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Re-Balance Pts 4 - Updated


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#81 XphR

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Posted 14 November 2015 - 04:12 AM

Mech efficiency drops seem a little heavy handed, perhaps splitting the difference would be a better test?

#82 Asmosis

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Posted 14 November 2015 - 04:27 AM

why did the spiders lose their ballistic range quirks?

It's not like machine guns were that deadly, and UAC5 etc wasn't viable other than a fun build.

#83 shopsmart

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Posted 14 November 2015 - 05:11 AM

I have not read any responses yet here. Just the listed changes... now going to go read the quirk changes. The skill effiencies was a hard hit, but you know what, I think it might be needed. For one, just to bring the I am playing a FPS to I am playing MWO simulator. Almost every change listed seems spot on. Glad you ditched the laser thing. Granted laser vomit has been a concern, but hopefully the adjustments to heat scale will back things down.

So far, I think I like this until I jump into the PTS. PGI has got its ducks in a row, now lets see if after the newb influx we see that solaris arena things I was suggesting to you guys on legend killers release...

#84 Varhait

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Posted 14 November 2015 - 05:13 AM

Looks interesting, but where is AWS-8Q?

#85 shopsmart

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Posted 14 November 2015 - 05:18 AM

Just got done looking over quirks. I was expecting things to be alot lower on the weapons. Saw most were either watered down and generic-ed. Or stayed about the same if they had generic quirks. Not sure how that will work out, but most models will change slightly and have redifined roles.

EDIT: Umm, what is going on with ecm? I really hope they are killing its function from preventing targeting. I liked the sensor changes, but needed more refinement on ranges.

Edited by shopsmart, 14 November 2015 - 05:22 AM.


#86 McHoshi

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Posted 14 November 2015 - 05:23 AM

Good to see that weapon quirks aren´t removed completly :D

#87 Kriri

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Posted 14 November 2015 - 05:35 AM

View PostKageru Ikazuchi, on 14 November 2015 - 03:41 AM, said:


Some things I noticed, that have me a bit concerned ...
- a few 'mechs missing from the Quirks list ... LCT-PB, AWS-8Q



Yes i also noticed this.

Would be nice to know if these were just you forgotten (when building this list).

Or come these two, perfect as they are? :P

#88 El Bandito

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Posted 14 November 2015 - 05:44 AM

THE AWESOME-8Q QUIRKS ARE MISSING FROM THE PDF FILE!

Also the BLR-1G and BLR-1G(p) have different quirks.

Edited by El Bandito, 14 November 2015 - 05:48 AM.


#89 Memnon Valerius Thrax

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Posted 14 November 2015 - 05:46 AM

Dafuq is that?

Kill the wps quirks already or its still the same broken ********.
I will never see a 5SS with Impuls again ffs. I want variability.

#90 Lucky Noob

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Posted 14 November 2015 - 05:56 AM

Fist, Thanks PGI for the detailed Info about what you did and whats on the List for us to test.

i just think without the new System for ECM Missles will be still not an Viable Weapon simply because there are so many mechs with ECM now.

i realy hope you may think about it again and reintroduce the Delayed System from PTS 3 because it realy added alot to the Diversity of Mechs.

Okay i was an big Fan of the Targeting System for Lasers but it seems the Majority has won.

The Skill Debuff is great, finaly Mechs will fell more "Mech" like again.

All in all i look forward to test all that Stuff you provided.

#91 Nayous

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Posted 14 November 2015 - 05:59 AM

Mh, more and more additional structure...
more structure, more weight? Slower movement?
e.g Atlas +149 - that's really nothing. (;

How great would it be to have a relation between additional structure and movement-speed/or accerlation because they're a getting an excess poundage ?
..to force the player to use a higher engines

#92 Thorqemada

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Posted 14 November 2015 - 06:03 AM

Probably the right move with Steam knocking on the Door.

Pinpoint is still not adressed - bad.

Skilltree changes - good
Infowar delay as it is simply not ready to realease right now - good.
SRM2 spread reduction - good
LBX10 ammo count - good
Gauss Cooldown - good

Oxide got Protection Buffs but no other Jenner - indifferent
Cicada CT Buff - good
SHD got some love - good
Atlas still with structure but not armor buff - structure is not protection - that means the AC20 is critted to death as soon the Armor is gone - imho this fails to achieve the goal to give the Atlas better brawling capability - bad

Thunderbolt 5S could use some Ballsitic Buff!

