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Yea those 5% missile spread skill nodes were making missiles OP, which is why competitive teams were spamming Artemis SRMs instead of laser vomit...oh wait.
Name a single player that complained on the forums that Artemis was OP. Oh wait, you literally cannot, because it never happened.
Remember guys, the DRG-1C was overperforming! Which is why IS units spammed DRG-1Cs in faction play and there were tons of people calling for DRG-1C nerfs on the forum...oh wait that never happened either.
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Missile Lock Design Notes: This global change to the Missile Lock threshold has been implemented as a result of a number of balance issues that stemmed from its previous behavior.
Oh noes being able to maintain locks at 45 degree angles is op!!!! <--- Said no competitive player ever.
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Missile Design Notes: ATMs are considered to have the Artemis Upgrade pre-attached to the weapon, and should function as such, but with the exception that their base level Spread is not augmented by Artemis (as it considered rolled into their baseline stats). As a result, we have increased its baseline Spread to correspond with the changes to the Artemis Upgrade described earlier in this section.
ATM spread was OP apparently. Did Paul rage after facetanking ATMs in an assault or something?
Still no fix for 1 AMS neutralizing a single ATM-9. Because it's really hard to double their missile HP by editing a xml file.
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Lasers were never a DPS weapon. They were used for massive hitscan alpha strikes. They always had sub par DPS. This change does nothing to discourage massive hitscan alpha strikes.
This just means that matches will take longer since both teams will still be running laser vomit and will need more time between alphas.
Apparently spending 5 mins to ask competitive players why they use laser vomit is too hard for PGI to do. Good thing PGI plays their own game and therefore understands why laser vomit is used...oh wait.
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Jenner Design Notes: As a 'Mech that is primarily focused toward speed and mobility, we felt that the Jenner could benefit from a baseline mobility boost, with the JR7-K getting a bit more attention due to its lower Hardpoint count.
The jenner isnt used because it has bad hitboxes. Why does PGI think that mobility buffs will help bad hitboxes, when mechs like the wolfhound, javelin and assassin have plenty of mobility along with better hitboxes, and can do the exact thing that jenners can except better? Oh right, they don't play their own game.
You know, a 12 year old could tell me that mechs with bad hitboxes should get durability quirks while mechs with good hitboxes shouldn't. Yet, PGI does the exact opposite and gives the wolfhound durability quirks while the jenner gets a mobility buff instead.
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Completely ignoring the fact that the Atlas is non-viable because it cannot boat ballistics. The king crab/annihilator are used because they can boat 4x or more ballistics. The Atlas cannot which is why it is non-viable.
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Completely ignoring the fact that the dire wolf isn't used because it has bad hitboxes compared to the Kodiak.
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So apparently the answer to the KDK-3 being the only worthwhile variant is to give the other variants a mobility buff. Because that really compensates for the inability to boat UACs. You don't need a crystal ball to know that clan units will still run the KDK-3 because any non UAC boat Kodiak is non-viable.
Any 100 tonner that cannot boat ballistics does not have enough firepower for its tonnage. This is a simple fact of the game that PGI would understand if they played their own game.
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Completely ignoring the fact that the skill tree encourages boating lasers since it requires the least node investment (a grand total of 4 SP for laser duration nodes vs 10+ nodes for velocity and missile/ballistic related nodes).
Also does nothing to fix the useless high explosive skill nodes, or underutilized trees.
Also gotta love the fact that more than two months later, the incorrect mechlab turn rates that i reported are still being investigated...PGI seems really understaffed.
Would you like to buy a mechpack?