Jump to content

Pgi This Tukayyid Mess Again, Again And Again


61 replies to this topic

#41 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,993 posts
  • LocationOn the farm in central Minnesota

Posted 06 May 2017 - 04:22 AM

Hey I don't know what you IS pansies are whining about. My 6 man won two matches last night! TWO TIMES!1 That's TWICE baby! It was E Z P Z. No struggle at all. Those clanners melted like butter2. Balance is fine3. Oh and scouting was a blast too4!

Footnotes:
1. out of seven
2.clan pugs
3."fine" in the sense of the first round table where Russ exclaimed that long tom was "fine".
4. Scouting was actually pretty even and the matches were quite exciting. Seriously.


In all seriousness, I can say with some confidence that me and mine have been away from CW for a long time and we certainly don't/didn't understand the manner in which QP maps need to be played in light of respawn. Running fast heavies on HPG didn't work so hot when the other team (12 man) dropped a first wave of Kodiaks and Mad IIc. After they wiped us out they all just went in to a single spawn, grouped and waited. By the time we got organized to get them out of there they had destroyed the piecemeal efforts of wave 2 and most of wave 3. It was pathetic on our part.

#42 xXBagheeraXx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,707 posts

Posted 06 May 2017 - 04:38 AM

I knew someone would do this and go "LOOK AT THE CLANS OP!!! NERF NERFF!!"

Everyone forgot the dark days when clans never showed up to FW, and nearly every game was a guranteed roflstomp and an easy 1m cbills WITHOUT premium.

STop it. Stop with this clan is OP bullcrap. I'm mostly an IS player and i'm sick of hearing it. They used to get slaughtered during FW, This is down to the good players going clan and 12 manning it vs more than likely 12 pubbies. It will always end like this. If they where IS I'm willing to bet the forums would be filled with calls to nerf IS tonnages or Remove quirks from the big scary black knights that cut your madcats in half.

OH WAIT that's already happend...

Edited by xXBagheeraXx, 06 May 2017 - 04:38 AM.


#43 Tiewolf

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 408 posts
  • LocationHessen

Posted 06 May 2017 - 06:05 AM

Nobody screamed NERF CLANS. In fact i like the lore that clantech is op.
What i dislike is the loss of many cbills and xp by every match, the extra time needed to grind the event plus the one stomp after the other experience when playing IS.

And it is obvious, if the black knight (with his toelasers) ever was or IS mechs would be op, then most of the good players/teams would play on IS side. But they are not so case closed! Its the clantech, the mech and map designs, and the gamerules that pgi gives us that define the meta. The players that want to dominate others follow that meta. I am totaly fine with that. What i am not fine with is that PGI does not give all the other players that are not min-maxing everything a place in this game.

So plz seperate pug and group drops. If no one wants to play against organized clan/or sometimes IS groupdrops then plz don`t force pugs to play against em. This game will slowly die cause first the casual players leave and then the pro players if there are no more seals to knock down for the boost of their egos or ppl to acccuse of "whining" on the forum that realy like the game and want it to continue.

The issue is, that clanside got the op tech in line with the lore without all the hindering clan traditions that comes with it.
You could balance FW easily by the players themself if you intoduce the clan lore of bids. A clanplayer could get less to even no cbills or eventprogession if he takes 4 mechs to a drop compared to if he only chooses to drop 2 mechs in a game. IS can allways go 4 mechs without penalties to cbills or XP gain. That would not balance the mechs but it balances the game and make the event like Tukayyid plus FW a bit more even by following the battletech lore. Additionally the clanteam that bid less mechs then the other clanteams drops first and the team with more mechs has to wait in the queue till no other clanteam bids less mechs to play a FW game. In short give benefits to clanplayers if they selfhandycap themself. If they like they can still enjoy sealclubing but they get no gameprogession or grind out of it.

If this is not enough you could intoduce the Batchall lore. The IS side can see and choose their mechs after knowing with what mechs/builds the clanside will drop.

