Clan Laser Vomits Still Pretty Good After Re-Balancing?
#1
Posted 05 December 2015 - 02:20 AM
#2
Posted 05 December 2015 - 08:36 AM
#3
Posted 05 December 2015 - 09:13 AM
Pretty lame.
#4
Posted 05 December 2015 - 11:14 AM
Tarl Cabot, on 05 December 2015 - 08:36 AM, said:
Yeah, but I thought the lower max heat would make a big difference. Turns out it has lowered the rate of damage output, but not to an extent it becomes unviable, especially if you can control the pace of engagement.
#5
Posted 05 December 2015 - 11:20 AM
JigglyMoobs, on 05 December 2015 - 11:14 AM, said:
So really what you're saying here is 'It got weakened, not killed,' which is what PGI at least ought to have been shooting for (if not was shooting for) in order to approach a good point of game balance/equal-imbalance.
#6
Posted 05 December 2015 - 11:24 AM
#7
Posted 05 December 2015 - 11:48 AM
Quickdraw Crobat, on 05 December 2015 - 11:20 AM, said:
So really what you're saying here is 'It got weakened, not killed,' which is what PGI at least ought to have been shooting for (if not was shooting for) in order to approach a good point of game balance/equal-imbalance.
Right, you can still play the exact same mech and enjoy yourself and do pretty well. Even though there are some situations where it's less viable, overall it's still my favorite timby build.
So, it was less of a nerf than I thought it would be.
k05h3lk1n, on 05 December 2015 - 11:24 AM, said:
Locust -is- a lot better since hitboxes were changed.
Edited by JigglyMoobs, 05 December 2015 - 11:51 AM.
#8
Posted 05 December 2015 - 12:18 PM
Tarl Cabot, on 05 December 2015 - 08:36 AM, said:
Not true. The patch made laser vomit better. It increased DHS heat dissipation, which allows higher DPS output.
JigglyMoobs, on 05 December 2015 - 11:14 AM, said:
See above.
Heat cap has pretty much nothing to do with overall damage output; short of potentially having to delay one of your initial alphas a bit but then this is made up for by increased dissipation afterwards making all successive alphas able to be fired faster.
#9
Posted 05 December 2015 - 12:44 PM
JigglyMoobs, on 05 December 2015 - 12:44 PM, said:
I did not know that the dissipation was increased. Now that you mmention it, the alternate fire modes I use (eg 2lpl 1 erml) did seem better.
Winters, my typical style is to alpha twice in rapid succession, so this patch made it feel slower
I did not know that the dissipation was increased. Now that you mmention it, the alternste fire modes I use (eg 2lpl 1 erml) did seem better.
Edited by JigglyMoobs, 05 December 2015 - 12:44 PM.
#10
Posted 05 December 2015 - 01:34 PM
Edited by aniviron, 05 December 2015 - 01:34 PM.
#11
Posted 05 December 2015 - 01:44 PM
are SRM builds any good? lrms seem more effective when massed too, but they are a bit too boring to play for my taste.
Edited by JigglyMoobs, 05 December 2015 - 01:45 PM.
#12
Posted 06 December 2015 - 01:47 PM
JigglyMoobs, on 05 December 2015 - 01:44 PM, said:
They are much better after the patch, now i can ride again my favorite (awesome) at least one of his variant with great success.
And i am glad for Atlas too, role of ultimate brawler is once again in his hands.
Edited by Bident, 06 December 2015 - 01:53 PM.
#13
Posted 06 December 2015 - 01:58 PM
#14
Posted 06 December 2015 - 02:08 PM
#16
Posted 06 December 2015 - 03:03 PM
something to keep in mind from now on.
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