Re-Balance Pts 4 - Updated
#301
Posted 19 November 2015 - 05:06 AM
#302
Posted 19 November 2015 - 05:38 AM
Cementi, on 16 November 2015 - 12:59 PM, said:
Having what you spent your money on suddenly made completely worthless will likely piss people off.
Truth!
#303
Posted 19 November 2015 - 06:33 AM
InnerSphereNews, on 13 November 2015 - 08:05 PM, said:
• Example: "Medium Laser Range +25%" and "Energy Range +25%" simply becomes "Energy Range +50%"
If this question has already been asked, please forgive me. I'm working to read through the pages, but this is nagging at me as I'm looking at the PTS quirk values.
Does this mean that ALL energy weapons, per the example above, would have a 50% increase in range, or only the ML? If it is only the ML, will there be some indication of that in the game? If it is, instead, for all energy weaps.... wow! The wording "for the same weapon type" makes me think it's the latter, just want to confirm.
Thanks all!
#304
Posted 19 November 2015 - 07:04 AM
Chilly, on 19 November 2015 - 06:33 AM, said:
If this question has already been asked, please forgive me. I'm working to read through the pages, but this is nagging at me as I'm looking at the PTS quirk values.
Does this mean that ALL energy weapons, per the example above, would have a 50% increase in range, or only the ML? If it is only the ML, will there be some indication of that in the game? If it is, instead, for all energy weaps.... wow! The wording "for the same weapon type" makes me think it's the latter, just want to confirm.
Thanks all!
PGI changed it so the quirks were heavier on the generic category than a specific weapon so that a player would not feel he/she has to use a specific weapon. The above was an example.
Example Wolfhound-2
Prior ERLL Heat Gen -7.5%/Energy Heat Gen -7.5% changed to ERLL Heat Gen -5%/Energy Heat Gen -10%
Same overall result for ERLL total -15% but a player can use other energy weapons and receive -10%. There will be several instances where the combined percentage is less than the original settings, but the general item receiving the larger percentage.
#305
Posted 19 November 2015 - 07:25 AM
One combination that has been popular for a while now is to bring one throw-away light in order to maximize the tonnage available to your other three mechs. The Clans do this with a Missed Lynx, which is marginally more useless than most Locusts, though less so than one or two.
The Clans using this build are pretty much restricted to a Timberwolf-Timberwolf-Hellbringer/Ebon Jag.
The IS have a couple of ways of building a 3-mech deck, mostly because of the diversity of mechs available, but personally I find massed Grasshopper-Grasshopper-Mauler combos to be a f'ing beast to have to deal with.
#306
Posted 19 November 2015 - 08:05 AM
I was looking at the Black Knight (BLR-6-KNT specifically). It shows live values as ML Range 10% and Energy Range 10%, and PTS value as Energy Range +20%, with no further mention of the ML, whereas the Wolfhound example mentions the specific weapon in the PTS values.
I've not looked through the entire quirk list yet, but the BK example still makes me wonder if some variants now have a quirk applied to all weapons of the same type?
Edited by Chilly, 19 November 2015 - 08:12 AM.
#307
Posted 19 November 2015 - 08:20 AM
Cementi, on 16 November 2015 - 12:59 PM, said:
Having what you spent your money on suddenly made completely worthless will likely piss people off.
It's a little counter-intuitive but this isn't exactly true. By spending that money to level a 'mech, they were able to level it much faster but the "real money" component just enabled them to level it up faster and now that the skill tree is changed they're 'mech won't suddenly be de-leveled and they don't have to pay back the time they saved by spending cash.
Think about pre-ordering a new 'mech package. We all know that you'll be able to buy those with c-bills eventually. By paying cash and pre-ordering, you're getting access to those 'mechs earlier than those who didn't. If one player pre-orders a set of EBJs and another doesn't, when compare those two players a month after the c-bill release of those 'mechs and assuming that player 2 has had enough time to earn the c-bills and purchased and leveled the 'mechs, they are all identical Jaguars. There is no difference in performance between the two. So, the only difference between the two players is that player 1 has been able to pilot his 'mech for a few months longer than player 2. Time is what paying with real money gets you in this game (a few cockpit items and MC consumables notwithstanding). You either spend less of it grinding out c-bills (that can then be spent on other things) or you get access to thing earlier than the people who stick to c-bills.
#308
Posted 20 November 2015 - 08:40 AM
#309
Posted 20 November 2015 - 09:40 AM
Cole Williams, on 14 November 2015 - 09:17 AM, said:
Seriously PGI you are making it harder and harder to enjoy this game, over the last year with all the questionable team balance crap.
Either some players forget, or they don't play other MMO's. NO game has perfect balance, and most, if not all, have balancing done throughout the lifetime of the game. That shiny new armour set you just grinded for days upon end, will be replaced with a better set with new stats (quirks) the next patch. Don't get so attached to the way your mech runs. Expect change cause it's gonna happen.
