Rip Maulers....you Will Be Missed.
#41
Posted 19 June 2016 - 09:21 PM
#43
Posted 19 June 2016 - 11:20 PM
xXBagheeraXx, on 19 June 2016 - 07:30 PM, said:
NO. its not. THe incredible velocity and range buffs you got made that mech one of the best AC20 boats in the game. The shells didnt take 4 years to get there and combined with the missle CD quirks and a few SRM4's makde this thing brutal at short range fights.
Yes it is. It still has 15/15 velocity and range instead of 25/25, which is still plenty. Just because one build got worse (honestly, you are probably one of 5 dudes running AC20s on the MX90), it doesn't mean the mech is now terrible.
9 of 10 MX90 are either running 5AC 5 or 2UAC 5, 3 AC5. Those are "the" meta builds for this mech and pretty much everyone runs them. And they will still be good with 15/15 velocity and range, it will only affect how easy it is to hit moving targets at 600-700m +.
Was that nerf necessary? I don't think so. Will it kill the MX90? Hardly. What will happen though is that the nerf will lower its only advantage over the KDK3: long range dakka. The KDK 3 aside (which has been topic of more than enough balance discussions, no need to start a new one here) the MX90 still sh*ts on every other ballistic assault even with 15/15 quirks.
Edited by meteorol, 19 June 2016 - 11:34 PM.
#44
Posted 19 June 2016 - 11:42 PM
I'll keep using my Mauler, because all my 4 variants happen to have all 3 weapon types. This change doesn't have a huge impact for me. And all the meta jockeys can move on to using the KDK-3 in the solo queue. That's fine.
#45
Posted 20 June 2016 - 01:21 AM
#46
Posted 20 June 2016 - 03:28 AM
That's my biggest concern with the rescale; PGI constantly demonstrates a lack of understanding of the game with quirks, giving out stupid ones and failing to give out needed ones (anyone remember how long the Jenner's went with no durability buffs despite being nothing but center torso?) Now, we're depending upon them to rebalance the game - again - post rescaling, and so far the quirk changes we're seeing are not reassuring.
#47
Posted 20 June 2016 - 03:41 AM
#48
Posted 20 June 2016 - 04:19 AM
xXBagheeraXx, on 19 June 2016 - 06:36 PM, said:
Why cant we have nice things? WHY?
IF anyone has Twitter and can post this on Russ's account I'd appreciate it. This makes ZERO sense, and of all the things ive seen in this game this one I'd like to bring up before it goes live.
I think you kind of answered your own question. They lowered the quirk on multiple high mount dakka (where it was possibly too powerful) and gave quirks to the lasers where it was lacking.
I'm not saying I entirely agree with PGI's adjustments (I do have Maulers after all), but I will say that I at least understand it. PGI wants that kind of dakka down low (hence the King Crab's dakka bonuses). They just don't want dakka bonuses for the more ideal position.
Basically, they don't see quirks as a way to boost positiv s further, but to try and improve negative attributes. Well, I think that is the idea anyway.
In any case, I understand the decision. I would like the dakka to stay, but I see the method to madness.
#49
Posted 20 June 2016 - 04:27 AM
Still a good mech. No need to say R.I.P.
#50
Posted 20 June 2016 - 04:43 AM
But hey, KDK-3 can stay as it is? Ah yes, PGI is "collecting data" until it is out for C-Bills.
#51
Posted 20 June 2016 - 07:14 AM
Edited by Quicksilver Kalasa, 20 June 2016 - 07:14 AM.
#52
Posted 20 June 2016 - 08:14 AM
#53
Posted 20 June 2016 - 08:19 AM
Quicksilver Kalasa, on 20 June 2016 - 07:14 AM, said:
Agreed. I actually don't really care what the weapon quirks are. I just wished they made some sense. I mean if the quirks were about balance then explain what was done to the Grasshoppers (for example). If the quirks were about giving mechs character then please explain the Mauler, or even the Quickdraw, changes (for example). I get that our views don't matter but it would still be nice to know what the rationale for this sytem is, as it is I can't make heads or tails of it.
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