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Dire Wolf Vs. Kodiak: A Quirky Situation

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#81 Vellron2005

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Posted 13 October 2016 - 04:24 AM

The Direwolf used to be my absolute favorite mech in all MW games past.. EXCEPT in MWO..

Here it's just too slow, too sluggish and does not suit my play style thus far..

I may be tempted to give it another chance down the road.. but right now.. just.. no :-(

I love the Executioner and Kodiak though..

#82 SlightlyMobileTurret

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Posted 13 October 2016 - 05:07 AM

View PostQuicksilver Kalasa, on 12 October 2016 - 05:57 PM, said:

The MX90 never had cooldown.


Confused with the 1R, my mistake.

#83 SlightlyMobileTurret

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Posted 13 October 2016 - 05:17 AM

View PostYeonne Greene, on 12 October 2016 - 07:02 PM, said:


You can also get plinked to death by literally anything that can mount Jump Jets and PPCs. @_@


Let's not forget the Dire, at 20 kph faster than his Kraken, often gets jumped by lights thanks to NASCAR.

If his Kraken spawned on practically any map, easy monies for arctic cheetah. :D

#84 Steve Pryde

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Posted 13 October 2016 - 06:54 AM

What me bothers the most is the torso twist range of 60(?) degree before skills. That kills the Dire Wolf completely for me.

And it's funny, a lot of guys are wanting the Annihilator there the max engine rating will be locked at 250 or something like that. This mech will be pretty instant dead on release.

#85 Darth Hotz

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Posted 13 October 2016 - 06:58 AM

So, we have an op mech and the fix is to buff all others to its level? Talk about power creep...

#86 Navid A1

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Posted 13 October 2016 - 07:02 AM

View PostDarth Hotz, on 13 October 2016 - 06:58 AM, said:

So, we have an op mech and the fix is to buff all others to its level? Talk about power creep...


There is no way you can balance the KDK-3.... and nothing would even get close to it in terms of... well, anything.
It will remain as the ultimate assault mech forever.

So yes, making the direwolf suck less is gonna help the direwolf. (remember that the direwolf got hit by the skill tree nerf).

#87 Darth Hotz

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Posted 13 October 2016 - 07:06 AM

View PostNavid A1, on 13 October 2016 - 07:02 AM, said:


There is no way you can balance the KDK-3.... and nothing would even get close to it in terms of... well, anything.
It will remain as the ultimate assault mech forever.

So yes, making the direwolf suck less is gonna help the direwolf. (remember that the direwolf got hit by the skill tree nerf).



So it helps the Direwolf, great! How will this help any other mech in the game? Or is it just better that clans have two op mechs instead of one?

#88 Baulven

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Posted 13 October 2016 - 07:16 AM

View PostBoogie138, on 12 October 2016 - 02:10 PM, said:


That is anecdotal evidence, and does not prove anything except that YOU have performed slightly better with the DWF over the KDK.

A better metric (albeit still not quite up to the standard of being considered completely viable for the sake of stat analysis) would be to look at recent events since the KDK has launched. More precisely, look at the leader board event that had the KDK and DWF (Assault board, weight of the word, whatever). There is a pretty big margin between the KDK(specifically the 3) and EVERYTHING else, DWF included.


FTFY. The other KDK variants are at best ok, they certainly are not overpowered and most don't even compete with too IS mechs.

Edited by Baulven, 13 October 2016 - 07:17 AM.


#89 Navid A1

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Posted 13 October 2016 - 07:18 AM

View PostDarth Hotz, on 13 October 2016 - 07:06 AM, said:



So it helps the Direwolf, great! How will this help any other mech in the game? Or is it just better that clans have two op mechs instead of one?


Other mechs right now are at a far better position compared to dire wolf.

You know there is something wrong when you can SOLO a dire wolf in a mist lynx.

The Dire will NEVER be OP... EVER!... even with crazy agility and durability quirks.
In the past, the reason the dire seemed OP was because there were no quirks around.

