Patch Notes - 1.4.4.0 - 08-Sep-2015
#61
Posted 07 September 2015 - 09:58 PM
#64
Posted 07 September 2015 - 10:18 PM
I know they're working on something much larger, but sometimes I really wonder what the logic is behind some changes. The reasons why the Cheetah are so damn hard to kill include:
Wonky running animation, makes legs hard to hit at full speed.
Big structure quirks on the legs.
Teeny tiny torso; virtually impossible to focus on a particular side or center.
Fairly large arms by comparison, to soak damage super easily when you torso twist.
And a little thing called ECM, naturally.
Removing structure bonuses on the arms and side torsos helps balance things out I guess, but it's still scrambling to treat symptoms instead of an underlying cause. Boating on small lasers still needs to be addressed, and removing quirks from the 1E 1M arms instead of the 2E arms does nothing to encourage variety.
Replacing (or at least expanding upon) ghost heat with a more comprehensive system is a better solution if you ask me. Clan mechs derive a huge amount of their firepower from boating small and medium lasers, and they are MUCH more effective at it than their IS counterparts (except for the mechs with absurd quirks).
Cheetah with anything other than max small lasers isn't that out of line. Ballistic options are obviously out of the question (no weight for autocannons and only one hard point, so even MGs are pointless) but missile quirks are pretty lacking. Give me a legitimate reason to run the SRM Cheetah (I have one with 4x ER smalls and 2x SRM4 that I like). It's actually not that bad but I feel like I'm handicapping myself when I don't take SPL spam.
Sorry for all the words, but it's just a little frustrating as I'm sure most of you can appreciate. From the very beginning, I think all of us knew the Cheetah was going to be the star of Clan wave 3. Just looking at the basic info (tonnage, engine, hard points) it was always going to be pretty much top tier. So who decided it needed major quirks right off the bat, when the Executioner didn't get any from the same release?
Anyway. I'm done ranting for now but I really wish I had more reason to be optimistic about the next major quirk/balance system overhaul. Perfect balance isn't really possible, nor is it all that desirable. But at least the system should make sense, and I don't always see that.
#65
Posted 07 September 2015 - 10:30 PM
#66
Posted 07 September 2015 - 11:19 PM
Titannium, on 07 September 2015 - 10:30 PM, said:
they didn't remove leg quirks = fail
#68
Posted 08 September 2015 - 12:33 AM
Cryzak, on 07 September 2015 - 03:31 PM, said:
If you've preordered your "easy button" Cheetah you did this without knowing anything about quirks!
All the qurks are for balance and may change anytime!
So your comparison is that far away. Your XL engine is still the same. Only your structure is reduced to "normal". Let's just call it corrosion on your car. :-)
#69
Posted 08 September 2015 - 12:42 AM
q.q
#70
Posted 08 September 2015 - 01:07 AM
#71
Posted 08 September 2015 - 01:11 AM
#73
Posted 08 September 2015 - 01:28 AM
#74
Posted 08 September 2015 - 02:06 AM
Cryzak, on 07 September 2015 - 03:21 PM, said:
Cryzak, on 07 September 2015 - 03:31 PM, said:
Cryzak, on 07 September 2015 - 03:36 PM, said:
Edited: light mech
Cryzak, on 07 September 2015 - 03:50 PM, said:
Cryzak, on 07 September 2015 - 04:16 PM, said:
All mechs are liable to being buffed or nerfed on a regular basis.
This is a game with dozens of mechs, hundreds of variants and millions of loadouts to choose from, and more being added all the time.
It receives regular updates (23-24 'larger' updates a year), with regular content additions - it's a constant balancing issue to make it fair and balanced for all.
You joined in 2012.
You would have known this.
It's in the T&C, and it's how games like this work.
Rebalancing everything at once, especially things that don't need it would just cause more problems and ultimately solve nothing.
That's just you being a petulant child.
Adapt or die, same as everyone else, same as it's always been.
