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Dwf, Struture/mobility Quirks(Poll)!


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#41 Jungle Rhino

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Posted 15 November 2016 - 12:20 AM

Why does a Direwolf (or any assault for that matter) need agility quirks?! If you want agility pilot a Medium mech! :)

I'd like to see the quirks work in tandem with the weight categories - Assaults should quirk durability, Heavies damage/weapons, Mediums mobility, Lights speed.

#42 LordNothing

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Posted 15 November 2016 - 12:28 AM

View PostCathy, on 13 November 2016 - 02:37 PM, said:

Mechs that need buffs before the DWF should even be in the Picture for some.

Awesome
Executioner
Gargoyle
Highlander
Highlander II
Victor
Zeus


i agree with exactly one of those.

its the victor. the rest are pretty damn good imho if you run them the right way. the only way to run gargles is to run it as a laser boat. exe you need to really use the masc and it cant boat anything. the highlanders are brutal as mixed builds. the zeus is what the victor used to be (sans jumps), and the victor is a rotting corpse.

Edited by LordNothing, 15 November 2016 - 12:28 AM.


#43 Duke Nedo

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Posted 15 November 2016 - 12:37 AM

View PostLordNothing, on 15 November 2016 - 12:28 AM, said:


i agree with exactly one of those.

its the victor. the rest are pretty damn good imho if you run them the right way. the only way to run gargles is to run it as a laser boat. exe you need to really use the masc and it cant boat anything. the highlanders are brutal as mixed builds. the zeus is what the victor used to be (sans jumps), and the victor is a rotting corpse.


Over all, the DWF is better than these though, but yeah, only the Victor is truly in need of quirks among these, and some of the Awesome variants could use quirks adjustments that make some more sense. Point is though, the DWF does not need to be buffed up to KDK level (together with every other assault in the game), it's KDKs that needs to step down a notch.

#44 Widowmaker1981

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Posted 15 November 2016 - 12:45 AM

View PostDuke Nedo, on 15 November 2016 - 12:37 AM, said:


Over all, the DWF is better than these though, but yeah, only the Victor is truly in need of quirks among these, and some of the Awesome variants could use quirks adjustments that make some more sense. Point is though, the DWF does not need to be buffed up to KDK level (together with every other assault in the game), it's KDKs that needs to step down a notch.


Kodiaks (-3 , which is the problem one) have already been taken down as far as is possible without negaquirks, and negative quirks are extremely suck, so if its still out of line with other assaults, they need to be brought up to match. Needs to be playtested with new twist arc and no structure quirks first though.

Assuming its still dominating then id give the Banshee, Battlemaster, Stalker and Mauler their quirks back and see where we go from there. Im not sure much can be done to save the Zeus and Victor, the game passed them by with their horrible hardpoints and geometry imo.

#45 Duke Nedo

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Posted 15 November 2016 - 01:29 AM

View PostWidowmaker1981, on 15 November 2016 - 12:45 AM, said:


Kodiaks (-3 , which is the problem one) have already been taken down as far as is possible without negaquirks, and negative quirks are extremely suck, so if its still out of line with other assaults, they need to be brought up to match. Needs to be playtested with new twist arc and no structure quirks first though.

Assuming its still dominating then id give the Banshee, Battlemaster, Stalker and Mauler their quirks back and see where we go from there. Im not sure much can be done to save the Zeus and Victor, the game passed them by with their horrible hardpoints and geometry imo.


Aye, aye, definitely! The Zeus wasn't that bad before the rescale, at least the 9S with 3x LPL, 3x MPL was under-estimated imo, I haven't dropped in it after it got inflated like a balloon... but I expect it didn't help it at all... I would assume the BLR is now superior in every way.

I dropped some 20 times in my Victors the last days just for fun and I am not sure what could save it. I don't think it could ever become good, but if it could get some more ST structure (Awesome-levels) and a 100% JJ thrust quirk it would at least become fun! It handles really great, but needs more JJ output. And ofcourse fix these tube-counts!!!

#46 LordNothing

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Posted 15 November 2016 - 01:32 AM

View PostDuke Nedo, on 15 November 2016 - 12:37 AM, said:


Over all, the DWF is better than these though, but yeah, only the Victor is truly in need of quirks among these, and some of the Awesome variants could use quirks adjustments that make some more sense. Point is though, the DWF does not need to be buffed up to KDK level (together with every other assault in the game), it's KDKs that needs to step down a notch.


if anything needs to be done with a dire id just slightly quirk its torso and chassis turn rates a little. the mech is not that slow when compared to king crabs and maulers. its ability to track close in lights leaves something to be desired. but i wouldnt go full bear on it just yet.

