Johnny Z, on 24 August 2016 - 06:40 PM, said:
Cluster of moronic babbling.
I don't really have time to pander to yahoos who won't read my post and who lack the ability to think critically. Please get lost.
Sable, on 24 August 2016 - 07:54 PM, said:
It might be considered that if the lower heat over all didn't counter what you say. I mean having to pace your shots instead of mashing fire every time your weapons are off cooldown has made a huge difference in gameplay for me. Most of my builds i've droped at least 2 heatsinks and one i've dropped 4. Pacing your weapon fire reaps better heat management overall. And i've tried this with not only my own builds but with as many meta mechs as i could think of. Instead of alpha'ing all the damage in 1 second you have to do do shots over 3 seconds.
Pacing won't actually improve the gameplay or TTK, realistically. Think about it. Even if PGI went so far as to hardcap alpha damage at 30 points, period, that's still 180 points of focused damage from only six BattleMechs. In the group queue, getting focused and insta-killed by six or more Mechs is fairly common, particularly in the competitive arena.
Think of it this way. You drop in an Atlas, the tankiest Mech in the game. You have 124/2 points of internals, plus 27 points of internals from quirks. Your max frontal armor is 124 points. Your total HP for your CT then, is 213. Even hardcapped at 30 points of damage, you will only have 89 points of health remaining in your CT. The first six that fire rotate off and let the next six shoot. Four of them fire into you to finish you while the other two suppress your foundering allies. The initial six rotate back in and fire again, all of this happen in about two-second's time.
Your team falls apart around your, crumbling like an old adobe wall, while the time to kill goes up by about two seconds.
Is this latest boondoggle of PGI's really worth it for just two seconds? I think not.
In pug matches, you will see a bit more of an effect since pugs are disorganized. I predict that 12v12 groups won't see TTK increases. If anything, TTK for small groups will actually decrease while TTK for large groups will increase since the large groups will keep doing what they do best, and the small groups won't be able to fight back effectively with all these nerfs.
That's actually what has me the most frustrated right now. I play primarily with non-meta Mechs in a small group environment. Half my fun Mechs are no longer viable now, and I'm looking at the prospect of suffering more losses because I won't be able to output as high a rate of fire as I can now, in order to carry my team. The solution, then, would be for me to join a larger Unit, but I don't want to leave the Unit I'm in now.
PGI's "fix," in it's current state, is a menace.
Sable, on 24 August 2016 - 07:54 PM, said:
Example 1 - metawhore timberwolf with 2 large pulse, 4 er mediums. Shoot the large pulse then when energy bar is full again 1.5 seconds later you shoot your er mediums.
I don't run meta so I don't particularly care about this example. Besides, I already stagger fire most of my weapons in two or three groups as they are. I'm most unhappy about the nerfs to my beloved AC/20. The HBK is getting defanged hard, as are my Centurions.
Sable, on 24 August 2016 - 07:54 PM, said:
Example 2 - direwolf with 2 ERPPCS, 2 Gauss rifles. you shoot either the gauss rifles first then 1.5 seconds later the ERPPCs or the other way around. It's the same damage just not all at once in one spot AND over 3 seconds instead of 1.
Again, not my play style. I'm a brawler at heart, and PGI is effectively removing brawling from the game. It was my favorite thing in the books and the old games and now we won't be allowed to have it because too many people whined about their TTK being too short. They should have just learned to torso twist.
Sable, on 24 August 2016 - 07:54 PM, said:
I just don't get the doom and gloom that can come from 2 extra seconds, or how stagger firing breaks every single build you could possibly have.
Not doom and gloom over two seconds or stagger fire - I already stagger fire. It's the rate of fire nerfs to the cooldowns, as well as the massive heat increases to ACs that bug me. Most of my Mechs are brawlers with SRM or AC focuses. PGI is effectively telling me that I'm not allowed to brawl any more and that I have to play as a sniper. I don't really want that; I like being able to play as skirmisher, sniper, and brawler. I don't want to be limited to just one play mode.
The HBK-4G is my all-time favorite Mech in this game. Mine has an alpha of 35 points of damage, but the PTS puts that at 50% heat. You can't brawl with that. In order to have the DPS, I basically have to strip the three Medium Lasers off of it, put in three extra heat sinks, and then just run the AC/20. That doesn't really make for a fun Mech though.
Basically, these changes will make MWO even more of a poke game with short range Mechs all but disappearing. That's what I'm so frustrated.
Sable, on 24 August 2016 - 07:54 PM, said:
pace your button mashing. It's like you haven't ever not alphastriked before.
I already do you nitwit, lol. Most of my Mechs run two or three weapon systems, so I can't alpha strike anyways if I want to be accurate. The travel times for ballistics, lasers, and missiles are too different.
Sable, on 24 August 2016 - 07:54 PM, said:
It might be true to say lights won't be effected by this as much as assualts but light mechs will have to pace their weapon fire more too. Damage all around is slowing down. NOT REDUCED, just slowed down in pacing.
Actually, Lights can scoot under the 30 points of damage threshold pretty easily and escape the heat penalties. The only pace change they'll have will come from the global cooldown nerf.
Assaults will get hit with both heat and cooldown nerfs. Like I said, why even bother with an Atlas? You're TTK won't change but you won't be able to fight back as well. You'll just die with even less to show for it now.
Sable, on 24 August 2016 - 07:54 PM, said:
And that is assuming that this is THE final build that will go live.
Heaven help us if it does!
Sable, on 24 August 2016 - 07:54 PM, said:
Instead of making i'm gonna quit or refund threats why not provide your feedback and see what happens.
Who said anything about quitting and asking for a refund? I said I was waffling about whether to stick with the game or not if this sort of change goes live. I never stated that I was leaving for sure though. I love BT/MW enough that I would likely tough it out until PGI came to its senses, but, then again, I may take a break for a bit too.
As for refunds, I don't believe in doubling back on something if you knew what it was you were getting into from the start. Besides, I haven't purchased anything this year that I could even ask to have refunded.
TKSax, on 25 August 2016 - 01:09 PM, said:
4v4 will do that and ..., this is Mechwarrior....
Bingo!
This 4v4 is nice in the sense that it lets you have quick matches, but it fails utterly at allowing us to estimate the full impact of all these changes. You have to look beyond 4v4 at the phenomenon that is 12v12. Let's face it, 12 Mechs focusing on your Mech will result in the same TTK as what we have right now, even with all these changes. The only result, is that they'll run a bit hotter, so it might take them an extra minute to ROFLStomp the enemy team as they run away screaming.