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Thank You Pgi, For Not Listening To All Of The People Crying About Nerfs.


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#21 R Valentine

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Posted 31 May 2017 - 05:41 AM

View PostAsym, on 31 May 2017 - 04:54 AM, said:

The Night Gry is only 80% of the mech it was pre-patch: period.

I have tried to re-master my 5 and simply, can't revert them to pre-patch master status. I was dealing 700 to 1200 damage per game and simply can't anymore by the new skill tree. It would take 120 skill points and they only give you 91.

I "purchased" with real $$$ those Gyr's and PGI has degraded their value. I will never spend another pernny in MWO and not matter what they do, I will NOT recommend MWO to the hundreds of kids I work with everyday.......until PGI gets the message and reverts my $$$$ value nack or goes down the tubes and someone else buys them out and makes the game what it COULD become.

Just my thoughts.


My Night Gyr runs cooler and better than ever. Instead of only taking 25 rounds of ammo, now I have 36. I can actually mount 2 gauss and 2 ERPPC and not overheat in 2 volleys and carry enough ammunition to get through an entire match. I skip the mobility tree in its entirety. I can carry 2 cool shots, 1 UAV, and 2 arties no problem. Not sure what the problem with yours is, but it isn't the skill tree.

#22 C E Dwyer

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Posted 31 May 2017 - 05:49 AM

View PostBud Crue, on 31 May 2017 - 04:04 AM, said:

You'd think so, wouldn't ya?

But no:
https://mwomercs.com...l-tree-balance/
Nerfs...or something...are coming in June according to the devs.


Sighs

Just when you think P.G.I are doing sensible things, they kick you in the nuts, and run off giggling.

Well I added my concerns it's to early, in your linked thread post, cheers

#23 Humpday

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Posted 31 May 2017 - 06:21 AM

I still can't for the world of me understand why people enjoy the Nigh Gyr...it drives like a 90 year old grandma.
I find myself mushing the keyboard in hopes of making it move faster/anywhere.

Strange mechanic on that one, especially when I feel like my 90t Mauler moving at 58kph is more agile than a Night Gyr.

No denying its effectiveness, and I do well in it...but still, I personally, do not like driving it.

MAD IIC, dunno haven't driven it...but those thing wreak everything on the battlefield. They have got to be the king of the assaults right now.


Edit: yes...dethroning the beloved KDK-3

Edited by Humpday, 31 May 2017 - 06:24 AM.


#24 Prof RJ Gumby

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Posted 31 May 2017 - 07:20 AM

View PostKiran Yagami, on 31 May 2017 - 05:41 AM, said:

My Night Gyr runs cooler and better than ever. Instead of only taking 25 rounds of ammo, now I have 36. I can actually mount 2 gauss and 2 ERPPC and not overheat in 2 volleys and carry enough ammunition to get through an entire match. I skip the mobility tree in its entirety. I can carry 2 cool shots, 1 UAV, and 2 arties no problem. Not sure what the problem with yours is, but it isn't the skill tree.


The problem people have with NGR being "too bad" is its 'horizontal' mobility. The problem people have with NGR being "too good" is that when you use it to poptart, horizontal mobility is a secondary issue at best. That makes non-poptart NGRs suffer a lot for the goodies you can get with skills, while the poptart NGR gets those goodies for hardly any price at all.

I wonder if PGI has any idea how to put the NGR in line. Nerfing its JJs might kill it as poptart and overall make it a bad mech. Nerfing other characteristics can push it more into the 'one trick pony' territory it already kinda is.

Since I don't own one, I don't know the exact builds and skills it now require to poptart (JJ skills needed?), but I expect to make it not OP, but viable, PGI would need to reevaluate a few things. Something like lowering it's JJ capability to only working with maxed out JJ tree (and not perfectly), while giving it some of its horizontal mobility back. Or something.

#25 Admiral-Dan

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Posted 31 May 2017 - 07:38 AM

View PostVellron2005, on 31 May 2017 - 02:29 AM, said:

What am I missing? I rolled a Gyr with LRMs, with laservomint, ERPPCs.. (I admit, have not tried a ballistic build yet), and it's just TOO SLOW..


The Night Gyr is one of the best Ballistic Mechs the Clans have. You try it with everything except ballistics and then you ask this? For god’s sake, give it two Gauss plus a PPC and have fun.

#26 Angel of Annihilation

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Posted 31 May 2017 - 08:47 AM

View PostVellron2005, on 31 May 2017 - 02:29 AM, said:

To all of you guys saying that the Night Gyr is amazing, OP, and over performing.. HOW? What am I missing? The mech, even when mastered for survivability and agility is still slower and more sluggish than a Timberwolf, and dies just as easily?

