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Countdown To Resistance Heroes Release June 20Th


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#121 Genesis23

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Posted 14 June 2017 - 10:21 PM

View PostD V Devnull, on 14 June 2017 - 04:39 PM, said:


Wow... You've had some awkward luck to not see an even mix of both IIC and Non-IIC versions of Mech Chassis. Doesn't matter how many matches I've played, I keep seeing Non-IIC Hunchback/Jenner/Orion/Highlander just as much as I see their IIC Counterparts! Posted Image

Yeah, that "Light & Sound Spam" could be a nightmare.




well i saw an Orion IIC at my IS Orions side, but never another IS Orion in about 30 matches. now its even more than 30 matches in fact. just for the record, im playing in Tier 2.

regarding the sound spam im not really concerned. 1. i will be part of it (sry mate Posted Image) and 2. i play mostly fast lights, so i will be faaar away from most of the noise (but experimented a lot with an IS quickdraw and Orion, no idea why those two chassis in particular)

Edited by Genesis23, 14 June 2017 - 10:21 PM.


#122 Aramuside

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Posted 14 June 2017 - 10:51 PM

View PostGas Guzzler, on 14 June 2017 - 08:36 PM, said:


Yeah, I mean either way the mechs aren't going to be meta gods or anything, but for people like me who like to play a variety of mechs, its simply a quality of life thing.


Have to admit I'm so far happy I didn't preorder as no advantages and therefore plenty of time to wait and see how they turn out. That said I did buy the Pretty Baby so I can't say I often make good choices where hero mechs are concerned. ;)

#123 Alvar Von Kenesthor

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Posted 15 June 2017 - 01:06 AM

Still, this hero is such a waste... In the Lore there are Urbanmechs like the UM-R68 with missile hardpoints instead of ballistics, there are fanmade dual ballistics urbanmech designs floating around and if you only wanted to make this one a laser boat, it could have featured a simetric build with that of the UM-R63 left side, with 2 laser hardpoints in each side torso and a single one in each arm, that would have kept the "6 hardpoints rule" of the Urbanmech.

If people buy this one would be only because of it's police siren, such potential wasted...

#124 D V Devnull

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Posted 15 June 2017 - 03:19 AM

View PostBishop Steiner, on 14 June 2017 - 04:45 PM, said:

View PostJuodas Varnas, on 14 June 2017 - 12:39 PM, said:

Wait...
Did you move the Urbie K9s lasers to its side torso?
Wasn't it originally supposed to have 2 CT energy?

Eh, it's probably for the better, though.

wondering about that myself

View PostBishop Steiner, on 14 June 2017 - 08:42 PM, said:

View PostAudacious Aubergine, on 14 June 2017 - 04:49 PM, said:

There might not actually be space right down the middle to put two lasers, so they've had to offset them to almost be on the side torso. From memory, the CT hitbox on an urbie is actually kinda big and where the lasers are seems to be right on the edge of that. We'll see in a week

visually they appear to be about the same as on the r63. TBH, I'm not concerned, either way, more curious than anything. That physical location is actually better and higher than a true CT mount would have been

View PostAlvar Von Kenesthor, on 15 June 2017 - 01:06 AM, said:

Still, this hero is such a waste... In the Lore there are Urbanmechs like the UM-R68 with missile hardpoints instead of ballistics, there are fanmade dual ballistics urbanmech designs floating around and if you only wanted to make this one a laser boat, it could have featured a simetric build with that of the UM-R63 left side, with 2 laser hardpoints in each side torso and a single one in each arm, that would have kept the "6 hardpoints rule" of the Urbanmech.

If people buy this one would be only because of it's police siren, such potential wasted...

Everyone, keep calm... It looks like either PGI was using a different model in the Introductory Video, or they just didn't use some of the Mech's HardPoints. Why do I say this? Have a look at the listing for the "UrbanMech 'UM-K9's Base Loadout" @ https://mwomercs.com/resistance-heroes#mech1, and notice that there are still claimed CT HardPoint Locations. Sure, we have yet to actually see the Mech, but I think PGI was possibly trying to give an impression of diversity in Loadout. :)



View PostGenesis23, on 14 June 2017 - 10:21 PM, said:

well i saw an Orion IIC at my IS Orions side, but never another IS Orion in about 30 matches. now its even more than 30 matches in fact. just for the record, im playing in Tier 2.

