Jump to content

Old Mechs Back


21 replies to this topic

#1 JC Daxion

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 5,230 posts

Posted 03 June 2017 - 02:58 PM

I am really loving the new Skill tree, it feels like so many old mechs are back. Cataphract, Commando, HBK, Victor, atlas..


Anyone else feeling it?

#2 Monkey Lover

    Member

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

Posted 03 June 2017 - 03:03 PM

Not really I'm just moving to the new mechs with the highest base numbers as the others quirks now are so little they dont even matter.

100 ton mechs I'm finding to be really bad at this time. Full mobilty does almost nothing on them.

#3 Hestan

    Member

  • PipPipPip
  • The Deadly
  • The Deadly
  • 72 posts

Posted 03 June 2017 - 03:05 PM

Nope, not back.

Trolling with the huge quirks maybe, but not back

#4 JC Daxion

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 5,230 posts

Posted 03 June 2017 - 03:24 PM

View PostHestan, on 03 June 2017 - 03:05 PM, said:

Nope, not back.

Trolling with the huge quirks maybe, but not back
]


Not sure how playing a mech that is good is trolling.

#5 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,995 posts
  • LocationOn the farm in central Minnesota

Posted 03 June 2017 - 05:28 PM

Lemme know if they are still "back" after the big balance pass that they say they are going to do after new tech drops.

Any bets on which mechs and to what extent the get nerfed? (Goodbye at least some IS defensive quirks? Goodbye to Dragon 1C energy quirks? etc.)

Anyone honestly think there will be buffs? If so, what mechs and to what extent?

#6 JediPanther

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,087 posts
  • LocationLost in my C1

Posted 03 June 2017 - 05:42 PM

I've played about 12 or so matches since st came in. I've seen one raven that wasn't the 3l. Guess that counts as coming back. I can count the jenners I've seen using my closed fist. The panther was only because I used it for my first match back doing 250 damage and two kills playing it as a slower tank-ier commando.

I did see one quickdraw and had to use the q button to find out what that mystery mech was. Here's a partial list of "rare and unseen mechs"

k2 ppc sniper
Quickdraw
Raven non 3l of some sort
Ember Hero mech!
kit fox x3 ams
a spider

#7 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 03 June 2017 - 06:04 PM

Wish the Firestarters are good again... Dammit PGI.

#8 King Chimera

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 107 posts

Posted 03 June 2017 - 06:12 PM

View PostJediPanther, on 03 June 2017 - 05:42 PM, said:

I've played about 12 or so matches since st came in. I've seen one raven that wasn't the 3l. Guess that counts as coming back. I can count the jenners I've seen using my closed fist. The panther was only because I used it for my first match back doing 250 damage and two kills playing it as a slower tank-ier commando.

I did see one quickdraw and had to use the q button to find out what that mystery mech was. Here's a partial list of "rare and unseen mechs"

k2 ppc sniper
Quickdraw
Raven non 3l of some sort
Ember Hero mech!
kit fox x3 ams
a spider

I've seen a decent amount of spiders excluding myself, pretty much only the SDR-5D or A though.
I plan on bringing out a 5K with 4 heavy machine guns whenever civil war comes out for lulz.

#9 STEF_

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nocturnal
  • The Nocturnal
  • 5,443 posts
  • Locationmy cockpit

Posted 03 June 2017 - 06:22 PM

View PostEl Bandito, on 03 June 2017 - 06:04 PM, said:

Wish the Firestarters are good again... Dammit PGI.

Above all Ember (always there, crying in the dark corner)

#10 Angel of Annihilation

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,881 posts

Posted 03 June 2017 - 07:01 PM

There are alot of older mechs that have noticeably improved whether anyone wants to admit it or not but improved doesn't mean they are best in class or now a meta mech. However they don't need to be, they just need to be good enough to be enjoyable and fun to play. That being the case, the changes have been a huge success at getting some of the less well performing mechs into the game again.

The problem though is the nerf batted some of the better mechs and placed them on the garbage heap in the process. I mean I really like the fact that alot of formally scrap heap mechs have a place in the game again but it is kind of BS that PGI couldn't do it without putting so many formerly good mechs in the garbage heap in their place.

#11 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 03 June 2017 - 07:02 PM

That's because old mechs were terrible, so they got quirks


The Skill Tree disproportionally improves quirks, because they're a % based additive improvement.

Like the old GodQuirks (but much lower)
0-50% means doubled RoF
50-67% (only 17%, a far cry from 50%, same improvement) means TRIPLED RoF

Same thing, but smaller values, with the Skill Tree

#12 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 03 June 2017 - 07:14 PM

Yep, I'm hesitant to say it, but I love it. I'd still like to see some tweaking done to trees other than survivability, so they have a more tangible impact on build choices.

