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Resistance Ii Worst Of All Packages

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#21 Speedy Plysitkos

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Posted 10 October 2015 - 10:50 PM

got crabs and maulers = both perfect. While wave III is meh to me.

#22 Champion of Khorne Lord of Blood

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Posted 10 October 2015 - 10:57 PM

View PostTitannium, on 10 October 2015 - 10:50 PM, said:

got crabs and maulers = both perfect. While wave III is meh to me.


Ever try running your Ebon Jaguar as if it was a heavy Crab? Similar speeds, a little more armor, way more firepower.

#23 Gas Guzzler

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Posted 10 October 2015 - 10:58 PM

View PostMcgral18, on 10 October 2015 - 06:31 PM, said:

How does it compare the Wave II?

Loki, good, unquestionably.

Mr Gargles...80 ton Nova that can't jump. Lasers

Ice Fridge, found solace in a post release 5th E hardpoint.

Myth Lynx, a rather sad robot.


I guess we're also not counting the original Founders pack? That one is completely obsolete.


Well, at least Wave 2 had a god tier robot in the Hellbringer (and btw the cSPL boating Gargoyle is ridiculously fun and pretty good at brawling). No god tier robots for the IS :(

#24 Anjian

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Posted 10 October 2015 - 11:36 PM

Mauler feels like a mediocre (not good, not bad, just ordinary) assault to me, like an Awesome with ballistics. Its another wide shouldered type assault like the Battlemaster and Victor or even the Zeus, which increasingly is not really that good idea, since we like to go away from the minihulks. But since its a semiconic like the Battlemaster and Zeus, it needs to go in kind of thing.

The Black Knight is a disappointment, and really needs hitbox adjustments and quirks. It feels like Grasshopper 2.0 without the jumpjets.

Crab is probably the only design that is right, but a Hunchback remains more versatile and probably the still better laser vomitter.

The Clan Waves have been brilliant, they each brought their share of god mechs that significantly influences the meta. On the other hand, the Resistance packs are like, lets bring in the mechs people might want to buy because they are famous. With only a so so result. Probably the best thing to come out from the Resistance pack era was the King Crab.

#25 Davers

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Posted 11 October 2015 - 12:37 AM

View PostsaKhan Ds00 Kerensky, on 10 October 2015 - 10:21 PM, said:

Balancing technology is stupid. Why idiots on the forums insist this will fix everything is beyond rational thought.

You need to change the purpose of the game as a whole. Economy, cost of repairs, logistics... something outside of what currently exists with the state of game.

All of the mechs have a point and a purpose in Battletech lore... just not in THIS game.

Too much time has past for that. The changes needed to make all of that work would render MWO unrecognizable from it's current state. It's just not going to happen.

#26 Tahribator

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Posted 11 October 2015 - 02:51 AM

The Resistance II is definitely underwhelming compared to Clan Wave 3 and even Resistance I, but it definitely has its gems in it. Namely, the Mauler.

View PostFrytrixa, on 10 October 2015 - 06:22 PM, said:

Mauler: is o.k. - no uber mech but fun sometimes, arms lower than phract ones ...


Mauler is like a mini-Dire. It can put out comparable hurt while being more mobile and even tougher. Its hardpoints are definitely not low mounted like the CTF's. Instead it has one of the highest mounted arm hardpoints in this game (with actuators). They synergize with the torso hardpoints so well.

The Crab seems to be an OK 'Mech with ridiculous survivability for a medium. It's definitely not as terrible as I'd imagined it would be.

The Black Knight is very underwhelming. Even after the hitbox fix it's very easy to deal with and has absolutely horrible quirks.

The Wolfhound is nothing special. The model looks very tough and sturdy. If they make it a tough nut to crack like the ACH then it might be useful, otherwise it's forgettable.

#27 C E Dwyer

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Posted 11 October 2015 - 02:56 AM

View PostDavers, on 10 October 2015 - 06:53 PM, said:

I really wish PGI had either picked an earlier timeline or a later time line for balance. Instead they picked the one period whose defining characteristic was 'imbalance'.


Yup lol, I think so many people will leave when hairbrained bring out a game set in the best timeline, no clans, no imbalance, no scrubs, only lots of fun, where you can only blame yourself if you suck

#28 G SE7EN7

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Posted 11 October 2015 - 02:59 AM

Mauler 1R is awesome, the rest are very very average at best.

#29 C E Dwyer

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Posted 11 October 2015 - 03:01 AM

View PostGas Guzzler, on 10 October 2015 - 10:58 PM, said:


Well, at least Wave 2 had a god tier robot in the Hellbringer (and btw the cSPL boating Gargoyle is ridiculously fun and pretty good at brawling). No god tier robots for the IS :(


Wave 2 the Hellbringer high weapon points ECM made CW alot harder for IS, but you could still achieve something.
Wave 3 Ebon Jag and artic Cheater made CW pointless to play as I.S.


Be nice if IS could have some freaking mechs to give CW a point again

#30 TWIAFU

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Posted 11 October 2015 - 03:36 AM

View PostDavers, on 10 October 2015 - 06:53 PM, said:

I really wish PGI had either picked an earlier timeline or a later time line for balance. Instead they picked the one period whose defining characteristic was 'imbalance'.


I like this point in the time line. I like the disadvantage the IS has vs the Clans at this point. I like the inherent difficultly IS pilots have facing the Clans. I like the challenge and difficulty. But I have decades of TT experience and know why this imbalance exists. Even decades of BT/MW PC gaming experience that still had this imbalance as designed.

However, IF we move the timeline forward, and I think we should BEFORE any balance attempts - due to having to re-balance new technology and weapon systems developed by the IS to counter Clan tech in 3054-56.

