Cold Turkey: Remove All The Quirks
#261
Posted 19 July 2016 - 10:03 PM
I'll just see myself out then.
#262
Posted 20 July 2016 - 12:17 AM
Edited by Old MW4 Ranger, 20 July 2016 - 12:18 AM.
#263
Posted 20 July 2016 - 03:06 AM
Tom Sawyer, on 18 July 2016 - 08:06 AM, said:
2) Lobbies that allow a bidding system. If you want to drop 12 clan vs 12 IS then the reward for the clans needs to small to none. Each mech removed aka via the bid in the lobby gives a bonus. You say clans are OP? Fine prove it with a 12 vs 10, 8 or even more.
In our extensive tests before quirk era in Stock Mode, best balance was around 5v8, so that would be 10v16.
There was some tests that we made for PGI 10v12 in full custom of course and that was just fine as well.
Soon you guys will have unquirk button in privet so you all will be able to test it.
Just disabling quirks in current state of things is just madness. Is like you don`t remember how ridicule OP clan was when first time introduced. Unless you will start to think in the same time about some Stock Mode and (or) asymmetrical balance settings.
#264
Posted 20 July 2016 - 03:09 AM
Old MW4 Ranger, on 20 July 2016 - 12:17 AM, said:
And that`s in Stock? I`m all for it.
Other games do not sport mechlab like we got here, they are all played basically Stock.
#265
Posted 20 July 2016 - 03:30 AM
Kmieciu, on 19 July 2016 - 05:24 AM, said:
Name one asymmetric multiplayer FPS shooter that is successful. Ideally one without re-spawns.
MBII is best example. This game is a live like for 15 years now? And still got faith full fans. In this game you can play one live Jedi or 3 live common soldier. And all play smooth and nice.
From more fresh ones, you can find plenty asymmetrical games on Steam. This about Sharks, Evolve, Natural Selection, there is one where one player play ghost and rest are visitors in haunted home. Well there are some more that don`t really remember.
#266
Posted 20 July 2016 - 04:23 AM
Edited by LordNothing, 20 July 2016 - 04:24 AM.
#267
Posted 20 July 2016 - 10:30 AM
Jaeger Gonzo, on 20 July 2016 - 03:09 AM, said:
Other games do not sport mechlab like we got here, they are all played basically Stock.
For FW is Stock the best way , give only Assault groups of the clans the Omni mechs, Planets holdiung from clantroops have second line and IIC mechs , give logistic,Travell and Healthtimes...in War thudner , you can not fly as US American with a Zero over the Normandy ,or as German with a Me 109 over iwo Jima or in the Korea War Time..Mechlab is cool for Solaris and Arcade Modus
Edited by Old MW4 Ranger, 20 July 2016 - 10:30 AM.
#268
Posted 20 July 2016 - 10:33 AM
Yeonne Greene, on 19 July 2016 - 07:22 PM, said:
The 5D also carries Medium Pulse Lasers in place of the 3R's Medium Lasers, a Large Pulse Laser in place of the 3R's autocannon, and adds a Streak missile launcher.
IMO, the latter two were more differentiating than the switch from standard PPCs to ER-PPCs (a very common 3050 upgrade for many PPC-weilding 'Mechs, including the MADs), or the switch from standard Medium Lasers to Medium Pulse Lasers.
Like Bishop, I'd rather see quirks used to bring more lore-based flavor to the 'Mechs - the MADs' lore describes how "the Marauder's unique, more-versatile ball-and-socket joints provided a faster traverse rate and superior field of fire", which arguably could/should translate into quirks yielding varying degrees of wider arm yaw/pitch ranges & faster arm yaw/pitch speeds.
Likewise, the MAD's "Dalban Micronics communications system" is said to be sophisticated & capable enough to alow the 'Mech to act as a command vehicle - which implies the appropriateness of some infotech-related quirks (similar in nature to the "B-2000 Battle Computer" quirks for the Cyclops, but much less in degree).
