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Why Nerf The Marauders?


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#101 Y E O N N E

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Posted 17 July 2016 - 01:42 PM

View PostAlistair Winter, on 17 July 2016 - 01:05 PM, said:

I believe PGI should start by nuking quirks on almost all IS heavy mechs and nerf Clan mechs by changing their core stats. I know this is entirely unrealistic, but remember when PGI nerfed the CPLT-K2 by nerfing torso twist? And notice how certain IS variants (like Blackjacks) have different torso twist ranges, different degrees of arm movement? They should make the top Clan mechs less agile by modifying their core stats.

The Timber Wolf is very agile due to its big engine, for example. I don't mind that it's fast, but I don't think it should be so agile. I wouldn't even mind negative mobility quirks. I know the forums would explode, because people want the Timber Wolf to be perfect in every way because TT / lore. But that's what needs to be done with the heavy mechs to get some sort of balance. Heavy mechs need to be almost universally nerfed, starting with the best ones.

Not going to happen though.


That solves the agility problem, but it doesn't solve the problem where they pack more guns than god while still running at 87.1 kph and without death on XL side loss. You have to slap on some egregious changes to its twist changes (think Battlemaster 3M), but that only makes it bad at everything except laser poke.

#102 ArmandTulsen

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Posted 17 July 2016 - 04:08 PM

So yeah.. I sold that marauder I recently bought..

Kinda sad. Really wanted to like that mech.

#103 Mudhutwarrior

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Posted 17 July 2016 - 04:22 PM

All of these nerf threads just point out the absolute fact that the game is pay to play. One must keep buying packs in order to stay on top except maybe the skilled players who can do 900 dam in a locust.


Of course if you said that two or three years ago you would have been demolished on the forums but now the true record is there for all to see.

PGI has been feeding you all unicorn poo since the beginning and it will not stop until the game is dead or out of their hands.

#104 Kubernetes

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Posted 17 July 2016 - 09:14 PM

View PostAlistair Winter, on 17 July 2016 - 11:55 AM, said:

I never really did too great with my Marauders, to be honest. But aren't they considered some of the best IS heavies in the game?


I tend to think so, but what holds it back for most people is the torpedo shape, which means that trying to torso twist like a humanoid mech will get your ST blasted. As a result, lots run STD engine builds that are anemic in firepower or speed or both. If you run XL I think its performance potential is right up there with the Warhammer, but it takes more work to master.

#105 Y E O N N E

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Posted 17 July 2016 - 10:08 PM

View PostKubernetes, on 17 July 2016 - 09:14 PM, said:

I tend to think so, but what holds it back for most people is the torpedo shape, which means that trying to torso twist like a humanoid mech will get your ST blasted. As a result, lots run STD engine builds that are anemic in firepower or speed or both. If you run XL I think its performance potential is right up there with the Warhammer, but it takes more work to master.


I agree, especially for the 3R and the 5D. I run into trouble with the 5M because anything you dream up on that one is better on the other two.

Tuesday's patch is really going to harm its ability to keep face-forward, though.

#106 MadcatX

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Posted 17 July 2016 - 10:17 PM

View PostMudhutwarrior, on 17 July 2016 - 04:22 PM, said:

All of these nerf threads just point out the absolute fact that the game is pay to play. One must keep buying packs in order to stay on top except maybe the skilled players who can do 900 dam in a locust.


If you're suggesting you need the newest mechs to stay on top, that doesn't make this game pay to play, it make it pay to win.

#107 Black Ivan

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Posted 17 July 2016 - 10:26 PM

The Marauder Nerfs were totally unnecessary. The Mech will be soon nerfed to the point of uselessness, great job PGI on balancing. They don't play their own game :(

#108 DovisKhan

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Posted 17 July 2016 - 10:30 PM

You had to make this personal by touching the MAD, **** you balancing guy

View PostBlack Ivan, on 17 July 2016 - 10:26 PM, said:

The Marauder Nerfs were totally unnecessary. The Mech will be soon nerfed to the point of uselessness, great job PGI on balancing. They don't play their own game Posted Image


It's a plot, to make everyone stop using IS mechs and move over to the more expensive Clan ones, so they can get their greasy hands on more shiny coins


I mean DFQ, the KDK-3 is even getting MORE structure, for ***** sakes.... who's the ******* giving a go on these changes.

Edited by DovisKhan, 17 July 2016 - 10:31 PM.


#109 adamts01

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Posted 18 July 2016 - 12:42 AM

View PostBlack Ivan, on 17 July 2016 - 10:26 PM, said:

The Marauder Nerfs were totally unnecessary. The Mech will be soon nerfed to the point of uselessness, great job PGI on balancing. They don't play their own game Posted Image
Don't be so dramatic, it'll be a solid tier 2 mech at the worst. There will be plenty worse chassis out there. Now it'll have t handle like the heavy it is, and not a medium.


View PostDovisKhan, on 17 July 2016 - 10:30 PM, said:

I mean DFQ, the KDK-3 is even getting MORE structure, for ***** sakes.... who's the ******* giving a go on these changes.
That CT is still a glaring weakness. It's in a much worse place without it's phenomenal agility.

#110 PitchBlackYeti

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Posted 18 July 2016 - 03:44 AM

View Postadamts01, on 18 July 2016 - 12:42 AM, said:

That CT is still a glaring weakness. It's in a much worse place without it's phenomenal agility.


