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Dear Pgi... Pts 2.whatever It Is Today


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#1 Dee Eight

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Posted 04 March 2017 - 05:21 PM

Testing the following pair of kitfoxes... one's a close support defender AMS build, the other's a sorta tank destroyer setup...

KFX-D... dual artemis SRM4 and dual streak-4, 3 tons of ammo each, Active probe, 192 armor.
On the live server I'd run it with the cooldown modules for both launcher types and the seismic and radar dep. On the PTS it shoots a touch slower since I only bought about 1.8% worth of cooldown nodes overall 29 firepower nodes for 5% less weapons heat, 9% more range, 15% crit damage, 20% more ammo, 7.5% less SRM spread, 6% velocity. 200 seismic and 360 info circle, 100% radar dep, 35% extra sensor range, two uavs, 1 coolshot, 2 strikes. Agility matches nicely to the live server where I just circle dueled with a crab and solo killed it an hour ago, and now on the PTS did the same circle dance with a CNT-YLW and had no problem putting my ASRM4s where they needed to go to amputate his right arm and AC20. I thoroughly enjoyed it skilled out as I have (and with nothing spent on survival nodes).

KFX-C... triple AMS w/5 tons ammo, triple SPL, twin MG w/1 ton ammo, 2 extra DHS, active probe, ecm, 192 pts armor. On the live server its a very useful close guard for the team from LRMs, and I'd run it with AMS range and overdrive, seismic and radar dep usually. 15 Firepower and 13 survival nodes. Same auxillary, and basically the same operations and mobility nodes (1 less gyros) as the KFX-D above, 2 more sensor nodes towards the enhanced ECM. Really need to try this on the live server... I know what it does to frustrate LRM boats on a 12 man team... hard to test on a 4 man when most players are testing direct fire builds. Still it managed 4 kill sweep on crimsom with it. Bagged a Mad-3R, Cataphract (driven by Quickdraw Crobat), Awesome and Executioner, two of them as solo KMDDs.


Suggestions for PGI... either the ballistic ammo magazine nodes need to also increase AMS ammo or there needs to be seperate AMS ammo nodes. The weapon range nodes already DO apply to the AMS range apparently. Oh and when you assign the pgup and pgdn as consumable triggers...it overrides the up/down of the messages in the chat box. Might wanna fix that !!!


I also tried my Bushwacker X2, which is a model that didn't have any weapon quirks to begin with. So any firepower nodes I unlocked of course would be an improvement. Triple streak-2s, triple MGs and twin medium lasers with an AMS, BAP and 325XL. I mixed nodes from every table except jump jets of course. Full six consumables. Serismic/Radar Dep. I had loads of fun with it on the live server and loads on the PTS in three matches. Got complimented by a couple players on the build in the pts matches. Didn't need to use the coolshots at all in the first match on HPG which was a win. Second game a loss as it ended up being a jenner 2c, two bushies and a linebacker (us) vs a mad2c, jenner 2c, KCG and I missed what the 4th was but i think it was a heavy. They wiped us, not helped by the self professed potato in the linebacker who hid most of the match while the other three of us died. I'm not sure if he realized he was on the PTS side of the portal at all. Third game was a loss but only by 1 kill so was close, also fun fight.

My Centurion 9D felt pretty much just like it does on the live server as does my Dragon 5N.



Also PGI do take note that a lot of complainers about the new skill trees are Tier 1 and 2s who no doubt are worried how easy it will be for all the potatoes they're used to farming, to now have Radar Dep, Seismic, and Survival buffs on ALL their mechs.

#2 Pyed

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Posted 04 March 2017 - 06:21 PM

View PostDee Eight, on 04 March 2017 - 05:21 PM, said:

Suggestions for PGI... either the ballistic ammo magazine nodes need to also increase AMS ammo or there needs to be seperate AMS ammo nodes. The weapon range nodes already DO apply to the AMS range apparently.

AMS overload increases AMS damage, which means it takes less rounds to shoot down missiles, which effectively is like an ammo buff.
I think AMS ammo is well balanced as it is. A dedicated triple AMS shield mech taking 5 tons sounds about right to me.


Quote

Also PGI do take note that a lot of complainers about the new skill trees are Tier 1 and 2s who no doubt are worried how easy it will be for all the potatoes they're used to farming, to now have Radar Dep, Seismic, and Survival buffs on ALL their mechs.

I am not worried about potatoes having extra buffs to their mechs, no. Did you really think that through before writing it?





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