August Balance Changes Aim At Wave 2 And 3 Omnimech Pod Quirks And Set Of 8 Bonuses.
#21
Posted 09 August 2017 - 11:34 AM
#23
Posted 09 August 2017 - 12:26 PM
Battlemaster56, on 09 August 2017 - 10:52 AM, said:
I don't want that wolfcraft ****! This is Sea Fox territory! Everything is!
Listen, I've been digging through some old historical stuff. Found myself the history of Hollywood. THey used to iterate on their product EVERY YEAR. Do you know how much room their is to develop this stuff. There are 352 Fast and the Furious movies in the archive. It's not like we can't do it. The first Diamond Shark Madcat Mk. II was developed in only a year in the half. There is an opportunity we have here, especially if sales are hurting because no one has faith in the XXL product line. Ferro-Lamellar is the way of the future, and we need it to MOVE.
Edited by Snowbluff, 09 August 2017 - 08:22 PM.
#24
Posted 09 August 2017 - 12:47 PM
that would allow you to swap out two omnipods and still get the bonus
that way omnimechs can still benefit from swapping omnipods which is the only real advantage omnimechs get
Edited by Khobai, 09 August 2017 - 12:47 PM.
#25
Posted 09 August 2017 - 12:52 PM
Nema Nabojiv, on 09 August 2017 - 09:37 AM, said:
-Lets make omni's less customizable than regular mechs, now wouldn't that be cool!
-Yeah, and than let's do 8-pod quirks to discourage customization even more!
Shh, I don't want to lose my 1950m/s PPC Warhawk.
#26
Posted 09 August 2017 - 02:02 PM
those pods should really get some quirks as they are almost never used,
much like the MDD Prime STs(1M hardpoint) they get -10%Missile Cooldown,
the SHC 1Energy Arms(such as the SHC-A) should get the same -10%Energy Cooldown per Arm,
as SHCs are mostly hard point starved this would help them do damage, Heat will control weapons past that,
also the GAR 2Energy Arms(such as the SHC-D) should also get the same -10%Energy Cooldown per Arm,
same as the SHC help OmniPods with less hard points matter more, expanding build variety,
#27
Posted 09 August 2017 - 02:05 PM
I mean, not wave 1 or anything, but look at the assassin vs the viper. Just LOL. Direwolf vs annihilator? Gargoyle vs zeus? Summoner vs warhammer? Even the marauder out tanks the MAD-IIC because one gets durability quirks and the other doesnt.
Sad how little PGI knows about their game.
legatoblues, on 09 August 2017 - 12:52 PM, said:
Shh, I don't want to lose my 1950m/s PPC Warhawk.
The one that gets out traded by IS heavies with superior PPFLD? Or eaten alive by any IS assault with superior firepower/durability?
Edited by Jun Watarase, 09 August 2017 - 02:09 PM.
#28
Posted 09 August 2017 - 02:07 PM
Thx.
#29
Posted 09 August 2017 - 02:32 PM
Nema Nabojiv, on 09 August 2017 - 09:37 AM, said:
-Lets make omni's less customizable than regular mechs, now wouldn't that be cool!
-Yeah, and than let's do 8-pod quirks to discourage customization even more!
To be fair, sorta, that is Clan military doctrine. The average trashbirth could not tool his omni the way he sees fit. The mech is assigned to him and each configuration is a base model. Hell, the omnipods themselves were not switched out, only the equipment.
#30
Posted 09 August 2017 - 02:37 PM
Quote
from a balance standpoint it just makes omnimechs way worse than battlemechs
because they already have locked equipment. now they have locked equipment AND are penalized for swapping omnipods, which was the only real advantage they had.
like I said the omnipod set bonus should kick in at 6/8 instead of 8/8 that way you can still switch two omnipods without penalty. two omnipods is generally enough to get all the hardpoints you want.
and that way omnimechs arnt denied their only advantage over battlemechs.
also I still think omnimechs should get 1-2 "omnihardpoints" that can mount any weapon type. that would help the current situation because you could get more versatile loadouts without having to swap omnipods.
so for example, every variant of the timberwolf would get 1 omnihardpoint in each side torso. the omnihardpoints would replace existing hardpoints but could accept any type of weapon.
Edited by Khobai, 09 August 2017 - 02:47 PM.
#31
Posted 09 August 2017 - 02:39 PM
Tarl Cabot, on 09 August 2017 - 02:32 PM, said:
You could say the same thing about Battlemechs.
#32
Posted 09 August 2017 - 02:48 PM
Jun Watarase, on 09 August 2017 - 02:05 PM, said:
I mean, not wave 1 or anything, but look at the assassin vs the viper. Just LOL. Direwolf vs annihilator? Gargoyle vs zeus? Summoner vs warhammer? Even the marauder out tanks the MAD-IIC because one gets durability quirks and the other doesnt.
Sad how little PGI knows about their game.
The one that gets out traded by IS heavies with superior PPFLD? Or eaten alive by any IS assault with superior firepower/durability?
I think PGI knows exactly how they want mwo to play.
IS pwning and clans getting bttfckd
#33
Posted 09 August 2017 - 02:54 PM
Quote
and even if the direwolf gets decent quirks the 8/8 omnipod requirement is going to screw it over bigtime
like I said the omnipod set requirement really needs to be 6/8, that would allow you to swap out for direwolf-b side torsos still.
