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August Balance Changes Aim At Wave 2 And 3 Omnimech Pod Quirks And Set Of 8 Bonuses.

Balance

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#61 CancersCincar

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Posted 09 August 2017 - 08:13 PM

View PostAggravated Assault Mech, on 09 August 2017 - 08:07 PM, said:


Hard to say. Chris said that they'll both be revisiting quirks, and adding quirks to the wave 2+3 mechs that don't have them.

At the very least, it seems like the EBJ and EXE will only be gaining.

Fair enough. Would be uplifting to see the Gargoyle and MLX getting some love. Perhaps one day the Gargoyle will be freed from it's horrendously sized engine and be allowed to be a real boy assault 'mech.

#62 Snowbluff

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Posted 09 August 2017 - 08:32 PM

View PostBattlemaster56, on 09 August 2017 - 07:25 PM, said:

We can keep rehashing the Timberwolf but their many mechs can be made also I don't see many notable Reborn Sea Fox mechs other than Mk iv wolf. But we can settle our difference like true clan warriors.

Well, there's the new Vulture Mk IV (Ferro-Lamellar! A very good deal!), and some Warhammer IIC variants are still in production last time I checked... Have you ever seen a Tiburon? Of course not. That's the point.

We have a very good track record with trials. I think it wouldn't be a good investment of your resources.

Edited by Snowbluff, 09 August 2017 - 08:33 PM.


#63 Glaive-

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Posted 09 August 2017 - 09:32 PM

Overall I'm looking forward to what they have planned for the wave 2 and 3 mechs, but I'm absolutely dreading the possibility that they might nerf the shadow cat Posted Image

#64 Zergling

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Posted 09 August 2017 - 10:55 PM

View PostJun Watarase, on 09 August 2017 - 02:05 PM, said:

Meanwhile most wave 1 clan omnimechs are still garbage with insufficient quirks to make up for low tonnage. Most of the clan omnis have no quirks that matter at all and IS mechs can easily do a similar config, except better due to quirks and more tonnage available.

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?


Uh, you are demonstrating that it is you that really doesn't know the game with posts like this.

Like really, are you seriously thinking the Marauder IIC is worse than the regular Marauder?That the Gargoyle is worse than the Zeus? You really think the Warhawk and Summoner are bad?

Edited by Zergling, 09 August 2017 - 10:56 PM.


#65 Jun Watarase

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Posted 09 August 2017 - 11:02 PM

View PostZergling, on 09 August 2017 - 10:55 PM, said:


Uh, you are demonstrating that it is you that really doesn't know the game with posts like this.

Like really, are you seriously thinking the Marauder IIC is worse than the regular Marauder?That the Gargoyle is worse than the Zeus? You really think the Warhawk and Summoner are bad?


The zeus has tonnage, the gargoyle does not. Nuff said. Theres a reason why you dont see serious gargoyle builds in FP.

#66 Zergling

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Posted 09 August 2017 - 11:06 PM

View PostJun Watarase, on 09 August 2017 - 11:02 PM, said:

The zeus has tonnage, the gargoyle does not. Nuff said. Theres a reason why you dont see serious gargoyle builds in FP.


Don't judge things off FP; it is failed mode that only a minority of players bother touching.

The Gargoyle can be a hell of a brawler when it boats a heap of Small Pulses.

Edited by Zergling, 09 August 2017 - 11:09 PM.


#67 Jun Watarase

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Posted 09 August 2017 - 11:09 PM

View PostMawai, on 09 August 2017 - 05:01 PM, said:

Quick question for those with Timberwolves ... I don't have one myself. Which IS mechs of 75 tons or less are clearly better than a Timberwolf? (Not situationally better but strictly better in general). The Timberwolf used to be pretty much the best mech in the game ... is it now a bad mech or are folks mostly just lamenting that it is no longer the best?


When you take into account that the timber wolf suffers from an oversized engine...pretty much every humanoid IS mech is better. The timberwolf's hitboxes are better than the EBJ/mad dog but the fact remains that you can still hit the side torsos from the sides, which is a huge disadvantage that humanoid mechs like the black knight/warhammer do not have.

Any IS 70 or 75 tonner with dura quirks can easily beat the timber wolf because they can run 2x ballistics effectively while the timberwolf cant (due to lack of tonnage). Sure, the timberowlf can run long ranged laser vomit...but thats about the only area where the timber wolf is better. Up close, IS pulses have an obvious advantage, so do IS SRMs.

#68 Champion of Khorne Lord of Blood

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Posted 09 August 2017 - 11:16 PM

View PostZergling, on 09 August 2017 - 11:06 PM, said:


Don't judge things off FP; it is failed mode that only a minority of players bother touching.

The Gargoyle can be a hell of a brawler when it boats a heap of Small Pulses.


