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Which Mechs Got Stronger And Which Mechs Got Weaker?


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#61 DGTLDaemon

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Posted 21 May 2017 - 02:42 AM

View PostBush Hopper, on 21 May 2017 - 02:05 AM, said:

For me at least, brawling in a light mech got even worse than pre-patch.

I dunno... I'm a terrible light pilot, but the other day I had a ton of fun dancing with a dakka + PPC mauler in my Arctic Cheetah. Didn't have any trouble circling the guy and dodging his fire. And backstabbing Dire Whales seems to have become even easier than before :)

#62 Clownwarlord

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Posted 21 May 2017 - 02:50 AM

No one got stronger.

#63 Lightfoot

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Posted 21 May 2017 - 02:57 AM

Mechs with large engines, Clan Omnimechs, much weaker because of the Engine de-couple from agility. You can recoup alot of it through the Agility tree, but not all. Which means Clan mechs have to skip a lot of other trees. But if your mech used a small engine, the Agility tree is a huge buff because your new base agility is based on mech tonnage only.

Survival tree helps any mech, but especially Inner Sphere with some starting quirks in this area.

Missile Mechs can specialize in Firepower and dakka mechs can crank up those AC-2's to what is really ugly.

My caveat in using the Skill Trees is never go at one thinking you need all of some big buff. What you want is the most you can get of the big buffs for the least amount of minor effect buffs. So avoid dead-ends unless you really must and never take 3 things you don't need to get to one you do. Sort of like that.

Edited by Lightfoot, 21 May 2017 - 03:01 AM.


#64 Acehilator

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Posted 21 May 2017 - 07:30 AM

View PostLightfoot, on 21 May 2017 - 02:57 AM, said:

Mechs with large engines, Clan Omnimechs, much weaker because of the Engine de-couple from agility. You can recoup alot of it through the Agility tree, but not all. Which means Clan mechs have to skip a lot of other trees. But if your mech used a small engine, the Agility tree is a huge buff because your new base agility is based on mech tonnage only.


I wish people would stop posting this BS. With a few outliers like the Night Gyr and Arctic Cheetah, Clan mechs have have essentially the same agility values as IS mechs. Exceptions are several IS Lights, but Clans also have positive exceptions like the Linebacker. So if you want your Agility back, IS mechs need to invest too.

#65 sycocys

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Posted 21 May 2017 - 07:55 AM

If I'd bother to skill more than 1 mech, I'd hazard a guess that every brawler I ran before would more or less be better.

- Reason, now I can run - Range, CD, Velocity/Grouping, heat reduction (quirks for ALL my weapons instead of 1-2), 60% radar derp, and a reasonably more powerful sensor boost, on slightly slower and slightly less heat cap mechs.

In FW my team gets bonus uavs with nice range, if I'd set up for just QP my mech gets another chunk of accel boost back to arcade levels.

-- So overall the mechs I generally run - ML/MPL(uac10/ac5 on a few) + SRM + BAP brawlers - end up with reasonably substantial buffs... if nothing else based strictly on the fact I can fully quirk all my weapons systems at once with no downside.

When hit detection is working they were already on the verge of out of control dps/heat management wise. Now I just need to control my fire slightly more, so I don't really think the change did much to balance out this build/play style.
Still pretty disappointed that there's literally no downside to me buffing the F out of my weapons and sensors, it just takes any potential depth/balance and throws it right out the window.

Edited by sycocys, 21 May 2017 - 07:58 AM.


#66 Angel of Annihilation

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Posted 21 May 2017 - 08:07 AM

View PostBarantor, on 19 May 2017 - 04:32 PM, said:


Nobody is taking radar dep in the trees so lurm boats are reaping the benefits. Couple that with ECM needing nodes to extend it's range and you have a lot of juicy targets for LRMs. LRM boats can sacrifice mobility or armor for target decay as well as missile crit and rack nodes.

Also take into account folks bringing out mechs that haven't seen the light of day in months or years and it is a target rich environment.

The crutch that was the radar dep module is gone, the reapers are collecting.


Well you can call it a crutch but others would call it needed balance. LRMs are one of the toughest things to balance because they are indirect fire and while many maps have substantial cover, there are times when your not going to be able to utilize it and it is then that LRMs feel OP.

Lets be honest here, there is nothing more frustrating than having your mech shredded around you without being able to do anything about it. It might be fun for the LRM boat but it absolutely isn't fun on the receiving end and even if your mech is able to mount triple AMS and you do mount triple AMS, it still isn't enough to save you. With Radar Dep you at least had the option to try to break LOS even if there wasn't cover around so that is why it was what I would consider, almost a necessity for balancing out LRMs.

Now you can still spec for it but you have to dive deep into at tree that gives very little return on your investment other than Radar Dep. This means that while it is an important skill, it is too costly to purchase in most cases which is why it isn't being mounted anymore.

Honestly I expect that LRMs will get hit by the nerf bat when PGI releases the new tech and re-balances the existing weapons around the new.

Edited by Viktor Drake, 21 May 2017 - 08:08 AM.






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