Patch Notes - 1.4.148 - 23-Jan-2018
#261
Posted 23 January 2018 - 05:16 AM
Kingcrab for example should be able to use double 20 without ghost heat, i mean come on, it was build for that!
A Cyclops and some Maulers could do it as well, and i never heared anyone say those mechs would be op because of that, since both are about as mobile as a skyscraper and get focussed instantly.
Warhammer is fun to use with double AC20 but ammo is limited, speed is on par with a Mauler and the build itself limits you to short-medium range.
Kodiak 3 would be quite a bit undergunned, but i guess there are a few options to run with it - at least until your ct gets toasted a few seconds into the brawl.
#262
Posted 23 January 2018 - 05:58 AM
ZortPointNarf, on 22 January 2018 - 09:13 PM, said:
I just feel sorry for my poor Adder Prime, it used to perform well, but the cooldown increase does limit its damage potential. I understand that cERPPC needs a bit of a nerf, but its not the adders abusing its, it the hellbringers etc, the 3+ crowd.
I would actually love to see a per weight class adjustment for some weapons (but it would be super complex to manage).
All said, not a bad patch, a bit light, but is January, so more than I expected
No it doesn't.
Heat limits it. Heat is barely being touched here in a discernable way (0.60 per dual peeps shot, ie, bugger all).
The overall output of damage over time is hardly changing as a result and that is what matters because you can't sit there and indefinitely fire... Hence the cooldown changes just mean you need to adjust playing style ever so slightly and you'll be able to output very similar damage numbers over a 5min period
#263
Posted 23 January 2018 - 05:59 AM
justcallme A S H, on 21 January 2018 - 02:13 PM, said:
Bravo good sir!
Couldn't agree more. To balance a FPS based on Battletech, the idea that Clan "must be better" needs to go. Although 5 years down the track and that hasn't happened, suggests it probably won't
Get rid of all Clan weapons. All. Replace them with IS and just rename them Clan. Same with Heat Sinks, Engines, Target Computers, Armor, Engines, Weight, Crit slots, Heat, everything.
Make Clan and IS weapons the same. NO difference between the two.
Make it so the ONLY difference between Clan and IS is how the Mechs look, laser color, and HUD color.
Balanced.
Boring, but balanced. BattleTech only in name and looks, but balanced.
Is that a game that any of us are here FOR BattleTech will play anymore?
#264
Posted 23 January 2018 - 06:40 AM
Edited by ShadowHimself, 23 January 2018 - 06:40 AM.
#265
Posted 23 January 2018 - 08:37 AM
Luminis, on 23 January 2018 - 02:51 AM, said:
Not sure which mech you are running that on, I used the JM6-DD with 5 tons of ammo so 29tons and a couple of erml as backup and a light engine it seems to work pretty well in QP, long range or brawling and I have not run out of ammo yet. The brawl is the difference because you would cook yourself in a 2 peeps smn. Also the PPC only has to get near the top of an object and it just blows on it, and I know that's also a problem for IS versions so why have PGI never fixed that.
CERPPCs may not blow up but they have less health than an LGR as do all clan weapons and they way that health is calculated is not proportional either.
I agree with you when clans mechs first came out they were overpowered, but now they are not.
The PPCs don't explode, they have no charge up (making them far better at poptarting and snapshotting), they're not ammo dependant, hit for almost twice the damage in total making less exposure time necessary and you want the only drawback they have - cooling off after numerous shots - gone?
Also, keeping this game alive? It survived the utter dominance by Clans earlier in it's life cycle, it'll be okay if Clans aren't better for once.
Not sure what this has to do with keeping the game going, not unless you are one of those odd people who think clan mechs should not be in the game.
Edited by Squarebasher, 23 January 2018 - 08:39 AM.
#266
Posted 23 January 2018 - 09:00 AM
Squarebasher, on 23 January 2018 - 08:37 AM, said:
29 tons - 2x 6 tons for the PPCs = 17 tons = 17 additional DHS + 10 in-engine DHS = 27 DHS total. The equivalent to that loadout is 2x ERPPCs with 27 DHS in total. Playing less DHS? Well, you're comparing a lighter loadout to a heavier loadout, which kinda skews the picture as the heavier loadout should have a certain benefit over the lighter loadout, no?
Squarebasher, on 23 January 2018 - 08:37 AM, said:
The cERPPC has 7.5 health, the LGR has 10. The LGR has less health per slot or ton.
Squarebasher, on 23 January 2018 - 08:37 AM, said:
Balance is still more lopsided in favour of the Clans than it was just prior to the Skill Tree release, which broke the best state of balance PGI had achieved so far (seriously, implementing the skill tree that buffs the better faction harder than the worse faction and stripping the worse faction off of quirks at the same time, you gotta wonder what genius came up with that).
Squarebasher, on 23 January 2018 - 08:37 AM, said:
What I'm getting at with that is quite simple. The Spheroids didn't ragequit when their stuff was inferior or got nerfed hard when The Quirkening™ was undone, so why would the Clammers do it?
#267
Posted 23 January 2018 - 09:01 AM
TWIAFU, on 23 January 2018 - 05:59 AM, said:
Get rid of all Clan weapons. All. Replace them with IS and just rename them Clan. Same with Heat Sinks, Engines, Target Computers, Armor, Engines, Weight, Crit slots, Heat, everything.
