Jump to content

Countdown To Javelin Release Date May 16Th


96 replies to this topic

#61 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 12 May 2017 - 04:06 PM

View PostChris Lowrey, on 12 May 2017 - 04:01 PM, said:


Hey everyone, I need to come in and clear a few things up.

First off, these quirks are not accurate. We do not intend to give the Javelin negative quirks. This image was taken a few days ago while we where in the process of changing some stuff over.

The reason this happened is due to a few backend changes that are coming in the way that quirks are handled. Specifically with the way that Cooldown quirks are listed.

In the current live game a "positive" cooldown quirk produces a positive result. We are inverting this dynamic so that a negative cooldown quirk results in a positive effect. So that it reads better when a node labled cooldown and has a negative percentile is a bit more clear as to its in-game effect. Naturally, this means that we then need to go in and change over all cooldown quirks to change this, and this image was taken prior to the Javelin receiving this change.

I have informed those in charge of the countdown about this and they are in the process of fixing this.

As another note, I would like to state that while it is not clear looking at these images as the final engine desync stats have not been released yet, the non-hero Javelins have higher then average base mobility values compared to other mechs of their tonnage. With the Hero being the only one excluded from the better mobility due to its structure based quirks.


Thanks Chris.

I can see how "cooldown -10%" should be the proper text to display with a green color (going forward), since the cooldown period is what is decreasing in a beneficial manner.

"Rate of Fire +10%" would be an other green value to display, if you were to use RoF as a quirkable value. However since you're using the cooldown window as the factor, then a green -10% would be a good thing.

The current image shows "cooldown +10%" as red because, well... it would be a negaquirk if the cooldown period lengthened by 10%, wouldn't it? I'm sure those +% Cooldown quirks will be revised to -% Cooldown quirks.

Edited by Prosperity Park, 12 May 2017 - 04:10 PM.


#62 Chris Lowrey

    Design Consultant

  • Developer
  • Developer
  • 318 posts

Posted 12 May 2017 - 04:13 PM

View PostProsperity Park, on 12 May 2017 - 04:06 PM, said:


The current image shows "cooldown +10%" as red because, well... it would be a negaquirk if the cooldown period lengthened by 10%, wouldn't it? I'm sure those +% Cooldown quirks will be revised to -% Cooldown quirks.


Yes, those quirks will be inverted to negative values, which will produce a positive effect after the Tuesday patch.

#63 JonDoeIowa

    Member

  • PipPipPip
  • Little Helper
  • Little Helper
  • 89 posts
  • LocationIowa

Posted 12 May 2017 - 04:58 PM

Chris thank you for speaking up on this. I appreciate the quick update on the mech. Can I ask one question? Why structure quirks and not armor? Most the current quirk changes have been to armor, and in a light every scrap of armor is a blessing.

Thank you

View PostChris Lowrey, on 12 May 2017 - 04:01 PM, said:


Hey everyone, I need to come in and clear a few things up.

First off, these quirks are not accurate. We do not intend to give the Javelin negative quirks. This image was taken a few days ago while we where in the process of changing some stuff over.

The reason this happened is due to a few backend changes that are coming in the way that quirks are handled. Specifically with the way that Cooldown quirks are listed.

In the current live game a "positive" cooldown quirk produces a positive result. We are inverting this dynamic so that a negative cooldown quirk results in a positive effect. So that it reads better when a node labled cooldown and has a negative percentile is a bit more clear as to its in-game effect. Naturally, this means that we then need to go in and change over all cooldown quirks to change this, and this image was taken prior to the Javelin receiving this change.

I have informed those in charge of the countdown about this and they are in the process of fixing this.

As another note, I would like to state that while it is not clear looking at these images as the final engine desync stats have not been released yet, the non-hero Javelins have higher then average base mobility values compared to other mechs of their tonnage. With the Hero being the only one excluded from the better mobility due to its structure based quirks.


#64 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 12 May 2017 - 05:23 PM

View PostGas Guzzler, on 12 May 2017 - 03:38 PM, said:


Shirley, it must be a typo.


STOP CALLING ME SHIRLEY!

