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Feb Road = Inner Sphere Got Screwed Again


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#41 Hit the Deck

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Posted 30 January 2016 - 05:37 AM

View PostSjorpha, on 30 January 2016 - 05:00 AM, said:

...
The missile brawler Hit the Deck posted doesn't really answer the question, unless the range nerf is replaced with some amazing SRM quirks there will be much stronger assault brawlers to run.

The BLR-1S is a missile carrier. Let it be one and I think it's pretty decent as a fast 85 tons brawler.

#42 Metus regem

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Posted 30 January 2016 - 05:42 AM

View PostDivineEvil, on 30 January 2016 - 04:38 AM, said:

They do? How? Because Awesome is a "sniper"? That's an far outdated outlook and doesn't supported by anything, that the mech represents by itself.


-sigh-

Rather that the Awesome is known for PPC and legendary toughness, though she's not as tough as I'd like her to be, she is still the premier PPC boat she was always meant to be.

The ERPPC Thunderbolts rubbed me the wrong way, as the quirks it had at the time, made it a better PPC boat, than the Mech that was built around them.

#43 Tordin

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Posted 30 January 2016 - 05:48 AM

Some IS mechs went a bit too far, same with the odd engatives for clan quirks. The clans shouldnt need any quirks, unless they are underperforming and or get easly wrecked against any IS mech on average. Like the Summoner, Nova, Shadow Cat, Ice Ferret, Mist Lynx, Gargoyle/ Executioner?

To cut it short, no mechs should have quirks and if, only as a temporary bandage until they can fix the hardpoints, heat mechanics/ ammo count/ weapon specifications, hitboxes and scales of mechs.

Quirks along with skill trees set in stone for different roles you want that mech to follow (canon or not) should be something you could upgrade your mech with. Fine tune any mech to gain + 10% energy range at the cost for - 5% heat cooldown for example to balance it out.

#44 Ted Wayz

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Posted 30 January 2016 - 05:51 AM

View PostRagingdemon, on 30 January 2016 - 12:02 AM, said:

Umm yeah there are large groups in CW that rofl stomp. But IS quirks where too much, there is no arguing this.

Yes, there is arguing this. Take away IS weapon quirks by an arbitrary whitewash, and change specific IS structure quirks, while NOT adjusting the Clan Trinity hit-boxes, which have been broken since day one, is garbage.

#45 Terrorsdawn

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Posted 30 January 2016 - 06:03 AM

View PostSjorpha, on 30 January 2016 - 04:03 AM, said:

I get reigning in the ERLL situation, which I understand caused problems for both casual and competitive play.

I'm not so worried about IS as a faction because of this, and for many mechs it's ok to lose a little range because they will still be good mechs.

But there are some specific variants that will lose their only useful role because of this and that don't really have anything else to do.

For example what will be the reason to take a BLR-1S over another BLR now? What will be the reason to bring a X5 over other Cicada, or a Locust-1V over 1E, or a RVN-4X over 3L, and so on. Many of these variants had found a niche as snipers to make up for not being good at anything else, and it's sad to see them fall back into redundant variants again.

I also think the IS ERLL will be a strong weapon even after this, 10% quirk + module plus the IS duration and 3 ghost heat cap. So making sniper specialists redundant might be the only significant effect of this change, but we'll see.

The removal of all negative quirks on tier 1 clan mechs will make many omnipods redundant again. No reason not to take the 3E shoulder or the 2E arms on TBR anymore. Not sure why this change was needed, the TBR was still tier 1 in strength so it wasn't for balancing reasons. Players not liking red numbers seem like a pretty stupid reason to me. I agree with removing neg quirks on Dire wolf though, but I would keep them on TBR at least for the A left torso.



Great post, you tottaly understood why i am upset.

#46 Felbombling

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Posted 30 January 2016 - 07:09 AM

The problem with PGI is that they totally lack a sense of forethought when they come up with some of these quirks. You can almost hear them saying, "Wow... didn't see THAT coming!" when the player base gets access to the broken quirks live in game.