The KDK's CT is only a "weakness" because UAC's require you to keep your front on target for large amounts of time. So yeah, after winning three facetanking duels you eventually are CT-cored with other parts barely touched. If you gave an Atlas the ability to boat clan UAC's the results would have been the same-a lot of CT-cored Atlases...

Now back to the quirk changes, MADs were never meta, they were just popular (I personally hate the original manga-like MAD design but the MWO version is simply beautiful). I agree they were solid but only because they were relatively tiny compared to other 75tonners but with a HUGE side and top profile (hello LRMs) to balance it. I'm a great supporter of the resize patch but it was clearly stated that quirk changes after the resize patch were supposed to compensate for the size changes. The MAD got bigger, which is good but it's supposed to get positive quirk changes IF ANY.
And in the light of it's recent resize the Blackjack nerfs are just sad...

#111 adamts01

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Posted 18 July 2016 - 03:56 AM

View PostPitchBlackYeti, on 18 July 2016 - 03:44 AM, said:


The KDK's CT is only a "weakness" because UAC's require you to keep your front on target for large amounts of time. So yeah, after winning three facetanking duels you eventually are CT-cored with other parts barely touched. If you gave an Atlas the ability to boat clan UAC's the results would have been the same-a lot of CT-cored Atlases...

Now back to the quirk changes, MADs were never meta, they were just popular (I personally hate the original manga-like MAD design but the MWO version is simply beautiful). I agree they were solid but only because they were relatively tiny compared to other 75tonners but with a HUGE side and top profile (hello LRMs) to balance it. I'm a great supporter of the resize patch but it was clearly stated that quirk changes after the resize patch were supposed to compensate for the size changes. The MAD got bigger, which is good but it's supposed to get positive quirk changes IF ANY.
And in the light of it's recent resize the Blackjack nerfs are just sad...

That's not really true though. Even dual gauss dual PPC Kodiaks get CT cored as well. It's CT is much harder to sheild than that of an Atlas.

#112 MeiSooHaityu

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Posted 18 July 2016 - 04:34 AM

Yeah, I'm not a big fan of these debuffs to the Marauder. I just didn't see them as necessary.

The changes just sound like pure awfulness. I'm hoping it sounds worse from a stat standpoint and less in actual play, but with the reduction in agility being that massive, I'm thinking they will move like a pig in slop.

*sigh*

#113 Vonbach

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Posted 18 July 2016 - 08:32 AM

Basically they want to make the Marauder and the warhammer for that matter a nice big fat slow target for clans when you try and brawl with them.

#114 0bsidion

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Posted 18 July 2016 - 11:44 AM

Well, if we needed any proof that PGI is using a dart board or a magic 8 ball or maybe some other form of RNG to determine what to do next, nerfing the MAD lends some credibility to that.

The only thing anyone has ever said, at least that I've seen, that might qualify as calling the MAD as OP is that it seemed a bit tankier than it should be.

#115 Gas Guzzler

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Posted 18 July 2016 - 11:53 AM

View PostYeonne Greene, on 16 July 2016 - 07:18 PM, said:


They did nerf the Dragon and the Mist Lynx. Dragon lost its ballistic awesomeness, Mist Lynx lost some structure in the legs (lolwut).


Hey man, since they fixed the fall damage code, all that extra leg structure was unbalanced.

#116 Felicitatem Parco

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Posted 18 July 2016 - 01:27 PM

I thought the whole community wanted all heavy Mechs to get mobility nerfs so Medium Mechs should shine more. Is the OP mad that ONLY the Marauder was nerfed, and not the rest of the heavies to match?

#117 Y E O N N E

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Posted 18 July 2016 - 04:11 PM

View PostProsperity Park, on 18 July 2016 - 01:27 PM, said:

I thought the whole community wanted all heavy Mechs to get mobility nerfs so Medium Mechs should shine more. Is the OP mad that ONLY the Marauder was nerfed, and not the rest of the heavies to match?


Well, even the Medium 'Mechs have been getting mobility nerfs. The Blackjack got some in the last patch, and it handles about as well as a Timberwolf...which would be fine if they didn't so severely restrict the torso twist on three of them (seriously, SCR with all its guns gets 130 degrees of yaw and the BJ-1X gets...80-90...where's the logic?)

#118 PitchBlackYeti

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Posted 19 July 2016 - 12:36 AM

I understand the idea of quirk normalisation, to make heavies feel heavy and to lessen the quirks severity across the board etc. Problem is that when we lessen or flush the quirks entirely it's back to day one of clan invasion with nearly all the imbalance it initially brought. Negative quirks would need to return and we all know how popular they are.

#119 THOR HAMMER

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Posted 09 October 2016 - 02:46 PM

There was no true reasoning behind their nerf of the marauders. they like to put out decent quirks at launch then pull them back slowly after launch when sale of that mech drop. When I was at the G2E in Vegas I was discussing some of the things that PGI does when it come to quirks and other shifty things they do all the venders I talked to said it was bad business practice to claim one thing and then pull it away you must stand by your product and not make shady shifty decisions based on some people who complain.

#120 THOR HAMMER

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Posted 09 October 2016 - 02:50 PM

You should hear the things other developers say about PGI practices when it comes to customer loyalty and standing firm on decisions. the guys at the G2E were not flattering at all about PGI.





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