-10% accel/decel and -20% turn rate looks like a little too much for this variant compared to others. One or the other needs to go or tune them to -5%accel/decel and -15% turn rate and give it ~10 structure quirks where the others have them.
2
3D Agility
Started by zaku potion, Sep 12 2015 12:48 AM
6 replies to this topic
#1
Posted 12 September 2015 - 12:48 AM
#2
Posted 12 September 2015 - 04:59 AM
Haunt Steiner, on 12 September 2015 - 12:48 AM, said:
-10% accel/decel and -20% turn rate looks like a little too much for this variant compared to others. One or the other needs to go or tune them to -5%accel/decel and -15% turn rate and give it ~10 structure quirks where the others have them.
Phracts are all screwed up.
Apparently the JJs on the -3D outwiegh the -2X's firepower superiority AND the ECM on the -0X, which is a head scratcher.
Its almost like the quirks are arbitrary. But that wouldn't happen now would it?
#3
Posted 12 September 2015 - 10:48 AM
Yokaiko, on 12 September 2015 - 04:59 AM, said:
Phracts are all screwed up.
Apparently the JJs on the -3D outwiegh the -2X's firepower superiority AND the ECM on the -0X, which is a head scratcher.
Its almost like the quirks are arbitrary. But that wouldn't happen now would it?
Apparently the JJs on the -3D outwiegh the -2X's firepower superiority AND the ECM on the -0X, which is a head scratcher.
Its almost like the quirks are arbitrary. But that wouldn't happen now would it?
Someone has made up a formula, laid it out in a spreadsheet, thinks it LOOKS real pretty and thinks that it somehow matches up with reality.
<sigh>
Seriously, at some point these guys just need to spend a month doing NOTHING BUT playing this game (no programming, no team meetings, no nothing, JUST PLAYING) like us players do.
#4
Posted 12 September 2015 - 01:29 PM
Agreed, CTF-3D has been a non-factor, no negative quirks needed.
#5
Posted 12 September 2015 - 08:41 PM
Dimento Graven, on 12 September 2015 - 10:48 AM, said:
The changes, across the board kind of give evidence of a serious lack of first hand experience in these 'mechs.
Someone has made up a formula, laid it out in a spreadsheet, thinks it LOOKS real pretty and thinks that it somehow matches up with reality.
<sigh>
Seriously, at some point these guys just need to spend a month doing NOTHING BUT playing this game (no programming, no team meetings, no nothing, JUST PLAYING) like us players do.
Someone has made up a formula, laid it out in a spreadsheet, thinks it LOOKS real pretty and thinks that it somehow matches up with reality.
<sigh>
Seriously, at some point these guys just need to spend a month doing NOTHING BUT playing this game (no programming, no team meetings, no nothing, JUST PLAYING) like us players do.
More a Year than a Month
#6
Posted 13 September 2015 - 11:11 PM
Hopefully they will read the feedback this time and head back to the drawing board.
#7
Posted 17 September 2015 - 12:51 AM
Steel Raven, on 13 September 2015 - 11:11 PM, said:
Hopefully they will read the feedback this time and head back to the drawing board.
Dunno if they will. I think they are going live something like the 22nd with the changes. I do hope they can adjust some, but it seems like they nerfed every mech on the board heavily with negative quirks. Including, I might add, severe nerfs to the scanners and targetting system of the light "scouts." Which kind of makes info warfare not as useful as they said it would be.
What's even more sad is it looks like with the clan mechs the nerfs to the ct omnipod will mean people will have to mount very specific omnipods to other sections just to even partly overcome the negative quirks. That does the exact opposite of what they were saying they wanted, because it will dictate builds in terms of weapons. If lights are not maneuverable that negates their chief non-quirk advantage. Still, I am an IS loyalist, so the phract and thunderbolt nerfs are gonna hit me the hardest I think.
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