Once Upon A Time... This Was Meta!
#41
Posted 16 May 2016 - 01:38 PM
#43
Posted 16 May 2016 - 01:57 PM
Are Victors in a rough spot? Yeah. Do PPCs as a weapon class need some adjustment (and consequent lessening of ridicu-quirks for PPC 'Mechs)? Sure. Would it be great if assault-weight jump jets weren't garbage? Yep.
But really. Lasers aren't as big a problem as most people figure they are. Especially after tomorrow, when DakkaStorm Kodiaks and Spirit Bear-shaped battering rams are going to make all the laser machines hate their lives forever.
#44
Posted 16 May 2016 - 02:02 PM
I need to collect it and add it to my "Battletech" playlist for tabletop fridays...
Edited by Xocoyol Zaraoul, 16 May 2016 - 02:02 PM.
#45
Posted 16 May 2016 - 02:02 PM
#46
Posted 16 May 2016 - 02:03 PM
Where is Donald Trump to come and "MAKE MWO FUN AGAIN!!!!"?
#47
Posted 16 May 2016 - 02:47 PM
Games never felt as close to that feeling since JJ's got killed
#48
Posted 16 May 2016 - 04:10 PM
Cathy, on 16 May 2016 - 02:47 PM, said:
Games never felt as close to that feeling since JJ's got killed
Irritatingly that was half of the point of Jump Jets in BattleTech TT, getting behind targets easier when they were close enough. I'd buy a Phoenix Hawk in a heart beat if JJs had more Vertical Oomph to them and better mobility in mid-air.
Edited by Xocoyol Zaraoul, 16 May 2016 - 04:11 PM.
#49
Posted 16 May 2016 - 04:24 PM
Cathy, on 16 May 2016 - 02:47 PM, said:
Games never felt as close to that feeling since JJ's got killed
It's totally true for me as well.
I loved when my heavies, lights, and assaults soared the way mediums still do.
It made JJs a real choice, and using them well so satisfying.
Fine, 35+ PPFLD was too much in combo (+ the bad hitboxes people mentioned). But the fun of genuinely mobile heavy platforms was so much fun.
#50
Posted 16 May 2016 - 04:46 PM
I never want that singular, dominant style of gameplay ever again.
It was boring, the same thing time after time, with no effective counter ("But SRM!" No, your 1.5 damage nerfballs were worthless)
HoverJets™ can be fixed, and PPCs can be given a proper role (not 2KM/s 10 damage 8 heat every 3 second monstrosities...pick and choose, don't give them EVERY category)
#51
Posted 16 May 2016 - 05:02 PM
Mcgral18, on 16 May 2016 - 04:46 PM, said:
I never want that singular, dominant style of gameplay ever again.
It was boring, the same thing time after time, with no effective counter ("But SRM!" No, your 1.5 damage nerfballs were worthless)
HoverJets™ can be fixed, and PPCs can be given a proper role (not 2KM/s 10 damage 8 heat every 3 second monstrosities...pick and choose, don't give them EVERY category)
I'm OK with 2 km/s, 10dmg/10 ht every 4.5 seconds or so. Heat would not be as much a concern with me if they were fast enough to be reliable at long range.
Problem is one needs to set it so that every weapon has set roles they are for, because atm ERLL and LPL and Gauss are much more the all purpose nuisance on average.
Of course our issues go so far beyond the balance on a handful of individual weapons, it ain't even funny.
Without realistically addressing 1) Aiming, 2) Heatscale and 3) Open Mechlab, in that order, this game simply can't be balanced. At least not as a "Battletech Game".
wanderer, on 16 May 2016 - 01:06 PM, said:
The response was incompletely fixing the actual issue and breaking jump jets along with leaving the primary metamechs crying in the quirk dust. And then leaving it that way.
