

They Are Going To Nerf Locusts! Pgi Pl Just Dont...
#241
Posted 15 July 2016 - 10:46 AM
#242
Posted 15 July 2016 - 11:15 AM
Nightshade24, on 15 July 2016 - 02:23 AM, said:
The quirks are a big part of it but the hardpoints IMO are a bigger consideration. If it had 2-3 energy hardpoints between CT/head you'd see more build diversity. Even without the quirks, keeping a single laser hardpoint would likely resuilt in the same builds we see. Or not see because they'd be nerfing a 'mech which isn't even that good today.
Curious how much MG ammo you spent on that 1000+ damage match, and what your MG accuracy looks like. Mine's in the 50's, which if my math is correct puts me just under 100dmg/ton of ammo.
Edited by Drenath, 15 July 2016 - 11:28 AM.
#243
Posted 15 July 2016 - 12:17 PM
Nightshade24, on 15 July 2016 - 02:23 AM, said:
The answer to that is obvious and in front of your face. In MWO, a Locust 1V with 1 big lazor is better than 4MGs.
Just because mechs have hardpoints doesnt mean they are useful. You mistakenly assume hardpoints = role.
PGI gave those quirks to the 1V because they KNEW 4 MGs is garbage. Or Paul randomly guessed.
Point is still, 1 LPL with quirks is better than 4MG.
You want fighting at sub-100m? Use the 3M or E.
Just because you are obsessed about hardpoint counts doesnt mean PGI will balance accordingly. In case you havent noticed, PGI doesnt seem to really know how to balance the meta game let alone any given mech.
And Lore is a passing reference point and has little bearing on MWO.
People still think BT rules with random 2D6 systems will translate 1:1 to MWO. Fascinating.
#244
Posted 15 July 2016 - 12:18 PM
Blind Baku, on 15 July 2016 - 10:08 AM, said:

But in all seriousness, IF the lct takes a hit the PGI needs to seriously rethink all IS lights, most are not in a good place. Sure a good pilot can still do good things in a firestarter, spider, panther, but you're going to burn those bridges for your noobs.
All I say there is a reason that:
1. light queue is permanently the shortest queue by a huge margin
2. heavy queue is permanently the longest queue by a huge margin
#245
Posted 15 July 2016 - 12:33 PM
Source Mystic, on 15 July 2016 - 11:23 AM, said:
Which means there complete resize is bs all volumes are correct size relative to everything else. So now lets start making acceptations. Lets start breaking the system before it is even in place lol typical.
The biggest problem is we now have bigger slower lest maneuverable lights that no one plays. So all the aggression frustration and aggravation that would have been spread across a entire class of mech is focused on the only light being played. And the locust is not even op. If pgi just fixed the lights give them some speed back and make jump jets have more utility again.This would have not been a issue in the first place.
Fix the lights so people want to play the YOU Idiots.
See it that way:
Prepatch the heavy and assault jocks didn't like the few viable lights much because you needed fire discipline and a somewhat good aim. Lol-Alphaing got you overheated and dead.
The few dangerous light mechs (granted the Oxide was OP but needed only a quirk adjustment) were double nerfed (size and worse movement archtype) and the rest of the bunch like Wolfhound, Panther etc as well. The heavy and assault play rejoiced.
Then they found out that this came at a price: a mech which is even harder to hit than all the light mechs before,
Now, crying worked before and now it happens again. After the locust the ACH will be next.
And do not get me wrong: if someone is addressing hitreg issues with the mech etc he is right. There are issues.
#246
Posted 15 July 2016 - 12:34 PM
Drenath, on 15 July 2016 - 11:15 AM, said:
The quirks are a big part of it but the hardpoints IMO are a bigger consideration. If it had 2-3 energy hardpoints between CT/head you'd see more build diversity. Even without the quirks, keeping a single laser hardpoint would likely resuilt in the same builds we see. Or not see because they'd be nerfing a 'mech which isn't even that good today.
Curious how much MG ammo you spent on that 1000+ damage match, and what your MG accuracy looks like. Mine's in the 50's, which if my math is correct puts me just under 100dmg/ton of ammo.
If you get an ammo explosion on the enemy from a crit, that damage from the exploding ammo is counted to the player that gets the crit. My Huginn has gotten some pretty high damage matches before from the MGs critting someone's ammo.
And Steaks still take down a Locust quickly. had my locust 1 shotted by not noticing a Streak Crow before it got too close just the other night. 1 volley of 5 SRM4s went from fresh to dead.