I'd also like to see a linear increase in gains the deeper you get into a tree, to make specialisation more meaningful.

#13 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,700 posts

Posted 03 June 2017 - 07:24 PM

Commandos and Hunchbacks were never bad, the node tree didn't really do much but jump them back towards the front of the pack again.

#14 Athom83

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 2,529 posts
  • LocationTFS Aurora, 1000km up.

Posted 03 June 2017 - 09:16 PM

View PostMonkey Lover, on 03 June 2017 - 03:03 PM, said:

100 ton mechs I'm finding to be really bad at this time. Full mobilty does almost nothing on them.

Quite enjoying my Atlas, even with what happened. To each their own.

#15 xengk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 2,502 posts
  • LocationKuala Lumpur, Malaysia

Posted 04 June 2017 - 12:31 AM

Saw a numbers of Dragon, Victor and Highlander stomping the battlefield, Enforcer and Commando are around but rarer.

#16 Dogstar

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,725 posts
  • Twitch: Link
  • LocationLondon

Posted 04 June 2017 - 12:52 AM

A lot of people use far too much hyperbole when describing the less popular mechs - 'garbage', 'unplayable', etc.

The plain fact is that any mech can be played and be profitable and fun to do so.

The skill tree (boy do I HATE that stupid name) is good for unpopular mechs because it allows them, for a minimal investment, to mount all the abilities that let them prosper - radar deprivation, seismic, consumables, etc and still have enough left over to improve their weapons

#17 Requiemking

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 2,480 posts
  • LocationStationed at the Iron Dingo's Base on Dumassas

Posted 04 June 2017 - 07:55 AM

I've been skilling up my Orion, and that survivability tree is awesome. Especially since my usual playstyle with it is to wander off and pop up in the enemy's rear line, preferably where the LRM boats are.

#18 Monkey Lover

    Member

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

Posted 04 June 2017 - 09:19 AM

View PostAthom83, on 03 June 2017 - 09:16 PM, said:

Quite enjoying my Atlas, even with what happened. To each their own.



guess it depends a lot on how you run it. The twist speed is what is hurting me the most.

here an example of the old atlas.


Here is the new atlas with full skills on the mobility tree.

#19 InvictusLee

    Member

  • PipPipPipPipPipPipPipPip
  • The Cyber Warrior
  • The Cyber Warrior
  • 1,693 posts
  • LocationStanding atop my MKII's missile pack, having a whisky and a cigar.

Posted 04 June 2017 - 09:19 AM

View PostEl Bandito, on 03 June 2017 - 06:04 PM, said:

Wish the Firestarters are good again... Dammit PGI.
i wish firestarters looked cool and lithie like all of the concept art ever. PGI's take on firestarter is fat and fugly.

#20 Daemon04

    Member

  • PipPipPipPipPip
  • 199 posts
  • LocationYou can google Mozartkugel or you can scan an Austrian.

Posted 04 June 2017 - 09:30 AM

View PostDogstar, on 04 June 2017 - 12:52 AM, said:

A lot of people use far too much hyperbole when describing the less popular mechs - 'garbage', 'unplayable', etc.

The plain fact is that any mech can be played and be profitable and fun to do so.

The skill tree (boy do I HATE that stupid name) is good for unpopular mechs because it allows them, for a minimal investment, to mount all the abilities that let them prosper - radar deprivation, seismic, consumables, etc and still have enough left over to improve their weapons


Quote

The skill tree (boy do I HATE that stupid name) is good for unpopular mechs because it allows them, for a minimal investment, to mount all the abilities that let them prosper - radar deprivation, seismic, consumables, etc and still have enough left over to improve their weapons


unfortunately this is utter b and s.

before the "tree" it was possible to get 100% radar depr. +250m seismic + two cooldowns or ranges or even a third one. all with up to 12% cooldown and up to 10% range.
additionally you would have the operation tree and mobility once youve elited the mech.
thats 5 modules with maximum effect even on the "garbage" mechs.

post skill tree:
you have a little bit from everything but nothing is complete.

invest into operation, mobility, sensors and one more into auxiliary for one more consumable slot you use up 2/3 of the SPs available - 65 in my case.
if you skip survival (for mechs that dont start with insane base quirks) you will have 26 SP left to use and youre going to spend em mostly on weapons but not with the effect as before.
little bit of range, some cooldown and some more heat gen. heck lets add some of this and some of that.
congrats now you have a weapon loadout with small increases in everything but no optimization at all.

imo these are mandatory:
operations
mobility

depending on mech chassis and base quirks the survival tree is optional.

rest is optional or needs to be adjusted from mech to mech individually.

we may have gained "customization" for some of us but we also have sacrificed, no pgi has handicapped our mechs capabilities.

Furthermore, I consider that the skill tree must be variant specific. (see older posts)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users