Then again, I'm also one who wouldn't mind negative quirks that fit the lore. With the Marauder again as an example, the lore describes the GM Whirlwind as "temperamental" and "added almost as an afterthought", which implies quirks that would result in UAC-like jamming for any autocannons installed on a MAD.
Likewise, the rotation ring linking the MAD's main body to the legs is said to be particularly vulnerable, to the point that many MAD pilots started adding improvised armor around it - which implies the appropriateness of some negative structure quirks applied to the CT (possibly partially offset by some positive armor quirks applied to the CT, to represent the makeshift armor).
#269
Posted 20 July 2016 - 10:52 AM
Strum Wealh, on 20 July 2016 - 10:33 AM, said:
IMO, the latter two were more differentiating than the switch from standard PPCs to ER-PPCs (a very common 3050 upgrade for many PPC-weilding 'Mechs, including the MADs), or the switch from standard Medium Lasers to Medium Pulse Lasers.
Like Bishop, I'd rather see quirks used to bring more lore-based flavor to the 'Mechs - the MADs' lore describes how "the Marauder's unique, more-versatile ball-and-socket joints provided a faster traverse rate and superior field of fire", which arguably could/should translate into quirks yielding varying degrees of wider arm yaw/pitch ranges & faster arm yaw/pitch speeds.
Likewise, the MAD's "Dalban Micronics communications system" is said to be sophisticated & capable enough to alow the 'Mech to act as a command vehicle - which implies the appropriateness of some infotech-related quirks (similar in nature to the "B-2000 Battle Computer" quirks for the Cyclops, but much less in degree).
Then again, I'm also one who wouldn't mind negative quirks that fit the lore. With the Marauder again as an example, the lore describes the GM Whirlwind as "temperamental" and "added almost as an afterthought", which implies quirks that would result in UAC-like jamming for any autocannons installed on a MAD.
Likewise, the rotation ring linking the MAD's main body to the legs is said to be particularly vulnerable, to the point that many MAD pilots started adding improvised armor around it - which implies the appropriateness of some negative structure quirks applied to the CT (possibly partially offset by some positive armor quirks applied to the CT, to represent the makeshift armor).
Oh my, could you imagine the crap storm that lore correct NEGATIVE traits would incur?
Mind you, I'm all for it, but the Tryhard FPS shooter crowd would soil themselves in nerdrage.
#270
Posted 20 July 2016 - 10:55 AM
Frosty Brand, on 19 July 2016 - 10:03 PM, said:
I'll just see myself out then.
But that is a legit problem. Currently between it's extra damage, range and damage fall off the LPL deals comparable damage to a PPC at the PPC's optimal range for less heat, with a better rate of fire and and for the same tonnage. That's BONKERS!
LPLs are in a good place and nerfing them would require a nerf of all lasers across the board. I would suggest that, instead, we up the range and velocity of of all PPCs. PPCs should compete with ERLLs and ERPPCs should compete with Gauss for range. Now since lasers have already had their damage increased I would also suggest we increase the damage of IS PPCs to 12 (with no splash) and then adjust the damage of clan PPCs so that they deal 13 pinpoint and then 1 damage to each adjacent component.
Lastly, I would suggest the minimum distance of the PPC have it's damage fall off restored so it still deals damage inside of it's minimum range (with a minimum of 4 damage when at around 20m).
#271
Posted 20 July 2016 - 11:47 AM
Bishop Steiner, on 20 July 2016 - 10:52 AM, said:
Oh my, could you imagine the crap storm that lore correct NEGATIVE traits would incur?
Mind you, I'm all for it, but the Tryhard FPS shooter crowd would soil themselves in nerdrage.
Then, let them soil themselves, I say!
#272
Posted 20 July 2016 - 11:47 AM
Edited by HammerMaster, 20 July 2016 - 11:50 AM.
