#221
Posted 21 June 2016 - 06:32 AM
#222
Posted 21 June 2016 - 07:30 AM
Autologus, on 21 June 2016 - 05:58 AM, said:
welcome to the mlx life
#223
Posted 21 June 2016 - 10:06 AM
#224
Posted 21 June 2016 - 10:12 AM
#225
Posted 21 June 2016 - 11:27 AM
#226
Posted 21 June 2016 - 11:45 AM
(hope I got all...)
Locust:
A Mech that thanks to wonky hit detection is already difficult to hit gets even smaller???
your human Pilot model already does not fit into the locust and you make it even smaller????
FAIL
Commando:
A mech that severely suffers from being unable to jump, bad hardpoints and that is unanimously to large gets....
nothing...
FAIL
Jenner:
A Mech that severely suffers from being a walking CT. And its being... enlarged massively???
The oxide has a damage pump problem and you lessen the Missle heat generation??? of a Mech that generates almost no Heat??
Double FAIL
Firestarter:
No Issue with that Mech, but it now gets much much larger; much larger than in fact its Clan competitor the Cheater.
FAIL
Panther:
A Mech that suffers from bad hardpoints but had a redeeming thing: a small size. You enlarge it massively making this Mech completely obsolete
EPIC FAIL
Raven:
A Mech that already has been identified as being to large has been.... enlarged slightly...
FAIL
Spider:
A Mech with very weak weaponry but an incredibly small size. Well you emlarge this clunker making the only redeeming thing this mech had useless... Mech is now obsolete
EPIC FAIL
Wolfhound:
a Mech that again suffers from having no JJ and only one viable variant. Again only reason to drive it was it was comparingly tanky because of its tiny size. Now same massive size even a bit taller than the direct competitor Firestarter → always use a Firestarter instead; no reason to use this one. Mech is now obsolete
EPIC FAIL
Kitfox:
A Mech that is massively hurt by a very small engine only chance to get this one to anything even remotely useful is to make it much much smaller instead almost nothing has changed...
FAIL
Adder:
Again a Mech hurt by a to small engine this one NEEDs a smaller size instead it got... enlarged???
FAIL
Jenner IIC
Had no real issues. Enlargement seems ok considering its absurd firepower.
Tl, DR
Resize makes several Mechs COMPLETELY useless and does not adress already identified issues.
Light Resize is thereby catastrophically wrong and a massive nerf to IS Mechs.
#227
Posted 21 June 2016 - 12:33 PM
Most 35t mechs, especially the Jenner IIC, drive like a bus. They do not feel like light mechs anymore. Actually the Jenner IIC feels even less reactive than a pre-patch Cicade at 100 km/h. Linking the new size to give them a worse movement archtype was a horrible idea.
You screwed up...royally...
And of course the heavies and the lights kept their agility quirks which make things even worse.
Edited by Bush Hopper, 21 June 2016 - 12:34 PM.
#228
Posted 21 June 2016 - 12:46 PM
Fire for Effect, on 21 June 2016 - 11:45 AM, said:
(hope I got all...)
Locust:
A Mech that thanks to wonky hit detection is already difficult to hit gets even smaller???
your human Pilot model already does not fit into the locust and you make it even smaller????
FAIL
Commando:
A mech that severely suffers from being unable to jump, bad hardpoints and that is unanimously to large gets....
nothing...
FAIL
Jenner:
A Mech that severely suffers from being a walking CT. And its being... enlarged massively???
The oxide has a damage pump problem and you lessen the Missle heat generation??? of a Mech that generates almost no Heat??
Double FAIL
Firestarter:
No Issue with that Mech, but it now gets much much larger; much larger than in fact its Clan competitor the Cheater.
FAIL
Panther:
A Mech that suffers from bad hardpoints but had a redeeming thing: a small size. You enlarge it massively making this Mech completely obsolete
EPIC FAIL
Raven:
A Mech that already has been identified as being to large has been.... enlarged slightly...
FAIL
Spider:
A Mech with very weak weaponry but an incredibly small size. Well you emlarge this clunker making the only redeeming thing this mech had useless... Mech is now obsolete
EPIC FAIL
Wolfhound:
a Mech that again suffers from having no JJ and only one viable variant. Again only reason to drive it was it was comparingly tanky because of its tiny size. Now same massive size even a bit taller than the direct competitor Firestarter → always use a Firestarter instead; no reason to use this one. Mech is now obsolete
EPIC FAIL
Kitfox:
A Mech that is massively hurt by a very small engine only chance to get this one to anything even remotely useful is to make it much much smaller instead almost nothing has changed...
FAIL
Adder:
Again a Mech hurt by a to small engine this one NEEDs a smaller size instead it got... enlarged???
FAIL
Jenner IIC
Had no real issues. Enlargement seems ok considering its absurd firepower.