#34
Posted 09 August 2017 - 03:07 PM
Tarl Cabot, on 09 August 2017 - 02:32 PM, said:
not really,
-
in Lore only OmniPods were switched out, allowing Equipment in a pod to be placed on another,
a MDD-A LT(3SRM6) could be placed on a DWF, giving it 3SRM6 in that location(Any ARM or ST)
-
in TT OmniMechs could mount any amount of weapons or equipment, according to their available tonnage,
so if MWO worked on TT OmniMech Construction Rules,
all OmniMechs would be able to add JJ(assuming their not already included in locked Equipment)
as well as any amount of weapons or Equipment as long as they had the tonnage,
-
i loved my TT Tournament Legal 6ERML +1ERLL SHC,
i only wish MWO ether had True TT Omni Construction Rules, or a SHC with 3E in each arm,
Edited by Andi Nagasia, 09 August 2017 - 03:14 PM.
#35
Posted 09 August 2017 - 03:28 PM
Khobai, on 09 August 2017 - 02:54 PM, said:
and even if the direwolf gets decent quirks the 8/8 omnipod requirement is going to screw it over bigtime
like I said the omnipod set requirement really needs to be 6/8, that would allow you to swap out for direwolf-b side torsos still.
Well if they make the Prime set of 8 quirks useful you can make one of the 2 best Dire builds on the prime without swapping out any omnipods.
#36
Posted 09 August 2017 - 03:34 PM
Tarl Cabot, on 09 August 2017 - 02:32 PM, said:
Ahh not really accurate.
First there aren't really omnipods on Clan mechs not in the sense they are used in MWO. Clans used a modular design that allowed for virtually any piece of equipment or weapon to be fit virtually anywhere on the mech. There was no hardpoint on a arm for example so you could mount 1 laser or 10, didn't matter as long as there was enough critical space.
Second your kind of right in the fact that the average grunt didn't get to pick his configuration, instead his commanders did but they did this based on the mission. If they needed jump capable mechs, every Omnimech would be mounted JJs. If they were going to be operating away from supply, all Omnimechs would be fitted with Energy Based weapons. This was one of the reasons that Omnimechs were so superior to Battlemechs because a Battlemech couldn't be modified specifically to the mission.
Bloodnamed and other pilots of high regard could and did customize their loadout based on their whim and virtually all these customizations could be handled in the field in a very short time.
In short, Omnimechs were the ONLY easily customizable mech in the Battletech universe which obviously means they were the most customizable. However, PGI has it all backwards here. Battlemechs which generally required a full factory refit just to change out a few weapons have 100% full customization while Omnimechs have the absolute least amount of customization available.
Edited by Viktor Drake, 09 August 2017 - 03:36 PM.
#37
Posted 09 August 2017 - 03:37 PM
Viktor Drake, on 09 August 2017 - 03:34 PM, said:
Ahh not really accurate.
First there aren't really omnipods on Clan mechs not in the sense they are used in MWO. Clans used a modular design that allowed for virtually any piece of equipment or weapon to be fit virtually anywhere on the mech. There was no hardpoint on a arm for example so you could mount 1 laser or 10, didn't matter as long as there was enough critical space.
Second your kind of right in the fact that the average grunt didn't get to pick his configuration, instead his commanders did but they did this based on the mission. If they needed jump capable mechs, every Omnimech would be mounted JJs. If they were going to be operating away from supply, all Omnimechs would be fitted with Energy Based weapons. This was one of the reasons that Omnimechs were so superior to Battlemechs because a Battlemech couldn't be modified specifically to the mission.
Bloodnamed and other pilots of high regard could and did customize their loadout based on their whim and virtually all these customizations could be handled in the field in a very short time.
In short, Omnimechs were the ONLY easily customizable mech in the Battletech universe which obviously means they were the most customizable. However, PGI has it all backwards here. Battlemechs which generally required a full factory refit just to change out a few weapons have 100% full customization while Omnimechs have the absolute least amount of customization available.
Balance!
#38
Posted 09 August 2017 - 03:47 PM
Quote
how is making omnimechs worse than battlemechs balanced?
omnimechs have locked equipment and now theyre punished by losing all their quirks for swapping omnipods which was their only advantage over battlemechs.
meanwhile battlemechs have completely unlocked equipment and get to keep all their quirks even on variants that have ideal hardpoint configs.
wow amaze balance... it makes NO sense to punish omnimechs for doing what they were built to do: swap omnipods.
and it doesnt even address IS vs Clan balance at all, because Clans have battlemechs themselves derp. It just forces clans to use battlemechs or the few omnis where locked equipment isnt a big deal. And makes all the other omnis even less customizable than they already were.
Edited by Khobai, 09 August 2017 - 03:53 PM.
#39
Posted 09 August 2017 - 03:48 PM
I think omnimechs should have 3 save slots per mech for different builds, A,B and C (player can rename them), that you can build in the mechlab and save. And then you should be able to switch between these loadouts in the match preparation screen, simply by clicking on your mech in the team window with a small dropdown menu listing your loadouts, same way you get the dropdown for friend request and reporting etc if you click on a player name.
That way omnimechs would capture the idea of being able to suit their loadout to the mission, and since omnimechs are generally a little worse than battlemechs in MWO this would be a suitable buff to them so they don't need quirks, you would get that special flexibility instead to make up for it.
Edited by Sjorpha, 09 August 2017 - 03:51 PM.
#40
Posted 09 August 2017 - 03:49 PM
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