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Would You Mind Awfully If The Oxide Was Nerfed?


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#41 Quicksilver Aberration

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Posted 10 February 2016 - 07:45 AM

View Post1453 R, on 10 February 2016 - 07:38 AM, said:

Is it really just the structure, or is Smurfy lying to me?

For the most part it is, it allows the Oxide to survive just well enough that it can often push across short stints of open ground fairly safe and then wreck mechs with its brutal firepower, 4 SRM4 on a light is nothing to scoff at especially if it can close the gap without much trouble.

It has always been on the bubble of becoming good, the great structure quirks just shoved it into a fantastic place.

#42 mogs01gt

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Posted 10 February 2016 - 07:46 AM

View PostFupDup, on 10 February 2016 - 07:44 AM, said:

Fixed.

lol :P

#43 TercieI

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Posted 10 February 2016 - 07:48 AM

View Postmogs01gt, on 10 February 2016 - 07:43 AM, said:

Im not sure what your point is. Do you want the Jenner(IS) to be overquirked to compete with the FS9's, ACH's and Jenner(clan)? Overquirking is the biggest issue with MWO's current balancing structure.

Some mechs will always be bad in MWO do to design flaws.


I want every mech to be workable. Quirks are a good way to achieve that, actually. The Jenner needs structure to compete at all.

Anyway, last post until after Easter...

Edited by TercieI, 10 February 2016 - 07:49 AM.


#44 FupDup

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Posted 10 February 2016 - 07:48 AM

View Postmogs01gt, on 10 February 2016 - 07:46 AM, said:

lol Posted Image

I'm not sure if you got the point that I was trying to make...

I was trying to say that lights in general are poopy and that the Oxide is one of the few that poses a legit threat to mechs above its own weight (some have a hard time against others of even their own weight...).

Edited by FupDup, 10 February 2016 - 07:48 AM.


#45 Mystere

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Posted 10 February 2016 - 07:48 AM

View PostEboli, on 10 February 2016 - 05:25 AM, said:

Then the Clan Jenner alternative would need looking into also and it can pack a bigger hit and has JJs.


Which makes me believe that the intended target of this thread is really the Jenner IIC.

#46 Bishop Steiner

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Posted 10 February 2016 - 07:51 AM

View PostAppogee, on 10 February 2016 - 06:15 AM, said:

It's such a one-dimensional Mech already.

Just leave it be so that there's at least some marginal reason for its continuing existence.

what meta approved mech ISN'T one dimensional, lol?

Edited by Bishop Steiner, 10 February 2016 - 07:52 AM.


#47 Quicksilver Aberration

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Posted 10 February 2016 - 07:56 AM

View PostBishop Steiner, on 10 February 2016 - 07:51 AM, said:

what meta approved mech ISN'T one dimensional, lol?

To be fair, most mechs that are missile oriented tend to be fairly one dimensional since there aren't many viable options. Do you go SRMs, Streak 2s, or LRMs?

Edited by Quicksilver Kalasa, 10 February 2016 - 07:56 AM.


#48 Bishop Steiner

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Posted 10 February 2016 - 08:02 AM

View PostQuicksilver Kalasa, on 10 February 2016 - 07:56 AM, said:

To be fair, most mechs that are missile oriented tend to be fairly one dimensional since there aren't many viable options. Do you go SRMs, Streak 2s, or LRMs?

and pretty much else is laservomit, which is pretty one dimensional too. Not criticizing, just saying, that you don't see too much mixed loadout on anything outside the underhive.

#49 MerryIguana

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Posted 10 February 2016 - 08:04 AM

View PostAlistair Winter, on 10 February 2016 - 05:26 AM, said:

light mechs who have a fair chance of beating the Oxide in a 1v1 situation.


It has always been my opinion (as a long time light pilot) that light 1 v 1 is the LAST thing you should be doing. You will take entirely too much damage for very little gain. Spot em, call em out but dont get into the circle of death unless you absolutely have to.

OT. Lets not nerf the only jenner worth a damn.

#50 nehebkau

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Posted 10 February 2016 - 08:10 AM

View PostMerryIguana, on 10 February 2016 - 08:04 AM, said:


It has always been my opinion (as a long time light pilot) that light 1 v 1 is the LAST thing you should be doing. You will take entirely too much damage for very little gain. Spot em, call em out but dont get into the circle of death unless you absolutely have to.

OT. Lets not nerf the only jenner worth a damn.


I was going to make that point earlier -- glad you did.

#51 DrxAbstract

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Posted 10 February 2016 - 08:32 AM

View PostMister D, on 10 February 2016 - 06:32 AM, said:

I'm also finding that any of these lights with any structure quirks are ridiculously hard to kill.

Tiny targets typically are. The Locust has structure quirks and it still dies easily, so perhaps this has something to do with the player.

Quote

Spiders surviving Dual AC-20 CT hits, Commandos taking Dual Gauss to a torso and living..

Spiders have 40 CT Armor and 20 Internals without quirks; Even if it's not a front-loaded armor layout, 2 AC20 shots to the CT is barely enough damage to breach the armor and Gauss does even less damage than an AC20--Certainly not enough to kill a Commando even if both shots hit the same side torso... so this one's pretty self explanatory.


Quote

Seen some pretty crazy things happening and lights walking away from killshot after killshot.

Considering your definition of a killshot thus far has been dealing insufficient damage to clear even the un-quirked Armor+Internals, this is not surprising.

Quote

I think there is more going on here than just simple additional internal health from quirks at play.

You mean like having unrealistic expectations derived from a poor understanding of chassis stats combined with bad aim...?

Quote

The lagshield is real too.