I'm also a 'Tier 2' (as of when I'm posting this) here, as well. I guess you and I are getting extremely different seeds on the MatchMaker. Also, it might be a "Time Of Day" thing, now that I think about it. :wacko:



View PostGenesis23, on 14 June 2017 - 10:21 PM, said:

regarding the sound spam im not really concerned. 1. i will be part of it (sry mate Posted Image) and 2. i play mostly fast lights, so i will be faaar away from most of the noise (but experimented a lot with an IS quickdraw and Orion, no idea why those two chassis in particular)

No offense taken... At least, not until you make the mistake of giving away my position while I'm using stealth by being on the same team and standing next to me just when you decide to turn those Lights & Sirens on. That's a reason why PGI should probably restrict the Lights & Sirens to Killing Blow events only, and make them possible to be disabled with the Cockpit Item Key. Otherwise we're looking at a lot of reports under "Griefing >> Assisting The Enemy"... <_<



View PostGas Guzzler, on 14 June 2017 - 08:23 PM, said:

Maybe on the GHR, but honestly non PPC-Gauss loadouts got buffed more by the skill tree.

Not many loadouts got that kind of buff. Now, please excuse me while I get into a little bit of a rant here, which really is NOT directed at you, Gas Guzzler... PGI's just got me a tad angry, and this sore spot (maybe a wound... not sure) keeps getting touched, which keeps causing me to point this out. Just to start, Non-Sniper Weapons, such as...
  • I.S. AC/10
  • Clan AC/10
  • Clan UAC/10
  • Clan LB/10-X
  • I.S. Large Lasers
  • Clan Large Pulse Lasers
...are now all harshly outranging LRMs where they should NOT have such an ability. Worse, the Sniper Weapons...
  • I.S. PPC
  • I.S. ER PPC
  • Clan ER PPC
  • I.S. Gauss Rifle
  • Clan Gauss Rifle
  • I.S. AC/2
  • Clan AC/2
  • Clan UAC/2
  • Clan LB/2-X
  • I.S. AC/5
  • Clan AC/5
  • I.S. UAC5
  • Clan UAC/5
  • Clan LB/5-X
  • I.S. ER Large Laser
  • Clan ER Large Laser
...are now all empowered with free reign over the battlefield, when LRMs used to be able to counter them with some usage of skill to place and plant shots. But no more can LRMs counter Sniper Weapons, as PGI has nerfed LRM Baseline Range way too far. We need at least a minimum of 50 meters added back onto the LRM Baseline Range to equalize and balance against this, especially with consideration of how having either 60% Radar Deprivation, AMS, ECM, and/or 'Simply Ducking For Cover' can all stop a set of LRMs cold in their aerial tracks, and there wouldn't be enough time right now to re-establish the lock for hitting the target, even with another teammate's help. (Which, by the way, that's a total of 26 ways in which LRMs can be countered right now. That's on the order of an Exploitable Bug that needs fixing!!!) PGI should NOT be "babying the Anti-LRM whiners" by giving them unnecessary protection through Baseline Range nerfs, and those people need to LEARN to actually use cover on the maps like any MWO player should have figured to do already. Sure, LRM users need to share armor if they've brought it to the battlefield, but their weapons are purely DPS, NOT High-Alpha, and therefore they MUST have time to do their work. This unfortunately means they can NOT always be up front when they're supporting against several targets at a time. Spamming multiple LRM launchers at the same moment in a large burst only wastes ammo, as the spread gets way too wide. This unnecessary LRM Baseline Range nerf that PGI did far too much damage to the various Inherent Game Mechanics that LRMs function upon. I could have understood if PGI had taken LRM Baseline Range only from the LRM5 Launcher (Maybe the LRM10, but not as much of a nerf there), but doing it to all the bigger ones that need more time and distance was way too much. The angles and options available for aiming skills now simply don't go high or wide enough anymore. :(


So I'm gonna leave this rant here at this point, but I think we can agree that PGI has made one hell of a mistake by nerfing LRM Baseline Range so badly? In my current opinion (and therefore my verdict), PGI HAS RUINED LRMs NOW, AND THEY'RE NO DAMNED GOOD ANYMORE. There were shots I used to be able to land in order to save teammates under the "Old Skill Tree" System (Yeah, I actually made use of the "LRMs -- Range Level 5" module series in some of my builds, which boosted to 1100 meters!), and they're now not possible even with the maximum in Range Skill Nodes. I've literally decreased my Faction Warfare playing and general MWO playing, as well as usage of my LRM builds because of it... It's just become a lot harder to keep my attention aimed at MWO. On top of that, PGI has also damaged the insertion point for I.S. MRM and Clan ATM Weapons, between the zones for 'I.S. & Clan Streak SRMs' and 'I.S. and Clan LRM Weapons'... Annoyingly, that's a real shame. :angry:

Unfortunately, there's one thing I'll never learn or handle properly because I don't possess the inherent ability in my DNA, and that's brawling. Not everyone is a natural, some just don't have the computer for keeping up with the stress on the system that's involved, and some simply can't get the mental handle of it, but too many have forgotten that THIS IS "MECHWARRIOR ONLINE" and therefore a 'Thinking Man FPS' where strategy is needed, and NOT some crazy "Brawlhalla Online". Frankly, I regret that between family, and a few people on these forums that I was arguing with, that I have succumbed to the impulse of continuing to play on MWO when I was going to quit before. This feels like I've horribly entered the Dark Ages. I can only hope that either PGI listens and fixes LRM Baseline Range now with at least a 50-Meter Buff, or that I finally break myself away from MWO forever, even as much as I like the MechWarrior Game Series. Anywho, outta here for now, see you later... -_-



~Mr. D. V. "UM-K9 HardPoints... Mech Appearance... Light & Sound... The Sore Spot Over LRM Baseline Range..." Devnull





[Edit by Post Author because of Some Missed Thoughts.]