#90 Baulven

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Posted 13 October 2016 - 07:23 AM

View PostLordNothing, on 12 October 2016 - 05:30 PM, said:

id actually give the kodiak 3 a negative ballistic heat quirks. give the ballistic omnipods for the dire some armor quirks.


They would need to change its hard points as this does nothing against games and that is what everyone will run if dakka become a unusable. Besides if you need half the hard points too hard the next becomes completely trash. There is no happy medium for the 3 though, without changing some here points.

#91 Darth Hotz

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Posted 13 October 2016 - 07:25 AM

Ok, I understand. The clans need another op mech, because one is not enough...

Edited by Darth Hotz, 13 October 2016 - 07:25 AM.


#92 Steve Pryde

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Posted 13 October 2016 - 07:34 AM

View PostNavid A1, on 13 October 2016 - 07:02 AM, said:


There is no way you can balance the KDK-3.... and nothing would even get close to it in terms of... well, anything.
It will remain as the ultimate assault mech forever.

So yes, making the direwolf suck less is gonna help the direwolf. (remember that the direwolf got hit by the skill tree nerf).

Oh u can. Remove two ballistic hardpoints (and give it more energie hardpoints) and get rid of alle quirks. And only ballistic weapons in the lower torso, not in the high mounts.

@Darth Hotz

Btw Dire Wolf op? Lol, its so easy to kill, specially with a fast mech its hilarious.

#93 Darth Hotz

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Posted 13 October 2016 - 07:51 AM

View PostSteve Pryde, on 13 October 2016 - 07:34 AM, said:



@Darth Hotz

Btw Dire Wolf op? Lol, its so easy to kill, specially with a fast mech its hilarious.


It is not op now, but when brought to the same level as the KDK 3 it will be and this is what this thread is asking for. Btw: That slow and heavy mechs can be killed by fast lights is not new. It happens to IS assaults too...

#94 Y E O N N E

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Posted 13 October 2016 - 08:04 AM

View PostNavid A1, on 13 October 2016 - 07:18 AM, said:

You know there is something wrong when you can SOLO a dire wolf in a mist lynx.


I don't see a problem with that, considering you can solo a Lynx in just about anything else.

#95 Baulven

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Posted 13 October 2016 - 08:13 AM

View PostSteve Pryde, on 13 October 2016 - 07:34 AM, said:

Oh u can. Remove two ballistic hardpoints (and give it more energie hardpoints) and get rid of alle quirks. And only ballistic weapons in the lower torso, not in the high mounts.

@Darth Hotz

Btw Dire Wolf op? Lol, its so easy to kill, specially with a fast mech its hilarious.


It would need mix mount ballistics not low balistics. Low slung balistics with its huge arms and torsos would ensure it would be half stripped before you even get a shot off. Also isn't there already a KDK with two ballistics and a buncb of energy points?

Removing its quirks, for the three, would help balance a bit. The problem is the way the complaints are going the CHASSIS will get nerfed again. Which will only reinforce the "If you sent to KDK you have to bring a three.

#96 Quicksilver Aberration

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Posted 13 October 2016 - 08:22 AM

View PostNavid A1, on 13 October 2016 - 07:18 AM, said:

In the past, the reason the dire seemed OP was because there were no quirks around.

No, it was OP even when quirks were around, it just wasn't until things got major structure buffs and two key components to the Whale got nerfed (cERML and Clam XLs).

View PostSteve Pryde, on 13 October 2016 - 07:34 AM, said:

Oh u can. Remove two ballistic hardpoints (and give it more energie hardpoints) and get rid of alle quirks. And only ballistic weapons in the lower torso, not in the high mounts.

You realize the top build I run would be completely unaffected by all of your changes except the quirk part, and it would still be the best assault right? Not to mention giving it more energy mounts would allow me to run basically the old Whale build so that if Gauss Vomit ever returned I could still be better than a Whale.

Edited by Quicksilver Kalasa, 13 October 2016 - 08:23 AM.


