

Stop Calling For Nerfs, We Need Buffs!
#1
Posted 03 September 2017 - 09:01 AM
Discuss?
#2
Posted 03 September 2017 - 09:09 AM
DrSaphron, on 03 September 2017 - 09:01 AM, said:
Discuss?
Wouldn't it make more sense to simply look at select mechs that are more dependent on mobility and see if the compensation they received is sufficient?
Reverting the engine de-sync, even if only 50%, is a bad idea. Especially since it's solved a lot of the problems with heavier mechs moving too fast for their size.
#3
Posted 03 September 2017 - 09:21 AM
> Uses Heavy with god-like agility as example of 'Mech with that was killed by engine desync
Lolwat
#5
Posted 03 September 2017 - 09:25 AM

#6
Posted 03 September 2017 - 09:28 AM

#7
Posted 03 September 2017 - 09:35 AM
#8
Posted 03 September 2017 - 09:47 AM
#9
Posted 03 September 2017 - 09:56 AM
#10
Posted 03 September 2017 - 10:00 AM
DrSaphron, on 03 September 2017 - 09:01 AM, said:
Discuss?
Sorry Doc, but engine sync isn't coming back. The Fat Ballerina problem was causing all sorts of top heavieness in terms of interweightclass balance, and it took the removal of engine sync to finally begin correcting the problem.
#11
Posted 03 September 2017 - 10:03 AM
Requiemking, on 03 September 2017 - 10:00 AM, said:
...Unless you use a Summoner or Linebacker, in which case you quite literally have the agility of a 35-ton light mech now.
#12
Posted 03 September 2017 - 10:05 AM
FupDup, on 03 September 2017 - 10:03 AM, said:
The Linebacker needs that agility though. Without it, it wil probably be one of the weakest heavies in the game.
#13
Posted 03 September 2017 - 10:06 AM
FupDup, on 03 September 2017 - 10:03 AM, said:
Yeah, I'm of the opinion that agility variance should be no greater than 10 tons in either direction. So at most the Linebacker would have the agility of a 55 ton mech, and the Summoner would be at most equivalent in agility to a 60 tonner.
MadRover, on 03 September 2017 - 10:05 AM, said:
The Linebacker needs that agility though. Without it, it wil probably be one of the weakest heavies in the game.
It has high energy mounts and not a lot of mech between them and the cockpit. It would still be perfectly fine as a poke mech.
#14
Posted 03 September 2017 - 10:10 AM
El Bandito, on 03 September 2017 - 09:24 AM, said:
Linebacker is still good. Far from dead.
kuma8877, on 03 September 2017 - 09:35 AM, said:
Well yes it is good but it can be toned down a bit personally seeing that I call an arctic cheetah moment it was good enough on it's own just quirks adding a unnecessary boost to it. But you two are correct these mechs are in a good spot.
#15
Posted 03 September 2017 - 10:50 AM
#16
Posted 03 September 2017 - 01:31 PM
Ultimately PGI needs to disregard play data from the tier 4 and 5 players because they are either just learning the game (and please don't group drop with them if you're tier 1 or 2, they'll have a BAD time), or they're terminally bad at the game.
#17
Posted 03 September 2017 - 01:52 PM
First thing: Right now, Clan Mechs come from a different reality with different Physics than IS Mechs when weight and maneuverability are concerned. The balance fix should be: Mechs that mass X can turn at Y rate when traveling at a speed of Z no matter if it is an IS or Clan. Big Mechs moving fast should have poor turning compared to if they were moving slow.
Second thing: Time to Kill is less now than it was pre-Skill Tree, despite a stated desire to increase it. The Firepower Skill Tree and the new Weapons have overpowered any additional armor, structure, and reduced crit chance. (I'm looking at YOU Heavy Machine Gun!) It is to the point now that if you can be hit, your armor melts away. As a result, Assaults are falling way too fast. Also Lights are surviving mostly because they can dodge fire and have poor hit-boxes. Why pilot an Assault? Not sure what the best plan is to fix this, but something should be done to increase Time to Kill and to make Assaults more potent and Lights less so.
#18
Posted 03 September 2017 - 02:07 PM
DrSaphron, on 03 September 2017 - 09:01 AM, said:
Discuss?
weak things should be buffed, and strong things should be nerfed,
but you cant always just buff everything into being strong, that would be a balance nightmare,
Engine desync was perhaps one of the best things that has happened recently in MWO,
its allowed many mechs to become viable when they before werent really, just look at the PXH,
having better mobility doesnt necessarily increase TTK, because if you can move faster so can they,
all having things more mobile would do, is make it feel like we pilot gundams not BattleTech Mechs,
the Phoenix Hawk and Linebacker, um these are perhaps some of the most mobile mechs in their class,
both have exceptional agility allowing them to shine in those instances when you have to keep moving,
#19
Posted 03 September 2017 - 02:07 PM
Buff tutorials!
#20
Posted 03 September 2017 - 02:13 PM
For real though. Anytime anything becomes remotely effective in this game the tears roll hard.
Should probably nerf the entire game so that collision damage is OP.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users