Not difficult to implement and it would balance the issue by itself without nerfing clans, quirks or ignoring the battletech lore. PGI plz let clan be op or make em even more op. Balance it via the Benefits for a game played or by the architecture of the gamemodes not the tech or the mechs.

#44 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 06 May 2017 - 06:20 AM

View PostBud Crue, on 06 May 2017 - 04:22 AM, said:

Hey I don't know what you IS pansies are whining about. My 6 man won two matches last night! TWO TIMES!1 That's TWICE baby! It was E Z P Z. No struggle at all. Those clanners melted like butter2. Balance is fine3. Oh and scouting was a blast too4!

Footnotes:
1. out of seven
2.clan pugs
3."fine" in the sense of the first round table where Russ exclaimed that long tom was "fine".
4. Scouting was actually pretty even and the matches were quite exciting. Seriously.


In all seriousness, I can say with some confidence that me and mine have been away from CW for a long time and we certainly don't/didn't understand the manner in which QP maps need to be played in light of respawn. Running fast heavies on HPG didn't work so hot when the other team (12 man) dropped a first wave of Kodiaks and Mad IIc. After they wiped us out they all just went in to a single spawn, grouped and waited. By the time we got organized to get them out of there they had destroyed the piecemeal efforts of wave 2 and most of wave 3. It was pathetic on our part.


I can say from this side there are some excellent teams on the IS side. Tougher matches overall than prior Tuk events. However the bulk of total vet players and units are still in Clans for reasons PGI has ignored studiously for years and in the aggregate it plays out.

#45 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,744 posts
  • LocationThe Republic of Texas

Posted 06 May 2017 - 06:30 AM

View PostxXBagheeraXx, on 06 May 2017 - 04:38 AM, said:

I knew someone would do this and go "LOOK AT THE CLANS OP!!! NERF NERFF!!"

Everyone forgot the dark days when clans never showed up to FW, and nearly every game was a guranteed roflstomp and an easy 1m cbills WITHOUT premium.

STop it. Stop with this clan is OP bullcrap. I'm mostly an IS player and i'm sick of hearing it. They used to get slaughtered during FW, This is down to the good players going clan and 12 manning it vs more than likely 12 pubbies. It will always end like this. If they where IS I'm willing to bet the forums would be filled with calls to nerf IS tonnages or Remove quirks from the big scary black knights that cut your madcats in half.

OH WAIT that's already happend...


Ya money grubbin merc take off that purple off and go put on your wolf pelt or dirty bear skin rug.
Or whatever fur or feather ya'll puttin on this week.
Ya stinky turncoats no more loyalty than bloody cbills ya pick up out of the gutter on your way to whichever side.
Mostly IS gimme a break and go kick a rock.
Wait a min whats that smell...............damn it's elderberries must be clanners in this roomPosted Image

Edited by Novakaine, 06 May 2017 - 06:30 AM.


#46 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 06 May 2017 - 06:35 AM

View PostMischiefSC, on 06 May 2017 - 06:20 AM, said:

I can say from this side there are some excellent teams on the IS side. Tougher matches overall than prior Tuk events. However the bulk of total vet players and units are still in Clans for reasons PGI has ignored studiously for years and in the aggregate it plays out.


It's OK. It's all about rebalancing the game by nerfing IS.

Warhammers and Black Knights were relevant once upon a time.. not so relevant in general since nerfing those.

Not that IS doesn't have a few good mechs (Battlemaster, Grasshopper), but you're competing with ERLL and LPL vs Clan ERPPCs (IS PPC is functional, but limited, IS ERPPC is still inferior outright to Clan ERPPC) with tonnage efficient Clan Gauss (against tonnage inefficient IS Gauss).

Totally fair.

Edited by Deathlike, 06 May 2017 - 06:35 AM.


#47 TLBFestus

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,519 posts

Posted 06 May 2017 - 07:12 AM

View PostMischiefSC, on 05 May 2017 - 10:41 PM, said:


That anyone actually thinks that would be MORE balanced is part of why you can't have worthwhile balance discussions on the forums.