#47 Y E O N N E

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Posted 30 January 2016 - 07:17 AM

View PostTerrorsdawn, on 29 January 2016 - 11:54 PM, said:

When I buy a product, (yes each mech, mech pack or bundle we buy is a product) we buy it for certain reasons. To have the people that sold it to us decide they want to screw with it, change it or modify it, they are changing the product.


The product isn't the 'Mech. The product is the game experience and the services they provide to keep it running.

PGI is doing nothing wrong, your interpretation is flawed of the sales pitch.

#48 Aiden Skye

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Posted 30 January 2016 - 07:29 AM

Excuse me if I don't see how IS is getting shafted. The crutchjack got a long overdue nerf and the rediculous range advantage IS had over clans has been brought in line. Bad clan chassis are getting tossed a bone finally.

Need I remind you that in the last rebalance IS got 48 pages of buffs while in the 2 pages of clan quirks the only clan mech to actually get something was the maddog C getting 20 armor to its arms. The rest got hammered with blanket nerfs.

#49 DivineEvil

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Posted 30 January 2016 - 07:40 AM

View PostMetus regem, on 30 January 2016 - 05:42 AM, said:

-sigh-

Rather that the Awesome is known for PPC and legendary toughness, though she's not as tough as I'd like her to be, she is still the premier PPC boat she was always meant to be.

The ERPPC Thunderbolts rubbed me the wrong way, as the quirks it had at the time, made it a better PPC boat, than the Mech that was built around them.
First of all, being "known for PPC" does not imply increased range. The heat-gen quirks both 8Q and 9M featuring are already in line with other PPC-relying mechs. Second of all, all the variants of an Awesome feature different weapon emphasis, so if speaking about "building a mech around" something, the Awesome is built to be durable siege platform with more stock armor, than of a 5-ton heavier Battlemaster. Giving him an additional protection it deserves would possibly even help it more, than obscene weapon quirks it has right now, partially compensating for it's tightly packed hit-boxes and allowing to use it for tanking in CW.

This is but a single example, where quirks given to a mech do not meet the role the mech were designed for to begin with.

#50 Chrome Magnus

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Posted 30 January 2016 - 08:42 AM

I never like big blanket nerfs that scream out "we're reacting to people crying instead of actually analyzing..." and did chuckle when I saw they were completely removing all negaquirks instead of small stepping some back. I mean the TW is still one hell of a performer, remove ALL of my negaquirks and I'll go back to laughing, instead of just killing, those soon to be de'quirked BJ's. Hopefully they don't swing to far on the BJ. I was also perturbed they're buffing the clan TC and not the IS CC which is comparatively garbage.

My biggest disappointment is no mention of fixing some of the problems caused by the big nerf to the skill tree. Overall I liked the idea of dialing it back a bit (and slowing mechs down) but they went too far not all mechs were hit equally.

#51 Mi Ro Ki

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Posted 30 January 2016 - 08:44 AM

View PostW A R K H A N, on 30 January 2016 - 07:29 AM, said:

Excuse me if I don't see how IS is getting shafted. The crutchjack got a long overdue nerf and the rediculous range advantage IS had over clans has been brought in line. Bad clan chassis are getting tossed a bone finally.

Need I remind you that in the last rebalance IS got 48 pages of buffs while in the 2 pages of clan quirks the only clan mech to actually get something was the maddog C getting 20 armor to its arms. The rest got hammered with blanket nerfs.



"Bad clan chassis" Haha, you're kidding right? 65-75 alphas on a heavy is a bad chassis? Oh man, this is why the changes have happened in the first place. Bad players on either side in trial mechs from steam have been most of the cry babies ingame on the cw front. Good top teams have had no issues beating the "outrageous IS quirks" when using Clan or IS tech.

