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Resistance Ii Worst Of All Packages

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#1 Frytrixa

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Posted 10 October 2015 - 06:22 PM

Hi,

is it just me or is this Resistance II Package a complete fail?
In Wave III of "noSkillClanTech" they presented us the EBJ and ACH meta mechs, and what do we Inner Sphere Jockeys got?
A Broken BlackKnight and a PaperCrab - ty

Resistance 1 was 90% laser vomit already and now much worse.

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

BlackKnight: Broken CT, low to the ground hardpoints, Energy only + miserable quirks make this chassis to one of the worse ingame. Plus the Mech differs ffrom concept art so much that one can think its a different mech

Crab: Awesome looking Model but low to the ground Hardpoints, Energy only + shitquirks compared to Hunchback i.e. another worthless Medium Mech

Wolfhound: Same sh1t different mech.. 4 sure


PGI please - just take a look at your statistics... your IS2 package is not

#2 Mcgral18

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Posted 10 October 2015 - 06:31 PM

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.

Edited by Mcgral18, 10 October 2015 - 06:43 PM.


#3 Davers

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Posted 10 October 2015 - 06:41 PM

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

Hi,

is it just me or is this Resistance II Package a complete fail?
In Wave III of "noSkillClanTech" they presented us the EBJ and ACH meta mechs, and what do we Inner Sphere Jockeys got?
A Broken BlackKnight and a PaperCrab - ty

Resistance 1 was 90% laser vomit already and now much worse.

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

BlackKnight: Broken CT, low to the ground hardpoints, Energy only + miserable quirks make this chassis to one of the worse ingame. Plus the Mech differs ffrom concept art so much that one can think its a different mech

Crab: Awesome looking Model but low to the ground Hardpoints, Energy only + shitquirks compared to Hunchback i.e. another worthless Medium Mech

Wolfhound: Same sh1t different mech.. 4 sure


PGI please - just take a look at your statistics... your IS2 package is not


All this was known on the forums when they sold the package. This is not a surprise.
People expected the Mauler to be decent with it's hardpoints.
Unless PGI gave big quirks or radically redesigned the 'Knight it would be mediocre.
The Crab turned out better than many expected with it's size- and if the Hunchback loses it's great quirks then the Crab will definitely compete well with it.
The Wolfhound? Just another 35 ton mech, not really different than what we have already. With the way the rest of the pack got quirked, nothing special to look at.

But people who are buying IS mech packs aren't buying competitive mechs. They are buying nostalgia.

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 releast 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.

Maybe we should have let PGI give the Jenner D ECM afterall? :P

#4 El Bandito

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Posted 10 October 2015 - 06:43 PM

As long as PGI is not willing to deal with Clan vs. IS tech balancing, such difference will continue. Origins IIC pack is gonna be yet another proof of that. It will basically render most of the IS version of those mechs obsolete. Making the IS tech equally good as Clan tech is good for PGI's wallet. Especially concerning IS omnimech pack.

And there are good Clan omnimechs waiting in-line. Can't wait to get my hands on that Blood Kite, and then Blood Asp later on.

Edited by El Bandito, 10 October 2015 - 06:50 PM.


#5 Davers

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Posted 10 October 2015 - 06:53 PM

View PostEl Bandito, on 10 October 2015 - 06:43 PM, said:

As long as PGI is not willing to deal with Clan vs. IS tech balancing, such difference will continue. Origins IIC pack is gonna be yet another proof of that. It will basically render most of the IS version of those mechs obsolete.

And there are good Clan omnimechs waiting in-line. Can't wait to get my hands on that Blood Kite, and then Blood Asp later on. Making the IS tech equally good as Clan tech is good for PGI's wallet.

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'.

#6 Spheroid

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Posted 10 October 2015 - 07:10 PM

I don't know why people are declaring the Wolfhound dead already. It looks to be an excellent and compact large laser platform. My expectations are realistic. It will fall between the Panther and Firestarter.

Edited by Spheroid, 10 October 2015 - 07:41 PM.