That's before we get into things like 'you have to have more IS players than Clan players in approximately a 10/12 split' and what is the new tonnage breakdown for 10 v 12.

After that you can get into the exponential difference that creates in team v team vs pug v pug and team v pug dynamics with 10 v 12 and the relative difference in focused fire.

The idea is so bad that other bad ideas look at it and hold their noses.

Fortunately, for all the mistakes that PGI has made, that's one they've consistently said they won't make. That and, I dunno, slamming their faces repeatedly in a car door or other equally bad ideas.





I said nothing about whether it's balanced that way or not. I was just being snarky about the fact that PGI can't seemingly program something like that into the game. That said, I'd say it's a long shot that it would help at balance because the odds that PGI accidentally got balance right all along but were just missing different numbers per side are astronomical, and it's not taking into account the difference in player skill in any way, shape or form.

Perhaps it's got something to do with the mish-mash legacy code that most of them don't understand and/or are afraid to touch lest they break the entire game.

Edited by TLBFestus, 06 May 2017 - 07:13 AM.


#48 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 06 May 2017 - 07:24 AM

View PostDeathlike, on 06 May 2017 - 06:35 AM, said:


It's OK. It's all about rebalancing the game by nerfing IS.

Warhammers and Black Knights were relevant once upon a time.. not so relevant in general since nerfing those.

Not that IS doesn't have a few good mechs (Battlemaster, Grasshopper), but you're competing with ERLL and LPL vs Clan ERPPCs (IS PPC is functional, but limited, IS ERPPC is still inferior outright to Clan ERPPC) with tonnage efficient Clan Gauss (against tonnage inefficient IS Gauss).

Totally fair.


Not kidding when I say Roughneck will be post-skill tree meta.

Look at the 3A. With all weapon quirks gone it's got the health of a BLR 2C, high, tight hardpoints and is keeping a ton of structure buffs.

Look at it in Li Song. Most the people who picked it up play it like a mini-atlas, which it isnt. It's a Warhammer with better mounts or a BLR 2C that's 20 tons lighter and has better hardpoints but 1 less LPL. It can also erll spam with the GHR because, again, all quirks the same. Since everyone gets max hill climb the lack of JJs isn't that big a deal. Even the ballistic/missile variants. It's a brilliant peek brawler with the tightest grouping you'll get on missile/ballistics with high mounts.

It's critical to understand that worth the skill tree all that matters is structure quirks, hitboxes and mounts. Everything else is a wash now. Even engine cap to a degree.

Dragon is back in the bin forever, a lot of mechs are. However mechs with good mounts and especially structure/armor quirks are in a good place.

#49 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 06 May 2017 - 07:59 AM

View PostMischiefSC, on 06 May 2017 - 07:24 AM, said:

Not kidding when I say Roughneck will be post-skill tree meta.

Look at the 3A. With all weapon quirks gone it's got the health of a BLR 2C, high, tight hardpoints and is keeping a ton of structure buffs.

Look at it in Li Song. Most the people who picked it up play it like a mini-atlas, which it isnt. It's a Warhammer with better mounts or a BLR 2C that's 20 tons lighter and has better hardpoints but 1 less LPL. It can also erll spam with the GHR because, again, all quirks the same. Since everyone gets max hill climb the lack of JJs isn't that big a deal. Even the ballistic/missile variants. It's a brilliant peek brawler with the tightest grouping you'll get on missile/ballistics with high mounts.

It's critical to understand that worth the skill tree all that matters is structure quirks, hitboxes and mounts. Everything else is a wash now. Even engine cap to a degree.

Dragon is back in the bin forever, a lot of mechs are. However mechs with good mounts and especially structure/armor quirks are in a good place.


Dragon's OK for certain laservomit (Fang and 1C have incredible energy quirks) but still has the same weakness/gimmick that plagued its Dakka brethren (RIP 1N, we hardly knew ye).

