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Raven Erll Is Op, Let's Nerf The Locust

Balance Weapons Upgrades

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#1 Brienne

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Posted 04 February 2016 - 04:08 AM

So, all IS Energy Range Quirks will be limited to 10%. http://mwomercs.com/...ruary-road-map/
Changes because Raven ERLL etc... OK.


This "+10% range max" will hurt all LCT, except 3M.
See you "+25%" SPL LCT 1E.

Why ? Do Locust deserve this ?

#2 thehiddenedge

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Posted 04 February 2016 - 04:19 AM

Well to be fair.. quirks aren't a good idea in the first place.

Edited by thehiddenedge, 04 February 2016 - 04:20 AM.


#3 MeiSooHaityu

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Posted 04 February 2016 - 04:22 AM

Lights always seem to be effected by nerfs more than any other class. I think the skill tree nerf hit them harder than the energy range nerf though.

Energy range reduction does a hurt a bit, but when you can move 150+ kph and change directions on a dime, the small range difference seems a bit arbitrary to me. When you can move that fast, and close distances that quickly, what's the real impact of losing about 15m optimal range and 30m max (SPLaser).

I think the skill tree nerf impacted lights a bit more. That brought their speed down along with maneuverability. Slower mechs like the Panther, Wolfhound, and especially Urbanmech really took a hard hit on that one.

Anyway, I'm not as concerned about that range nerf. If it hurts anything, maybe some select MLaser or MPLaser builds. Those I feel would be feeling the hurt more since they are probably mounted on slower machines that can't as easily change direction or GTFO.

Actually, if energy range hurts any class the most, it might be the Medium class.

#4 El Bandito

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Posted 04 February 2016 - 04:27 AM

If only Machine guns were worth something....

#5 Kotzi

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Posted 04 February 2016 - 04:39 AM

Who cares about range in a Locust. Swoop in, fire as much as possible, get out as soon as any enemy mech is turning in your direction. I love them easykill lights standing in front of you trying to squeeze the last shot out.

#6 MeiSooHaityu

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Posted 04 February 2016 - 04:41 AM

View PostEl Bandito, on 04 February 2016 - 04:27 AM, said:

If only Machine guns were worth something....


Maybe one day :/





#7 Brienne

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Posted 04 February 2016 - 05:25 AM

View PostKotzi, on 04 February 2016 - 04:39 AM, said:

Who cares about range in a Locust. Swoop in, fire as much as possible, get out as soon as any enemy mech is turning in your direction. I love them easykill lights standing in front of you trying to squeeze the last shot out.

Get out : ofc, hit and run. But run where ? You need a place to hide, quickly. It's a bet, some maps are not very suitable for this little p***; ok. Others mechs can handle damage, not LCT.

Is there any reason LCT to be nerfed ? Even lightly ?

https://www.reddit.c...ts_nerf_locust/

Edited by Brienne, 04 February 2016 - 05:35 AM.


#8 adamts01

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Posted 04 February 2016 - 05:34 AM

View PostBrienne, on 04 February 2016 - 04:08 AM, said:

This "+10% range max" will hurt all LCT, except 3M.
See you "+25%" SPL LCT 1E.

Why ? Do Locust deserve this ?

The 1E will be just fine. I've got a little over 100 matches in one and I've managed to average almost 400 damage a match in it. That's dropping against very good groups as well. It's fast, handles great, has high mounts, a good alpha and good heat quirks. I don't feel bad for it.

#9 Alistair Winter

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Posted 04 February 2016 - 05:36 AM

Meh. They could take all the range quirks from the light mechs, most of them need cooldown / heat quirks to compensate for the arbitrary lack of hardpoints. Locust needs help just for being a 20 ton mech that was never supposed to compete with 100 ton mechs in the first place.

#10 The Basilisk

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Posted 04 February 2016 - 05:38 AM

View PostMeiSooHaityu, on 04 February 2016 - 04:22 AM, said:

Lights always seem to be effected by nerfs more than any other class. I think the skill tree nerf hit them harder than the energy range nerf though.

Energy range reduction does a hurt a bit, but when you can move 150+ kph and change directions on a dime, the small range difference seems a bit arbitrary to me. When you can move that fast, and close distances that quickly, what's the real impact of losing about 15m optimal range and 30m max (SPLaser).

I think the skill tree nerf impacted lights a bit more. That brought their speed down along with maneuverability. Slower mechs like the Panther, Wolfhound, and especially Urbanmech really took a hard hit on that one.

Anyway, I'm not as concerned about that range nerf. If it hurts anything, maybe some select MLaser or MPLaser builds. Those I feel would be feeling the hurt more since they are probably mounted on slower machines that can't as easily change direction or GTFO.