#7 Monkey Lover

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Posted 10 October 2015 - 07:17 PM

I think they turned out better than i was thinking . I didnt buy them because they looked like there were going to suck

My views


Mauler: Good mech lots of firepower.

BlackKnight: Only bad because the other heavies are quirked better. Re-balance might change this.

Crab: 100 times better than i was thinking. Seeing most medium mechs are not very good they did a good job on this mech.They did a very good job on the scale.


Wolfhound: Another panther in my view.

#8 El Bandito

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Posted 10 October 2015 - 07:20 PM

View PostMonkey Lover, on 10 October 2015 - 07:17 PM, said:

Wolfhound: Another panther in my view.


Wolfhounds run as fast as Ravens and WLF-1 can run as fast as a Jenner. It is definitely not another Panther. We all know just how OP a fast humanoid Light mech can be--Firestarters and Arctic Cheaters are proof of that. And unlike the Firestarters or Arctic Cheaters, the Wolfhound can lose both arms shielding itself and not lose the half/majority of its weapons. It has up to 5 energy points on its torsi. Although it has overall less HP number than the aforementioned two, the final verdict will be made after seeing its quirks.

Edited by El Bandito, 10 October 2015 - 07:28 PM.


#9 Narcissistic Martyr

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Posted 10 October 2015 - 07:26 PM

One variant can run an XL315 for spider speeds so that'll be unique for like a month and jenner IIC replaces just all the lights

#10 Davers

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Posted 10 October 2015 - 07:26 PM

View PostSpheroid, on 10 October 2015 - 07:10 PM, said:

I don't know why people are declaring the Wolfhound dead already. It looks to be an excellent and compact large laser platform. My expectations are realistic. It will fall between the Panther and Firerstarter.

That's the point- it won't be the best, it will just be 'one of the pack' so to speak. In TT The Wolfhound was a really solid and tough light mech. It was 33% faster than the Panther, but lacked JJs. The Firestarter was more maneuverable (same speed plus JJs) but had weapons that were more suited for anti infantry roles and less armor.

In MWO it will have the same armor as Panthers and Firestarters, and will be looked at as 'Panthers, but no JJs and not as good with PPCs'.

#11 Frytrixa

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Posted 10 October 2015 - 08:23 PM

Think I've spend too much money. I believed that I've the right for good entertainment :>

Well, pause this Game and wait for rebalance... better for me and better for you :)

#12 TercieI

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Posted 10 October 2015 - 08:33 PM

View PostSpheroid, on 10 October 2015 - 07:10 PM, said:

I don't know why people are declaring the Wolfhound dead already. It looks to be an excellent and compact large laser platform. My expectations are realistic. It will fall between the Panther and Firestarter.


Simple: No JJ. Barring miraculous quirks, it just can't be competitive.

#13 Champion of Khorne Lord of Blood

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Posted 10 October 2015 - 08:36 PM

Mauler at the moment is pretty powerful, basically a King Crab with its ballistics in the torso and its lasers in the arms, also missiles can be equiped, R variant really is a powerhouse LRM15 boater if you use lrms. I usually keep it in my CW drop deck because it does stupid damage in those battles and is 10 tons lighter than a King Crab, with high hardpoints for those damage dealing ballistics. I've heard it dies fast, but so does any assault really, it has shield arms so that helps though.

Black Knight's CT has been fixed, when I run it now my STs are red before my CT goes down. The thing is a monster with MPLs and an XL360, I haven't even elited it yet and its doing very well in most games, once elited heat shouldn't be as much of an issue and it should be even more manuverable and faster than unelited clan heavies.

Crab is pretty tough when its not running an XL, also comes with pretty good firepower, I'm not much for medium mechs but this thing isn't bad.

Wolfhound hasn't come out yet, but I'm expecting a fast panther.


Overall I'm happy with the R2 pack, my only wish is that it wasn't so laser focused, but thats simply because I'm more of a ballistics man. As much as I like the Black Knight, a 75 ton heavy doesn't help my CW drop decks any.