This is, of course the normal process of things in MWO.
well then again, when an actual "fix the poptart issue only" solution was proposed a hefty portion of the comp nation cried their little hearts out, too. (Hint... extend reticle shake after thrust cutoff). Would have still left it doable, but a lot more difficult, especially with JJ heat and fall dmg implemented (both of which overall were good ideas). Oh, and if they would ever properly implement JJs to be exponentially scaling so that people weren't still sneaking 1-2, etc and that 8 JJ mechs weren't still basically hovermechs.
#52
Posted 16 May 2016 - 06:00 PM
Sadly PGI has yet to learn an important lesson. Listen well Grasshopper, the nerf hammer has never been a solution. It is as I have always said, nerf something and another will take its place. To nerf is never the answer. All you ever do is drive away parts of your player base. All because some people can't figure out how to defeat other people's tactics or don't take the time to try.
Edited by Steel Claws, 16 May 2016 - 06:03 PM.
#53
Posted 16 May 2016 - 06:02 PM
#54
Posted 16 May 2016 - 06:47 PM
Mcgral18, on 16 May 2016 - 04:46 PM, said:
I never want that singular, dominant style of gameplay ever again.
It was boring, the same thing time after time, with no effective counter ("But SRM!" No, your 1.5 damage nerfballs were worthless)
HoverJets™ can be fixed, and PPCs can be given a proper role (not 2KM/s 10 damage 8 heat every 3 second monstrosities...pick and choose, don't give them EVERY category)
Increase cooldown for long range energy weapons to be closer to current GR timings. Those energy weapons are a very large energy draw. It wasn't just the jumping with the need of only 1 JJ, thus saving 4-6tons of weight, the synergy between GR/ERppc or AC5/ERppc (primarily due to velocities being closely matched), etc, but also the ability to rapidly refire said energy weapons again and again, be it poptart or peekaboo.
Increase ballistic/ERppc velocities, not necessarily to prenerf settings, increase the jump height/acceleration of Class 1/2 jump jets but in order for them to be effective the need to equip min 3 JJ, not the just the prenerf setup of just needing one JJ and any additional provided barely anything else.
I want my jump brawling back too. The satisfaction of jumping in the middle of a lance or two, watching the amount of friendly fire while my fellow samurai open up their backsides...
Edited by Tarl Cabot, 16 May 2016 - 07:27 PM.
#55
Posted 16 May 2016 - 07:15 PM
#56
Posted 16 May 2016 - 07:16 PM
#57
Posted 16 May 2016 - 07:18 PM
Prosperity Park, on 16 May 2016 - 08:32 AM, said:
"If the meta becomes people being stupid and tanking enemy fire, then I would be happy."
Sure, and while we are at it, we should also make everyone wear fluorescent cammo and March in formation at all times. Then we can form squares when the enemy charges with cavalry and push them back with our Pikemen.
Yes... because a stupid thing is spotting for LRM's or using for LRM's...
Great to see the community is trying to make the game great.
#58
Posted 16 May 2016 - 07:21 PM
#59
Posted 16 May 2016 - 07:26 PM
Navid A1, on 16 May 2016 - 02:09 AM, said:
The best place its been in over 2 years ...
You mean 3 Large pulse lasers + 4 Medium lasers on every mech?
Dat variety!!!
I don't think anyone in these forums hates meta more than I (maybe bishop steiner too...lol)... And i'm telling you when you screw every other weapon and system in the game... 60+ giga-alpha laser puke is what you get.
Poptart meta was not good by any means... PGI just killed every poptart "mech" instead of killing poptarting!
ACs are used much more often, especially in brawlers. So are SRMs. Streakcrows are also a thing, although it was overly powerful at one point, but they're still viable now. Gauss has always been decent, and always a good option when paired. With the new open maps, LRMs has even come into their own.
The only weapons which are crap are pretty much cUACs, LBXs and PPCs.
The dominant weapons are still lasers, but there number of viable builds and weapons has drastically improved in the past 2 years.
#60
Posted 16 May 2016 - 07:33 PM
Steel Claws, on 16 May 2016 - 06:00 PM, said:
The medium ones still work, Hunch 2C being a fine example of Gauss+PPC
Adequate for long range, but woefully inferior up close...as it should be.
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