Still, I challenge people to figure out what is used in comp play, and apply it here...

Here's a quick short list of optimal mechs by weight class..

Assault:
Kodiak-3 (PPC+Gauss or Dakka)
Maruader IIC (ECM or JJ variants)
Battlemaster (ERLL or LPL, will require XL in most instances)
Gargoyle (brawl)

Heavies:
Grasshopper (ERLL laservomit)
Night Gyr (PPC+Gauss or dakka)
Timberwolf (brawl or PPC+Gauss)

"lesser heavies" - Hellbringer with ECM or Ebon Jag with laservomit or Summoner (SRM brawl or ERPPC)

Mediums (most diverse):
Stormcrow (short range brawl, SRM or SPL)
Nova (ERPPC or brawl with SPL)
Griffin (SRM brawl)
Blackjack (PPCs)
Ice Ferret (midrange laservomit, or "fat light")
Cicada (laservomit of some form)
Viper (brawl)
Huntsman (brawl)
Hunchback IIC (ERPPC, dakka)


"lesser mediums" - Shadowhawks with SRM brawl or PPCs, Trebuchet for midrange laservomit

Lights:
Arctic Cheetah (SPL)
Locust (SPL)
Adder (midrange vomit or brawl)

"too many mediocre Lights to name, due to upscaling"


Even with the vast options of mechs (some of which I may have forgotten), the options favor Clan heavily.

If it were a contest of failure, our balance overlord has achieved it hands down.

Edited by Deathlike, 06 May 2017 - 08:05 AM.


#50 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 06 May 2017 - 10:57 AM

View PostDeathlike, on 06 May 2017 - 07:59 AM, said:


Dragon's OK for certain laservomit (Fang and 1C have incredible energy quirks) but still has the same weakness/gimmick that plagued its Dakka brethren (RIP 1N, we hardly knew ye).

Still, I challenge people to figure out what is used in comp play, and apply it here...

Here's a quick short list of optimal mechs by weight class..

Assault:
Kodiak-3 (PPC+Gauss or Dakka)
Maruader IIC (ECM or JJ variants)
Battlemaster (ERLL or LPL, will require XL in most instances)
Gargoyle (brawl)

Heavies:
Grasshopper (ERLL laservomit)
Night Gyr (PPC+Gauss or dakka)
Timberwolf (brawl or PPC+Gauss)

"lesser heavies" - Hellbringer with ECM or Ebon Jag with laservomit or Summoner (SRM brawl or ERPPC)

Mediums (most diverse):
Stormcrow (short range brawl, SRM or SPL)
Nova (ERPPC or brawl with SPL)
Griffin (SRM brawl)
Blackjack (PPCs)
Ice Ferret (midrange laservomit, or "fat light")
Cicada (laservomit of some form)
Viper (brawl)
Huntsman (brawl)
Hunchback IIC (ERPPC, dakka)


"lesser mediums" - Shadowhawks with SRM brawl or PPCs, Trebuchet for midrange laservomit

Lights:
Arctic Cheetah (SPL)
Locust (SPL)
Adder (midrange vomit or brawl)

"too many mediocre Lights to name, due to upscaling"


Even with the vast options of mechs (some of which I may have forgotten), the options favor Clan heavily.

If it were a contest of failure, our balance overlord has achieved it hands down.


Again, after skill tree a lot changes. Most those IS mechs bomb out. No reason to take GHR without quirks. Same with the BJ. BLR, still maybe.

Post skill tree and dequirkening all that matters is hitboxes, mounts and structure quirks.



#51 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,993 posts
  • LocationOn the farm in central Minnesota

Posted 06 May 2017 - 11:22 AM

View PostMischiefSC, on 06 May 2017 - 10:57 AM, said:

Again, after skill tree a lot changes. Most those IS mechs bomb out. No reason to take GHR without quirks. Same with the BJ. BLR, still maybe.

