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June 20 Patch Notes! Are Up! Link Inside!


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#61 Mister Blastman

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Posted 16 June 2017 - 08:10 PM

View PostBrain Cancer, on 16 June 2017 - 08:06 PM, said:

C'mon. You've been here how long?

This is the normal way you balance anything that annoys the Balancer in Chief too much. You break it.


Been here long enough to know that after seeing this crap, this game is worth flushing down the toilet.

#62 El Bandito

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Posted 16 June 2017 - 08:11 PM

Just a PSA: These changes most likely have new tech in mind, so the full ramification of them will not be revealed until new tech drops.

View PostFupDup, on 16 June 2017 - 07:43 PM, said:

The issue with the cooldown changes is for pulse lasers, mostly. The small cooldown buffs they got doesn't offset their upfront damage reductions.

PGI should have gone whole hog and changed both damage and cooldown by very large margins for pulses. Let pulses act like laser versions of the AC/5 or AC/2. THAT would create the sustained DPS role that PGI is looking for. The current changes keep their current role (mostly upfront damage) with less effectiveness.


Yeah, seems like they tried to emulate MW4 Pulse laser mechanic, although did so half-heartedly.

Edited by El Bandito, 16 June 2017 - 08:13 PM.


#63 FupDup

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Posted 16 June 2017 - 08:12 PM

View PostBrain Cancer, on 16 June 2017 - 08:10 PM, said:

Just had a thought- if they're beating the tar out of Clan small/SPLs, imagine what this will make micro lasers, and think about where heavy lasers will have to fit into the new mix.

Oh dear Micro Lasers...PGI might very well keep them at 2 damage from TT, while still pushing up their heat to like 2 or something.

#64 Prototelis

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Posted 16 June 2017 - 08:12 PM

View PostRequiemking, on 16 June 2017 - 08:09 PM, said:

The reason they removed the Stormcrow was because people whined about the Skillcrow,


Exactly my point. Easy to exploit against puggles, not all that useful against a coordinated unit. Kind of like the 4sp in current ST form.

Edit: In other words they both "over perform" for different reasons.

Edited by Prototelis, 16 June 2017 - 08:13 PM.


#65 PurplePuke

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Posted 16 June 2017 - 08:13 PM

View PostMister Blastman, on 16 June 2017 - 07:46 PM, said:

What the HELL are they thinking with this balance pass? Who does this? Do they even play the game? Are they sane?

THIS IS CRAZY!

Small lasers across the board should be flatly SUPERIOR to mediums and larges in terms of DPS up close! Not worse!

This is ludicrous.

This is insane.

It is clear to me that very little thought went into this balance pass and whoever is doing the balancing has very little idea about how to balance a game or what they are doing.


Lol. Take a sedative dude.

Don't give yourself a heart attack.

#66 Requiemking

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Posted 16 June 2017 - 08:14 PM

View PostPrototelis, on 16 June 2017 - 08:12 PM, said:

Exactly my point. Easy to exploit against puggles, not all that useful against a coordinated unit. Kind of like the 4sp in current ST form.

Oh please. The 4SP is about as useful as the Atlas, as in, you really aren't doing much damage unless you are within 200 meters of your target. It needed those quirks just to get close, especially since most of the good Brawler maps have been revamped into Sniper maps.

#67 J0anna

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Posted 16 June 2017 - 08:16 PM

Different MWO Balance overlord, same half baked job.....Time to re-skill a few dozen mechs - more clicking and unclicking unmoving hexagons. Exciting gameplay......

#68 Mister Blastman

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Posted 16 June 2017 - 08:16 PM

View PostPurplePuke, on 16 June 2017 - 08:13 PM, said:


Lol. Take a sedative dude.

Don't give yourself a heart attack.


