

Oh, We Forgot To Nerf Them Earlier..
#1
Posted 19 June 2017 - 01:21 AM
The MAD IIC for example, was the ONLY clan assault with any mobility left after the Skill Tree nerfs.. now, it too will become a slug..
Is this PGI's way of saying "oh, sorry, we forgot that one, so we're nerfing it now"?
Please PGI... stop nerfing the assaults.. they are slow as it is..
#2
Posted 19 June 2017 - 01:31 AM
That armor quirks were a boon! Of course i'd go with mobility quirks, but these would do.
#3
Posted 19 June 2017 - 01:33 AM
Make all mechs great again. Stop killing fun, start making frustrating mechs enjoyable.
#4
Posted 19 June 2017 - 01:35 AM
#5
Posted 19 June 2017 - 01:37 AM
Ced Riggs, on 19 June 2017 - 01:33 AM, said:
Make all mechs great again. Stop killing fun, start making frustrating mechs enjoyable.
It is relatively fun killing things in one hit and getting an average of 8 kills per game too I am sure, for at least 1 of the 24 players in that game....
#6
Posted 19 June 2017 - 01:44 AM
The Kodiak is as slow as a direwolf, which is by my standards, also unplayable, and the Marauder IIC and Supernova were the only Assaults, next to the Executioner,that were still fun to play..
Now, all have been nerfed..
The MAD IIC is going the way of the slug, while the Laser-dependand Supernova and Executioner are getting their damage output neutered.. Just my EXE has his SPL damage cut by 30%.. I had 7 SPL which did 42 damage, now only 28.. That's like downsizing from 2 AC20 to only one!
I mean people were saying the Executioner was under-powered before.. I kept defending it, because of that laser gut-punch.. now.. I have no arguments left..
The EXE is officially underpowered..

And when the heavy lasers hit, they are gonna weigh more, and I probably won't be able to get the same damage output for the same heat efficiency.. not to mention that I won't be able to fill all the Exe's arm laser slots and it will look even uglier.. (I hate when there's boxes missing from it's laser arm)
Edited by Vellron2005, 19 June 2017 - 01:48 AM.
#8
Posted 19 June 2017 - 01:49 AM
Vellron2005, on 19 June 2017 - 01:44 AM, said:
The Kodiak is as slow as a direwolf, which is by my standards, also unplayable, and the Marauder IIC and Supernova were the only Assaults, next to the Executioner,that were still fun to play..
Now, all have been nerfed..
The MAD IIC is going the way of the slug, while the Laser-dependand Supernova and Executioner are getting their damage output neutered.. Just my EXE has his SPL damage cut by 30%.. I had 7 SPL which did 42 damage, now only 28.. That's like downsizing from 2 AC20 to only one!
I mean people were saying the Executioner was under-powered before.. I kept defending it, because of that laser gut-punch.. now.. I have no arguments left..
The EXE is officially underpowered..

Relativity plays a part here, ignore what you were used to for example and the rates seem pretty standard, barring a few exceptions. EXE has less gun loadout potentials (still some decent ones really) but good mobility rates for its class. The kodiak moves very fast for its size, but has crappy mobility etc etc... As for the direwolf, well it seems to be one of those exceptions I mentioned.
#9
Posted 19 June 2017 - 01:53 AM
The6thMessenger, on 19 June 2017 - 01:31 AM, said:
That armor quirks were a boon! Of course i'd go with mobility quirks, but these would do.
Torso twist speed is increased too:
Patch Notes said:
The previous Quirks for the King Crab were fairly dated, with its last pass back in April of last year. The introduction of the Skill Tree hasn't benefit the KGC to the same degree as some other 'Mechs, and we felt the need to provide the KGC with a fresh re-work of its Quirks.
• KGC-000/KGC-000 [L], KGC-0000, and KGC-000B/KGC-000B [C]/KGC-000B [S] all receive positive changes to their Torso Turn Speeds. They have also received a reduction to LA/RA Armor Bonus Quirks, but with the addition of new CT/LT/RT Armor Bonus Quirks.
• KGC-000/KGC-000 [L] have lost their Ballistic Velocity Quirks, but have received new Missile Cooldown and LRM Spread Quirks.
• KGC-0000 have received a reduction to its Laser Duration Quirk and the removal of its Energy Cooldown and Missile Cooldown Quirks, but has received new Ballistic Cooldown and Ballistic Velocity Quirks.
• KGC-000B/KGC-000B [C]/KGC-000B [S] have received reductions to their Ballistic Velocity Quirk and the loss of its Energy Range Quirk, but has received new LRM Spread and AC/20 Cooldown Quirks and an increase to its existing Ballistic Cooldown Quirk.
The torso twist speed buffs are great, and as a buff, should (hopefully) increase nicely with the mobility tree - unlike most assaults. Even with the extra armor, it's hitboxes are still garbage, so the extra brawl-ability will be nice if you're going to risk closing with the enemy, especially with enemies like the scorch terrifying their way around the battlefield.
#10
Posted 19 June 2017 - 01:57 AM
Ced Riggs, on 19 June 2017 - 01:49 AM, said:
That I think is considered the "anarchic approach" to dealing with balance, as in, just make everything super strong and let it sort itself out. Problem is you end up with things like instakill PPFLD as normalised in a game that is supposed to have longer life functionality with combat tactics around that.
People grow to expect ridiculous results and it skews any kind of "balancing" that you might want to work on, add to that the power creep that comes with a game project like this (in how they can market new items etc), and it would just be a trashy mess by the end of the first year.
#11
Posted 19 June 2017 - 02:06 AM
Vellron2005, on 19 June 2017 - 01:44 AM, said:
The EXE is officially underpowered..