ECM changes - is it only the range reduction to 90m or is preventing lock also still gone?

Good luck!

Edited by Thorqemada, 14 November 2015 - 02:44 PM.


#93 Zookeeper Dan

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Posted 14 November 2015 - 06:17 AM

I'm excited to take out my Shadow Hawk 2H after the changes! 25% ballistics cooldown, crazy maneuverability increases, and extra structure! The king of the scouts is back!

Plus my GD looks like it won't perform any differently, the additional ballistics cooldown will offset the Gauss firing rate increase.

#94 Livewyr

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Posted 14 November 2015 - 06:25 AM

ohboy, weapon quirks.
That is going *SO* well on the live server.

Well.. I probably won't bother testing this one.
When it goes live, I will likely give it one chance, I better be miraculously impressed... (or what will likely happen is an uninstall, and diverting my resources to other games.)

#95 Scanz

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Posted 14 November 2015 - 06:26 AM

FIX FLAMERS !

#96 Zibmo

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Posted 14 November 2015 - 06:32 AM

View PostBlood Skar, on 13 November 2015 - 09:22 PM, said:


Its already hard to stop my Artic Cheetah at the moment(hard to do small movements i mean) and im falling off cliffs etc by accident and now your reducing hard brake by 17.5%.



While I agree with most of your post, you are seriously moaning about the CHEETAH~? Really? You think the Whale and Atlas are in a better spot to deal with you now that they have been turned, after MASTERY, into a slightly better stock mech movement wise?

LOL. Want to get pissed off? Play a whale against a cheetah in live, then in the PTS when this hits and come back and cry over your backshooter.

#97 Mystere

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Posted 14 November 2015 - 06:35 AM

No Information Warfare?
Massive quirks are back?

Meh! It's back to 2287 Boston for me.

Posted Image

Edited by Mystere, 14 November 2015 - 05:59 PM.


#98 Zibmo

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Posted 14 November 2015 - 06:36 AM

View PostKotev, on 14 November 2015 - 01:17 AM, said:

I was expecting something more drastic which is not good. This is good becouse the values and quirks are pretty much balanced across the mechs so we dont have overpowered mechs and the player skill will be more important. Now we wait to see clan mechs but i have faith that they will be balanced. One thing i dont understand is WHY buffing structure in assault mechs and not armor. Good work PGI!


Reduced damage til dead, increased crit chance.

#99 Zibmo

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Posted 14 November 2015 - 06:40 AM

View PostThorqemada, on 14 November 2015 - 06:03 AM, said:


Pinpoint is still not adressed - bad.



I think this is the real reason for the agility nerfs, particularly to torso twist/speed and arm movement speed. Because lasers (even though hitscan) have a burn time, on moving mechs it will be more difficult to maintain laser "lock" on a particular component. It's probable that, since they haven't addressed it for -years-, pinpoint is hard to fix.

Maybe I'm just giving them too much credit though.

Boy the forum just keeps getting slower.

Edited by Zibmo, 14 November 2015 - 06:42 AM.


#100 Bishop Steiner

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Posted 14 November 2015 - 06:43 AM

View PostBlood Skar, on 13 November 2015 - 09:22 PM, said:

Those Mech Efficiency nerfs are crazy.

Kinetic Burst: 22.5% >7.5%
Twist X: 10% > 2.5%
Hard Brake: 25% > 7.5% (serious? thats 17.5% reduction!)
Twist Speed: 20% > 2.5% (are you freeking kidding me!? 17.5% again)
Arm Reflex: 15% > 2.5% (another huge reduction!)
Anchor turn: 10%>2.5%
Speed Tweak: 10%>7.5% (you know we will notice this one the most and hence the low reduction...sneaky).

Is this for the Steam release? So the newbies that join (who wont have any efficiencies) wont be fighting peeps that have full mastery??

If not i cant see why we need such HUUUUGE reductions.

That twist speed reduction alone is going to have a big effect.

Its already hard to stop my Artic Cheetah at the moment(hard to do small movements i mean) and im falling off cliffs etc by accident and now your reducing hard brake by 17.5%.

That seems way over the top and random. In fact all these nerfs are.....why pick such big numbers all the time? why not start with just 2.5%, then 5% and then 7.5%....why is it always such huge number% nerfs and changes you guys go with?

What do other peeps think of these?

because mechs are way too agile already, and it's just getting worse.





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