Patch Notes - 1.4.53 - 16-Feb-2016
#141
Posted 13 February 2016 - 09:25 AM
Where do I deliver my eternal gratitude to for the time of day selection?
#143
Posted 13 February 2016 - 09:35 AM
http://mwomercs.com/...age__p__5017830
#144
Posted 13 February 2016 - 09:39 AM
MechregSurn, on 13 February 2016 - 09:35 AM, said:
http://mwomercs.com/...age__p__5017830
Because any clan buff is OP, even when its an AMS rate of fire buff. You're psychotic and nobody respects your word.
#145
Posted 13 February 2016 - 10:06 AM
MechregSurn, on 13 February 2016 - 09:35 AM, said:
http://mwomercs.com/...age__p__5017830
Wow. Could you overstate that any more?
Yeah, some IS mechs did get screwed in the laser range change, but it's hardly a "nerfpocalypse".
And ... Clan "buffpocalypse"? Sorry? Where?
Clan buffs on this patch are pathetic at best, primarily to bad mechs which remain unusably bad.
Yes, the TBR and SCR lost their negative quirks. Woo. The rest of the "clan buffs" were very minor quirks to really bad clan mechs that remain really bad.
#146
Posted 13 February 2016 - 10:06 AM
I would actually like to see an adaption of some of the TT rules: You can switch between damage mode (concentrated plasma cone) and heat mode (wide burst) for the Flamer. A less efficient (because heat-intensive for the firing unit) machine gun in the former case, a niche tactical option in the latter case. Would actually be interesting.
#147
Posted 13 February 2016 - 10:46 AM
its so usefull - 4 flamers usefull x4 now.
i must be increased from 0.7 to 1.0
#148
Posted 13 February 2016 - 11:14 AM
Koshirou, on 13 February 2016 - 10:06 AM, said:
I would actually like to see an adaption of some of the TT rules: You can switch between damage mode (concentrated plasma cone) and heat mode (wide burst) for the Flamer. A less efficient (because heat-intensive for the firing unit) machine gun in the former case, a niche tactical option in the latter case. Would actually be interesting.
That's a rule from the much older editions of TT Battletech, as an optional rule, if I recall properly. I don't own any of the old editions of rule books.
Last I checked the newest rules for Flamers flat out do 2 damage and a bonus 1d6 Heat damage to the target, with mechs (or other heat tracking units, like aerospace fighters) able to sustain a maximum of 18 points of heat damage from outside sources per round. If the target is a non-heat tracking unit (infantry, light vehicles, etc.) then the heat damage is bonus physical damage inflicted on the target.
#149
Posted 13 February 2016 - 11:17 AM
Scanz, on 13 February 2016 - 10:46 AM, said:
its so usefull - 4 flamers usefull x4 now.
i must be increased from 0.7 to 1.0
Flamers AREN'T useful now; but I do agree that reducing the damage too is ridiculous. I doubt that the buff portions of the changes will even help, but nerfing the little damage it did? That's just dumb.
Koshirou, on 13 February 2016 - 10:06 AM, said:
I would actually like to see an adaption of some of the TT rules: You can switch between damage mode (concentrated plasma cone) and heat mode (wide burst) for the Flamer. A less efficient (because heat-intensive for the firing unit) machine gun in the former case, a niche tactical option in the latter case. Would actually be interesting.
That's a nada. It's why we have Clan Autocannons and LBX Autocannons - because they couldn't mode-switch the LBX's between solid and cannister shot.
#150
Posted 13 February 2016 - 11:19 AM
Wintersdark, on 13 February 2016 - 11:17 AM, said:
I believe he was being sarcastic about the usefulness of Flamers. 4 Flamers is 4x as useful . . . for what uselessness they'll provide. Regardless, I agree with your sentiment.
Wintersdark, on 13 February 2016 - 11:17 AM, said:
Yeah, besides the outdated status of the rules he's sighting, I completely forgot about mentioning that issue with the clan autocannons. Thank you.
Edited by Sereglach, 13 February 2016 - 11:23 AM.
#151
Posted 13 February 2016 - 11:41 AM
is there actualy any compensation planned in the future for some of those lost quirks? Most of those changes are really not that bad or kinda make sense but some of the mechs that are hit the most really dont have much else to write home about.
Best exsample would be the Locust 1M. It is already (before the planned nerf) amongst the top 5 worst variants in the game (or maybe bottom 6-7 or so but still) and with a nerf of 40% total of its biggest quirk it will not be any better. According to the current patch note this specific variant doesnt get anything in return. Some of the other locusts for exsample get at least some MG RoF buff, although keeping on target in a locust with MGs generaly is pretty suicidal unless the enemy doesnt move or turn (wont happen beyond tier 4).
Ofc the locusts (or at least some variants like the 1M, 3S and 3V, the later two also beeing on that top worst variant list) already need some buffs desperatly. Further nerfing them without any kind of reballance makes the hardest to play chassis in game even harder.
Edited by RighteousFury, 13 February 2016 - 11:41 AM.
#152
Posted 13 February 2016 - 12:13 PM
Not "I think PGI is capable of implementing." Well aware of the LBX fiasco.
#153
Posted 13 February 2016 - 12:21 PM
Sereglach, on 13 February 2016 - 08:40 AM, said:
Please quote any post I made where I said that flamers should "do zero damage to Mechs". If you can I will concede that your opinion is superior.