#273
Posted 20 July 2016 - 12:01 PM
HammerMaster, on 20 July 2016 - 11:47 AM, said:
If I were to magically have the power, I'd probably make it a point to consult Strum and Kon, but also someone like Quicksilver or Jman from the comp community. The Idea would be to craft as close to lore correct experience as possible, then vet it against Comp FPS realities, and see if we could find compromises that work for both. I'd probably drive the poor competitive guys crazy though, because first and foremost this is supposed to be a Battletech game.
Sadly, it's really anything but, any more.
People wonder why I put Hearts on my Kodiak and Lips on my Summoners butt? Because this game is just a big freaking circus now. Why should I take it seriously when PGI obviously doesn't?
#274
Posted 20 July 2016 - 12:07 PM
Bishop Steiner, on 20 July 2016 - 12:01 PM, said:
People wonder why I put Hearts on my Kodiak and Lips on my Summoners butt? Because this game is just a big freaking circus now. Why should I take it seriously when PGI obviously doesn't?
And cue "if its already a circus does that mean we can have Quads" comments by Judas...
#275
Posted 20 July 2016 - 12:11 PM
Bud Crue, on 20 July 2016 - 12:07 PM, said:
To be fair, it is a bit disappointing that quads aren't a thing in this game, that was one of the things I was looking forward to when the MW5 trailer hit coming from MW4, along with the ability to finally switch ammo.
Edited by Quicksilver Kalasa, 20 July 2016 - 12:12 PM.
#276
Posted 20 July 2016 - 12:16 PM
#277
Posted 20 July 2016 - 12:35 PM
Bishop Steiner, on 17 July 2016 - 07:22 AM, said:
Strum Wealh, on 20 July 2016 - 10:33 AM, said:
Likewise, the MAD's "Dalban Micronics communications system" is said to be sophisticated & capable enough to alow the 'Mech to act as a command vehicle - which implies the appropriateness of some infotech-related quirks (similar in nature to the "B-2000 Battle Computer" quirks for the Cyclops, but much less in degree).
Then again, I'm also one who wouldn't mind negative quirks that fit the lore. With the Marauder again as an example, the lore describes the GM Whirlwind as "temperamental" and "added almost as an afterthought", which implies quirks that would result in UAC-like jamming for any autocannons installed on a MAD.
Likewise, the rotation ring linking the MAD's main body to the legs is said to be particularly vulnerable, to the point that many MAD pilots started adding improvised armor around it - which implies the appropriateness of some negative structure quirks applied to the CT (possibly partially offset by some positive armor quirks applied to the CT, to represent the makeshift armor).
You're hyping me up. Which means I'll only be let down again.
Tom Sawyer, on 18 July 2016 - 08:06 AM, said:
2) Lobbies that allow a bidding system. If you want to drop 12 clan vs 12 IS then the reward for the clans needs to small to none. Each mech removed aka via the bid in the lobby gives a bonus. You say clans are OP? Fine prove it with a 12 vs 10, 8 or even more.
2) would be interesting to see.
Edit: Before anyone brings my loyalties up: I don't give a damn whether or not the Clans would gain the upper hand, I just prefer the Clans over any of the houses. And I'd love to see asymmetrical numbers.
Edited by Red Shrike, 20 July 2016 - 12:37 PM.
#278
Posted 20 July 2016 - 05:13 PM
#279
Posted 20 July 2016 - 05:33 PM
Quicksilver Kalasa, on 19 July 2016 - 09:06 PM, said:
Thats more a matter of mech power creep (kdk3) and nerfing all the competition. From the rescale up of most the good IS mechs and the dequirkening all the things that made PPCs an inferior choice have been scaled back.
If the IS LPL got even a moderate nerf I'd be back to IS ppcs too.
#280
Posted 20 July 2016 - 05:41 PM
MischiefSC, on 20 July 2016 - 05:33 PM, said:
It's not just Kodiaks, Timbies have been running them for a while and now Hunchbacks with ERPPCs have started to pop up.
Edited by Quicksilver Kalasa, 20 July 2016 - 05:41 PM.
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