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Re-Balance Pts 3
#61
Posted 03 November 2015 - 07:56 PM
#62
Posted 03 November 2015 - 08:35 PM
I'll have to test that if I can... But for now, preliminary concept is that it wont be very nice.
Also, increase to pulse range seems a bit strange to me, particularly Clan pulse (unless I read something wrong). What with all the small pulse meta going so strongly at the moment... Why are we making it stronger again? I shall withhold final opinion till it is tested, but also not looking well in preliminary considerations.
Everything else looks decent from what I can see. The sensor locks may hinder LRMs though, depending upon how it is worked, and how an LRM mech can get locks...
#63
Posted 03 November 2015 - 09:21 PM
Unikron, on 03 November 2015 - 06:07 PM, said:
OMG
As an almost, Atlas-only pilot since beta; my years of struggle will reward me at least a little bit. Hallelujah.
...
JK
Words do no not sway me, waiting for numbers.
As a guy who piloted an Atlas from closed beta to the clan invasions and now soley pilots lights and mediums (Frakkin Dire wolves and their dakka fest forced my main atlas, rust bucket, out of my circle) I too would rather see the numbers that doesn't involves how little he makes me now.
Edited by Magic Murder Bag, 03 November 2015 - 09:23 PM.
#64
Posted 03 November 2015 - 10:21 PM
jss78, on 03 November 2015 - 06:41 PM, said:
If they want to nerf them to keep everything even that's fine but then why grind out skill trees when they only give token benefits?
If the Skill Tress are cut back to 1/5 of their value the XP to get the tree should be cut back by 1/5th as well.
Edited by Kerensky98, 03 November 2015 - 10:27 PM.
#65
Posted 03 November 2015 - 10:28 PM
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heaven forbid we might get to engage in some strategic, prolonged firefights that aren't just "peek'n'Boom" from cover.
Maybe that misguided call for "assaults to head the rush" might actually make sense.
Sereglach, on 03 November 2015 - 05:53 PM, said:
- I still don't think the SHS change will quite cut it. Of course, I still stand by the whole concept of smaller fixed cap with more aggressive cooling, and only allowing singles to raise the heat cap. However that's just me.
You know DHS are only 1.4, so SHS at 1.2 using only one crit slot instead of 3 is actually a viable solution in some cases now, they are certainly viable when compared to the nerfed clan DHS.
Edited by Asmosis, 03 November 2015 - 10:42 PM.
#66
Posted 03 November 2015 - 11:28 PM
- Overall DPS might go down due to heat nerfs but TTK will not increase, because reductions in mech agility will reduce players' ability to avoid and spread incoming damage.
- Teamwork becomes even more OP, as I think it should be in a team-based game. Cue even more complaining about large coordinated groups?
#67
Posted 03 November 2015 - 11:41 PM
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Well, for the sake of improving the TTK situation let's have a look at this on test. But I fear this is just too much and every mech will feel like being on drugs.
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#68
Posted 03 November 2015 - 11:43 PM
FupDup, on 03 November 2015 - 06:13 PM, said:
The heat cap reduction hardly matters to be honest. It's not even worth half an ER Medium Laser's heat since it does not include the engine DHS.
#69
Posted 04 November 2015 - 12:18 AM
Shadow Magnet, on 03 November 2015 - 11:41 PM, said:
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Well, for the sake of improving the TTK situation let's have a look at this on test. But I fear this is just too much and every mech will feel like being on drugs.
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No kidding. They just need to leave the skilltree alone. Maybe Paul thinks that those wonderful PTS1 quirks that we all loved will level this out. Thats a gigantic nerf across the board to heat management and maneuverability and no quirks are going to make up for that. It just seems like a lot of flailing around twisting random dials.
Edited by beerandasmoke, 04 November 2015 - 12:19 AM.
#70
Posted 04 November 2015 - 12:32 AM
#71
Posted 04 November 2015 - 12:32 AM
Ghost heat and clan XL engines.
So more weird balancing etc etc.