Posted Image

;)

#69 Brain Cancer

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Posted 16 June 2017 - 08:17 PM

View PostBud Crue, on 16 June 2017 - 08:04 PM, said:


Oh dear. I hadn't even noticed the further nerfing of the LRM 5. Really that might do more to hurt the NPE of this game more than the skills tree and lack of a FP tutorial combined. I mean really...this is a nerf to LRMs...a nerf. Just...um...wow.


I'll also note that the AMS change has a disproportionate effect on Clan LRMs, since a larger envelope of engagement means their missiles get hit for more on the way in. I mean, if they'd increased velocity I'd understand (or added AMS damage), but this basically is saying "LRMs must be good, so we'll have to make them worse & make one of their numerous counters notably better.".

As one of the lurmer fanatics, I cannot even comprehend it. LRMs seem to be only effective at making bad players salty you killed them with the most inefficient damage delivery in the game, yet changes seem to be devoted to making them even less efficient and more counterable, while moving AMS towards being a "harder" countermeasure.

View PostMister Blastman, on 16 June 2017 - 08:10 PM, said:


Been here long enough to know that after seeing this crap, this game is worth flushing down the toilet.


MWO is Too Big To Flush. You'd end up with a clog! :)

#70 El Bandito

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Posted 16 June 2017 - 08:18 PM

View PostMister Blastman, on 16 June 2017 - 07:46 PM, said:

Small lasers across the board should be flatly SUPERIOR to mediums and larges in terms of DPS up close! Not worse!

This is ludicrous.


Smalls do have better DPS per ton than Mediums.

#71 FupDup

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Posted 16 June 2017 - 08:20 PM

View PostEl Bandito, on 16 June 2017 - 08:18 PM, said:

Smalls do have better DPS per ton than Mediums.

As we've seen with the IS SL, the gap needs to be pretty substantial or else it ultimately doesn't help much.

#72 Mister Blastman

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Posted 16 June 2017 - 08:21 PM

View PostEl Bandito, on 16 June 2017 - 08:18 PM, said:


Smalls do have better DPS per ton than Mediums.


I'd rather have flat out better DPS when up close with another 'mech breathing on me. The tonnage savings don't matter at that point--only what makes the enemy dead.

If I sacrifice extreme range, I should be heavily rewarded for making it alive into that close range, and considering how beat up I might be to get there, the smaller weapons should flatly trounce the bigger ones to make up for my wounded state.

#73 Angel of Annihilation

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Posted 16 June 2017 - 08:21 PM

Really miffed by the Night Gyr and Marauder IIC mobility nerf.

I mean WTF. Night Gry has a 13.11 acceleration rate, the slowest acceleration rate of a heavy by a large, large margin. I mean I think the next closest was in like the 17.00 range, while most have ranges in the 20-24 acceleration.

Marauder IIC is in the same boat. 13.11 acceleration which very near the bottom for Assault mechs with I think only the much heavier Supernova and the 100 tonners slower. How much fricken slower is it suppose to go. The Supernovas 10-ish acceleration is barely acceptable.

And this is of course on top of the fairly significant nerfs the Clans are getting when it comes to their energy armaments. I mean WTF is up with the ER ML being a 1.25 beam duration now, I mean Jesus Christ, no one uses ER LLs because of that stupid absurd beam duration however unlike the ER LL, there isn't really anything to replace the ER ML for the Clans. If anything had to go, how about a reduction in damage, but fricking Beam Duration, you got to be kidding me.

Of course this goes back to what I was saying earlier about waiting until all the changes were in before nerfing the mechs themselves. I mean not only are the mechs getting nerfed but the weapons that make them powerful are getting nerfed as well. With crap 1.25 second beam duration ER MLs, the Marauder IIC is going to be struggling, without also having to deal with a mobility nerf.

Edited by Viktor Drake, 16 June 2017 - 08:22 PM.


