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Likes And Dislikes Of Jan 23 Patch


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#41 FupDup

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Posted 21 January 2018 - 02:41 PM

View PostKhobai, on 21 January 2018 - 02:37 PM, said:

nope

its not nerfing the range of the MPL that makes the SPL obsolete

it was nerfing the SPL that made the SPL obsolete

SPL should dominate under 160m and it just doesnt

What I was trying to get at is that with the optimal range of 330m, the CMPL is already only a smidgen above standard brawling range. If you're within 330m you only need a few more moments to get within 200 or so.

And I thought you said in a different thread that the SPL got what it deserved (which was a complete removal from the meta)?

#42 Khobai

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Posted 21 January 2018 - 02:57 PM

Quote

And I thought you said in a different thread that the SPL got what it deserved (which was a complete removal from the meta)?


I did. It used to do 6 damage for 3 heat. It was one of the most broken weapons in the game. The nerf was well deserved although a bit heavy handed IMO.

I wouldve liked to see it at 4.5 damage not 4.0 damage.

#43 Mechrophilia

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Posted 21 January 2018 - 03:18 PM

I would have preferred a map. A secret map they didn't even tell us was coming, just a "BAM", "oh by the way here's a new map" out of no where!
...That would have been very cool.

#44 VoodooLou Kerensky

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Posted 21 January 2018 - 03:28 PM

View PostAthom83, on 20 January 2018 - 05:10 PM, said:

Mainly meant to curb the insane alpha builds that edge the 99% line with all the heat nodes and cool-run/heat-containment from the Ops tree.

This would be true if the ghost heat values were the same but they arent. Most clan mechs cant put HS in legs because there are no slots while IS mechs can usually fit 2 singles in both legs which means they can use water to increase the 2.4 Hps to 4.8 for each leg but if a clanner can put 1 DHS in each leg thats only 2.8 Hps per leg if its in water. Tell me again how thats balanced?

#45 Y E O N N E

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Posted 21 January 2018 - 03:37 PM

View PostVoodooLou Kerensky, on 21 January 2018 - 03:28 PM, said:

This would be true if the ghost heat values were the same but they arent. Most clan mechs cant put HS in legs because there are no slots while IS mechs can usually fit 2 singles in both legs which means they can use water to increase the 2.4 Hps to 4.8 for each leg but if a clanner can put 1 DHS in each leg thats only 2.8 Hps per leg if its in water. Tell me again how thats balanced?


Balanced by SHS being complete garbage and maps not having much water in them at all?

And actually, it's IS that can't really put HS in the legs, because DHS are 3 slots and cDHS are 2. I put HS in my HBR legs, my MAD-IIC legs, etc. Exactly zero of my IS 'Mechs have HS in the legs.

#46 FupDup

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Posted 21 January 2018 - 03:38 PM

View PostVoodooLou Kerensky, on 21 January 2018 - 03:28 PM, said:

This would be true if the ghost heat values were the same but they arent. Most clan mechs cant put HS in legs because there are no slots while IS mechs can usually fit 2 singles in both legs which means they can use water to increase the 2.4 Hps to 4.8 for each leg but if a clanner can put 1 DHS in each leg thats only 2.8 Hps per leg if its in water. Tell me again how thats balanced?

A mech with DHS will dissipate heat faster on land than an SHS mech will dissipate heat in the water.

#47 Athom83

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Posted 21 January 2018 - 03:41 PM

View PostVoodooLou Kerensky, on 21 January 2018 - 03:28 PM, said:

This would be true if the ghost heat values were the same but they arent. Most clan mechs cant put HS in legs because there are no slots while IS mechs can usually fit 2 singles in both legs which means they can use water to increase the 2.4 Hps to 4.8 for each leg but if a clanner can put 1 DHS in each leg thats only 2.8 Hps per leg if its in water. Tell me again how thats balanced?

Lol... 2 SHS OP! You seem to be forgetting that the 10 DHS in the engine are TrueDubs, as in they have litterally double the effect of the SHSs. Even if you add 2 SHS per leg (4 tons), you'd cool much slower than with DHS as you are losing the equivalent of 10 free heatsinks (0 tons).

This is the typical clan mech nowadays and why I said what I said; http://mwo.smurfy-ne...d39553771388deb Tell me again how that is balanced?

#48 Mystere

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Posted 21 January 2018 - 03:51 PM

View PostLuminis, on 21 January 2018 - 08:48 AM, said:

You're overreacting to the point of being hysteric.


Well, finding out something you bought with your hard-earned money suddenly being devalued for no apparent reason does do that to some people.

Edited by Mystere, 21 January 2018 - 05:09 PM.


#49 Bud Crue

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Posted 21 January 2018 - 04:43 PM

Likes: Well I always like to see mechs that I marginally play getting buff, so yay! for the Shadow Hawk buffs.

Indifferent: all the rest. Again, I like seeing buffs, but I play heavy gauss as a novelty on 2 mechs that I have numerous copies of an individual variant, and I frankly won't notice the range difference as I tend to brawl anyway, and I am bad (worse than normal) with HG so whatever.

What I absolutely hate with the white hot intensity of a thousand suns:
PGI's utter nonsense justification for all the nerfs. They are ether lying or delusional.

E.g. The CMPL nerf does nothing to make it less of "a generalist weapon" relative to the ISMPL. The nonsense about the CERPPC cool down nerf being to allow brawlers more time to close with "ERPPC carriers" is absurd. Etc.