#72
Posted 04 November 2015 - 12:48 AM
InnerSphereNews, on 03 November 2015 - 05:01 PM, said:
• All IS and Clan AC/2s: Base heat reduced to 0.8 (down from 1.0)
• All IS And Clan AC/2s: Now have the ability to crit Internals at the same rate as Machine Guns, with a 1.0 DMG multiplier. This means that when an AC/2 does crit it will do 2 additional points of DMG.
NO NO NO NO NO!!!!
Touching the heat value instead of cooldown value does not make AC2 any more viable weapon than it is now! Think about it.
Now in rebalance test server 17 IS DHS makes 3xAC2s cooling effiency 101% (normally 82%) What this means is that you can stare people forever but have no more DPS than you used to. If anything you probably end up taking more damage and getting killed faster than you used to because ducking for cover to manage your heat is just meaningless. And we all know what happens when an enemy mech is out in the open with a peashooter all the time.
AC2 is about pure DPS you do versus the DPS you take! You find a situation to peek, stay there for awhile and pull to safety when you take more damage than you can do. Because of that the cooldown value nerfs or buffs the weapon, not the heat value.
Remember when 5-6xPPC Stalker was a problem (high alpha). You nerfed it via heat and heat scale changes and not by meaningless cooldown value which had nothing to do with the problem. Alpha weapon is not a DPS weapon and vice versa.
edit. The worst part however is that after reducing heat value any cooldown change on AC2 itself or via ballistic quirks and modules would be really hard to do without problems. After all, AC2 is in a bad place now because they reduced the 0,5 cooldown to 0,72 seconds because they thought it was performing too well. Imagine a scenario after rebalancing that some mechs with right quirks and modules can do the original 0,5 cooldown with the reduced 0.8 heat? Kind of makes the original nerf pointless if it leads to a chain of events towards the all time greatest AC2s.
Leave the heat alone because it has always been fine. Fix the cooldown you broke. If there is a broken tire, don't change the exhaust pipe.
Edited by Kamies, 04 November 2015 - 02:33 AM.
#73
Posted 04 November 2015 - 02:20 AM
Quite a few were viturally unplayable (handle like bucket of custard) before mastering.
So why change it?
Is it so there is less 'distance' between a beginer and a 'Master', I sincerly hope not.
I remember when I started, the difference between a stock mech and Mastering was like a ... completely new mech!
I dont know all thats going on here and yes the rebalance has a long way to go, but ..
I am not confident I will continue to play this game in the future and I really did love it.
#74
Posted 04 November 2015 - 02:25 AM
Fenrisian Wolf, on 04 November 2015 - 12:32 AM, said:
eh... I tend to disagree. We are the clown's that spend a good deal of time and money enjoying a game. If we have a 'resonable' idea after playing countless hours on the pointy end, business and common sense would suggest you pay some attention and EVOLVE --- together (but mainly my way ; )
#75
Posted 04 November 2015 - 03:04 AM
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Have I missed something?
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#76
Posted 04 November 2015 - 03:18 AM
Bolter01, on 04 November 2015 - 02:25 AM, said:
Yeah, I've spent a lot of time and money enjoying the game too. And bettering my skills around the game mechanics that exist not crying about this should be this way or that so that a play style that doesn't work well can. The best thing about this game is the competitiveness and the depth of the gameplay. I will continue to evolve with the game but I believe the community will just further unbalance the game.
#77
Posted 04 November 2015 - 03:49 AM
1. get rid of speed tweak
2. Get rid of the system where mech's torso rotation speed is proportional to equipped engine. Just make this thing constant and individual to every mech.
#78
Posted 04 November 2015 - 05:01 AM
Fenrisian Wolf, on 04 November 2015 - 03:18 AM, said:
So your idea of evolving with the game is accepting the 'depth' that is OP laser vomit boats or rather, any high-damage pinpoint alpha with ECM? Is the community supposed to 'evolve' and all play the exact same OP style while half the other weapons/features get shoved aside? Is deathballing, pinpoint damage, and getting cored in 2 shots really not a problem for MechWarrior?
#79
Posted 04 November 2015 - 06:50 AM
#80
Posted 04 November 2015 - 07:00 AM
Nvm, 2nd line in post "Built upon last PTS"
Reading fail.
WOOOOOOOOOOOOOOOOOOOT
Edited by Livewyr, 04 November 2015 - 07:01 AM.
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