Edited by D V Devnull, 15 June 2017 - 03:28 AM.


#125 MovinTarget

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Posted 15 June 2017 - 03:55 AM

D V,

They shaved 100m meters off the only weapons set that had a base max optimal range of 1000m.

If I could go back in time I would more than happily duel you (and not in a some tryhard epeen stroking way, more of a "lets break this down together way). I would try to see how firing lurms at any distance over 600m is remotely optimal, because if it is not, there is little to complain about because now, you can take advantage of the Sensor tree and its like you can get all the helper modules that you couldn't fit in a mech before all together.

Seriously, 50% of the Sensor tree is good for LRMs. You can get sensor range, target decay, etc. On top of that, you can buff your LRMs back up to 1000+ meters in the weapons tree. Sure you can't quite get 1100m but that goes back to my question of why fire from that distnace?

As you get your range back in the weapons tree, you can also get all kinds of missile-specific bonuses for ammo/crits/spread or just the regular CD/Heat/velocity bonuses you may never have had before.

Remember its not about how "long" your arc is, but how you use it! Posted Image

#126 Genesis23

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Posted 15 June 2017 - 04:56 AM

View PostD V Devnull, on 15 June 2017 - 03:19 AM, said:


I'm also a 'Tier 2' (as of when I'm posting this) here, as well. I guess you and I are getting extremely different seeds on the MatchMaker. Also, it might be a "Time Of Day" thing, now that I think about it. Posted Image



im playing between 8-11 pm CET. very possible we have completely different playerbases we fight with/against.


View PostMovinTarget, on 15 June 2017 - 03:55 AM, said:

Remember its not about how "long" your arc is, but how you use it! Posted Image


nice try of consolation but you should probably realise that this is only rarely true...

#127 MrEdweird

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Posted 15 June 2017 - 04:59 AM

I like how high the missile mounts on the Crab are.
Will be hard to make use of the energy and missile hardpoints when using ballistics, though...

#128 MovinTarget

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Posted 15 June 2017 - 05:28 AM

View PostGenesis23, on 15 June 2017 - 04:56 AM, said:

nice try of consolation but you should probably realise that this is only rarely true...


I try not to project my opinions on weapons too much simply because everyone has different expectations/circumstances. I'm trying to give some unbiased (as much as possible anyway) information on LRMs. Yes he lost some extreme range, but he's getting so much more back. Add to that the fact that LRMs were recently buffed... I think they were tightened of to increase CT hits...

#129 MrEdweird

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Posted 15 June 2017 - 05:30 AM

View PostMovinTarget, on 15 June 2017 - 05:28 AM, said:


I try not to project my opinions on weapons too much simply because everyone has different expectations/circumstances. I'm trying to give some unbiased (as much as possible anyway) information on LRMs. Yes he lost some extreme range, but he's getting so much more back. Add to that the fact that LRMs were recently buffed... I think they were tightened of to increase CT hits...


Possibly, but they mostly hit my legs and leg me because they go way down low when I'm in a mech going over 90...

#130 Genesis23

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Posted 15 June 2017 - 06:05 AM

View PostMrEdweird, on 15 June 2017 - 05:30 AM, said:


Possibly, but they mostly hit my legs and leg me because they go way down low when I'm in a mech going over 90...


can confirm this. being on flat maps with a spider or locust and heavy lurm use on enemy side means your legs gonna have a bad time

#131 MrEdweird

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Posted 15 June 2017 - 06:16 AM

View PostGenesis23, on 15 June 2017 - 06:05 AM, said:


can confirm this. being on flat maps with a spider or locust and heavy lurm use on enemy side means your legs gonna have a bad time


I am assuming this happens because LRMs are supposed to have mediocre tracking but are still expected to hit at least a bit, so when the LRMs start to bottom out on their natural vertical arc the game makes them go practically horizontal, and since they can't go any lower before hitting your mech, they hit your legs.

Edited by MrEdweird, 15 June 2017 - 06:18 AM.