What am I missing? I rolled a Gyr with LRMs, with laservomint, ERPPCs.. (I admit, have not tried a ballistic build yet), and it's just TOO SLOW..

It plays worse than many other clan heavies..

So I must be terribad or a noob, cose' I just don't see the awesomeness that the Night Gyr is supposed to be.. Posted Image


I feel the same way. I play both IS and Clan mechs pretty much equally and can without a hint of doubt say that the Night Gyr isn't over performing in the least. I had never owned one until after the skill tree came out and my first impression was, "What the hell is wrong with this mech" because I felt like I was moving through waste deep mud. Even fully speced for agility it isn't the least bit agile. In fact the only thing the mech can do is Poptart which isn't part of my playstyle. Straight up fact is that the Night Gyr already has the baseline agility of the slowest, non-100 Tonner Assault mechs so what more do the whiners want nerfed.

Also the Marauder IIC already has the worst agility profile of any of the Assault mech baring the 100-tonners and took a massive hit compared to what it was capable of before the engine Desync. But yet again, people want to claim it is OP. I don't see how it is any more OP than a Battlemaster (Which I Own and Play as well) which has a much better agility profile and this is before the new Tech drop where I will be going from a 320 Standard to the 350 LFE and replacing my 6 MLs with 6 ER ML both of which will improve the currently good Battlemaster even more.

So sorry, as someone who plays both IS mechs and Clan mechs equally, I just don't see this Overpoweredness IS only players like to whine about and it has been a long, long time since I felt disadvantaged by playing an IS mech. Heck I am advocating a mobility buff for both the Marauder IIC and Night Gyr cause they are both pretty pathetic now in terms of mobility when compared to their IS equivalents. I also see the writing on the wall in terms of just how much of an improvement IS mechs are going to get when the new tech drops and am making my evaluation with eyes wide open unlike apparently the majority of people.

#27 Mcgral18

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Posted 31 May 2017 - 09:50 AM

Just going to remind everyone, the SadCat was found to be overperforming, and as a result was nerfed


The Gyr and M2C most certainly are performing well, unlike said SadCat...which I why I don't like that they mentioned the Light W/L
They don't have much impact on their own Win Loss, being weak Gundams


Stats can easily be misread, like the SadCat being a long range poker, naturally having a higher Kd or dam average, because it doesn't get shot as often, but when faced up close, fell apart easily.
What they must have done was just looked at the numbers, and not WHY the numbers


Sometimes works, often doesn't. I hope future iterations don't make the same mistake

#28 R Valentine

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Posted 31 May 2017 - 10:00 AM

View PostProf RJ Gumby, on 31 May 2017 - 07:20 AM, said:


The problem people have with NGR being "too bad" is its 'horizontal' mobility. The problem people have with NGR being "too good" is that when you use it to poptart, horizontal mobility is a secondary issue at best. That makes non-poptart NGRs suffer a lot for the goodies you can get with skills, while the poptart NGR gets those goodies for hardly any price at all.

I wonder if PGI has any idea how to put the NGR in line. Nerfing its JJs might kill it as poptart and overall make it a bad mech. Nerfing other characteristics can push it more into the 'one trick pony' territory it already kinda is.

Since I don't own one, I don't know the exact builds and skills it now require to poptart (JJ skills needed?), but I expect to make it not OP, but viable, PGI would need to reevaluate a few things. Something like lowering it's JJ capability to only working with maxed out JJ tree (and not perfectly), while giving it some of its horizontal mobility back. Or something.


What non-poptarting NGRs? NGRs have locked jump jets on all legs of all configurations. Sure, an LRM NGR isn't exactly the greatest poptart, but it jumps as good as any other Night Gyr. Yes, it's a slow beast, but that's in exchange for enormous firepower and the best firepower available in the game in its current state. 2 gauss and 2 ERPPCs is a 50 point alpha with 10 points of splash damage. It only takes 2 of those to chew through any component on heavies, save those heavily quirked with maximum survival skills. 10% velocity is free for everybody now, so not having a targeting computer doesn't affect you, and 2 rounds per ton might not seem like much until you have 3+ tons of ammo. Also 2 rounds is 30 damage. The NGR is a beast and it's completely unaffected by map heat. It fires dual ERPPCs just as well on Polar as it does on Terra Therma. Add in that you can carry 2 cool shots and you're golden.





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