Make Clan and IS weapons the same. NO difference between the two.
Make it so the ONLY difference between Clan and IS is how the Mechs look, laser color, and HUD color.
Balanced.
Boring, but balanced. BattleTech only in name and looks, but balanced.
Is that a game that any of us are here FOR BattleTech will play anymore?
Won't work, people will still balk over who has more high weapon mounts and stuff... things TT never had to worry about.
#268
Posted 23 January 2018 - 09:59 AM
Luminis, on 23 January 2018 - 09:00 AM, said:
I won't argue about the rest of (believe me I could but arguing with someone so closed minded would be pointless) your post, but that last point I will say I played IS only mechs for a long time after clans turned up and I was as annoyed by the balance then as you still are now, but there is no need for this anger you have now because the balance is pretty good in QP, THE END
#269
Posted 23 January 2018 - 11:09 AM
#270
Posted 23 January 2018 - 11:27 AM
Edited by freud2b, 23 January 2018 - 11:28 AM.
#272
Posted 23 January 2018 - 12:13 PM
#274
Posted 23 January 2018 - 12:22 PM
Squarebasher, on 23 January 2018 - 09:59 AM, said:
I won't argue about the rest of (believe me I could but arguing with someone so closed minded would be pointless) your post, but that last point I will say I played IS only mechs for a long time after clans turned up and I was as annoyed by the balance then as you still are now, but there is no need for this anger you have now because the balance is pretty good in QP, THE END
#275
Posted 23 January 2018 - 12:35 PM
#276
Posted 23 January 2018 - 12:50 PM
Odanan, on 23 January 2018 - 12:35 PM, said:
I've watched Proton run it and while he can make any Mech look dangerous, it seemed nasty. Real nasty.
Posted this clip in the Piranha threat of on GD, but it's on topic here, too, I guess: https://clips.twitch...leWebJonCarnage
/edit: I guess this is another example of how PGI absolutely hates the Clans, never gonna get a single decent Mech
Edited by Luminis, 23 January 2018 - 01:07 PM.
#277
Posted 23 January 2018 - 01:38 PM
On the other side you're bouncing off shots and mostly ignoring heat management issues, to the point you're just walking in a straight line to the closest enemy mech in a bid to kill it before your team does...
Which side do you think will attract the worst performing players ?
#279
Posted 23 January 2018 - 02:40 PM
#280
Posted 23 January 2018 - 05:30 PM
Slowth, on 20 January 2018 - 01:00 AM, said:
Slowth, you are absolutely SPOT ON! In every single patch all PGI does is make 80% to 90% of the weapons/'Mechs LESS effective. They usually throw in a bone of something that really doesn't matter much at all just to make it look like they are trying to "balance" the game. I've seen so many of these patches that is just the same old bait-and-switch routine. They give us a carrot and take away our steak and potatoes.
This patch is the same as all of the others. They threw in a .5 heat reduction on the LGR that is pretty much never used in the game because of its weigh/damage ratio and moved the optimal range of the HGR partially up to where it is actually SUPPOSED to be. Pretty much all of the other changes are actually meaningless in actual game play; as has been the case with several of the past patches. The only place they are really attempting balance is on this patch page. They are only political "fluff" visuals to make it look like they are giving us something for all that they are taking away.
PGI created this MWO game but they apparently don't ever play it. If they did, then most of these "adjustments" would never exist.
So, PGI, how about making some really "MEANINGFUL" changes. Like...
1> Get rid of ghost heat.
2> Get rid of gauss rifle charge up delay or at least, get rid of the chance of the weapon exploding when it's NOT charged up. If the capacitors are not charged, they cannot explode. They already have enough drawbacks to carring/using these weapons.
3> Increase the amount of armor on medium, heavy, and assault 'Mechs by the same percentage you did on all of the light 'Mechs. If you want to increase TTK and put in REAL balance, this will be a BIG step in achieving that goal. Outside of light 'Mechs, all of the chassis in this game are under armored. An example: In MW4 an Atlas carries 900 points or more.
4> Stop reducing our weapons capabilities. (See item 3 to improve).
5> The skill tree added ability to "customize our 'Mechs, but the improvements in the skill nodes is only half of performance of what was attainable before skill tree. The skill tree was implemented for the purpose of making our 'Mechs LESS effective. Not to make our 'Mechs better. The skill tree goes in and the quirks that made our 'Mechs "good 'Mechs" comes out. In old system we had no waste. In skill tree we are forced to waste 20+ skill points on nodes we don't want or can't use. 90 is not enough. Either give us 120 or allow us to traverse both ways in the skill tree.
6> PGI's only concern is controlling the game; not to make it better for the players. Kind of odd since we (the players) are the customers that keep this thing going. Most businesses cater to their customers. But PGI is committed in every patch to "piss us off"!
7> Fix the video scaling issue from 'Mech's side view windows. (I've actually submitted reports on this but nothing has been done. This will actually help game play and they are committed to doing reducing the functionality in game instead of improving it.
Well, I could go on with this, but there's really no point. PGI will never listen to the players "customers" and they never read the forums.
Wishing everyone the best luck struggling with yet another nerf patch...
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