Post skill tree and dequirkening all that matters is hitboxes, mounts and structure quirks.



Wait a minute.
So right now as an IS player there are only a few truly useful mechs to bring into CW. These mechs are well known and mentioned above and throughout various threads ad nauseum.

Now then, PGI says the top goal of the skills tree and its associated changes is to INCREASE diversity, the second stated goal is to IMPROVE PLAYER CHOICE.

So let me get this straight...are you suggesting that PGI's plan will actually further REDUCE the diversity of useful mechs? That their planned changes will actually LIMIT the choice of competitive mechs? Are you really so bold as to be asserting that taking away offensive quirks from already borderline competitive (and in some cases merely viable) might actually reduce players' desire to play those mechs?

Hmmm...

This seems blatantly apparent. Dare I say intuitively obvious. A conclusion so stupendously clear that typing it has actually transformed my keyboard into some sort of crystalline substance. Nay...it is an inevitable conclusion given the state of things.

So you can see this. I can see this. Everyone who has played or watched an MRBC match can see it. Everyone paying attention to what good teams bring into CW can see it. In fact, everyone who's ever participated in a discussion on this topic can see it.

So tell me...WHY THE F*** CAN'T PGI SEE IT?!

#52 Alan Davion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,333 posts

Posted 06 May 2017 - 11:30 AM

View PostTiewolf, on 06 May 2017 - 06:05 AM, said:

So plz seperate pug and group drops.


PGI tried that once.

Guess what happened?

...

...

...

That's right.

The Clan Crutch Groups cried and pissed and moaned that they had no one to play against *COUGH*NOONETOFARM*COUGH, and PGI quickly rolled it back.

CW/FW/FP/Whatever... Hell MWO in general just doesn't have the population size to sustain this game mode.

Yet they keep pouring ridiculous amounts of dev time and company money into something that just isn't going to work.

View PostBud Crue, on 06 May 2017 - 11:22 AM, said:



Wait a minute.
So right now as an IS player there are only a few truly useful mechs to bring into CW. These mechs are well known and mentioned above and throughout various threads ad nauseum.

Now then, PGI says the top goal of the skills tree and its associated changes is to INCREASE diversity, the second stated goal is to IMPROVE PLAYER CHOICE.

So let me get this straight...are you suggesting that PGI's plan will actually further REDUCE the diversity of useful mechs? That their planned changes will actually LIMIT the choice of competitive mechs? Are you really so bold as to be asserting that taking away offensive quirks from already borderline competitive (and in some cases merely viable) might actually reduce players' desire to play those mechs?

Hmmm...

This seems blatantly apparent. Dare I say intuitively obvious. A conclusion so stupendously clear that typing it has actually transformed my keyboard into some sort of crystalline substance. Nay...it is an inevitable conclusion given the state of things.

So you can see this. I can see this. Everyone who has played or watched an MRBC match can see it. Everyone paying attention to what good teams bring into CW can see it. In fact, everyone who's ever participated in a discussion on this topic can see it.

So tell me...WHY THE F*** CAN'T PGI SEE IT?!


Because Russ/Paul won't take their blinders off.

#53 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 06 May 2017 - 01:51 PM

Since rewards you get depend on whether your side wins or loses nearly all good units went clan in order to ensure they'll get bigger rewards. This event once again tells us nothing about game balance no matter how much you want to believe otherwise.

#54 Alan Davion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,333 posts

Posted 06 May 2017 - 02:17 PM

View PostPhoenixFire55, on 06 May 2017 - 01:51 PM, said:

Since rewards you get depend on whether your side wins or loses nearly all good units went clan in order to ensure they'll get bigger rewards. This event once again tells us nothing about game balance no matter how much you want to believe otherwise.


Actually in a way it does tell us something about balance. If more people are gravitating towards the Clans to ensure they'll have an easier time getting the good rewards in this event, that kinda says the Clans are stronger than they should be.

#55 Lupis Volk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 2,126 posts
  • LocationIn the cockpit of the nearest Light Battlemech.