It's the same typical ********, clanners expect lore history to take place in the game. Eg, I drive a superior mech, why am i not wrinning, i should be winning, this is bs (heads to forum for complaint).

The ERLL quirk is no issue if you knew how to brawl and maneuver around the map . (air in head)

Bring on next phase to screw mercs and praise the loyalists Posted Image

Edited by Mi Ro Ki, 30 January 2016 - 08:44 AM.


#52 Bishop Steiner

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Posted 30 January 2016 - 08:44 AM

there is a shocking lack of JohnnyZ on this thread......

#53 TercieI

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Posted 30 January 2016 - 08:55 AM

OP is Gyrok's IS alt?

#54 Torgun

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Posted 30 January 2016 - 09:13 AM

Blanket buffs or nerfs are always bound to be a mistake. This time they'll do both?

Posted Image

#55 Mystere

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Posted 30 January 2016 - 09:17 AM

View PostTerrorsdawn, on 29 January 2016 - 11:54 PM, said:

Yes the current state of the faction map sucks.


Here's a hint: I was not about the faction map.

View PostDakota1000, on 30 January 2016 - 12:18 AM, said:

When people first bought the Wave I clan packs they got nerfed hard, now IS mechs are getting their beating from the nerf bat. Its the same thing, that's how balance works.


I'm going to counter that with: That's the unfortunate effect of bad planning and design.

#56 Mystere

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Posted 30 January 2016 - 09:20 AM

View PostJuodas Varnas, on 30 January 2016 - 01:11 AM, said:

I'm an IS purist, but even I can see that some of our mechs are way out of line.

I'm not a big fan of this whole requirkenings, i believe they should focus on balancing the techs themselves (clan vs IS) first. Once that's done, they can look into the underperforming mechs and throwing them a bone.


And I say include numbers, maps, and game modes -- among other things -- into the balancing mix if you want to keep that "A BattleTech Game" tag.

#57 Khobai

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Posted 30 January 2016 - 09:22 AM

Quote

Inner Sphere Got Screwed Again


not really.

CERLL = 10% longer range than ISERLL. Capping IS range quirks at 10% makes the CERLL and ISERLL equal.

There is no reason IS needs range quirks longer than 10%, effectively giving them more range than clan mechs.

Quote

When I buy a product, (yes each mech, mech pack or bundle we buy is a product) we buy it for certain reasons. To have the people that sold it to us decide they want to screw with it, change it or modify it, they are changing the product. I am sick of ending up with mechs, I once loved stripped and sitting in my warehouse waiting for them to maybe one day be restored to something close to what I bought in the first place.


Yeah ok. Id like my money back from the stock market crashing too. There are no guarantees in life. PGI didnt guarantee you theyd never change anything, anymore than the stock market can guarantee it wont go down.

Edited by Khobai, 30 January 2016 - 09:24 AM.


#58 Mystere

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Posted 30 January 2016 - 09:23 AM

View PostLupis Volk, on 30 January 2016 - 03:12 AM, said:

Gotta love PGI. ubermensch Clanners cry for a blanket IS nerf. While IS players call for over the top IS mechs to be tonned down. PGI listens to the loyal ubermensch and give the IS a blanket nerf. Dear god PGI is testing my patience. I left one online game due to over the top knee jerk nerfing and pandering to one faction (or in this mentions case national group)


You say "PGI is pandering", I say "PGI is lost when it comes to balancing".

#59 Bishop Steiner

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Posted 30 January 2016 - 09:25 AM

View PostTercieI, on 30 January 2016 - 08:55 AM, said:

OP is Gyrok's IS alt?

No, that would be JohnnyZ... I think... very disturbing split personality crisis there....

#60 Coolant

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Posted 30 January 2016 - 09:26 AM

to OP its called balancing. try not to get so attached to your shiny things. And, btw, every other MMO out there has consistent regular balancing throughout its lifecycle.





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