#47 Random Carnage

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Posted 15 November 2016 - 01:39 AM

View PostAndi Nagasia, on 14 November 2016 - 10:25 AM, said:

On a side note, I do know PGI reads what we write, they may not post, but they do read,
They have taken feed back on some of what we write, just look to the KIK nerfs,
60 turn angle and removal of the KDK-3s quirks where player suggestions,

We happen to read the same forums, and PGI appear to be very selective in what "player suggestions" they choose to implement. After the "we know nothing" debacle a while back, I don't put much faith in the observation that player feedback drove these changes. I accept that some change was justified for the KDK-3, but what they came up with is OTT, if par for the course - [insert invective here].

If these changes were player driven, only the KDK 3 chassis would have been affected.

As for increasing the jam chance and the unjam timer to address UAC boating issues, they appear to completely miss the reality that such measures will hurt the single UAC build far more than the boat UAC builds that can live with some jamming while maintaining dps and relatively low heat, unlike the single gun builds that simply stop altogether, though, of course, negative (positive?) jam chance and unjam timer quirks are likely to make an appearance to address this for single gun chassis's, because somehow running multiple UAC's degrades the performance of each discrete unit over just running a single unit - and don't give me that exponential heat build-up BS. This is meddling with game mechanics just to try to bandaid a broken *** system.

I could put up with a lot as long as it was marginally plausible/logical/explainable in even loose terms. I can suspend reality to a great extent given big stompy robots and all, but I cannot - will not ever accept fu*king with game mechanics in a blatantly artificial, completely mind bendingly illogical fashion as to have the exact same weapon systems behave so differently simply based upon the rig they're mounted to, and worse yet, due to the number of discrete weapons being used at any given time. Such a blunt "balance" instrument is a reflection on weak development. Period.

If PGI really read these forums, i'll leave them a message and take my chances. It takes a real degree of "special" to get it so consistently wrong. There are so many really good ideas floating around these forums, and you pick this? /facepalm You're killing us with a thousand cuts here, interspersed with a few big bludgeons from time to time and the odd kick while we're down for good measure. It really is hard work trying to remain positive around here. Please take time to actually play your own game to get a clue, and ffs, drop the esport shambles. Give it up as a bad idea and get on with trying to make this a game worth sticking around for.

I suspect that goose may already be cooked - but I buy a lotto ticket each week, so I have hope albeit on a vanishingly small scale.

#48 Warglbargl

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Posted 15 November 2016 - 03:19 AM

View PostTristan Winter, on 13 November 2016 - 02:45 PM, said:

It feels like I'm playing a velociraptor rather than a 20 ton mech.



Does this mean the Pirate's Bane is raptor Jesus?

#49 Metus regem

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Posted 15 November 2016 - 07:29 AM

View PostWarglbargl, on 15 November 2016 - 03:19 AM, said:


Does this mean the Pirate's Bane is raptor Jesus?


You mean you just figured that out now?

#50 Tordin

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Posted 15 November 2016 - 07:50 AM

Heres the thing.

All the 100 tonners in the game, the Atlas, King Crab, Dire Wolf and Kodiak (until ore arrives) should be equal viable, just that one or the another fits better in certain situations. Roughly, the Atlas and Dire are the fortresses, the King Crab and Kodiak are the cannons. Though they do overlap eachother somewhat in both offence and defence.

While reverse speed could help the big Wolf a little, it would be much more benefical to let it have greater acc/ dec and torso twist than say the Kodiak overall, since the Kodiak are more agile anyway without such quirks (from observation, not got any bears). That or the Dire gets more CT and side torso structure boost by say 20 points, or maybe 15 armor. Heck a ccombined armor/structure boost of 10 each for the torso parts.

#51 Andi Nagasia

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Posted 15 November 2016 - 09:00 PM

Agreed personally i would like to see all the slower Assaults get AS7 level Quirks,
i understand they may need Agility more, but i would rather an Assault feel like a Tank and be Tanky,
and leave Mobile assaults to Mechs that have the Nich, GAR / EXE, Ect,





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