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Imagine The Inner Sphere Getting The Deathstrike.

Balance BattleMechs

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#101 Y E O N N E

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Posted 13 October 2017 - 06:06 PM

View PostZergling, on 13 October 2017 - 06:05 PM, said:


I swear that PGI is just terrified of the thought of there being a top tier Inner Sphere heavy/assault.

Like seriously, look at how the upper arms are angled downwards to reduce the arm hardpoint height. That downward angle of the upper arms isn't present in neither the original TT artwork or the concept art!


There was zero risk of the NSR being top-tier without god-quirks either way.

I think this is more a case of somebody on PGI's art team taking too many liberties without considering how those liberties impact in-game performance. Which, TBQH, is typical of most art people. It's why I quit art, I couldn't stand being immersed in a culture so devoid of systems thinking.

Edited by Yeonne Greene, 13 October 2017 - 06:07 PM.


#102 El Bandito

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Posted 16 October 2017 - 06:35 PM

View PostYeonne Greene, on 13 October 2017 - 06:06 PM, said:

There was zero risk of the NSR being top-tier without god-quirks either way.

I think this is more a case of somebody on PGI's art team taking too many liberties without considering how those liberties impact in-game performance. Which, TBQH, is typical of most art people. It's why I quit art, I couldn't stand being immersed in a culture so devoid of systems thinking.


And when NStar's arms were raised, they are so wide apart now you can basically shoot past an Anni on both sides with the arm mounts, if there is no convergence. I'm gonna face hug NStar if I see one round the corner, so that half its weapons can't possibly hit my mech. :P

#103 Lily from animove

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Posted 17 October 2017 - 01:53 AM

one of the things i didn'T liekd about pgi's laser changes is that the IS lasers are now as dph efficient as clan, that indeed makes a bit of an imbalance. however the clan ermeds vs is ermeds is like 25% beamduration. which means the IS has the higher "pinpoint" ability on it's lasers which emans it is (if you cna aim) less time for the opponent to twist damage away. And this makes your heat be used more efficiently on targetted damage while clanners will waste some of their heat towards spreading.

but then i am not sure if rebuilding an ER clanner is the right way to go, using the way more heat efficient meds is a better option and focussing on getting close, because then clans really lose the battle for heat and get outdamaged by the sustained dps of the more heatefficient "normal" lasers the IS can utilise. Most maps give you simple ways to get close.

#104 El Bandito

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Posted 17 October 2017 - 04:47 AM

View PostLily from animove, on 17 October 2017 - 01:53 AM, said:

one of the things i didn'T liekd about pgi's laser changes is that the IS lasers are now as dph efficient as clan, that indeed makes a bit of an imbalance.


Nah, in a game such as MWO, alpha trading is the meta. Which means Clan lasers are still superior.





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