#65 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 12 May 2017 - 06:49 PM

Hmmm no leg quirks. This really makes me what to cancel my order.

#66 Arkhangel

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 2
  • Mercenary Rank 2
  • 1,203 posts
  • LocationBritish Columbia

Posted 12 May 2017 - 08:21 PM

View PostMonkey Lover, on 12 May 2017 - 06:49 PM, said:

Hmmm no leg quirks. This really makes me what to cancel my order.

then you're probably REALLY going to hate the Skill tree.

#67 jjm1

    Member

  • PipPipPipPipPipPipPipPip
  • Hell Fork
  • Hell Fork
  • 1,384 posts

Posted 13 May 2017 - 06:22 AM

View PostChris Lowrey, on 12 May 2017 - 04:01 PM, said:


Hey everyone, I need to come in and clear a few things up.

First off, these quirks are not accurate. We do not intend to give the Javelin negative quirks. This image was taken a few days ago while we where in the process of changing some stuff over.

The reason this happened is due to a few backend changes that are coming in the way that quirks are handled. Specifically with the way that Cooldown quirks are listed.

In the current live game a "positive" cooldown quirk produces a positive result. We are inverting this dynamic so that a negative cooldown quirk results in a positive effect. So that it reads better when a node labled cooldown and has a negative percentile is a bit more clear as to its in-game effect. Naturally, this means that we then need to go in and change over all cooldown quirks to change this, and this image was taken prior to the Javelin receiving this change.

I have informed those in charge of the countdown about this and they are in the process of fixing this.

As another note, I would like to state that while it is not clear looking at these images as the final engine desync stats have not been released yet, the non-hero Javelins have higher then average base mobility values compared to other mechs of their tonnage. With the Hero being the only one excluded from the better mobility due to its structure based quirks.


Why not take this opportunity to call it 'Rate of fire'. Or 'Fire rate' so its not ambiguous.

#68 CupraZero

    Member

  • PipPipPipPipPipPipPipPip
  • The Divine
  • The Divine
  • 1,036 posts
  • LocationNRW Neuss

Posted 13 May 2017 - 08:11 AM

Wow, only the Firestarter has less quirks.
And those few quirks arent impressive eather.

No love for Javelin. Posted Image

#69 ViridianKnight

    Member

  • PipPip
  • Overlord
  • Overlord
  • 46 posts
  • LocationThe Underdark

Posted 13 May 2017 - 09:03 AM

Why quirks at all?
It is my understanding that there will be no qirks after may 16 (skilltree patch).
What do i miss?

Edited by ViridianKnight, 13 May 2017 - 09:07 AM.


#70 Yumoshiri

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • 190 posts

Posted 13 May 2017 - 10:01 AM

View PostViridianKnight, on 13 May 2017 - 09:03 AM, said:

Why quirks at all?
It is my understanding that there will be no qirks after may 16 (skilltree patch).
What do i miss?


good question... from what i have seen, most mechs lose a portion of their quirks, but not all. for example, spider 5k has -50% cooldown on lasers which gets reduced to -20% cooldown. the reason we don't see any mobility quirks i think is because of engine decoupling happening at the 16th.

#71 C E Dwyer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,274 posts
  • LocationHiding in the periphery, from Bounty Hunters

Posted 13 May 2017 - 10:46 AM

I wasn't expecting to see many offensive quirks but seriously structure not Armour o.O

#72 John McHobo

    Member

  • PipPipPipPipPipPip
  • 207 posts

Posted 13 May 2017 - 11:06 AM

That is going to be a VERY fragile Light. Kinda like the Jenner IIC, but with heavy, clunky IS-SRM-Launchers.
I wonder if it ends up well.

#73 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 13 May 2017 - 11:24 AM

Guys, there will be quirks after skill tree drops. PGI is just reducing many offensive uirks for Inner Sphere Mechs because they want to see how our Mechs fare when we can customize their abilities.

Just ignore that fact that the best Mechs in the game will get the same benefits as these IS Mechs that are getting their needed quirks reduced...

