Re-Balance Pts 4 - Updated
#261
Posted 16 November 2015 - 01:37 PM
Original post has been updated with some new info. The missing entry for the AWS-8Q and LCT-PB have been added to the XML/PDF, the BLR-1G (P) entry has been removed, and entries have been added for the Clan 'Mechs that have received Quirk Changes.
ETA on the activation of the PTS server is still pending.
#262
Posted 16 November 2015 - 01:43 PM
Alexander Garden, on 16 November 2015 - 01:37 PM, said:
Original post has been updated with some new info. The missing entry for the AWS-8Q and LCT-PB have been added to the XML/PDF, the BLR-1G (P) entry has been removed, and entries have been added for the Clan 'Mechs that have received Quirk Changes.
ETA on the activation of the PTS server is still pending.
Yes, got rid of that unneccesary toughness buff to the ACH legs!
#263
Posted 16 November 2015 - 01:47 PM
#264
Posted 16 November 2015 - 01:52 PM
#265
Posted 16 November 2015 - 02:02 PM
Also, the old list of quirks listed for the Awesome 8Q is incomplete.... so, what else is missing? :/
#266
Posted 16 November 2015 - 02:06 PM
Would it be possible to maintain documentation of this type on the website for future reference (even if it's only with the current live values)?
#267
Posted 16 November 2015 - 02:16 PM
Edited by Devlin Stone, 16 November 2015 - 02:18 PM.
#268
Posted 16 November 2015 - 03:14 PM
#269
Posted 16 November 2015 - 03:24 PM
Apnu, on 16 November 2015 - 08:22 AM, said:
Have paths on that tree that unlock efficiencies for that pilot in weapon types, sensors and what not.
Basically give us the ability to have "pilots" like characters in other MMOs and RPGs. Then give all accounts two free pilots, and then charge MC for "berths" on the drop ship like mech bays for players to get more pilots.
Make each pilot a clan or IS pilot and they can only drive and/or unlock skills for those tech bases.
And then, yes, let pilots join units and factions and be members of each faction.
Then all that mech XP goes towards pilot improvement and specialization.
This would add instant depth to the game and give us something to do with all that freaking MXP sitting on our favorite mechs. I have over 200k of MXP on my HBK-4G right now, its, of course, long mastered. Converting it to GXP isn't the best use of my MC, so it sits there, doing nothing.
This guy is sooo right! Would be so much fun to have an actual pilot and be able to customize the portraits and such. You can continue playing that HBK-4G you love and it won't be just for more credits, you'll have an actual progress on your pilot skills, even if it's a tiny one. So many things you can do with a pilot system. I want that!
#270
Posted 16 November 2015 - 03:31 PM
Nometh, on 16 November 2015 - 12:34 PM, said:
A good player will remain a good player, no matter what Mech he chooses to drop in. Of course he can also be better than others even though he choses an inferior Mech than others.
However two pilots of equal skill in the same Mech will win about 50% of the time against each other. If one of the pilots chooses to switch to a better Mech (and there is no doubt some Mechs are better than others, may the reasons be hitboxes, hardpoint locations, loadout or whatever), the odds will shift towards the pilot choosing the better Mech.
That is the reason why you see the same Mechs over and over again. In the end it is all about the Mech and not so much about the player anymore.
the problem inherent there is some mechs are better mechs for some players, Nometh. it's really how you're set up weapon wise, how well you allow for your hardpoints and what your playstyle is. what you're on about is some mechs are EASIER to pilot well, which i'll agree with. doesn't necessarily make them better, and those that master the not-often seen tend to kick the most ass BECAUSE people have trouble figuring out their capabilities. that, and anything that's considered "Super-Meta" tends to get primaried first.
#271
Posted 16 November 2015 - 03:50 PM
Edited by nero37, 16 November 2015 - 03:51 PM.
#274
Posted 16 November 2015 - 04:24 PM
#275
Posted 16 November 2015 - 05:20 PM
#276
Posted 16 November 2015 - 05:24 PM
In other news, AC2 still broken/not implemented as you said. They have only the 1 "critDamMult" and not the 2 they'd require for 4 Critical Damage, or the 6.5 for 2 REAL extra damage.
#278
Posted 16 November 2015 - 07:29 PM
Edited by Deathlike, 16 November 2015 - 07:31 PM.
#279
Posted 16 November 2015 - 10:04 PM
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