Patch Notes - 1.4.120 - 20-Jun-2017
#241
Posted 18 June 2017 - 08:40 PM
#242
Posted 18 June 2017 - 08:47 PM
MajCyric, on 18 June 2017 - 05:04 PM, said:
The weight change had to do with stormcrows with streak missiles... not the usage of small pulse lasers on them.
#243
Posted 18 June 2017 - 08:56 PM
JuIius, on 18 June 2017 - 08:40 PM, said:
The lore should not be the deciding factor in balance. That's a given. But I do feel like PGI could attempt to add some non-balance lore elements. Even World of Tanks has a little historical bio for every tank.
#244
Posted 18 June 2017 - 10:12 PM
the clanners until now basically played with er-lasers with er-reach with er-weight but with heavy laser damage output. not really balanced for the arrival of the new tech. so PGI closes the gap betwen IS lasers and Clan ER into what it allways should have been from the start: just a laser with more reach as ER implies, not just utter ridiculous dps on an allready lighter tec.
so in a few weeks there will be separate weapons to choose from:
the er-laser with more reach but less damage and heat generation and the heavy lasers with less reach (maybe about the distance of the IS one?) but with far more damage output, heat generation and weight (again: maybe close to the is weight?)
and come on, whats all this whining about anyway: if you look up the dps chart, the clans er laser still far out-dps the IS lasers, especially considering the weight advantage at the cost of a bit more heat which can be easily countered by your better heatsinks which use less slots.
Edited by Genesis23, 18 June 2017 - 10:25 PM.
#246
Posted 18 June 2017 - 10:32 PM
#247
Posted 18 June 2017 - 10:39 PM
JuIius, on 18 June 2017 - 08:40 PM, said:
As long as MWO claims to be "A BATTLETECH GAME" we will not ignore BATTLETECH lore. If they give up the IP and let someone else make " A BATTLETECH GAME", then we will ignore it.
#248
Posted 18 June 2017 - 10:48 PM
Also: The Nerf of the night gyr is a bit to strong. Reducing torso yaw by 30%? That not how this works... maybe start with 10% or 15%...
And also: Why nerv of the ER PPC? its not a really strong weapon.
#249
Posted 18 June 2017 - 10:51 PM
CGB Smarragat, on 18 June 2017 - 10:32 PM, said:
i would not mind at all. since clans dropped, everything got just fluffed up and needlessly complicated.
Edited by Genesis23, 18 June 2017 - 10:52 PM.
#251
Posted 18 June 2017 - 10:53 PM
Ed Steele, on 18 June 2017 - 06:33 PM, said:
You forget the IS pilots (me being an IS pilot) who rely on overpowered quirks rather than skill to win the game. You may be an excellent artist, but you are no better a mechwarrior than me. Don't give me the "I'm a tier 1 either" it is easy to get carried to tier 1 in a good group.
Technically its easy to solo to tier 1 as I did it in what a 1,000 matches approx.
#252
Posted 18 June 2017 - 11:05 PM
Mjr Disaster, on 17 June 2017 - 10:43 PM, said:
You're right about the HSL: it will probably have 6 damage and a duration between CSPL and ERSL.
What KGC nerf? I see 16% faster torso twist and 17% more torso armor. Exactly what the mech needed. 0000 got 15% ballistic cooldown and 10% velocity. It always used to be my 2xGauss+ERLL sniper - now with the ERLL changes it will be even better.
#253
Posted 18 June 2017 - 11:23 PM
Genesis23, on 18 June 2017 - 10:12 PM, said:
the clanners until now basically played with er-lasers with er-reach with er-weight but with heavy laser damage output. not really balanced for the arrival of the new tech. so PGI closes the gap betwen IS lasers and Clan ER into what it allways should have been from the start: just a laser with more reach as ER implies, not just utter ridiculous dps on an allready lighter tec.
so in a few weeks there will be separate weapons to choose from:
the er-laser with more reach but less damage and heat generation and the heavy lasers with less reach (maybe about the distance of the IS one?) but with far more damage output, heat generation and weight (again: maybe close to the is weight?)
and come on, whats all this whining about anyway: if you look up the dps chart, the clans er laser still far out-dps the IS lasers, especially considering the weight advantage at the cost of a bit more heat which can be easily countered by your better heatsinks which use less slots.
Well said.
What most people seem to forget is the added (untouched) range advantage of the clam weapons. I play both, and believe me I notice when I can start effectively shredding armour at 500m vs 300m when running mediums (cERML vs ML).
Then there is the heat syncs, you run out of space in an IS mech quite quickly if you are trying to boat cooling (and that's excluding the ones in your legs, delicious)
The majority of these changes are to prepare the game for the new tech. So it could be argued these could have been held back till that release.
If anything I would like the pulse weapons to have the same range, jumping between my direwhale running large pulsies vs my Banshee also running pulies, the range difference is jarring. I feel like a bloody cripple in the Banshee as I have to see the tubes of their cooling suites before I can effectively engage, in the meantime a clam direwhale can shred about 10-15% of my armour before I can even return fire. Sure it requires different play styles, it feels me switching from uber range to meh range, but the diversity is what makes it fun.
I am sure I will need to change some of my builds, but I personally like that.
I do have a concern for players that may wish to switch now, say from lasers to ballistics because the change has de-optimised their build (imagining my ebon jags), the cost can start to add up quickly. Maybe in hindsight, the switching cost is not such a great idea (although I was originally a supporter thereof)
Either way, I am looking forward to this release, with Uber Urbie and then the new tech not long after.
#254
Posted 18 June 2017 - 11:43 PM
still not sure what i shall do with my orion, the baby atlas. it kinda sucks in brawling, which is now quite dead because barely-turning assaults and much more lurms nowadays.
aaand a few weeks later i change my mech arsenal completely because of the new tech - that will be a veewy expensive day
#255
Posted 19 June 2017 - 12:29 AM
Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that
But hey, at least no more MC for private matches.. and HPG got some much needed new lanes.. and Incursion is finally in it's rightful place in FP..
#256
Posted 19 June 2017 - 01:47 AM
Vellron2005, on 19 June 2017 - 12:29 AM, said:
Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that
oh come on, what a drama queen. instead of 6x6 for two alphas it can do 4x6 in 3-4. i dont know about you but in my math thats 72 dmg against 72-96. alter your play style a bit, adapt like everyone else had to as well and you will be fine.
6 dmg for a weapon that small and light was ridiculous anyway. boosting it from ?4.4? up to 6 was pure stupidity and the lazy clanners got used to it and now cry around, while the others adapt and continue to melt faces.
#257
Posted 19 June 2017 - 03:49 AM
The biggest thing it had going for it was the defensive bonuses, as long as you could roll the damage.
#258
Posted 19 June 2017 - 04:26 AM
Of course, none of that really matters I guess. My entire unit stopped playing MWO back in 2013 and I have never been able to get them to come back.
#260
Posted 19 June 2017 - 06:27 AM
Vellron2005, on 19 June 2017 - 12:29 AM, said:
Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that
But hey, at least no more MC for private matches.. and HPG got some much needed new lanes.. and Incursion is finally in it's rightful place in FP..
Why? Are 6 ERSLs really that worse for 30 damage at a greater optimal range and now you can carry 3 more DHS.
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