Tl, DR
Resize makes several Mechs COMPLETELY useless and does not adress already identified issues.
Light Resize is thereby catastrophically wrong and a massive nerf to IS Mechs.
just screamign fail across all topics won't make you more believeable or even objective.
Bush Hopper, on 21 June 2016 - 12:33 PM, said:
Most 35t mechs, especially the Jenner IIC, drive like a bus. They do not feel like light mechs anymore. Actually the Jenner IIC feels even less reactive than a pre-patch Cicade at 100 km/h. Linking the new size to give them a worse movement archtype was a horrible idea.
You screwed up...royally...
And of course the heavies and the lights kept their agility quirks which make things even worse.
mechanically, nothing should have changed, however with the size change coems a change in "feeling" because your make less steps now for the same distance and this makes it feel slower if your mehc got bigger.
it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.
#229
Posted 21 June 2016 - 12:51 PM
Lily from animove, on 21 June 2016 - 12:46 PM, said:
it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.
The Jenner and the Spider got a nerf in their movement archetype, which affects their mobility.
#230
Posted 21 June 2016 - 12:56 PM
Lily from animove, on 21 June 2016 - 12:46 PM, said:
just screamign fail across all topics won't make you more believeable or even objective.
Oh I did gave reasons for that "fail". maybe carefully reread what I did wrote
Lily from animove, on 21 June 2016 - 12:46 PM, said:
it feels strange in the NVA a well, movement felt relaxign shaky in the larger one, now its kinda fast and bumpy with all its fats baby steps it has to do.
of course it has changed bigger targets are easier to hit. if one side gets only larger and the other shrinks....
thats called hidden "unobvious" buffing and nerfing....
#232
Posted 21 June 2016 - 03:06 PM
#233
Posted 21 June 2016 - 03:21 PM
DemonRaziel, on 21 June 2016 - 12:51 PM, said:
Did they change anything about Firestarter turn radius??
I just came back to the game today (of all friggin' days!) after not playing since last December... And my Firestarter seems sluggish, at best. Specifically in the running turn radius.
#234
Posted 21 June 2016 - 04:30 PM
Fire for Effect, on 21 June 2016 - 12:56 PM, said:
Oh I did gave reasons for that "fail". maybe carefully reread what I did wrote
of course it has changed bigger targets are easier to hit. if one side gets only larger and the other shrinks....
thats called hidden "unobvious" buffing and nerfing....
so you wouldn't mind when my mech is now superbig as in 1000px high but only 1 px wide? bcause bigger I worse right?
#235
Posted 21 June 2016 - 04:56 PM
I'm going to log in and see if the changes actually make a difference before I judge!
Freakin armchair mechwarriors - go get your hands dirty, then complain when you can't hold your tier!
#236
Posted 21 June 2016 - 05:07 PM
stealthraccoon, on 21 June 2016 - 04:56 PM, said:
I'm going to log in and see if the changes actually make a difference before I judge!
Freakin armchair mechwarriors - go get your hands dirty, then complain when you can't hold your tier!
Additionally, the changes to the minimap are terrible.
Bad graphics, messy, small, floating marker, lag on updates so the info is 'old', no directional, and no indication of where your legs vs torso are, so those who pilot and determin legs by that are pretty boned right now.
Thankfully, there's a hot fix coming for that.
#238
Posted 21 June 2016 - 06:45 PM
DemonRaziel, on 21 June 2016 - 12:51 PM, said:
Hmm, PGI stated (or rather, reminded us as this mechanic came out a while ago) in the patch notes... that archetype affects what degree of terrain is required before the mech slows down. I thought actual turn rates were based on exact tonnage and engine rating.
MadFrenchie, on 21 June 2016 - 03:21 PM, said:
I just came back to the game today (of all friggin' days!) after not playing since last December... And my Firestarter seems sluggish, at best. Specifically in the running turn radius.
Trying to think on this one; that might have been before they reduced the pilot skill tree values. The turn radius and acceleration/decel skill bonuses shrank significantly. It took some getting used to, but they did it about the time that they fixed QUIRKS to those same things not even working
Edited by Eric Portenelli, 21 June 2016 - 06:54 PM.
#239
Posted 21 June 2016 - 07:03 PM
But honestly...
Most of these lights seemed tiny compared to mediums. I expected mediums to come down to line up between lights and heavies better, but many heavies got bigger instead, so it makes sense that these lights went UP a bit to be closer to mediums.
Only one of these that seems really off is the Locust. Instead of looking to be around 1/2 the mass/volume of a 35-40 tonner, it looks to be about 1/4. It really looks tiny. 5 of these don't have the area to VOLTRON their way to the Atlas' size...
#240
Posted 21 June 2016 - 08:07 PM
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