, its should always be a chassis 2 chassis comparison.Tukkayid, i don't if it is a good example for "balance" because teamplay there plays much more of an influencing factor than pure mechchoices. The TBR and the SCR hwoever have somethign in advantage to others of their classes. Especially SCR, that makes them too good in comparison to the other mechs available. Especially with the 3E shoulder the tbr won a lot of usability for hillhumping and poptading for CW. something only the HBR can do similar. and to a specific degree the EBJ. Yet TBR as ususal can exceed the others. And thats not balanced from a chassis 2 chassis comparison.

Edited by Lily from animove, 13 August 2015 - 12:40 AM.


#44 Duke Nedo

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Posted 13 August 2015 - 01:12 AM

Just watch the lineups in the finals in the tournaments. And PGI has all the metrics they need from both CW, group and solo play.

#45 Top Leliel

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Posted 13 August 2015 - 11:06 AM

Good idea for a thread. Could you add polls for the Clan Wave III mechs too? That's where a lot of balancing is needed right now.

#46 Scout Derek

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Posted 13 August 2015 - 12:10 PM

View PostTop Leliel, on 13 August 2015 - 11:06 AM, said:

Good idea for a thread. Could you add polls for the Clan Wave III mechs too? That's where a lot of balancing is needed right now.

You know to be honest I didn't know someone necro'd this thread.

I'll add a few more later today or tomorrow.



#47 Y E O N N E

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Posted 13 August 2015 - 08:36 PM

Why are you talking about buffing/nerfing 'Mechs when the equipment hasn't even reached any sort of equality of utility on its own? Even weapons within one tech-set are not useful next to others, and then we still need to balance across the sets.

This is bass-ackwards. Fix the equipment, then find out which 'Mechs are still weak. The weak 'Mechs will be weak because they are slow or squishy, and you can fix that by playing with twist speed, twist angle, acceleration, turn rate, structure points, and armor points. Outside of heat-generation buffs on anything that can't mount 10x TrueDubs, weapon quirks need not apply.

#48 Scout Derek

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Posted 13 August 2015 - 10:29 PM

View PostYeonne Greene, on 13 August 2015 - 08:36 PM, said:

Why are you talking about buffing/nerfing 'Mechs when the equipment hasn't even reached any sort of equality of utility on its own? Even weapons within one tech-set are not useful next to others, and then we still need to balance across the sets.

This is bass-ackwards. Fix the equipment, then find out which 'Mechs are still weak. The weak 'Mechs will be weak because they are slow or squishy, and you can fix that by playing with twist speed, twist angle, acceleration, turn rate, structure points, and armor points. Outside of heat-generation buffs on anything that can't mount 10x TrueDubs, weapon quirks need not apply.

You know buffs/nerfs also apply to what you're saying, not just the equipment...

#49 SaltBeef

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Posted 13 August 2015 - 10:30 PM

Shadowcat needs to be in the Buff section. M.A.S.C. speed increase 130kph TT value.


#50 Pjwned

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Posted 14 August 2015 - 01:02 AM

View Postlordtzar, on 21 May 2015 - 07:59 AM, said:

Well, how is the direwolf any better than the king crab?


It's better because of the clan XL engine.

#51 Y E O N N E

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Posted 14 August 2015 - 02:03 AM

View PostScout Derek, on 13 August 2015 - 10:29 PM, said:

You know buffs/nerfs also apply to what you're saying, not just the equipment...


But you are still getting ahead of yourself talking about what to do with the 'Mechs themselves. You can't accurately gauge what 'Mechs need help and what type or degree of help that should be until the things you put on the 'Mechs are in a good position...which they currently are not.

TL;DR: until a Blackjack with Smalls can be considered to be just as useful as a Blackjack with Mediums or a hypothetical Blackjack with C-ERML, there's little point in discussing what to do with the Blackjack as a chassis.