#74 Juodas Varnas

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,534 posts
  • LocationGrand Duchy of Lithuania

Posted 13 May 2017 - 12:13 PM

View PostProsperity Park, on 13 May 2017 - 11:24 AM, said:

Guys, there will be quirks after skill tree drops. PGI is just reducing many offensive uirks for Inner Sphere Mechs because they want to see how our Mechs fare when we can customize their abilities.

Just ignore that fact that the best Mechs in the game will get the same benefits as these IS Mechs that are getting their needed quirks reduced...

Well... At least they had the "Faction play" event going while IS stood a slim chance of winning (and still lost completely, with every day going 100% to the clans).

I can only imagine how hilarious it'd be if the event was going AFTER the skill tree dropped.

#75 Myke Pantera

    Member

  • PipPipPipPipPipPipPip
  • Storm
  • Storm
  • 836 posts
  • LocationAustria

Posted 13 May 2017 - 12:44 PM

Special Pattern looks gold, as in excellent :) I'm lovin' it

#76 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 13 May 2017 - 12:59 PM

With or without current quirks in place, it will be a lot of tinkering to get this right.

Instead of quirks why not just give some IS mechs a higher sill point cap? This way players can choose how it gets "quirked"...

#77 -Ramrod-

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 700 posts
  • LocationSome place

Posted 13 May 2017 - 05:09 PM

View PostJuodas Varnas, on 13 May 2017 - 12:13 PM, said:

Well... At least they had the "Faction play" event going while IS stood a slim chance of winning (and still lost completely, with every day going 100% to the clans).

I can only imagine how hilarious it'd be if the event was going AFTER the skill tree dropped.



Faction play has always been a joke. But this event was laughable. There is no way IS can win a majority of battles. Especially when 90% of the games are fragmented IS teams versus 8-12 man Clan groups. BTW for Clans all you gotta do is load up on Kodiak's and Marauder IIC's and you'll win on the first wave of attacking. That's how stupid it is. This is why I stay away from CW and try to be happy with Quick Play or private matches with friends. How to fix the problem? Has nothing to do with mech balance. Has everything to do with numbers. Matches need to be 12 IS versus 10 Clan....hell in the canon it would be 16 v 10 but that's pushing it. It shouldn't be that damned hard to implement.


But as far as the Javelin goes I think I might buy it. Use most of the skill nodes for survival and increase it's armor and structure even more. I did well with the Assassin and this appears to be a mini-Assassin.

Edited by -Ramrod-, 13 May 2017 - 05:10 PM.


#78 Will9761

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 4,675 posts

Posted 13 May 2017 - 06:52 PM

Where is the next update for the Javelin at?

#79 Audacious Aubergine

    Member

  • PipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 1,034 posts

Posted 13 May 2017 - 10:18 PM

View PostWill9761, on 13 May 2017 - 06:52 PM, said:

Where is the next update for the Javelin at?

Probably tomorrow. The last couple of releases didn't have daily countdown updates so the next one will most likely be the animation and cockpit previews at the same time

#80 Aramuside

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 998 posts

Posted 14 May 2017 - 12:26 AM

View Post-Ramrod-, on 13 May 2017 - 05:09 PM, said:



Faction play has always been a joke. But this event was laughable. There is no way IS can win a majority of battles. Especially when 90% of the games are fragmented IS teams versus 8-12 man Clan groups. BTW for Clans all you gotta do is load up on Kodiak's and Marauder IIC's and you'll win on the first wave of attacking. That's how stupid it is. This is why I stay away from CW and try to be happy with Quick Play or private matches with friends. How to fix the problem? Has nothing to do with mech balance. Has everything to do with numbers. Matches need to be 12 IS versus 10 Clan....hell in the canon it would be 16 v 10 but that's pushing it. It shouldn't be that damned hard to implement.


But as far as the Javelin goes I think I might buy it. Use most of the skill nodes for survival and increase it's armor and structure even more. I did well with the Assassin and this appears to be a mini-Assassin.


That makes no sense we won without using assaults generally. It was tilted as all hell at invasion but try not to just make things up please. ;)

Coincidentally every time we met a 12 man IS with for example 8 Battlemasters and 4 Grasshoppers when we were defending... we lost...

On the other hand we also saw IS 12 mans with primary LRM which was weird....





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users