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Emerging Meta! What Just Got Way Better?


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#21 Jettrik Ryflix

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Posted 17 May 2017 - 01:55 PM

View PostYeonne Greene, on 17 May 2017 - 12:35 PM, said:

Try playing the absurdity that is the Dragon 1C.


Shhhhh, don't tell them about the DRG-1C. I was enjoying it!

#22 Felicitatem Parco

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Posted 17 May 2017 - 01:56 PM

View PostAppogee, on 17 May 2017 - 01:51 PM, said:

I'm still in analysis paralysis... unsure where to place my skill point bets, and unwilling to spend them endlessly respeccing.


I got 8100 extra skill points and 580,000 GXP in my refund. That's on top of the historical SPs I have on my previously-mastered Mechs... So I can respec all I freaking want and won't care or notice.

#23 SilentScreamer

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Posted 17 May 2017 - 02:00 PM

View PostDeathlike, on 17 May 2017 - 01:34 PM, said:


Most super meta mechs are good, if not better. Then again, sometimes I feel like I'm farming a new potato crop.


Most meta mechs are meta because of hardpoints (both quantity and location) and geometry/hitboxes. None of that changed with the skill tree. The only meta mechs at risk this patch were the ones that were put there by insane Quirks.

#24 Bud Crue

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Posted 17 May 2017 - 02:13 PM

View PostAppogee, on 17 May 2017 - 01:51 PM, said:

I'm still in analysis paralysis... unsure where to place my skill point bets, and unwilling to spend them endlessly respeccing.


Same here. I'm trying to get people to post their ideal node paths /role, mech, build, etc.

https://mwomercs.com...s-tree-contest/

but yeah. I have only noded-out 1 mech as an experiment (aforementioned Cataphract (LBX Illya)) and plan on node-ing out no more than 2-3 more. Knowing that PGI is doing an energy balance pass imminently (according to the Q&A), adding new tech in July, and then another balance pass after that makes me really hesitant to do much of anything.

I really wish that they would announce that there will be at least the possibility of free respec grace periods with their forthcoming and presumed significant changes. Without such an assurance many folks are either paralyzed, being selective, or simply not node-ing out their mechs. All of these behaviors are just going to make their base line performance data seriously biased and thus skew any conclusions they might derive from it.

In my opinion they ought to be treating this whole two months until the new tech as a live PTS. As long as folks are unsure of how to use their SP and their nodes effectively those folks are going to hold back out of fear of "wasting them" and that is going to mess up their data...not to mention create massive frustration for everyone.

Edited by Bud Crue, 17 May 2017 - 02:14 PM.


#25 SilentScreamer

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Posted 17 May 2017 - 02:19 PM

View PostBud Crue, on 17 May 2017 - 02:13 PM, said:

In my opinion they ought to be treating this whole two months until the new tech as a live PTS. As long as folks are unsure of how to use their SP and their nodes effectively those folks are going to hold back out of fear of "wasting them" and that is going to mess up their data...not to mention create massive frustration for everyone.


^ This +++++++

My solution was to pick 3 mechs in each weight class (light/medium/heavy/assault) as Favorites and repsec those mechs only. I'll get around to the others later....

#26 Deathlike

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Posted 17 May 2017 - 03:05 PM

View PostSilentScreamer, on 17 May 2017 - 02:00 PM, said:


Most meta mechs are meta because of hardpoints (both quantity and location) and geometry/hitboxes. None of that changed with the skill tree. The only meta mechs at risk this patch were the ones that were put there by insane Quirks.


Some of the insane quirks were needed to make them useful.

If you name any of the old IS mechs that were actually comp viable, you'd see the vast majority of mechs that were comp ready/capable were primarily in Clans. Some IS mechs that were quirked "well" had a niche, but that also means they had weaknesses of their own to content with. Without the quirks (even with said ideal/optimal hardpoints), they would not be what they were.

#27 nitra

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Posted 17 May 2017 - 04:28 PM

Dragon 1C ... absurd . puhlease.....

If Pgi had not reworked the skill tree this thing would have been dead. as the wasted points would have severely gimped the buffs you could have applied to it.

the new skill tree, actually makes one survivable on the battlefield but at the cost of agility and max speed
or its weapons your choice.

it is no where near as lethal as it was before the new skill tree. it is however able to reengage alot more . enabling it to prolong its engagements, making the damage over time much more of a threat. time was a luxury that the dragon never seemed to have on its side.

All this comes at the cost of max speed and agility it now travels about 10 kph slower than before . it is no where near as agile
and the pulse lasers while on the move are no where near as precise as they once where.

however all this can be changed around if your willing to sacrifice your durability.
still the pulse lasers will be slower than before the new skill tree, and so far im thinking from my experience that Durability > Agility. still testing but it seems that i gain more from allocating points to durability. it also seems dependent on the mech.


regardless im glad the dragon is not dead . and it will be a welcome change to see them on the field again, actually participating and fulfilling the role of a heavy mech .

Edited by nitra, 17 May 2017 - 04:39 PM.


#28 Y E O N N E

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Posted 17 May 2017 - 04:37 PM

The Dragon didn't really lose anything in this patch, though. With the skill nodes, you can get an even shorter duration with even more range than it had before, and the rate remains extremely high. It's also naturally tanky, and you now have the option to enhance it further.