#74 Mcgral18

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Posted 16 June 2017 - 08:22 PM

Looking at the values again...does the isSPL REALLY have WORSE values in every sense than the cSPL?
Why

Why, PGI, why?
(Dam/tick is marginally greater at 0.667 VS 0.7, for less damage and less range and worse Dam/heat and worse Dam/ton and worse overall)


View PostFupDup, on 16 June 2017 - 08:12 PM, said:

Oh dear Micro Lasers...PGI might very well keep them at 2 damage from TT, while still pushing up their heat to like 2 or something.



If they had 2 damage and a 1 second cooldown...that would probably be too much
But, they may have a lower cooldown and be better choices for Knife Fighter


Viper may be salvageable in a month
RIP Fridge

#75 Mister Blastman

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Posted 16 June 2017 - 08:22 PM

View PostBrain Cancer, on 16 June 2017 - 08:17 PM, said:

MWO is Too Big To Flush. You'd end up with a clog! Posted Image


Posted Image


Reminds me of when I went to Hawaii with my wife and we stayed at her best friend's apartment. Whoops.

#76 Pjwned

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Posted 16 June 2017 - 08:24 PM

So far I'm mostly annoyed that medium lasers are still more than 3 heat and small lasers are more than 1 heat.

Didn't need to make a ton of heavy handed changes screwing with damage, duration, and cooldown for nearly everything when the answer could have easily been reducing the heat on IS medium & small lasers and then making small adjustments from there.

Doesn't make me very confident that balance will be achieved worth a **** in July.

I'll report back if I see anything else that annoys me.

#77 Mystere

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Posted 16 June 2017 - 08:26 PM

View PostEl Bandito, on 16 June 2017 - 08:11 PM, said:

Just a PSA: These changes most likely have new tech in mind, so the full ramification of them will not be revealed until new tech drops.


Translation: The utter lack of foresight results in endless upon endless rounds of balancing and rebalancing that have gone full circle many times over and will continue to do so till the end of time. <smh>

Well, at least we're finally getting a whole lot of highly dense urban maps just as they bragged in the gaming rags long ago... when pigs fly, that is. Posted Image

Edited by Mystere, 16 June 2017 - 08:30 PM.


#78 El Bandito

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Posted 16 June 2017 - 08:28 PM

View PostMister Blastman, on 16 June 2017 - 08:21 PM, said:

I'd rather have flat out better DPS when up close with another 'mech breathing on me. The tonnage savings don't matter at that point--only what makes the enemy dead.

If I sacrifice extreme range, I should be heavily rewarded for making it alive into that close range, and considering how beat up I might be to get there, the smaller weapons should flatly trounce the bigger ones to make up for my wounded state.


That would buff Lights too much. They have no issue getting close.

#79 El Bandito

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Posted 16 June 2017 - 08:37 PM

View PostViktor Drake, on 16 June 2017 - 08:21 PM, said:

And this is of course on top of the fairly significant nerfs the Clans are getting when it comes to their energy armaments. I mean WTF is up with the ER ML being a 1.25 beam duration now, I mean Jesus Christ, no one uses ER LLs because of that stupid absurd beam duration however unlike the ER LL, there isn't really anything to replace the ER ML for the Clans. If anything had to go, how about a reduction in damage, but fricking Beam Duration, you got to be kidding me.

Of course this goes back to what I was saying earlier about waiting until all the changes were in before nerfing the mechs themselves. I mean not only are the mechs getting nerfed but the weapons that make them powerful are getting nerfed as well. With crap 1.25 second beam duration ER MLs, the Marauder IIC is going to be struggling, without also having to deal with a mobility nerf.


CMPL is still fine, as it received overall buff. My MAD-IIC will be switching to CMPL build.

Edited by El Bandito, 16 June 2017 - 08:37 PM.


#80 UnofficialOperator

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Posted 16 June 2017 - 08:37 PM

View PostEl Bandito, on 16 June 2017 - 08:28 PM, said:


That would buff Lights too much. They have no issue getting close.


Won't be any need for lights after the patch then considering light queue is already low. No point flanking or backstabbing. It'd all be deathball with medium and heavy.

The heavy queue now is pretty much the most popular one.





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