Jump to content

Re-Balance Pts 4 - Updated


402 replies to this topic

#261 Alexander Garden

    Producer

  • Developer
  • Developer
  • 1,510 posts

Posted 16 November 2015 - 01:37 PM

Hey all,

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 Boulangerie

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 477 posts

Posted 16 November 2015 - 01:43 PM

View PostAlexander Garden, on 16 November 2015 - 01:37 PM, said:

Hey all,

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 Malleus011

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,854 posts

Posted 16 November 2015 - 01:47 PM

Implementing the ECM changes seems necessary; confused as to why they would not remove the Jesus Box before Steam. This seems like an obvious and broadly popular fix.

#264 nero37

    Member

  • PipPip
  • The Scythe
  • The Scythe
  • 33 posts

Posted 16 November 2015 - 01:52 PM

wheres the pts they said it would be available on monday

#265 DarthFunkNinja

    Member

  • Pip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 14 posts
  • Twitch: Link
  • LocationNew England

Posted 16 November 2015 - 02:02 PM

I like the changes in general.
Also, the old list of quirks listed for the Awesome 8Q is incomplete.... so, what else is missing? :/

#266 Kageru Ikazuchi

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,190 posts

Posted 16 November 2015 - 02:06 PM

Thanks for the updated PDF.

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 Devlin Stone

    Member

  • PipPip
  • 40 posts

Posted 16 November 2015 - 02:16 PM

Looks okay. I will say that I think you're underestimating the significance of mobility on an assault. It will be interesting to see if the Banshee and Zeus can compete at all after those massive effective turning and twist speed reductions.

Edited by Devlin Stone, 16 November 2015 - 02:18 PM.


#268 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 16 November 2015 - 03:14 PM

Missed opporunity to look at the Myst Lynx.

#269 Wingm3n

    Rookie

  • 8 posts

Posted 16 November 2015 - 03:24 PM

View PostApnu, on 16 November 2015 - 08:22 AM, said:

I think mech efficiencies should go out the window totally. And replace them with a pilot skill tree.

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! :D

#270 Arkhangel

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 2
  • Mercenary Rank 2
  • 1,204 posts
  • LocationBritish Columbia

Posted 16 November 2015 - 03:31 PM

View PostNometh, 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 nero37

    Member

  • PipPip
  • The Scythe
  • The Scythe
  • 33 posts

Posted 16 November 2015 - 03:50 PM

well at this rate the pts wont be up untill tomarrow

Edited by nero37, 16 November 2015 - 03:51 PM.


#272 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 16 November 2015 - 04:12 PM

View Postnero37, on 16 November 2015 - 03:50 PM, said:

well at this rate the pts wont be up untill tomarrow


Only 4 o'clock over there

#273 Goose

    Member

  • PipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 3,463 posts
  • Twitch: Link
  • LocationThat flattop, up the well, overhead

Posted 16 November 2015 - 04:14 PM

I've got movement on the test client!Posted Image

#274 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 16 November 2015 - 04:24 PM

It's "down for maintenance". At worst, we'll get it tomorrow... AFTER the CW event is over (why make the current situation worse than it already is?).

#275 Alexander Garden

    Producer

  • Developer
  • Developer
  • 1,510 posts

Posted 16 November 2015 - 05:20 PM

We brought it down momentarily to institute 4v4, but PTS4 server is now fully live (as of ~5PM PST).

#276 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 16 November 2015 - 05:24 PM

Well, I guess the stealth MG (and AC2) buffs have been removed. Back down to 52% Crit Chance, down from 58% on PTS3. Largely worthless, I suppose.


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.

#277 Dagorlad13

    Member

  • PipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 516 posts
  • LocationClan Ghost Bear Occupation Zone.

Posted 16 November 2015 - 06:50 PM

View PostBoulangerie, on 16 November 2015 - 01:43 PM, said:


Yes, got rid of that unneccesary toughness buff to the ACH legs!


The Cheetah should have remained broken for as long as the Firestarter remains broken for balance.

#278 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 16 November 2015 - 07:29 PM

It would be nice to fix some of the flawed/erroneous quicks that were artifacts of previous quirkings (and indirectly previous quirk removal).

Edited by Deathlike, 16 November 2015 - 07:31 PM.


#279 Slow and Decrepit

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 525 posts
  • LocationBelen, the Mosquito Capital of NM

Posted 16 November 2015 - 10:04 PM

Well if things end up staying the same as PTS4, the Atlas and the Dire might as well be worthless as they won't be able to defend themselves against a carrot on a stick. If PGI thinks that pugs will aid a slow assault, I want what their smoking!

#280 Kaeb Odellas

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,934 posts
  • LocationKill the meat, save the metal

Posted 16 November 2015 - 11:31 PM

View PostIronClaws, on 16 November 2015 - 06:50 PM, said:

The Cheetah should have remained broken for as long as the Firestarter remains broken for balance.


IS don't have Streak 4s and 6es.





16 user(s) are reading this topic

0 members, 16 guests, 0 anonymous users