So, trust me when I say, the Dragon 1C is an extremely formidable foe at 700+ meters. More armor than a stock Marauder, ERLL with a burn time of 0.9375 seconds, and a cool-down of 2 seconds...yeah, nobody is going to be able to poke without you lasing them. You can fend off two unsynchronized assailants at range with it, and it can juke PPC rounds. I spent all of Tukayyid 3 using it as my first drop, even on close-quarters maps with no changes to its extreme-range payload. That was an XL335, 3x ERLL, 1x ML, and 20x DHS.

#29 Khobai

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Posted 17 May 2017 - 04:40 PM

lasers got buffed

PPFLD got buffed too

and brawling got bent over hard

#30 Cub

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Posted 17 May 2017 - 05:03 PM

View PostAcehilator, on 17 May 2017 - 12:33 PM, said:

All Clan mechs buffed, take your pick, can't really go wrong. Kodiak and Direwolf are probably worse off than before (require heavy investment in Mobility tree).

New personal favourite: Linebacker


The 100 ton mechs across the board have been devastated. I made a video comparing an unquirked Executioner to a fully specced Kodiak Spirit Bear (the most agile 100 tonner) to show the massive agility gap and showing how quirks make little to no difference. And I agree, the Linebacker is now hilarious to pilot.



#31 Marius Romanis

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Posted 17 May 2017 - 05:03 PM

Finished. Worked it all out. 9 clan mechs skilled out of my 55. Rest can wait till the end of the next 3 months of huge changes. 2 I am tempted to skill out that I havent.

7 IS mechs done of my 43. 4 mechs I havent done that I am tempted to do and 3 that I dont have and am tempted to buy.

Why is the linebacker better now?

Edited by CadoAzazel, 17 May 2017 - 05:05 PM.


#32 visionGT4

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Posted 17 May 2017 - 05:16 PM

ACH's ability to hide like tards for longer and wasting more of peoples time

(that was a +ve comment eh)

#33 SFC174

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Posted 17 May 2017 - 05:31 PM

+1 on the laser boats being probably the safest choice at this point (until next month's rebalance).

I only skilled up a few mechs to compare vs. the PTS, but I did do a MAD-IIC with a bunch of pulse lasers and a LPL/ML WHM-6D. Spent lots of points on the weapon tree, did a lot of heat management, 4 out of 5 radar derp nodes (to avoid the massive LRM spam that is currently in game) and some armor/structure buffs. Buffed up the coolshots as well. Spent nothing on mobility since these mechs would not be brawling or facetanking.

Between the extra range, the heat management and the coolshots, both mechs pumped out a helluva a lot of dmg. I missed the cooldown modules from pre-patch, but in reality that probably helped even more with the heat management, and since both mechs were packing 7-9 lasers, you had several groups to cycle through anyways. I really didn't miss the mobility on either of these mechs, although the 8-12 pts of extra armor per component is marginal at best. If I was running a close range build I think I would definitely go with more mobility though, especially on the STD engine WHM. Even without quirks an XL375 MAD-IIC moves pretty well.

Disclaimer - I still think the new skill tree blows. Its not a zero sum where you gained and lost in equal measure. My mechs are generally worse off than before.

#34 Y E O N N E

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Posted 17 May 2017 - 05:34 PM

View PostSFC174, on 17 May 2017 - 05:31 PM, said:

My mechs are generally worse off than before.


They are supposed to be, that's not a fluke.

#35 Vervuel

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Posted 17 May 2017 - 05:38 PM

View PostCub, on 17 May 2017 - 05:03 PM, said:


The 100 ton mechs across the board have been devastated. I made a video comparing an unquirked Executioner to a fully specced Kodiak Spirit Bear (the most agile 100 tonner) to show the massive agility gap and showing how quirks make little to no difference. And I agree, the Linebacker is now hilarious to pilot.


How the heck does a 5 ton difference in weight make such a massive difference in accel? 1 second vs 5.5 seconds is CRAZY

#36 Chados

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Posted 17 May 2017 - 05:39 PM

I think lasers are where it's at, or ballistics. I'm seeing a lot of ballistics on the field. Not as many LRMs as I expected. Lasermechs are benefiting large. Smaller heavies with good base mobility are benefiting too.

#37 Zolaz

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Posted 17 May 2017 - 05:56 PM

View PostVervuel, on 17 May 2017 - 05:38 PM, said:

How the heck does a 5 ton difference in weight make such a massive difference in accel? 1 second vs 5.5 seconds is CRAZY


It is called PGI physics/reality. Kind of like the real world but not really.

#38 KekistanWillRiseAgain

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Posted 17 May 2017 - 06:13 PM

View PostProsperity Park, on 17 May 2017 - 01:21 PM, said:

If TTK has not increased, then why is there a thriving thread about how Mechs are tankier now?

https://mwomercs.com...aphracts-rulez/


because terribads were talking about nonsense... just like so many people were talking about. Survival Tree is a horrific joke only the worst potatoes fall for excepting quite literally not even a full handful of mechs

#39 KekistanWillRiseAgain

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Posted 17 May 2017 - 06:21 PM

View PostYeonne Greene, on 17 May 2017 - 05:34 PM, said:


They are supposed to be, that's not a fluke.

play Clan mechs... they are better

#40 SFC174

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Posted 17 May 2017 - 06:24 PM

View PostYeonne Greene, on 17 May 2017 - 05:34 PM, said:


They are supposed to be, that's not a fluke.


Oh I know, and its a Tier 1 screwup IMO. Blanket nerfs serve no purpose other than to irritate the player base.





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