EDIT:
I also got WaveIII, all those mechs were really good, and the omnipods allowed me loads of versatility. I wonder if Resistance III will follow the trend and have all really good mechs.

Edited by Dakota1000, 10 October 2015 - 08:38 PM.


#14 Kristian Radoulov

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Posted 10 October 2015 - 08:51 PM

So much l2play in this thread.

#15 Davers

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Posted 10 October 2015 - 09:27 PM

View PostKristian Radoulov, on 10 October 2015 - 08:51 PM, said:

So much l2play in this thread.

You should l2post.

#16 MechaBattler

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Posted 10 October 2015 - 09:53 PM

View PostEl Bandito, on 10 October 2015 - 06:43 PM, said:

As long as PGI is not willing to deal with Clan vs. IS tech balancing, such difference will continue. Origins IIC pack is gonna be yet another proof of that. It will basically render most of the IS version of those mechs obsolete. Making the IS tech equally good as Clan tech is good for PGI's wallet. Especially concerning IS omnimech pack.

And there are good Clan omnimechs waiting in-line. Can't wait to get my hands on that Blood Kite, and then Blood Asp later on.


Nerf Clan laser damage down to 1 more damage than IS equivalent. Scale back the heat perhaps a touch. And give the IS XLs additional hit points. To me that just seems the most straightforward. They've been trying to compensate for 2 points of additional damage over the IS variants, plus longer range. It's just not working.

#17 Zordicron

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Posted 10 October 2015 - 10:09 PM

meh.

Mauler, is a fine mech. Versatile in loadouts, very powerful damage output in general. Took a little bit to get used to the piloting, it runs a little different some how then other IS assaults of similar stature. Can;t put my finger exactly on what it is though.

Black KNight: everyone says it is broken. i have no opinion, i havent run a match in mine yet. I was messing around with Cheetos and Adders in between mauler and....

Crabs. hahahaha, this thing is probably the most stout medium the IS has, barring quirks. Just hitbox alone, the mech can spread dmg like a pro. The meta is laser vomit, OR, lasersvomit +goosewaffles. Crab runs the first one. Decent size/hitbox for a 50 ton, decent firepower for a 50 ton, decent speed for a 50 ton. What more do you want out of this? Plus, look at those legs! Only mech in the game with this combo chicken/manwalker legs style that I am aware of, and the whole model just looks good IMO, nice and close to source material with enough tweaks to fit in the game and enough detail to keep your attention.

You know what was a bad mech? Myth Lynx. I mean, you can make it work, but... it is just outclassed in every way by pretty much anything.

I will have to run my Knights so I can see what the fuss is about. Maybe tomorrow.

#18 STEF_

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Posted 10 October 2015 - 10:14 PM

TBH, I had hella fun with the Mauler, and with the easy-mode Crab (point and click) I have k/d ratio=2.5 and w/l ratio=2 (average in the 3 variants), so not amazing but not so useless for my standards.
CRB-27b, having more hardpoints let me have 3.21 k/d ratio and 2.44 w/l ratio, so it is good, imo.

The knight....I'm tired to hit the ground so I stopped leveling them.

The Woulfhound, there's no reason to say it's bad untill we'll see the hitboxes. But a 35 tonner, easy-mode point and click lezor, running at that speed, cannot be so bad, even without JJ.

#19 lol lol lol lol lol lol lol lol

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Posted 10 October 2015 - 10:21 PM

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.

#20 STEF_

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Posted 10 October 2015 - 10:22 PM

View PostTercieI, on 10 October 2015 - 08:33 PM, said:

Simple: No JJ. Barring miraculous quirks, it just can't be competitive.

Wait: there is a difference between "not competitive" and "DOA". LOL

Hitboxes aside, a mech running at 150-160kph-ish with 6 energy hardpoints (remember: point and click, easy-mode on) cannot be bad :D
For sure, with more speed and more E hardpoints, it will be better than Panther for sure (always depending on hitboxes, of course)





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