Small pulses are a shell of what they used to be, and you'd be quite capable of being eaten alive by lighter mechs running better brawling builds, or enemies who exploit your sub 200m range. Also, good luck shielding with the arms that hold almost all your firepower.

Maybe FP wouldn't be so much of a failed gamemode if people could pick between balancing the game around FP, comp, solo, or group queue, but as long as we keep up this mix of all 4 with their completely different gameplay its never going to be perfect.

#69 Zergling

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Posted 09 August 2017 - 11:23 PM

View PostDakota1000, on 09 August 2017 - 11:16 PM, said:

Small pulses are a shell of what they used to be, and you'd be quite capable of being eaten alive by lighter mechs running better brawling builds, or enemies who exploit your sub 200m range.


They aren't as powerful as they used to be, but they are still useful weapons, especially when massed.

And depending on map, short range isn't much of a disadvantage. It is a massive advantage on maps like Polar, but not a big deal on maps like HPG.



View PostDakota1000, on 09 August 2017 - 11:16 PM, said:

Also, good luck shielding with the arms that hold almost all your firepower.


Gargles is getting new omnipods allowing it to stick 2E in each side torso. If it boats 12x Small Pulse, it can stick 4 in each arm, 2 in each side torso.



View PostDakota1000, on 09 August 2017 - 11:16 PM, said:

Maybe FP wouldn't be so much of a failed gamemode if people could pick between balancing the game around FP, comp, solo, or group queue, but as long as we keep up this mix of all 4 with their completely different gameplay its never going to be perfect.


I think the biggest problem with FP is Siege mode, which basically requires one team to be fighting at a disadvantage.

The Siege mode maps also have a different meta, so what works in Siege mode doesn't really work in other modes.

Edited by Zergling, 09 August 2017 - 11:24 PM.


#70 Gas Guzzler

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Posted 09 August 2017 - 11:37 PM

View PostJun Watarase, on 09 August 2017 - 11:02 PM, said:


The zeus has tonnage, the gargoyle does not. Nuff said. Theres a reason why you dont see serious gargoyle builds in FP.


The Gargoyle is and always has been better than the Zeus. "Nuff said".

View PostDakota1000, on 09 August 2017 - 11:16 PM, said:


Small pulses are a shell of what they used to be, and you'd be quite capable of being eaten alive by lighter mechs running better brawling builds, or enemies who exploit your sub 200m range. Also, good luck shielding with the arms that hold almost all your firepower.

Maybe FP wouldn't be so much of a failed gamemode if people could pick between balancing the game around FP, comp, solo, or group queue, but as long as we keep up this mix of all 4 with their completely different gameplay its never going to be perfect.


Can't think of any situation where I would rather have a Zeus than a Gargoyle...

#71 Champion of Khorne Lord of Blood

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Posted 09 August 2017 - 11:37 PM

View PostZergling, on 09 August 2017 - 11:23 PM, said:

They aren't as powerful as they used to be, but they are still useful weapons, especially when massed.

And depending on map, short range isn't much of a disadvantage. It is a massive advantage on maps like Polar, but not a big deal on maps like HPG.


I've used 12 SPL a lot with the Executioner, the short range seems like it won't be too bad of an issue, but on many maps the only way to use a weapon as short range as the SPL at optimal range is to completely leave cover and charge enemies and hope to out DPS them before anyone else on their team notices the huge wide open target, and RIP if they have an ATM or LRM boat on their side and the guy you charge locks you. My last match with it was on Grim Plexus, both teams were fighting within about 200m of each other taking shots using the rock formations and hill. I would have loved to have been boating ERSLs at the time or a UAC20 or SRMs, or anything with some range really.

I hate putting myself at a huge tactical disadvantage in which my only option to deal with an enemy is to run directly at them and hope I out DPS them without spreading too much damage. Which is pretty hard after the SPL nerf and the need to split them up through ghost heat and fire 4-5 one two punch volleys at someone before they go down since you're only doing 24 damage each time you fire 6 now.

View PostZergling, on 09 August 2017 - 11:23 PM, said:

Gargles is getting new omnipods allowing it to stick 2E in each side torso. If it boats 12x Small Pulse, it can stick 4 in each arm, 2 in each side torso.


That'll definitely help the poor thing, 6 SPLs in the torso (D variant's 2 CT slots) and 6 split between the arms would make the weapon groups feel better. I'd probably run 6 ERML on the thing though and strip the arms.

View PostZergling, on 09 August 2017 - 11:23 PM, said:

I think the biggest problem with FP is Siege mode, which basically requires one team to be fighting at a disadvantage.

The Siege mode maps also have a different meta, so what works in Siege mode doesn't really work in other modes.