I am curious to know how many people who keep asking for damage buffs for MGs and Flamers also want PGI to increase TTK? Because asking to increase damage is contradictory to increasing TTK.
#155
Posted 13 February 2016 - 01:12 PM
Tordin, on 12 February 2016 - 12:42 PM, said:
Though it should have stayed around 6 seconds before we get to feel the heat aswell. In fact flamers shouldnt give the users heat since its ejecting from the fusion core or what?
If anything it should have a weapon cooldown. Imagine a propane (or whatever) torch. Yes you're reducing pressure (and thus temperature) in the fuel canister but you're also increasing temperature at the nozzle. If anything the flamers should "jam" after a few seconds to keep the flamer from melting.
Tordin, on 12 February 2016 - 12:42 PM, said:
Though it should have stayed around 6 seconds before we get to feel the heat aswell. In fact flamers shouldnt give the users heat since its ejecting from the fusion core or what?
If anything it should have a weapon cooldown. Imagine a propane (or whatever) torch. Yes you're reducing pressure (and thus temperature) in the fuel canister but you're also increasing temperature at the nozzle. If anything the flamers should "jam" after a few seconds to keep the flamer from melting.
#156
Posted 13 February 2016 - 01:15 PM
Koshirou, on 13 February 2016 - 12:29 PM, said:
Affected by, not screwed by.
How many lost any significant amount of range?
Look, I get that it was a crappy way to go, and just nerfing ERLL would have been better. I'm not defending the range nerf.
But the only mechs that were severely hurt by the range nerf weren't mechs that drive clan vs. IS balance.... just like the vast bulk of buffed clan mechs had no impact on clan vs. is balance either, as they weren't used before in serious play and they're still not going to be used now.
#157
Posted 13 February 2016 - 01:34 PM
Edited by Volt Corsair, 13 February 2016 - 01:35 PM.
#158
Posted 13 February 2016 - 02:41 PM
#159
Posted 13 February 2016 - 02:47 PM
However...
The state of Shadowcat after so many feedbacks and suggestions is just.... facepalm X(
Countless people told PGI that shadowcat needs: heat quirks, duration quirks and structure buffs to even get close to being considered over the BJ overlord or icefridge.... you know.. because those people have a few hundred more matches in the shadowcat that the total PGI studio combined!
They could buff the MASC even ten fold... it will not help the pathetic shadowcat... you can't just make something work, by pushing it. Let us remove that MASC already.
and here we go for another 4 months until PGI decides to take a look again at the sad cat.
#160
Posted 13 February 2016 - 03:21 PM
Ed Steele, on 13 February 2016 - 12:21 PM, said:
You said this:
Ed Steele, on 12 February 2016 - 11:40 PM, said:
So I am sorry, but I perpetuate no myth here.
In regards to this:
Sereglach, on 12 February 2016 - 09:59 PM, said:
Also, read my other related posts. Just like MGs and AC/2s, Flamers still did 2 points of damage to mechs in TT rules; and according to even the fluff Flamers were perfectly effective against hardened targets. They should be doing some notable damage against mechs . . . it doesn't need to be major damage, but notable nonetheless.
No offense, but your kind of post about this is the exact reason people perpetuate the myth that Flamers and MGs are only supposed to be anti-infantry weapons.
Over this:
Ed Steele, on 12 February 2016 - 09:52 PM, said:
Thusly, if that's not saying that Flamers should be doing zero damage to mechs, then I don't know what is. You are very obviously maintaining that opinion through your statements. You are blatantly stating that Flamers should do little more to mechs than "melt paint and warm the mech up a bit". Doesn't it suck when people actually can call you out on your claims and point your hypocrisy back into your face when you try to back-pedal?
Ed Steele, on 13 February 2016 - 12:21 PM, said:
If they're replacing a Medium Laser or Small Pulse laser with a Flamer, and that Flamer has a 90m range and would barely do 1 DPS, then how is that decreasing TTK (decreasing is making things die faster . . . increasing TTK is increasing survivability, by the way . . . after all, the acronym is Time To Kill in relations to engaging a target . . . In other words, how long does it take a person to kill a target once engaged?).
That pilot would have effectively traded more damage in exchange for utility and some damage. However, it's still a knife fighting weapon; and still the hottest weapon in the game to equip on your mech.
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pwnface, on 13 February 2016 - 02:41 PM, said:
The big issue here is over the fact that the weapon is effectively going to be doing nil damage. Legitimate use of the weapon is going to result in the Flamer wielder being incapable of truly inflicting damage on the enemy at the same time they're building heat on themselves, as pointed out multiple times in this thread. The weapon is going to be even more useless, overall, then before, except as a trolling weapon. Speaking of which . . .
Also, it seems the weapon is still going to be set up with an old exploit intact (involving chain firing flamers), due to PGI's terrible scaling/building/accelerating heat mechanic for the weapon system, that they're refusing to address. Thusly you're going to end up with a huge opportunity for Trolls to seriously cause problems once this patch goes live. Frankly, I'll laugh if they do, just as I'll laugh if this breaks the state of the game for PGI.
Edited by Sereglach, 13 February 2016 - 03:35 PM.
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