Not in so far as many people simply not understanding how engagement speeds, distance and weapons convergence all play a large part in actually scoring hits with all, or most, of their weapons on small, fast moving targets. That isn't to say hit registration itself isn't sometimes borked, but little of it can actually be attributed to lag.

#52 Wattila

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Posted 10 February 2016 - 09:20 AM

Have to agree with folks suggesting buffing other lights to Oxide/ACH levels. I only dabble in light mechs, but the reality at T1 seems to be that all you can do is harass most of the time, unless you're a pro light pilot. Dangerous to circle people who know how to reverse turn, you'll either die or walk away heavily damaged, only do that as a desperation move.

If your team does good, you'll have a feast, but it's frustrating when you have a timid team sitting in a blob, waiting to die. I find it super risky to roam the map, looking for pickoffs, when my team has zero presence on the map. I honestly have more luck with LL/LPL poke Ravens than SPL/MPL Firestarters, since the Ravens do consistent damage while I mostly do well with Firestarters when my team is already winning (or maybe I'm just bad, dunno).

Edited by Wattila, 10 February 2016 - 09:33 AM.


#53 Mcgral18

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Posted 10 February 2016 - 09:36 AM

View Post627, on 10 February 2016 - 07:26 AM, said:

haven't llooked into quirks lately... so the oxide is basically the new huginn?


Huggin had 6 effective SRM4+As, making it the most concentrated, but small, spurts of damage, for lots of DPS.

The current Oxide has closer to 5 effective SRM4s, without Artemis, but with semi-significant structure quirks (no spread?)

The 2C Jenner has 6 effective SRM4s which can fully alpha, but largest spread of any of them.

#54 Alwrathandabout42ninjas

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Posted 10 February 2016 - 09:47 AM

View PostAlistair Winter, on 10 February 2016 - 04:52 AM, said:

Because I wouldn't.

Alternatively, buff almost every other light mech in the game. But the balance between the Oxide and other light mechs right now seems a bit off.

Spoiler



Haha good one. Everyone knows srm's arent meta therefore it must be one of the worst mechs in the game.

View PostWattila, on 10 February 2016 - 09:20 AM, said:

unless you're a pro light pilot


Even then you can explode at any second in tier 1 unless you know you have cover.

#55 Tarogato

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Posted 10 February 2016 - 09:50 AM

View PostMcgral18, on 10 February 2016 - 09:36 AM, said:

The 2C Jenner has 6 effective SRM4s which can fully alpha, but largest spread of any of them.


The JR7-IIC actually has only five and a half SRM4's. Remember, cSRMs deal 2 damage, SRMs deal 2.15 damage. =P

#56 Quicksilver Aberration

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Posted 10 February 2016 - 09:53 AM

View PostAlwrath, on 10 February 2016 - 09:47 AM, said:

Haha good one. Everyone knows srm's arent meta therefore it must be one of the worst mechs in the game.

What are you even talking about? I'm hoping this is sarcasm and I just missed it.

Edited by Quicksilver Kalasa, 10 February 2016 - 09:54 AM.


#57 Metaccini Alfredo

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Posted 10 February 2016 - 10:58 AM

View PostTercieI, on 10 February 2016 - 06:04 AM, said:

No thanks. IS streaks are utter trash and quirks can't change that.


wait wait where's that video with the bugged ssrm cooldowns from the test server.. i think it was on quickdraws? lol

#58 Gyrok

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Posted 10 February 2016 - 11:55 AM

View Post1453 R, on 10 February 2016 - 07:38 AM, said:

So...yeah.

Having taken a look at the Oxide's quirks, I'm trying to figure out why it's an issue. Sure, the thing has the massive structure bloat common to pretty much all Sphere megaquirked designs, but unless Smurfy's lying to me, the actual missile quirks aren't that bad. Is it really just the structure, or is Smurfy lying to me?

Either way. I'd almost want to look at restoring the Oxide to its original testing spec of 6 missile hardpoints and then maybe slack off whatever quirks are making it problematical. That way pilots can pick between a fast-firing hex SRM-2 derringer approach, the usual quad-4 build, or even do bad lolbuilds like hex LRM-5 or hex Streak if they feel like it. Diversify the 'Mech a little bit. I mean hell, if the JIIC can get away with six missile hardpoints and also 7+ jump jets and a 315 engine cap with a cXL in it, I'm thinking the Oxide can get back its original hex set of missile hardpoints.



The issue there is that the Oxide is already better than the JR7-IIC by a wide margin. The IIC has clan weapons, and currently, IS small weapons, and particularly SRMs, are better...basically outright...in this instance. Giving the oxide an advantage in chassis, or even putting it on equal ground, while the IIC is disadvantaged by weapons (that will not get buffed because "clans OP") means that the oxide would literally rule the world for alpha boat brawling lights...and it already does that now.

Edited by Gyrok, 10 February 2016 - 11:56 AM.


#59 Eboli

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Posted 10 February 2016 - 12:37 PM

View PostMystere, on 10 February 2016 - 07:48 AM, said:


Which makes me believe that the intended target of this thread is really the Jenner IIC.


Agree with you on that one Mystere. I hope that this is not the intention because all we need is nothing but ACHs and FS9s being he main stay of lights being played.

#60 Quicksilver Aberration

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Posted 10 February 2016 - 12:47 PM

View PostGyrok, on 10 February 2016 - 11:55 AM, said:

The IIC has clan weapons, and currently, IS small weapons, and particularly SRMs, are better...basically outright

I wouldn't go that far, because one of the major flaws of the IIC is its durability and hitboxes (I feel like they are worse than the IS Jenner).





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