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Victor Problems And How To Fix Them.


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#1 XX Sulla XX

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Posted 17 November 2015 - 01:08 PM

The Victor suffers from the same problems it has had since the over all firepower of the game increased. Let me break these down and offer suggestions.

1. The Victor is very very easy to kill for mech its size. All of the best heavy mechs are more durable than the Victor. The reason for it is because its large and its very very easy to pinpoint its torsos. You may ask if this is so why the Victor poptart was the meta. The reason is poptarting allows you to do damage without taking damage. It allows you to only face the enemy for a second and then turn away and fall. But without jump sniping the use of the Victor is for short or short mid range fighting. And it falls very very short at this.

2. Lack of hard points. Victors have very few hard points and they are not in good locations. Even the Dragon Slayer has this problem. Really the onlything the Dragon Slayer ever worked well at was a pop tarter. The Victor ALL including the Dragon Slayer need better general weapons quirks. If you look at the builds they can bring they tend to be things like 3 LLs and SRMs, or an AC20 and SRMs, Or a couple of AC5s and a PPC. The problem is none of these builds tend to be effective without quirks. The only Victors that have decent firepower are the B and S. But neither really have range. And because they are not very durable they just do not work well.

Suggested fixes.

1 - More armor for every varient. This will give them the durabilty they need.

Add Struc CT +10
Add Struc L/R Torso +17
Add Struc L/R Arm +10
Add Struc L/R Leg +17



2- Give them many general weapons quirks of a good size. Look they have hardly in hard points and they are scattered all over the mech. And they are both low and high and left and right. They are not going to be able to boat weapons. Giving them good general quirks means people can play builds that are OK for several styles and still not be OP.



Ballistic Velocity +15%
Ballistic Cooldown +15%
Ballistic Range +20%
Energy Heat Gen -10%
Energy Range +10%
Laser Duration -10%
Missile Cooldown +10%
Missile Heat Gen -10%
Missile Velocity +10%



These numbers may look high but not if you look at the hard points on the mech. Make all possible builds on Victors with these quirks and non are OP.



Also notice I did not give the Victors gausse or PPC quirks. This is because I do not want PGI to worry about them pop tarting or what ever the fear is. Also to be effective they would need large PPC quirks and I am sure that is a no go.

Edited by XX Sulla XX, 17 November 2015 - 01:10 PM.


#2 Alwrathandabout42ninjas

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Posted 17 November 2015 - 01:38 PM

Agreed, all of these changes would get people to at least try out the Victor again.

Low amount of hardpoints.

Large mech - easy to pop torso's

Only advantagbe it has is JJ's and they dont do much.

We need armor and structure across the board and some nice weapon quirks.

#3 Duke Nedo

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Posted 18 November 2015 - 03:54 AM

IMO Victors can have an OK brawling loadout if they can safely brawl with an XL equipped. The Victor in my mind should be fast, agile and brawly, and that's what you get if you would just add serious armor/structure ST quirks, and a general heat gen quirk too because these builds become very hot indeed.

#4 Mister Blastman

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Posted 18 November 2015 - 09:07 AM

Alright, I tried the Victor in PTS 4. Guess what? It is still bad. I survived in it... but... compared to my Wubshee or Dakkawhale... it was terrible.

And this is the crux of the problem. The Victor is a true mixed weapon 'mech and right now, the game penalizes you heavily for using the triumvirate of mixed weapons--missiles+autocannons+lasers. It is also broader than a barn when facing you.

It just can't put out nearly enough DPS to compete with pinpoint convergence laser and dakka builds. Meanwhile, I continued to get one click wins in the Wubshee and Whale.



The Victor can't be fixed with quirks. The quirks need to be removed, actually--all quirks do. The Victor is bad due to fundamental issues with how the game is built. The game rewards high-alpha, high pinpoint builds--neither of which the Victor can do well with.

To fix the Victor you must first fix weapon balance and then fix the high alpha, high pinpoint play style with single weapon types. To do this... well, convergence must be removed or maximum reactor loop/power harness loads need to be added to force players with larger amounts of single weapon types to have cooldown penalties due to the 'mech not being able to put out enough power to charge them all at once.

The Victor has hardpoints, but they are all mixed. It can't spam one weapon type and thus suffers a huge DPS penalty making it unable to keep up with heavier armed robots. Top this off with a broad profile, big arms that come off easy, nerfed jump jets and inability to move fast (i.e. nimble) and it stays a bad 'mech.

Edited by Mister Blastman, 18 November 2015 - 09:07 AM.


#5 Ancih

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Posted 18 November 2015 - 12:59 PM

Did they "fix" the number of tubes for the missiles hardpoints on the PTS?

Edited by Ancih, 19 November 2015 - 11:16 AM.


#6 XX Sulla XX

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Posted 18 November 2015 - 04:54 PM

I think with the quirks I suggest it would be somewhat viable. And they are not going to remove all quirks and rebalance and change convergence.





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