#310
Posted 20 November 2015 - 10:10 AM
I run no armor why? because it don't work and is useless this has been a known fact since closed beta PGI never doubled the actual armor on the wireframes of the mechs and only doubled the numbers you see on your UI screen so please don't talk out your anise.
PGI really should double the armor on mechs and double all ammo per ton it would make MWO a much better game for all players and especially new players.
Edited by KahnWongFuChung, 20 November 2015 - 10:11 AM.
#311
Posted 20 November 2015 - 10:42 AM
KahnWongFuChung, on 20 November 2015 - 10:10 AM, said:
I run no armor why? because it don't work and is useless this has been a known fact since closed beta PGI never doubled the actual armor on the wireframes of the mechs and only doubled the numbers you see on your UI screen so please don't talk out your anise.
PGI really should double the armor on mechs and double all ammo per ton it would make MWO a much better game for all players and especially new players.
What are you even talking about?
#312
Posted 20 November 2015 - 10:49 AM
Edited by MechregSurn, 20 November 2015 - 10:51 AM.
#313
Posted 20 November 2015 - 10:54 AM
#314
Posted 20 November 2015 - 11:00 AM
-=Heloc=-, on 19 November 2015 - 08:20 AM, said:
It's a little counter-intuitive but this isn't exactly true. By spending that money to level a 'mech, they were able to level it much faster but the "real money" component just enabled them to level it up faster and now that the skill tree is changed they're 'mech won't suddenly be de-leveled and they don't have to pay back the time they saved by spending cash.
Think about pre-ordering a new 'mech package. We all know that you'll be able to buy those with c-bills eventually. By paying cash and pre-ordering, you're getting access to those 'mechs earlier than those who didn't. If one player pre-orders a set of EBJs and another doesn't, when compare those two players a month after the c-bill release of those 'mechs and assuming that player 2 has had enough time to earn the c-bills and purchased and leveled the 'mechs, they are all identical Jaguars. There is no difference in performance between the two. So, the only difference between the two players is that player 1 has been able to pilot his 'mech for a few months longer than player 2. Time is what paying with real money gets you in this game (a few cockpit items and MC consumables notwithstanding). You either spend less of it grinding out c-bills (that can then be spent on other things) or you get access to thing earlier than the people who stick to c-bills.
Your example shows you're missing the problem.
The problem is that the hyper-nerf of all the skills means the skills are now essentially worth much much less in terms of mech performance. The difference between a mech with basic skills and a mech with full elite and double basics is now pretty minimal.
Fewer people would pay real money to speed up leveling for so little benefit. Me included.
#315
Posted 20 November 2015 - 12:33 PM
I bought 3 mech packs up to now and never with the idea of "I'm dumping real money in this game, so I better win".
I gave money because I felt the content and the game in general deserved it.
I'm always glad to see balance passes because it has to happen so that every players, new AND old experience an enjoyable match. Too often I see the addiction of short-lived "glory" and ego-stroking elitism VS the wish to see a growing community having fair fun matches.
I'm not boot-licking PGI, it's just my personal PoV.
Anyway, I guess this is my "cool story bro" moment.
And yes, the mean clanner touched my unarmored lower back CT.
#317
Posted 20 November 2015 - 01:23 PM
#318
Posted 21 November 2015 - 08:38 AM
WVAnonymous, on 20 November 2015 - 11:00 AM, said:
Your example shows you're missing the problem.
The problem is that the hyper-nerf of all the skills means the skills are now essentially worth much much less in terms of mech performance. The difference between a mech with basic skills and a mech with full elite and double basics is now pretty minimal.
Fewer people would pay real money to speed up leveling for so little benefit. Me included.
I agree mostly. I will still occasionally convert GXP to XP because I hate grinding, but you have a good point.
Someone else suggested that PGI did it for the influx of new players from Steam, and I really believe that is a big part of it. I'm not sure why PGI has brand new players at Tier 4 and not Tier 5. They could move up quickly if they pick up the game fast. But since we mostly play against pilots within 2 tier levels, making brand new players fight against tier 2's sometimes doesn't make sense.
#319
Posted 21 November 2015 - 10:42 AM
Coolant, on 21 November 2015 - 08:38 AM, said:
I agree mostly. I will still occasionally convert GXP to XP because I hate grinding, but you have a good point.
Someone else suggested that PGI did it for the influx of new players from Steam, and I really believe that is a big part of it. I'm not sure why PGI has brand new players at Tier 4 and not Tier 5. They could move up quickly if they pick up the game fast. But since we mostly play against pilots within 2 tier levels, making brand new players fight against tier 2's sometimes doesn't make sense.
Well, I like that the skill tree is getting nerfed. It was too big of an increase for mechs compared to baseline. It made leveling new mechs a huge chore. I think it would be even better replacing some of these skills with others as well. I'd be fine if they took out the heat related skills entirely.
As far as new players being in tier 4 and not 5, I believe that's because not all new players are completely helpless. They probably benefit more from playing with better players, than they would from having no good players beating them up.
#320
Posted 24 November 2015 - 05:46 AM
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