Siege mode could use some work, so could the tonnage balance, the imbalances between factions, and the population and skill imbalances, and the solos mixing with premades, and the ghost drops. There's a lot wrong there and its a vicious cycle, as it won't really get much work on it and solos and premades won't be split until it gets more players, and more players won't join in because it doesn't get much work put into it and solos and premades aren't split.


View PostGas Guzzler, on 09 August 2017 - 11:37 PM, said:

The Gargoyle is and always has been better than the Zeus. "Nuff said".

Can't think of any situation where I would rather have a Zeus than a Gargoyle...


I preferred the Zeus over the Gargoyle due to the torso mounted weapons, less distance between weapons and cockpit, and especially for its superior long range performance. 6 ERLL Zeus is a favorite of mine sitting at a KDR above 5. Having 6 ERLL gives you many opportunities to put out damage. The mech was also top notch for FW on long range maps due to weighing 80 tons while being able to carry that level of power.

Edited by Dakota1000, 09 August 2017 - 11:46 PM.


#72 chucklesMuch

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Posted 09 August 2017 - 11:51 PM

I just hope that it doesn't pan out to be hey here is your shiny new mechs, we know that you are excited to pilot them... Ps we nerfed half of them... that's okay right...right!??? Oh well you weren't paying acc/dec/turning rates/volumetric sizing/quirks or specific weapons/etc... so enjoy... and please buy a new mech pack

#73 Zergling

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Posted 10 August 2017 - 12:05 AM

View PostDakota1000, on 09 August 2017 - 11:37 PM, said:

I hate putting myself at a huge tactical disadvantage in which my only option to deal with an enemy is to run directly at them and hope I out DPS them without spreading too much damage.


Yup, I personally dislike using short range weapons because it depends so much on the map and how the teams play.

But I do find them highly effective... its just not the kind of weapon I prefer using most of the time.



View PostDakota1000, on 09 August 2017 - 11:37 PM, said:

That'll definitely help the poor thing, 6 SPLs in the torso (D variant's 2 CT slots) and 6 split between the arms would make the weapon groups feel better. I'd probably run 6 ERML on the thing though and strip the arms.


I might try a Heavy Laser build; the Gargles has enough critical slots it can handle their bulk without much problem.



View PostDakota1000, on 09 August 2017 - 11:37 PM, said:

Siege mode could use some work, so could the tonnage balance, the imbalances between factions, and the population and skill imbalances, and the solos mixing with premades, and the ghost drops. There's a lot wrong there and its a vicious cycle, as it won't really get much work on it and solos and premades won't be split until it gets more players, and more players won't join in because it doesn't get much work put into it and solos and premades aren't split.


If it didn't have Siege mode, I'd probably be playing it, and I'd probably be able to get friends that hate both Solo and Group queue to play with me.



View PostDakota1000, on 09 August 2017 - 11:37 PM, said:

I preferred the Zeus over the Gargoyle due to the torso mounted weapons, less distance between weapons and cockpit, and especially for its superior long range performance. 6 ERLL Zeus is a favorite of mine sitting at a KDR above 5. Having 6 ERLL gives you many opportunities to put out damage. The mech was also top notch for FW on long range maps due to weighing 80 tons while being able to carry that level of power.


I'll freely admit I have a bias towards long range combat, and IS ER Large Laser vomit builds are some of my favourite.

But as I said above, I do find brawling to be quite effective, even if I don't like the play style that much.
While the Gargles is rather tall, it is also incredibly agile for a mech of its size (about the same as a 50 tonner) and can have quite a bit of short range firepower.

Edited by Zergling, 10 August 2017 - 12:06 AM.


#74 Thorn Hallis

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Posted 10 August 2017 - 12:23 AM

How about giving the Omnis some kind of set-bonuses, like a WoW- or Diablo set? You know, 2 set piece bonus, 4 set piece bonus and so on. Make 6 the maximum piece ponus, so players can decide which of the 7 pieces they would use, with the possibilty of combining different omni-sets to get the bonus.

#75 El Bandito

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Posted 10 August 2017 - 01:08 AM

View PostJun Watarase, on 09 August 2017 - 11:09 PM, said:

Any IS 70 or 75 tonner with dura quirks can easily beat the timber wolf because they can run 2x ballistics effectively while the timberwolf cant (due to lack of tonnage). Sure, the timberowlf can run long ranged laser vomit...but thats about the only area where the timber wolf is better. Up close, IS pulses have an obvious advantage, so do IS SRMs.


Except Timberwolf can equip 2xCUAC10s with enough ammo and 2-3 CERMLs. Not the best compared to other setups, but Timbie definitely has enough free weight to use dual ballistics. Up close, only IS Orions among IS Heavies can out SRM brawl the Timbie--the rest fall short.

Timberwolf is still what it is--the most well rounded Heavy mech. Doesn't really specialize on a niche build, but can be relied on to give solid performance.

Edited by El Bandito, 10 August 2017 - 07:47 AM.






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