#31 VirtualSmitty

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Posted 11 October 2015 - 05:35 AM

It's not the worst ever. My thoughts:

Mauler - big, wide, and squishy, but nice ballistic harpoints. All the ballistic builds require face tanking making it inferior imho to the KGC, but it's the only assault that can run quad lbx so far and i've done stupidly good with it. Mediocre mech at best.

Black Knight - was broken at first, PGI actually fixed it, thing can tank like crazy. Piss poor quirks though, again mediocre at best.

Crab - prob going to be the best mech of the pack. Tiny and tanky, I like it but i'm getting tired of so much laser vomit.

Wolfhound - who knows until it's out. Prob won't compete with the firestarter or cheeto.

R2 was a big helping of meh I suppose.

#32 Davers

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Posted 11 October 2015 - 05:56 AM

View PostTWIAFU, on 11 October 2015 - 03:36 AM, said:


I like this point in the time line. I like the disadvantage the IS has vs the Clans at this point. I like the inherent difficultly IS pilots have facing the Clans. I like the challenge and difficulty. But I have decades of TT experience and know why this imbalance exists. Even decades of BT/MW PC gaming experience that still had this imbalance as designed.

However, IF we move the timeline forward, and I think we should BEFORE any balance attempts - due to having to re-balance new technology and weapon systems developed by the IS to counter Clan tech in 3054-56.

The imbalance is a flaw, not a virtue of this game. Battletech has always tried to create games of 'evenly matched' forces. Since the IS cannot be given huge numerical superiority, there has to be another way of balancing the game. And having a balanced game is important, especially to every player who hasn't grown up accepting that "Clan mechs are supposed to just be better". It's the players who keep insisting that the game NOT be balanced, because of lore, that will keep this a niche game.

#33 Kdogg788

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Posted 11 October 2015 - 06:01 AM

View PostCathy, on 11 October 2015 - 03:01 AM, said:


Wave 2 the Hellbringer high weapon points ECM made CW alot harder for IS, but you could still achieve something.
Wave 3 Ebon Jag and artic Cheater made CW pointless to play as I.S.


Be nice if IS could have some freaking mechs to give CW a point again


Just buy them for yourself and skip CW. Solved.

-k

#34 N a p e s

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Posted 11 October 2015 - 06:53 AM

Wait, did the Black Knight not get a hitbox adjustment with the last patch?

#35 VirtualSmitty

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Posted 11 October 2015 - 06:57 AM

View PostPowerOfNapes, on 11 October 2015 - 06:53 AM, said:

Wait, did the Black Knight not get a hitbox adjustment with the last patch?


It got its hit boxes adjusted in last weeks patch. Much better now.

#36 TWIAFU

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Posted 11 October 2015 - 06:57 AM

View PostDavers, on 11 October 2015 - 05:56 AM, said:

The imbalance is a flaw, not a virtue of this game. Battletech has always tried to create games of 'evenly matched' forces. Since the IS cannot be given huge numerical superiority, there has to be another way of balancing the game. And having a balanced game is important, especially to every player who hasn't grown up accepting that "Clan mechs are supposed to just be better". It's the players who keep insisting that the game NOT be balanced, because of lore, that will keep this a niche game.


For those of us the actually played TT, it is a virtue of the game. For those of us that actually played TT, we know why Clans are better and not better just because "Clan mechs are supposed to just be better".

Clans are not ready for the "balance" that people want, you sure are not either. That turns this nice game into bland, vanilla, generic robot shooter #14332 and I'm sure some will be happy with that, those that are here FOR Battletech will not.

You want a bland, vanilla robot shooter where everyone is the same, just look different, go play Hawkken and relish in your mediocrity.

#37 N a p e s

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Posted 11 October 2015 - 07:04 AM

View PostPrecentor Martial Jarcaddy, on 11 October 2015 - 06:57 AM, said:

It got its hit boxes adjusted in last weeks patch. Much better now.


Ok, that is what I'd heard (and tested in a few matches just now). Why are people still crying about it now that it's been fixed?

#38 VirtualSmitty

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Posted 11 October 2015 - 07:29 AM

View PostPowerOfNapes, on 11 October 2015 - 07:04 AM, said:


Ok, that is what I'd heard (and tested in a few matches just now). Why are people still crying about it now that it's been fixed?


My guess is because they haven't played it post patch with all the crabs and loyalty mechs released.

#39 Davers

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Posted 11 October 2015 - 07:30 AM

View PostTWIAFU, on 11 October 2015 - 06:57 AM, said:


For those of us the actually played TT, it is a virtue of the game. For those of us that actually played TT, we know why Clans are better and not better just because "Clan mechs are supposed to just be better".

Clans are not ready for the "balance" that people want, you sure are not either. That turns this nice game into bland, vanilla, generic robot shooter #14332 and I'm sure some will be happy with that, those that are here FOR Battletech will not.

You want a bland, vanilla robot shooter where everyone is the same, just look different, go play Hawkken and relish in your mediocrity.

So, you are fine with a 12v12 game where one side is flat out better than the other. To you this is a balanced game?

#40 Ultimax

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Posted 11 October 2015 - 07:37 AM

View PostMcgral18, on 10 October 2015 - 06:31 PM, said:

Mr Gargles...80 ton Nova that can't jump. Lasers


Well, I find it's the "best 80 tonner" in the game - not that that is much of an achievement at the moment.


View PostMcgral18, on 10 October 2015 - 06:31 PM, said:

Ice Fridge, found solace in a post release 5th E hardpoint.



I'm not sure I would go that far, people complain about the Nova's size - but at least it can carry big laser loadouts.


The Ice Ferret is a light mech, with often worse than top light firepower - but is just really too huge for that playstyle.


I was in the training grounds and it's almost as tall as an Awesome. :blink:





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