8xMPL will be the new go-to build.
More damage per heat than C-LPLs ever had.
#12
Posted 19 June 2017 - 02:38 AM
Kiiyor, on 19 June 2017 - 01:53 AM, said:
I am rather happy for the improve torso twist and moving the armour quirks from arms to torso.
The arm are too low to block most attack, now the KG can roll damage on torso better, probably mean the arms will stay on longer.
Removable of ballistic quirk is understandable too.
KG-000 have 6 ballistic slot, and having ballistic quirks simply discourage built variety on them.
Missile cooldown can encourage SRM/SSRM, something alot of dakka king crab lacks; point defense vs lights or rush.
#13
Posted 19 June 2017 - 02:41 AM
#14
Posted 19 June 2017 - 04:16 AM
kapusta11, on 19 June 2017 - 01:35 AM, said:
Marauder IIC speed with 400; 76.2
Stalker speed with 300; 57.2
Hm... one of those things is not like the other. Hint; The 85 ton mech with a 400 is not slower.
#15
Posted 19 June 2017 - 04:23 AM
Athom83, on 19 June 2017 - 04:16 AM, said:
Stalker speed with 300; 57.2
Hm... one of those things is not like the other. Hint; The 85 ton mech with a 400 is not slower.
Base Agility:
15.41 - Awesome (all except Pretty Baby), Stalker (3FB), Supernova (1)
13.11 - Stalker (all except 3FB), Banshee (3S), Night Gyr (all), NEW: Marauder-IIC (MAD-IIC-8), Supernova (3, A)
10.79 - NEW: Marauder-IIC (all but MAD-IIC-8) Mauler (all), Atlas (Boar's Head), Supernova (B, Boiler, C)
The Stalker will be more agile, accelerate better, turn better, twist better. The Stalker-3FB will eclipse Marauders by an almost 50% better handling profile, with only the underwhelming Maddy Two-Cee 8, the preorder bonus mech, being on par with other Stalkers.
Edited by Ced Riggs, 19 June 2017 - 04:23 AM.
#16
Posted 19 June 2017 - 04:46 AM
Ced Riggs, on 19 June 2017 - 04:23 AM, said:
15.41 - Awesome (all except Pretty Baby), Stalker (3FB), Supernova (1)
13.11 - Stalker (all except 3FB), Banshee (3S), Night Gyr (all), NEW: Marauder-IIC (MAD-IIC-8), Supernova (3, A)
10.79 - NEW: Marauder-IIC (all but MAD-IIC-8) Mauler (all), Atlas (Boar's Head), Supernova (B, Boiler, C)
The Stalker will be more agile, accelerate better, turn better, twist better. The Stalker-3FB will eclipse Marauders by an almost 50% better handling profile, with only the underwhelming Maddy Two-Cee 8, the preorder bonus mech, being on par with other Stalkers.
Once again you, and others, are confusing SPEED with MOBILITY. He said that the MAD-IIC with a 350-400 engine was SLOWER than a Stalker/Mauler with a 300 engine, a measurement of relative SPEED, which was false. Yes, the Stalker/Mauler has a tiny improvement in mobility over the MAD-IIC now. However, what can they do that Marauder IIC can't? LRM boat, and AC/2 boat. That's it. MAD-IIC is flat out better because Clan space magic. The only reasons you see Stalkers or Maulers anymore is because of LRMin or 4 UAC/5 or 6 AC/2 builds.
Edited by Athom83, 19 June 2017 - 04:46 AM.
#17
Posted 19 June 2017 - 04:47 AM
Ced Riggs, on 19 June 2017 - 01:33 AM, said:
Make all mechs great again. Stop killing fun, start making frustrating mechs enjoyable.
The only fly in the ointment of your otherwise flawless logic is, unfortunately, PGI going to PGI.
What you propose makes actual, logical, simple sense.
Something that PGI has constantly and consistently demonstrated over the years that they are incapable of comprehending.
#18
Posted 19 June 2017 - 05:02 AM
Medium mechs you are next so watch out!
Seriously I dont mind changes, thats part of life but the haphazard aproach they have taken over the last few months has really made me lose a lot of confidence in them and the game.
Its actualy quite the joke for anyone who cares to look at the "merits" of their "balancing" operation.
#19
Posted 19 June 2017 - 05:13 AM
Athom83, on 19 June 2017 - 04:46 AM, said:
Maybe we should fix clan space magic then. MAD IIC's speed is not the (main) reason why it's one of the best assaults.
Giving clan mechs worse mobility sets a dangerous precedent. Will Mad Cat MKII have mobility of a 100 ton mech? Will 80t WHM IIC with 350-400 engine be just as slow too? PGI are basically saying: "You can keep your OP mechs, we'll just rise skill ceiling in regards to mech positioning so that only good players can stomp and bads are left to suffer." Just balance the goddamn tech.
Edited by kapusta11, 19 June 2017 - 05:14 AM.
#20
Posted 19 June 2017 - 05:17 AM
kapusta11, on 19 June 2017 - 05:13 AM, said:
I think you and I know that's an impossible task. The only way to balance the tech is to force games to be either IS vs IS or Clan vs Clan.
IS vs Clan is never going to have any semblance of balance.
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