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So This Seems To Be What The Plan Is...


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#1 XX Sulla XX

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Posted 11 September 2015 - 03:18 PM

So looking over the data posted so far and posts from Paul etc here is what looks like is happending.

IS mechs will get agility, durability and sensor positive quirks.

Clan mechs will get negative sensor, agility quirks.

So the question will end up being is the longer range and better firepower of the Clans worth giving up some sensor range and or agility? Unless it is very extreme nerfs the answer is probably it is worth giving up sensor range and agility for firepower.

This also brings up questions about future balance. The way TT balanced things was to come out with better IS weapons and engines etc. When those are added to the game they will have to be nerfed to not unbalance the game.

I have to wonder if it would not have been better to introduce the new IS weapons and engines and then balance from that?

#2 Nik Reaper

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Posted 11 September 2015 - 03:33 PM

It probly would have been...

The interesting thing here is that some of the high performing clan mechs and builds for them are minimally affected while some of the mediocre clan mechs in some omnipod configs are smaked down like they are sinners....

#3 sycocys

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Posted 11 September 2015 - 03:35 PM

Looked like the worst mechs overall somehow got rated far more highly than they should have so they took a punt right to the naughty spot.

#4 MechaBattler

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Posted 11 September 2015 - 03:37 PM

Yeah, I can't help but feel like they expect me to sense them to death. : /

I feel like the sensor, agility and structure buffs are overestimated and the raw firepower of some mechs is underestimated. And some IS mechs also got hit with negative sensor quirks. So I'm not really sure what the plan is.

#5 Alek Ituin

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Posted 11 September 2015 - 03:37 PM

Yeah... Even the absolute worst Clan Mechs got cup-checked by this change.

#6 ApolloKaras

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Posted 11 September 2015 - 03:38 PM

lol if you are in an assault mech you cant tell if the target is under ECM or not. Command Console might actually have a reason to exist.

#7 XX Sulla XX

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Posted 11 September 2015 - 03:39 PM

Does seem like you will just build a new clan mech around the best pods and it will just have to mix the loadout a bit more.

Edited by XX Sulla XX, 11 September 2015 - 03:39 PM.


#8 _____

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Posted 11 September 2015 - 03:44 PM

This is what happens when you balance using spreadsheets and not actual gameplay experience.

#9 Nik Reaper

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Posted 11 September 2015 - 04:07 PM

When I tried a few games , the idea is that everybody needs a few sensor specialists that momentarily detect mechs otherwise you will have mechs that will see a target in sensor range but it will have no red box and unless that pilot uses voip to tell the rest to look that way , he will for 2~4 seconds be fighting the target and the rest will be none the wiser.
I kinda like the sensor changes, but the clan twist torso and no IS weapon range quirks solution is ruining it for me this test run.

#10 Madcap72

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Posted 11 September 2015 - 04:12 PM

I'm going to laugh when people figure it all out that the mobility and sensor quirks reduce the TTK without creating the arms race for more armor and such.

Reducing mobility and elevation and slew speed on guns in mechanized warfare, reduces the speed at which they can do damage.

Plus, this is day ONE of the public test...

#11 Nik Reaper

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Posted 11 September 2015 - 04:22 PM

Also Seismic sensor is your new best friend now.

#12 GoodTry

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Posted 11 September 2015 - 05:48 PM

And remember, all of those amazing sensor quirks are completely negated by ECM.

Good thing there aren't very many ECM clan mechs.

...

#13 Elizander

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Posted 11 September 2015 - 06:33 PM

Look, at the end of the day you core a mech by blowing up the CT. You don't need sensors to figure out that you'll EVENTUALLY have to fire center mass to win. :ph34r:

#14 Telmasa

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Posted 11 September 2015 - 06:39 PM

View PostBlackhawkSC, on 11 September 2015 - 03:44 PM, said:

This is what happens when you balance using spreadsheets and not actual gameplay experience.


That's how we got into the mess of Power Ranger Super Quirk ™ meta in the first place.

Balance using spreadsheets (and formulas) is based on hard numbers. Balance based on "actual gameplay experience" is based upon subjective opinions.

I know which I'd rather trust.

#15 Madcap72

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Posted 11 September 2015 - 07:46 PM

View PostTelmasa, on 11 September 2015 - 06:39 PM, said:


That's how we got into the mess of Power Ranger Super Quirk ™ meta in the first place.

Balance using spreadsheets (and formulas) is based on hard numbers. Balance based on "actual gameplay experience" is based upon subjective opinions.

I know which I'd rather trust.


Good thing we have this dedicated feedback forum then!

#16 Midax

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Posted 11 September 2015 - 08:26 PM

I'm going to have to try out a spider, but the ACH and SHC are useless as scouts. You have to expose yourself so long that the opposing team will almost always see you and shoot you before you can get a lock.

#17 Alex Gorsky

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Posted 12 September 2015 - 12:45 AM

View PostBlackhawkSC, on 11 September 2015 - 03:44 PM, said:

This is what happens when you balance using spreadsheets and not actual gameplay experience.

...and when it occupied by incompetent people(like Paul Inouye).





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