Actually, if energy range hurts any class the most, it might be the Medium class.


The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.

And still lights are hard to play for many ppl.

Why ?

Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.

#11 Rushin Roulette

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Posted 04 February 2016 - 05:40 AM

View PostBrienne, on 04 February 2016 - 04:08 AM, said:

So, all IS Energy Range Quirks will be limited to 10%. http://mwomercs.com/...ruary-road-map/
Changes because Raven ERLL etc... OK.


This "+10% range max" will hurt all LCT, except 3M.
See you "+25%" SPL LCT 1E.

Why ? Do Locust deserve this ?


OMG: THE END OF THE WORLD IS NEAR!!!111ONE

The Lolcust is now going to have an effective range of 121m down from 137,5m which means a loss of 16,5 meters. Max range (which is a laughable 0,1 damage) is dropping from 275m to 242m netting a loss of tickle distance of 33 meters.

Seriously, at the speeds a Lolcust should be moving at, 16 meters is not really very noticeable.

#12 Bud Crue

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Posted 04 February 2016 - 05:41 AM

Apparenty the whole "IS erll are Op" motif was mainly directed at the Black Knight and Quickdraw (at least that is what sems to be the clanners biggest targets of complaint...other than BJ structure...elsewhere on the forums and twitter). So the result? An across the board cut to range solely to protect "comp" players from the BK and dreade Quickdraw. The locust and even the raven are just collateral damage.

#13 MeiSooHaityu

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Posted 04 February 2016 - 05:49 AM

View PostThe Basilisk, on 04 February 2016 - 05:38 AM, said:


The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.

And still lights are hard to play for many ppl.

Why ?

Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.


Agreed.

But, as we know, that isn't the game we are presented with so the needs of lights need to be considered a bit more when blanket nerfs hit.

The skill tree nerf should have been applied to Medium mechs to Assaults at least (if a mech by mech basis was too much).

Doesn't matter, PGI will do as it pleases.

#14 Cyborne Elemental

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Posted 04 February 2016 - 05:51 AM

This is why I get so angry at blanket nerfs.

Changes get made, its not the intended target that gets the shaft, its the underdogs that pay the price.

#15 Darian DelFord

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Posted 04 February 2016 - 06:20 AM

View PostThe Basilisk, on 04 February 2016 - 05:38 AM, said:


The Reason why lights are more effected by nerfs is the ..... strange.....concept of light Mechs in MWO.
MWO and all its lore, its figures, equipment and stuff stems from the BATTLETECH universe.
Problem is light mechs where never meant for real combat.
They are scouts, pillagers, pilferers, scout hunters and anti Infanterie mechs.
Some are deemed harasser and everyone knowing Battletech knows this means a light will fight armored Infanterie, tanks and other conventional army stuff.
So the only reason why lights have any place in MWO is this unholy mix of their speed close to what the games engine alows and the combination of host state reversal ( HSR ) / faulty hitreg, lagshield, ( intentionaly ? )broken hitboxes hillarious ammount of hardpoints and ability to simply change weapons the way you want, next tocompletely missing terrain movement interaction....and so on and so on.

And still lights are hard to play for many ppl.

Why ?

Easy: Because they shouldn't be valid for regular Mech to Mech combat in the first place.


So us on the Atlas doll where the locust touched you.

#16 DivineEvil

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Posted 04 February 2016 - 06:26 AM

This nerf is about weapons, WEAPONS, not mechs.

#17 Ordin Hall

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Posted 04 February 2016 - 06:28 AM

View Postthehiddenedge, on 04 February 2016 - 04:19 AM, said:

Well to be fair.. quirks aren't a good idea in the first place.

Give me one reason why quirks are inherently bad.

#18 Metus regem

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Posted 04 February 2016 - 06:39 AM

View PostOrdin Hall, on 04 February 2016 - 06:28 AM, said:

Give me one reason why quirks are inherently bad.


ERPPC Thunderbolts
Blackjacks that could tank damage like an Atlas

That's two I can think of right off the top of my head....

#19 Screech

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Posted 04 February 2016 - 06:40 AM

View PostOrdin Hall, on 04 February 2016 - 06:28 AM, said:

Give me one reason why quirks are inherently bad.


They never address the underlying problem, they just apply a band-aid. I could go on but you only asked for one reason.

#20 FupDup

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Posted 04 February 2016 - 07:04 AM

View PostDivineEvil, on 04 February 2016 - 06:26 AM, said:

This nerf is about weapons, WEAPONS, not mechs.

Weapon quirks influence mechs as much as they do weapons, if not more so.

I just wish they'd used some other approach like using additive range quirks instead of multiplicative (percentages benefit the rich more than the poor) or having negative range quirks for the IS ERLL to offset the generic energy range quirks.





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