Jump to content

Annihilator Is Pay To Win.

Balance BattleMechs

132 replies to this topic

#121 Requiemking

    Member

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

Posted 31 July 2017 - 05:36 PM

View PostKhobai, on 31 July 2017 - 03:32 PM, said:

I personally would like to see most of the engine desync nerfs undone and instead ISXL survive side torso blowout

nerfing clan mech agility into the ground was not a good way to balance the game. fixing ISXL is the better way.

Except for two problems:
1) ISXL surviving ST blowout makes the LFE completely pointless. Why pay for a Heavier engine with a single unique benefit when you get an engine with even more weight savings with the same benefit.
2) Engine Desync was implemented to combat the "Fat Ballerina" problem that had been plaguing the game for years.

#122 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 31 July 2017 - 06:02 PM

Quote

ISXL surviving ST blowout makes the LFE completely pointless


so remove the penalties for LFE losing a side torso. and have LFE give a CT structure bonus. although STD engine should give an even bigger CT structure bonus.

then theres a reason to use all three.

Quote

Engine Desync was implemented to combat the "Fat Ballerina" problem that had been plaguing the game for years.


but thats not what engine desync did. in fact it left fat ballerinas like the executioner completely untouched. and instead went after mechs like the night gyr and marauder IIC. they nerfed mechs that werent that agile to begin with just because they were too strong in the meta. and then they ended up linking gauss/ppc anyway... which is all they needed to do in the first place.

engine desync didnt really accomplish what people wanted it to and just ended up being a straight up nerf for clan mechs. it didnt bring any kindve consistency to mech agility or get rid of outliers which is what people wanted it to do.

again making ISXL survive side torso destruction so they didnt have to nerf clan agility wouldve been better. because piloting clan mechs should not feel like youre driving a garbage truck.

Edited by Khobai, 31 July 2017 - 06:08 PM.


#123 Requiemking

    Member

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

Posted 31 July 2017 - 06:10 PM

View PostKhobai, on 31 July 2017 - 06:02 PM, said:

so remove the penalties for LFE losing a side torso. and have LFE give a CT structure bonus. although STD engine should give a bigger CT structure bonus.
Except, LFE should have no penalties to balance it against the CXL. ISXL should have ST destruction to make it balanced against LFE. Because I can guarantee, unless the LFE's structure bonus is something ridiculous like 100% bonus structure in all torsos, the additional weight savings of the XL engine will always make it the superior choice unless it has a significant enough drawback to actually make it a risk to use.

Quote

except it left fat ballerinas like the executioner completely untouched. and instead went after mechs like the night gyr and marauder IIC.

engine desync didnt really accomplish what people wanted it to and just ended up being a straight up nerf for clan mechs.

The few Fat Ballerinas that still have agility have very little in the way of firepower due to the huge amount of tonnage spent on stuff like engine, MASC, JJs, ect. Mechs like the Night Gyr and Kodiak had no such drawback, and as such had to be reined in, hence engine desync. IS got hit with it too, it's just that Clans had more to lose because they had more "popular"(read Broken) mechs.

#124 Angel of Annihilation

    Member

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

Posted 31 July 2017 - 07:24 PM

I am not sure why there is still an ongoing argument about the IS XL when we know have LFEs. Lets face facts guys, at the very least there is parity now between Clans and the IS. Clans got nerfed hard leading up to the new tech and the new tech it got isn't all that great where as most IS mechs got some sort of buff out of the new tech and many got a huge buff. I seriously do not have one IS mech out of my 75+ plus that I own that didn't get some sort of buff out of the new tech, not one while at best my Clan mechs got some sort of side-grade and many if not most I had to rebuild and/or downgrade due to the entra heat CER ML and CER SL now generate. The point is you seriously can't be still arguing that the IS are poor weak little kittens that the Clans just abuse because that is just not the case.

The Clans still have better range, generally are a bit faster and in some cases potentially have a higher alpha but are much hotter running and many are very fragile. IS mechs by comparison are generally much more durable and tanky and able to sustain their firepower much easier. This much is clear to me from the 40-50 FW invasions I have participated in during the event, half of them as Clan and half as IS. There is no such thing as Clan superiority now, not by a long shot so people need to quit with this argument.

Edited by Viktor Drake, 31 July 2017 - 07:25 PM.


#125 Zergling

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Angel
  • The Angel
  • 2,439 posts

Posted 31 July 2017 - 07:31 PM

View PostViktor Drake, on 31 July 2017 - 07:24 PM, said:

Lets face facts guys, at the very least there is parity now between Clans and the IS.