I'm still just waiting for my Wolfhound and Crab.
Edited by Ovion, 08 September 2015 - 02:06 AM.
#75
Posted 08 September 2015 - 02:45 AM
ACH brought down a peg ?
Dun matter, it´s still down to the "jefe" at the controls and people that know their light-game will still kill inattentive slackers, so let´s see how that all plays out .
Looking forward to a bazillion Maulers trampling the battlefields, really interested in seeing how that fatty plays and impacts all the other Assaulties .
Nice map updating too, at least from what I´ve read, now we just gotta go and do some murderously intense qualitychecking on those updates, yo .
See youse
#76
Posted 08 September 2015 - 04:36 AM
Arkhangel, on 07 September 2015 - 03:29 PM, said:
Sorry in the tiers I'm playing in people can actually aim, so dodging isn't very possible.
#77
Posted 08 September 2015 - 04:41 AM
Cryzak, on 07 September 2015 - 03:31 PM, said:
if you bout it as a pree order then your argument is void because no one had any idea what querks were going to be on it or if there were going to be broken hit boxed or any other anomaly that seems to come with every wave of new mechs. it could have had the stats it will have after the patch or even worse.
and if you bout it with MC then all i can say is you should no better mechs get nerfed its like any other game, its balancing.
the morler will be hit aswell tho in its case i see the mobility querks going along with a reduction in weapons. the ones with armor in the arms might change but it sounds like an interesting variation.
#79
Posted 08 September 2015 - 04:56 AM
1 thing i don't get:
Why:
"Player will no longer able to spin their 'Mech in the background when using Expanded layout in the Loadout screen"
Artic cheater > artic cheetah.
I hope it was this and not just bad hitboxes.
Edited by Rebel Ace Fryslan, 08 September 2015 - 04:57 AM.
#80
Posted 08 September 2015 - 05:01 AM
Luscious Dan, on 07 September 2015 - 10:18 PM, said:
I know they're working on something much larger, but sometimes I really wonder what the logic is behind some changes. The reasons why the Cheetah are so damn hard to kill include:
Wonky running animation, makes legs hard to hit at full speed.
Big structure quirks on the legs.
Teeny tiny torso; virtually impossible to focus on a particular side or center.
Fairly large arms by comparison, to soak damage super easily when you torso twist.
And a little thing called ECM, naturally.
Removing structure bonuses on the arms and side torsos helps balance things out I guess, but it's still scrambling to treat symptoms instead of an underlying cause. Boating on small lasers still needs to be addressed, and removing quirks from the 1E 1M arms instead of the 2E arms does nothing to encourage variety.
Replacing (or at least expanding upon) ghost heat with a more comprehensive system is a better solution if you ask me. Clan mechs derive a huge amount of their firepower from boating small and medium lasers, and they are MUCH more effective at it than their IS counterparts (except for the mechs with absurd quirks).
Cheetah with anything other than max small lasers isn't that out of line. Ballistic options are obviously out of the question (no weight for autocannons and only one hard point, so even MGs are pointless) but missile quirks are pretty lacking. Give me a legitimate reason to run the SRM Cheetah (I have one with 4x ER smalls and 2x SRM4 that I like). It's actually not that bad but I feel like I'm handicapping myself when I don't take SPL spam.
Sorry for all the words, but it's just a little frustrating as I'm sure most of you can appreciate. From the very beginning, I think all of us knew the Cheetah was going to be the star of Clan wave 3. Just looking at the basic info (tonnage, engine, hard points) it was always going to be pretty much top tier. So who decided it needed major quirks right off the bat, when the Executioner didn't get any from the same release?
Anyway. I'm done ranting for now but I really wish I had more reason to be optimistic about the next major quirk/balance system overhaul. Perfect balance isn't really possible, nor is it all that desirable. But at least the system should make sense, and I don't always see that.
seems they just slapped on the standed compensations for clan lights.
Edited by Frost Lord, 08 September 2015 - 05:10 AM.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users