#52 Yokaiko

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Posted 14 August 2015 - 02:06 AM

View PostTop Leliel, on 13 August 2015 - 11:06 AM, said:

Good idea for a thread. Could you add polls for the Clan Wave III mechs too? That's where a lot of balancing is needed right now.



Don't worry anything useful will be nerfed to hell as soon as they are available for C-bills.

View PostPjwned, on 14 August 2015 - 01:02 AM, said:


It's better because of the clan XL engine.


It can maintain the same speed, with better manuverability as a DWF with the stock 300 standard. Try again please.

#53 El Bandito

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Posted 14 August 2015 - 02:10 AM

View Postlordtzar, on 21 May 2015 - 07:59 AM, said:

Well, how is the direwolf any better than the king crab?


View PostYokaiko, on 14 August 2015 - 02:06 AM, said:

It can maintain the same speed, with better manuverability as a DWF with the stock 300 standard. Try again please.


Comp teams prefer Direwolves over King Crabs, so there must be a good reason for that. Hell, except for the Lights, all other classes are predominantly Clan mechs in Mount Tryhard.

Posted Image

Edited by El Bandito, 14 August 2015 - 02:12 AM.


#54 Yokaiko

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Posted 14 August 2015 - 02:12 AM

So what?

#55 Y E O N N E

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Posted 14 August 2015 - 02:12 AM

View PostYokaiko, on 14 August 2015 - 02:06 AM, said:

It can maintain the same speed, with better manuverability as a DWF with the stock 300 standard. Try again please.


But it can only rock about 60% of the firepower relative to the meta-payload. The KGC goes down with the same ease as a DWF, but its weapons are far less frightening. So, that extra maneuverability doesn't count for much in the long run.

#56 Pjwned

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Posted 14 August 2015 - 02:16 AM

View PostYokaiko, on 14 August 2015 - 02:06 AM, said:

It can maintain the same speed, with better manuverability as a DWF with the stock 300 standard. Try again please.


Significantly lower weight engines while maintaining essentially STD engine survivability clearly has no impact.

Duh.

#57 Yokaiko

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Posted 14 August 2015 - 02:19 AM

View PostPjwned, on 14 August 2015 - 02:16 AM, said:


Significantly lower weight engines while maintaining essentially STD engine survivability clearly has no impact.

Duh.


Neither does the engine being locked to have two modes, slow and stop.

Oh and pebble.

Edited by Yokaiko, 14 August 2015 - 02:19 AM.


#58 Pjwned

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Posted 14 August 2015 - 02:41 AM

View PostYokaiko, on 14 August 2015 - 02:19 AM, said:


Neither does the engine being locked to have two modes, slow and stop.

Oh and pebble.


You mean like the crab with the same size engine that's either significantly heavier or far more vulnerable to destruction.

Agility is a factor, but that's not the same thing, and you act like a significant amount more tonnage (which almost always means more firepower and almost always means a lot more firepower than the crab) doesn't matter when it clearly does, and that extra tonnage from the lighter engine doesn't even come with any consequences worth a damn because the penalty for losing 20% of a cXL engine is practically nothing.

#59 Yokaiko

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Posted 14 August 2015 - 03:04 AM

View PostPjwned, on 14 August 2015 - 02:41 AM, said:


You mean like the crab with the same size engine that's either significantly heavier or far more vulnerable to destruction.




A 300ST is less vulnerable (not usefull, but less) than a clan XL, since both mechs come stock with 300s. The Crab also has the option of a higher rated engine, allowing more speed, which is huge outside of comp play.

So tell me, how many players are actively in comp league? Compared to the rest of us that are slumming around in pickup CW groups outside of 12 mans.

#60 Lily from animove

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Posted 14 August 2015 - 03:48 AM

View PostPjwned, on 14 August 2015 - 02:16 AM, said:


Significantly lower weight engines while maintaining essentially STD engine survivability clearly has no impact.

Duh.


STD survives both ST's lost, clan XL not. so dunno, but I wouldn call that "essentially STD Engine survivability"





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