Did the faction balance get closer? Almost certainly yes. Did it reach parity? Highly debatable.


View PostViktor Drake, on 31 July 2017 - 07:24 PM, said:

Clans got nerfed hard leading up to the new tech


IS got nerfed hard leading up to the new tech too.

Edited by Zergling, 31 July 2017 - 07:31 PM.


#126 mouser42

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 382 posts
  • Locationb-more

Posted 31 July 2017 - 07:31 PM

if you're in any thing smaller then a war-hammer and stand on its toes it can't see you and if you in a commando well Posted Image it sucks for the annihilator, you can almost run between its leg plus hide right in front of the thing it can't see you while you're biting its ankles did I say it can't see you. 25 tons can easily tie up 100 tons or more if it calls for help "help come get this light off me!" is like saying come get the cookie! I've seen most of a team chase me um... the cookie only to get back shot by my buddies just to get a cookie um I mean help there team mate. The annihilator is not a pay to win mech just learn how to fight it not feed it's not a big deal.

Edited by mouser42, 31 July 2017 - 08:16 PM.


#127 50 50

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,145 posts
  • LocationTo Nova or not to Nova. That is the question.

Posted 31 July 2017 - 07:40 PM

View PostGrisbane, on 29 July 2017 - 11:52 PM, said:

fun fact, the Annihilator is actually a clan design. Thank the Wolf's Dragoons for that one.

Must have been a Nova Cat design as you'd have to be smoking something to come up with a snake with hippo legs that swallowed an egg.

#128 Alexander of Macedon

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,184 posts

Posted 31 July 2017 - 07:54 PM

On the original topic though, it seems like every time I see an Annie it's in the process of being picked apart from seven angles or abandoned by its team. Pay to die first, maybe.

#129 DaMuchi

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • 157 posts

Posted 31 July 2017 - 08:03 PM

Anh is op! There was this one time an anh shot me, and I died. It's op.

#130 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 31 July 2017 - 08:33 PM

Everytime I see one it is out of position and\or getting focused down... because it is absolutely too slow to keep up with the average MWO match

#131 Stonefalcon

    Member

  • PipPipPipPipPipPipPipPip
  • The Messenger
  • The Messenger
  • 1,382 posts
  • LocationProselytizing in the name of Our Lord and Savior the Annihilator

Posted 31 July 2017 - 10:57 PM

All I see here are people complaining cause they don't know how to not face tank a 100 toner.

I'll bet these are the same people who said Anni was DOA cause of speed and giraffe neck which in a hundred matches I haven't had a single problem with either of those 'issues'.

#132 invernomuto

    Member

  • PipPipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 1,065 posts
  • LocationItaly

Posted 01 August 2017 - 12:21 AM

View PostZergling, on 31 July 2017 - 03:25 PM, said:

Without considering agility, the quad UAC10 KDK-3 had significantly more DPS and alpha than the Annihilator, combined with much higher mounts. That kind of firepower with high mounts is easily going to be overpowered unless the mech has severe drawbacks, which the KDK-3 didn't get until its mobility was nerfed through the ground. Hell, the 2x UAC10 + 2x UAC5 build is better firepower than the Annihilator, while still having better top speed; the only reason the mech isn't considered great anymore is that the mobility nerfs, which finally slapped the mech with sufficient drawbacks to offset its great firepower.


I agree with you that, before the nerfs, the Kodiak - at least the KDK-3 variant - outperformed every other mech in the game. I still think that a balance pass is needed, at least for some other variants. While the KDK-3 variant is undoubtedly strong, there are others that are nothing special. Take the KDK-2 or KDK-1 or even the Spirit Bear. If the problem is the KDK-3, revise that variant instead of nerfing all the variants of the mech.
KDK-SB was one of the best brawler in the game (4ASRM6 + LBX20). It has no armor bonus but with MASC and its agility it was good. Those agility quirk were justified by the fact that it was almost useless if you could not close the gap to the enemy to 270mt or less.
With all the nerfs on its agility, right now it is just a so and so mech, very situational at best. I do not think it would be unfair to get armor or agility quirks back, at least for some KDK variants.

Quote

Annihilator quirks are more to compensate for how tall the mech is, and the vulnerability of the snake hood/neck. While I wouldn't be opposed to some quirks for the Dire Wolf, it doesn't have as terrible a profile as the Annihilator.


Agreed that the Annihilator needed the quirks due also to its profile, it is very tall and it is difficult to find a place to hide. Moreover, its hardpoints are low. Nevertheless, I think that Dire (and also King Crab, that has worse hardpoints respect to the Dire) should receive a little buff to compensate for their reduced mobility.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users