Edited by Digital_Angel, 15 July 2016 - 12:36 PM.
#247
Posted 15 July 2016 - 05:35 PM
It's a shame
#248
Posted 15 July 2016 - 05:54 PM
So, basically you're losing arm structure/armor, leg structure/armor, energy range, missile velocity, and laser duration.
Apparently the tiniest gundam in the game was too stronk.
Edited by FupDup, 15 July 2016 - 05:55 PM.
#249
Posted 15 July 2016 - 05:57 PM
#250
Posted 15 July 2016 - 05:59 PM
Quicksilver Kalasa, on 15 July 2016 - 05:57 PM, said:
The Cheeto also got nerfed.
In summary:
-All CT quirks deleted
-Weaponless side torsos get agility buffs (having only arm weapons is seriously a liability on the Cheeto though, so this doesn't really help much)
-4 extra structure on the Prime legs
#251
Posted 15 July 2016 - 06:02 PM
FupDup, on 15 July 2016 - 05:59 PM, said:
In summary:
-All CT quirks deleted
-Weaponless side torsos get agility buffs (having only arm weapons is seriously a liability on the Cheeto though, so this doesn't really help much)
-4 extra structure on the Prime legs
Cheetoh got nerfed, but it will still probably be the best because some of those quirks were negligible.
#252
Posted 15 July 2016 - 06:04 PM
Quicksilver Kalasa, on 15 July 2016 - 06:02 PM, said:
Still though, it's more about the moral of the story that Cheetos aren't OP, despite the continuous parade of forumites claiming that it's never been challenged by other lights and that it's the strongest mech in the game.
Le sigh. :\
#253
Posted 15 July 2016 - 06:05 PM
#256
Posted 15 July 2016 - 06:35 PM
FupDup, on 15 July 2016 - 05:54 PM, said:
So, basically you're losing arm structure/armor, leg structure/armor, energy range, missile velocity, and laser duration.
Apparently the tiniest gundam in the game was too stronk.
Wow, they beat the **** out of the LCT. Not just the 1V, but the 1E as well. I consider this a major victory. We finally convinced them the Locust was too good with our play. Bwhahahahahahahahahahahahah!
The only LCT that got a buff was the 3V, to get an extra 10% MG ROF. HAHAHAHAHAH!
Oh man, I am so glad the DCS Blue Flag server is back up.
Edited by Dino Might, 15 July 2016 - 06:38 PM.
#257
Posted 15 July 2016 - 06:54 PM
Dino Might, on 15 July 2016 - 06:35 PM, said:
Wow, they beat the **** out of the LCT. Not just the 1V, but the 1E as well. I consider this a major victory. We finally convinced them the Locust was too good with our play. Bwhahahahahahahahahahahahah!
The only LCT that got a buff was the 3V, to get an extra 10% MG ROF. HAHAHAHAHAH!
Oh man, I am so glad the DCS Blue Flag server is back up.
Remember, this is actually the third time they've nerfed the Locust.
Quirk Pass 1: Buffed all of them
Quirk Pass 2: nerfed the 3M to obscurity, buffed everybody else.
Quirk Pass 3 (Energy Weapon Normalization): nerfed all of them, but especially the 1E, 1V, 1M (wat), and 3V (lolwut!?)
Now: See patch notes.
#258
Posted 15 July 2016 - 07:35 PM
Yeonne Greene, on 15 July 2016 - 06:54 PM, said:
Remember, this is actually the third time they've nerfed the Locust.
Quirk Pass 1: Buffed all of them
Quirk Pass 2: nerfed the 3M to obscurity, buffed everybody else.
Quirk Pass 3 (Energy Weapon Normalization): nerfed all of them, but especially the 1E, 1V, 1M (wat), and 3V (lolwut!?)
Now: See patch notes.
Didn't they nerf it when they adjusted for poor dubs, or was that just some of the other mechs?
#259
Posted 15 July 2016 - 07:38 PM
Quicksilver Kalasa, on 15 July 2016 - 07:35 PM, said:
They took some of its heat-gen away in exchange for dissipation, but that was a wash on the best variants. You could only get three 6xMedLas alphas out of the LCT-1E before that nerf and you could still get three after, you were just closer to top but with faster dissipation. I would say it helped the missile variants, actually, since they can ride the line without losing as much output as the laser ones.
#260
Posted 15 July 2016 - 07:45 PM
Edited by Mole, 15 July 2016 - 08:45 PM.
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