

Annihilators Armor?
#1
Posted 21 December 2017 - 01:58 AM
I can only shake my head at the **** you guys do. Ann is a big *** target, it NEEDS the armor. It still only has a 300 engine cap so theres no added "mobility." Speed is mobility. Open up the engine cap or give the armor back.
#2
Posted 24 December 2017 - 04:45 AM
And you ask fore more buffs....
You IS guys are getting riddicolous
#3
Posted 25 December 2017 - 01:35 AM
I said SMALL, like +2-+4 armor and structure to all parts. Don't go all forum derp on me and act like I said +20.
#4
Posted 25 December 2017 - 04:28 AM
anonymous223, on 24 December 2017 - 04:45 AM, said:
And you ask fore more buffs....
You IS guys are getting riddicolous
*yawn*
You know you clanners have weapons that are lighter, have longer ranges, and do more damage, right? The biggest complaint is usually "OMG Clan weapons are TOO HOT! How can I cool my 10 ER Large Laser Alpha! WTF PGI?" To top it off, not only is the weaponry superior but so too is the speed and maneuverability.
So yeah that's why they attempt to buff IS mechs, genius. This is also why Clan still holds an edge as maneuverability and weaponry will always overcome superior armor.
I understand you wish to keep playing this game as if it were single player but other people have to play the IS side. Attempting to keep the balance respectable is key- or is that too "riddicolous?"
#5
Posted 25 December 2017 - 04:33 AM
SPNKRGrenth, on 25 December 2017 - 01:35 AM, said:
I said SMALL, like +2-+4 armor and structure to all parts. Don't go all forum derp on me and act like I said +20.
Maybe that's the key here for the skill tree? Theres no denying the Kodiak dwarfs the Direwolf, and it shouldn't..
I'd like to see the Direwolf made more viable as well.
Back to the skill tree- maybe give it "optional" quirks like instead of "+1% armor hardening" or structure even it gets a 2% or whichever number is deemed appropriate.
I think that'll help make things more custom. Put the quirks in the skill tree so that you have the quirks if you wish to spend the points, but so too could you "trade them in" by not choosing them and going elsewhere. But a solid 1% armor across the board makes all of them too generic.
Maybe even removing ghostheat on certain builds too as a quirk? That would support Direwolfs MO as a weapons platform
#6
Posted 28 December 2017 - 04:31 AM
SlyJJ, on 25 December 2017 - 04:33 AM, said:
Maybe that's the key here for the skill tree? Theres no denying the Kodiak dwarfs the Direwolf, and it shouldn't..
I'd like to see the Direwolf made more viable as well.
Back to the skill tree- maybe give it "optional" quirks like instead of "+1% armor hardening" or structure even it gets a 2% or whichever number is deemed appropriate.
I think that'll help make things more custom. Put the quirks in the skill tree so that you have the quirks if you wish to spend the points, but so too could you "trade them in" by not choosing them and going elsewhere. But a solid 1% armor across the board makes all of them too generic.
Maybe even removing ghostheat on certain builds too as a quirk? That would support Direwolfs MO as a weapons platform
Removing the ghost heat isnt the key even in if its on certain builds.
Armor buffs would be fine, since a big mech, ussually targetted immediatly due to its firepower. Lack of mobility is the trade-off on this mech and a bit of armor might help balancing it (and i agree, a couple of extra armor points is fine, nothing like plus 20 or even 10). But looking at the annihilator, the lack of mobility is the trade off for pod space (which includes tonnage available) and armor. Right now, the annihilator its in a good spot, it can do very good builds for almost all roles with the trade-off being slow but heavily armored (way more than the direwolf).
#7
Posted 28 December 2017 - 06:40 AM
SPNKRGrenth, on 25 December 2017 - 01:35 AM, said:
I said SMALL, like +2-+4 armor and structure to all parts. Don't go all forum derp on me and act like I said +20.
The Dire is easy to sort out a little bit like the Kingcrab... You just hit where you want to hit and drill it until it die. I would say mobility buff more than armor.
#8
Posted 28 December 2017 - 06:51 AM
Damnedtroll, on 28 December 2017 - 06:40 AM, said:
The Dire is easy to sort out a little bit like the Kingcrab... You just hit where you want to hit and drill it until it die. I would say mobility buff more than armor.
Maybe but the direwolf is a Heavy support mech. If Agility was buffed i would say a bit torso twist would go a long way to help it.
To be honest, the Direwolf is a slippery slope to balance. The largest pod space available in the game means alot of firepower. The tinniest mistake on balance means it can become the strongest mech in the game. That was the reason the Kodiak was hit so hard aswell as the Timberwolf (RIP Timby).
But we are getting off-topic. Right now the Annhihilator is a priority target across all game types, since its tanky and bring alot of firepower (Quad LBX-10 net me games between 400 on bad games to 1100 on good games), much like the early days of the Direwolf. I dont think it needs the old armor given back the value you gain from quirking it on Survivability tree. But thats just my opinion.
Edited by Mr Salty Silva, 28 December 2017 - 06:52 AM.
#9
Posted 28 December 2017 - 12:22 PM
Keep an eye on the Mad Cat MkII

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users