#132 CK16

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Posted 15 June 2017 - 06:47 AM

I feel so sorry for the meta players that have to be so min max that they are freaking out over inches of difference in pixels...and fractions of an inch on your monitor. Like honestly how do you guys enjoy life being so picky that if something is off by fractions of an inch it's ruined and unusable. Lol sheet, relax and enjoy life a little guys. Guass PPC will probably be just as viable on these as any. Very few mechs have the gift of high hardpoints for all of them...so unless they magically changed the hardpoints to PPC nipple and bicep guns (which lul if you thought they would)...What the Grasshopper and Black Knight got was expected...

#133 Bishop Steiner

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Posted 15 June 2017 - 07:41 AM

View PostD V Devnull, on 15 June 2017 - 03:19 AM, said:

Everyone, keep calm... It looks like either PGI was using a different model in the Introductory Video, or they just didn't use some of the Mech's HardPoints. Why do I say this? Have a look at the listing for the "UrbanMech 'UM-K9's Base Loadout" @ https://mwomercs.com/resistance-heroes#mech1, and notice that there are still claimed CT HardPoint Locations. Sure, we have yet to actually see the Mech, but I think PGI was possibly trying to give an impression of diversity in Loadout. Posted Image



The CT hardpoints are what we are referrring to. THe mech has 3 hardpoints in the Left Arm, of which it mounts a single LL. On the RA is a single Ballistic (UAC5) and the CT.... 2x Energy for 2x SL.

The two lasers next to the cockpit are clearly not the arm lasers, and those slots are traditionally about where the R63 model has it's LT energy hardpoints. That IS the final model we will be getting in game, hence the questions.

#134 MovinTarget

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Posted 15 June 2017 - 08:16 AM

You all are logging in so you can see Bishops *KILLER* Deputy Dawg signature, right?

#135 Fox the Apprentice

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Posted 15 June 2017 - 08:50 AM

Now I regret having signatures disabled https&#58;//static.mwomercs.com/forums//public/style_emoticons/default/sad.png

#136 MovinTarget

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Posted 15 June 2017 - 09:07 AM

View PostD V Devnull, on 15 June 2017 - 03:19 AM, said:


Unfortunately, there's one thing I'll never learn or handle properly because I don't possess the inherent ability in my DNA, and that's brawling. Not everyone is a natural, some just don't have the computer for keeping up with the stress on the system that's involved, and some simply can't get the mental handle of it, but too many have forgotten that THIS IS "MECHWARRIOR ONLINE" and therefore a 'Thinking Man FPS' where strategy is needed, and NOT some crazy "Brawlhalla Online".




D V,

I'm reading your post a little more deeply and finding it interesting that you poo-poo brawling as being some derivative form of combat, that there is no thought put into how you time your shots or the correct amount of torso twisting or spacing so that you don't face-hug the enemy.

And yet, you want to hold locks at 950m and fire lrms... I won't sit here and tell you that is a whole heck of a lot less "thinking man's shooter" than...

alright, yes I will say it is a whole heck of a lot less effort/skill/teamwork going into long range lurming than good brawling.

I can discuss the pros/cons of LRMs in the new skill tree, but you're statements are getting rather humorous as you demand another 50-100m in LRM range while trashing other aspects of gameplay as if it takes no skill/effort/preparation.

I honestly don't care if they give you more range on your LRMs, just don't belittle those of us that like to do more than lurm.

Also, if brawling is what you have a problem with, shouldn't you be stumping for better close-range damage from LRMs so that you can keep fighting them when they inevitably close on you?

Edited by MovinTarget, 15 June 2017 - 09:09 AM.


#137 TheBigMountain

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Posted 15 June 2017 - 09:24 AM

The Urbie has energy in what looks like the ST and not the CT? Was there an update I missed?

#138 Bishop Steiner

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Posted 15 June 2017 - 09:38 AM

View PostMovinTarget, on 15 June 2017 - 08:16 AM, said:

You all are logging in so you can see Bishops *KILLER* Deputy Dawg signature, right?

yeah...I'm stoked with it, the DDs were a gift from another community member. And with K9 coming, they will have to forever be part of my Siggy, as the Father of the K9. And a proud Poppa I am.

#139 Ced Riggs

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Posted 15 June 2017 - 09:43 AM

Those armor quirks on the Urbie are looking solid. 30 ton mech, ~50 ton mech armor.

Edited by Ced Riggs, 15 June 2017 - 09:44 AM.


#140 Luscious Dan

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Posted 15 June 2017 - 09:45 AM

Still wishing Kaiju was based on the KGC-010 with missile/energy mounts in the side torsi. I really want to see one with mounts looking like the Zeus/Orion arms, bullet shaped with a ring of missile ports surrounding the PPC barrel. That would look so rad :D

Ah well, it'll still be interesting to see how these new chassis work out next month when they can slap UAC10s etc. in some of those new ballistic mounts they didn't have before. Might not just be gauss/PPC... hopefully there's more variation from the tech than switching to snub-nosed PPCs... lol.





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