Posted 06 May 2017 - 02:21 PM

View PostAlan Davion, on 06 May 2017 - 02:17 PM, said:


Actually in a way it does tell us something about balance. If more people are gravitating towards the Clans to ensure they'll have an easier time getting the good rewards in this event, that kinda says the Clans are stronger than they should be.

having more people does not equate that something is inherently stronger. Many IS potatoes and forumites forget that IS has god tier defensive quirks up the the wazoo and yet they constantly fail to take advantage of it. Instead they continue to propagate a air of inferiority and keep pushing the agenda that they are under powered and that the clans are over powered..

Edited by Lupis Volk, 06 May 2017 - 02:42 PM.


#56 Alan Davion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,333 posts

Posted 06 May 2017 - 02:45 PM

View PostLupis Volk, on 06 May 2017 - 02:21 PM, said:

having more people does not equate that something is inherently stronger. Many IS potatoes and forumites forget that IS has god tier defensive quirks up the the wazoo and yet they constantly fail to take advantage of it. Instead they continue to propagate a air of inferiority and keep pushing the agenda that they are under powered and that the clans are over powered..


God tier defensive quirks which they'll likely be losing come Skill Web Patch Day.

Say hello to the new God Tier Clan Mechs sunshine.

#57 Lucky Noob

    Member

  • PipPipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 1,149 posts

Posted 06 May 2017 - 02:47 PM

View PostLupis Volk, on 06 May 2017 - 02:21 PM, said:

having more people does not equate that something is inherently stronger. Many IS potatoes and forumites forget that IS has god tier defensive quirks up the the wazoo and yet they constantly fail to take advantage of it. Instead they continue to propagate a air of inferiority and keep pushing the agenda that they are under powered and that the clans are over powered..



so having , lets say 15 Armor more helpas what exact against 2 ER PPC + 1 Gauss ?

#58 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 06 May 2017 - 02:52 PM

View PostTiewolf, on 05 May 2017 - 04:29 PM, said:

On IS side you can even struggle to win 1 scouting match.

This I struggle to believe. I find it much easier to win Scouting on the IS side.

#59 CFC Conky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,002 posts
  • LocationThe PSR basement.

Posted 06 May 2017 - 03:15 PM

Hello all,

So far I've played around 20 scouting matches with IS, and won 4. Generally speaking, solo queue went better, in group queue (my group has 3 players) we would often be matched up with a full pre-made team running (most of the time) Novas and/or Hunchback IIC's. The Novas were particularly effective, especially when equipped with SRM's or small lasers. When we were spotted, the other team would just rush us, and were very difficult to bring down while it felt like on or two alphas would knock us out (mostly mediums vs mediums). The clan mechs are difficult to outrun and usually win trades, but I think the biggest factor in their favour is better organization and driver experience (maybe). Easier to win a match in solo queue.

That said, I have no lights or mechs with ECM so I don't know it if that would make a difference, most of the drops are all mediums. Haven't tried the other game modes yet.

Is Clan tech better? Probably, but my experience so far indicates that the biggest factor is experience.

Good hunting,
CFC Conky

P.S. Hey Clanners, let me win a few will ya, I want to get the swag that comes with 2200 match points Posted Image .

Edited by CFC Conky, 06 May 2017 - 03:16 PM.


#60 Alan Davion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,333 posts

Posted 06 May 2017 - 03:23 PM

View PostCFC Conky, on 06 May 2017 - 03:15 PM, said:

That said, I have no lights or mechs with ECM so I don't know it if that would make a difference, most of the drops are all mediums. Haven't tried the other game modes yet.


There's a reason why the drops are almost always filled with mediums.

In this game you're pretty much only effective if you're using every bit of tonnage available to you.

As scouting matches are only for 50 ton max mechs, to prevent people from spamming the infamous "Skillcrow/Streakcrow", that's why you see Novas and Hunch IICs, because they're the next best mechs to maximize your tonnage with.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users