#97 Prof RJ Gumby

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Posted 13 October 2016 - 08:31 AM

View PostNavid A1, on 13 October 2016 - 07:02 AM, said:


There is no way you can balance the KDK-3.... and nothing would even get close to it in terms of... well, anything.
It will remain as the ultimate assault mech forever.

So yes, making the direwolf suck less is gonna help the direwolf. (remember that the direwolf got hit by the skill tree nerf).

View PostSteve Pryde, on 13 October 2016 - 07:34 AM, said:

Oh u can. Remove two ballistic hardpoints (and give it more energie hardpoints) and get rid of alle quirks. And only ballistic weapons in the lower torso, not in the high mounts.


There are easy ways to nerf at least KDK3 hard, without resorting to unprecedented moves or negative quirks. Limit torso movement a lot, both horizontally AND vertically. With low up/down angle, reasonable for all the stuff he's got packed in those torsos, KDK3 will not only be much more prone to leghugging lights, but also will have problems with aiming anybody on lower/higher leven that itself. Yep, you'll still have that insane firepower on flat terrain, but on hills and uneven terrain you will need a lot of positioning to do to actually be able to hit who you want to hit. Plus, your enemies will be able to use low torso range against you.

That would make KDK3one of those highly effective, but highly situational mechs, not the universal 'win every trade in every condition' cheese.

Other way is to return to the oversized central torso it had on release. Soft target = glass cannon

EDIT: another mean of nerfing: make those pauldrons part of the ST hitboxes. Boom - STs super easy to hit from any angle.

Btw. I would still take those quirk out either way.

EDIT2: wrong quote inserted

Edited by Prof RJ Gumby, 13 October 2016 - 08:42 AM.


#98 Thunder Child

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Posted 13 October 2016 - 11:52 AM

View PostKeshav Murali, on 13 October 2016 - 05:17 AM, said:


Let's not forget the Dire, at 20 kph faster than his Kraken, often gets jumped by lights thanks to NASCAR.

If his Kraken spawned on practically any map, easy monies for arctic cheetah. Posted Image


Oh, for sure. But it's fine, because my team will protect me...... right guys?...... guys?...... OH GAWD! SOMEONE SAAAAAVE MEEEeeeee.......*Target was pronounced Deceased at match time 14:20*

But I was only Championing the Bane as a mech that could mount EVEN MOAR DAKKA than the dreaded KDK3. Although, after PGI had finished with it, it'd probably have terrible hit boxes. And Rescale would probably cause it to be 30m tall. But they'd probably give it +200% Torso Twist Speed, and a 300 degree arc, at least until it got released for C-bills.

Edited by Thunder Child, 13 October 2016 - 11:54 AM.


#99 Steve Pryde

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Posted 13 October 2016 - 11:59 AM

View PostDarth Hotz, on 13 October 2016 - 07:51 AM, said:


It is not op now, but when brought to the same level as the KDK 3 it will be and this is what this thread is asking for. Btw: That slow and heavy mechs can be killed by fast lights is not new. It happens to IS assaults too...

Did you ever pilot a Dire Wolf? There is a big difference between an assault mech and a Dire Wolf in terms of mobility/agility. Even a Stalker is more mobile than a Dire Wolf.

#100 Darth Hotz

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Posted 13 October 2016 - 01:31 PM

View PostSteve Pryde, on 13 October 2016 - 11:59 AM, said:

Did you ever pilot a Dire Wolf? There is a big difference between an assault mech and a Dire Wolf in terms of mobility/agility. Even a Stalker is more mobile than a Dire Wolf.


Once more: You take the KDK 3 as the new benchmark and want more mechs to be his level. This is the definition of powercreep and this is what is killing this game. People need to realize that every good needs to have something bad to not become op. Just like the Dire has enormous firepower but a lack in agility.

E.g. the Stalker has way less firepower than the Dire, but is more agile, which fits to 100t vs 85t...and yes, I did pilot Dires.





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