


Uacs Need To Change, Not The Kodiak-3
#141
Posted 07 June 2016 - 07:47 AM

#142
Posted 07 June 2016 - 08:12 AM
Hit the Deck, on 07 June 2016 - 07:47 AM, said:

Same reason we simplified Rotary ACs "racks" or HVACs like a vacuum. It is easier to say.
Edited by Quicksilver Kalasa, 07 June 2016 - 08:12 AM.
#143
Posted 07 June 2016 - 08:17 AM
Hit the Deck, on 07 June 2016 - 07:47 AM, said:

Because it rolls off the tongue fast.
UACs: You-Acks
RACs: Racks
PPC: Peeps, Pepsi
LRMs : Lurms
ALRM: Alarm
ASRM: ASSRAM
Gauss: Goose, Goose Waffle
just a few from 30 years playing tournaments
#144
Posted 07 June 2016 - 08:56 AM
Gentleman Reaper, on 19 May 2016 - 08:11 PM, said:
Make UACs have a longer cooldown if you double-tap, so you choose between burst-DPS or sustained DPS. Anyone have their own ideas?
Didn't read all the pages, but did someone already mentioned a increased jam-chance quirk?
Sounds for me more fair than just blanket nerf all the UAC's....
But either way, as we know PGI they do either nothing or overdo it....
#145
Posted 07 June 2016 - 08:58 AM
Edited by Gas Guzzler, 07 June 2016 - 08:59 AM.
#146
Posted 07 June 2016 - 09:05 AM
Aeon Veritas, on 07 June 2016 - 08:56 AM, said:
Sounds for me more fair than just blanket nerf all the UAC's....
But either way, as we know PGI they do either nothing or overdo it....
so "fair" is to ruin a class of borderline weapons because one single variant of one chassis can abuse it?
Maybe Russ is right about PGI knowing better than the forums do.....

Gas Guzzler, on 07 June 2016 - 08:58 AM, said:
But but but McGral and Twinkie says it's uber OP...after a weekend event doing exactly what you just described... in a Queue full of other fat slow assault mechs.......
#147
Posted 07 June 2016 - 09:14 AM
Mystere, on 20 May 2016 - 10:10 AM, said:
Have people thought about using:
- drop weight (i.e. logistics, dynamically determined by current state of IS map)
- numbers (i.e. logistics, reinforcements, dynamically determined by current state of IS map)
- rearm and repair costs (i.e. logistics)
- different/dynamic victory conditions (again possibly determined by current state of IS map)
- different/dynamic game modes (again possibly determined by current state of IS map)
- reinforcements (possibly via a ticket system)
- equipment differences (i.e. range, networking capability, etc.)
- campaign structure (What campaign?
)
The main idea is to provide real depth in game play.
Oh! But I forgot. ESports is now priority numero uno! Everyone must therefore bow to the eSports GODS.

<Damn! Is there something wrong with the forum search function? I know I've got more but cannot remember them all.

While I do not necessarily disagree with your premise that Clans Mechs and weapons should be superior, your suggestions would only work in FP. Less than 10% of the players in MWO play or give a rats a$$ about FP. Trying to allow Clans to be superior to IS tech would completely kill QP. You probably do not care but 90% of the players do care so I just do not see this as ever being a possiblity now. If QP had never existed then maybe but it is too late now without killing the game completely.
#148
Posted 07 June 2016 - 10:07 AM
Rampage, on 07 June 2016 - 09:14 AM, said:
PGI could set up QP to be forced Clan vs. Clan, IS vs. IS, and Clan vs. IS based on currently queued players. Then balance Clan vs. IS using the same list I gave above, but tailored more specifically for QP.
Edited by Mystere, 07 June 2016 - 10:11 AM.
#149
Posted 07 June 2016 - 11:39 AM
#150
Posted 07 June 2016 - 12:29 PM
Bishop Steiner, on 07 June 2016 - 09:05 AM, said:
Maybe Russ is right about PGI knowing better than the forums do.....

Erm....please read my post again...
I propose that the KDK-3 gets a increased jam-chance quirk. Something like 5-10% maybe?
Instead of the blanket UAC nerf the OP suggested...
But hey, seriously, after all I don't care. I don't own the kodiaks, so what do I know? right?
Hey, or lets go crazy: 50% increased jam-chance and 50% reduction of time to un-jam the weapon?

Edited by Aeon Veritas, 07 June 2016 - 12:35 PM.
#151
Posted 07 June 2016 - 05:02 PM
Bishop Steiner, on 07 June 2016 - 09:05 AM, said:
Legs lights at 300M just fine, with less effort than Goose...you just need to send out a few hundred points
#152
Posted 07 June 2016 - 06:03 PM
I really don't see why we haven't addressed it sooner. It's almost like nobody gave a **** before the Kodiak.
#153
Posted 07 June 2016 - 06:12 PM
Mcgral18, on 07 June 2016 - 05:02 PM, said:
Legs lights at 300M just fine, with less effort than Goose...you just need to send out a few hundred points
I think he was more referring to the amount of armor/structure in the matches, making it easy to farm damage with dakka, which probably contributed to the HUGE damage numbers. I mean, farming 100 ton mechs with structure quirks is going to work wonders for your damage numbers, and EVERYONE and their brother had Kodiaks.
I kind of get the quad UAC-10 being unfairly strong, because it allows a competent player to just punish the average player for simple mistakes.... but it isn't even the most "comp" build there is. Its one of those things where its a little too strong in the public queue but balanced in competitive play. Rather, I haven't seen it be overpowered in competitive play yet...
#154
Posted 07 June 2016 - 11:24 PM
#155
Posted 08 June 2016 - 01:01 AM
Moldur, on 07 June 2016 - 06:03 PM, said:
I really don't see why we haven't addressed it sooner. It's almost like nobody gave a **** before the Kodiak.
dunno. im running a quad10 DWF since the release, even if 6UAC5 is actually superior to the quad10s).
Edited by Corrado, 08 June 2016 - 01:01 AM.
#156
Posted 08 June 2016 - 01:26 AM
#157
Posted 08 June 2016 - 02:17 AM
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