Just say "the dart board has spoken" or give us the actual legit or at least believable reason (suggestions: the nerfs to the IS ERML and ML made the CMPL a bit of an over performer relative thereto; the Gauss PPC nerf wasn't sufficient to stop good players running MK-IIs and Mad-IIcs from using this combo so we want to throw off the timing a bit more to see if that works; or whatever...at least make them have a whiff of reasonableness ffs).

Please just stop with the BS justifications. It makes us have zero respect for you, and whatever it is you are trying to achieve with your nonstop "balance" passes.

Edited by Bud Crue, 21 January 2018 - 04:44 PM.


#50 50 50

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Posted 21 January 2018 - 05:06 PM

View PostLordNothing, on 20 January 2018 - 05:12 PM, said:

my main disappointment is lack of content, especially tweaks. sure i expect the mech pack release to be the main feature. but everyone knows the game needs more tweaks, 2 quirk passes and 2 weapon tweaks seem very little for a month of work.

Given the holiday break and Solaris, not too sure what we could have expected but it does feel a little empty.

#51 Deathlike

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Posted 21 January 2018 - 07:44 PM

View PostYeonne Greene, on 21 January 2018 - 03:37 PM, said:


Balanced by SHS being complete garbage and maps not having much water in them at all?

And actually, it's IS that can't really put HS in the legs, because DHS are 3 slots and cDHS are 2. I put HS in my HBR legs, my MAD-IIC legs, etc. Exactly zero of my IS 'Mechs have HS in the legs.


I think it's more important to note when the last time ANY mech legitimately use SHS, let put them in the leg. Most of the "serious builds" that even attempt that are Assaults. That'll be fun waddling through the few maps like Bog, and parts of Crimson Strait and River City that'll take advantage of that (the rest of the maps that have little to no water). Such a difference maker right? I love this broken logic.

Edited by Deathlike, 21 January 2018 - 07:46 PM.


#52 Athom83

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Posted 22 January 2018 - 10:33 AM

View PostDeathlike, on 21 January 2018 - 07:44 PM, said:


I think it's more important to note when the last time ANY mech legitimately use SHS, let put them in the leg. Most of the "serious builds" that even attempt that are Assaults. That'll be fun waddling through the few maps like Bog, and parts of Crimson Strait and River City that'll take advantage of that (the rest of the maps that have little to no water). Such a difference maker right? I love this broken logic.

You can do it on the larger energy assaults, namely the Banshee and the energy Annihilator. Technically you can do it on the BlackKnight as well with some success, but DHS is generally better on it for most builds.

#53 Y E O N N E

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Posted 22 January 2018 - 11:27 AM

View PostAthom83, on 22 January 2018 - 10:33 AM, said:

You can do it on the larger energy assaults, namely the Banshee and the energy Annihilator. Technically you can do it on the BlackKnight as well with some success, but DHS is generally better on it for most builds.


Banshee 3S, Annihilator 1E, and Supernova all actually get some rather fantastic use out of SHS. That said, that's more because of truly awful engine caps and/or Clan weight efficiency.

#54 Mumuharra

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Posted 22 January 2018 - 02:11 PM

I can not understand your problems with missing contents.
The unexpected and unmotivated nerfs and buffs create so much content, it fills a forum.
Who needs new maps or new gameplay ideas when we can optimise ourwhole stable every new patch.
That’s efficient game design and hidden genius.

#55 Mystere

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Posted 22 January 2018 - 02:12 PM

View PostMumuharra, on 22 January 2018 - 02:11 PM, said:

I can not understand your problems with missing contents.
The unexpected and unmotivated nerfs and buffs create so much content, it fills a forum.
Who needs new maps or new gameplay ideas when we can optimise ourwhole stable every new patch.
That’s efficient game design and hidden genius.


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#56 lazorbeamz

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Posted 22 January 2018 - 04:03 PM

LGR buff is bad. At this point it begins to heavily overshadow AC10.

#57 Brain Cancer

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Posted 22 January 2018 - 04:17 PM

Quote

This would be true if the ghost heat values were the same but they arent. Most clan mechs cant put HS in legs because there are no slots while IS mechs can usually fit 2 singles in both legs which means they can use water to increase the 2.4 Hps to 4.8 for each leg but if a clanner can put 1 DHS in each leg thats only 2.8 Hps per leg if its in water. Tell me again how thats balanced?


This might be relevant if single heat sinks were. But they're not, which makes the entire argument equally silly.

Also, since we all use DHS in the magical realm of common sense that lies above the underhive, it's the Clanner that's able to stick heat sinks in their legs.

#58 Y E O N N E

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Posted 22 January 2018 - 05:47 PM

View Postlazorbeamz, on 22 January 2018 - 04:03 PM, said:

LGR buff is bad. At this point it begins to heavily overshadow AC10.


Not if you also want to run PPCs.

#59 The6thMessenger

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Posted 22 January 2018 - 06:51 PM

View Postlazorbeamz, on 22 January 2018 - 04:03 PM, said:

LGR buff is bad. At this point it begins to heavily overshadow AC10.


Well, the AC10 still does better DPS and PPFLD, and needs less attention with your click and release, and then count the extra damage/ammo-ton.

I wish LGR has the same damage/ammo-ton though.

#60 NimoStar

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Posted 22 January 2018 - 07:57 PM

Almost every build runs lasers, they don't need ammo, they are almost eightless in comparison to other weapons, they practically dont need slots, and the heatsinks are incorporated into the engine by default, so you actually kind of *need* them to makle ise of the heat potential.

Although I think the C pulse laser nerf was comparatively a mistake, in relation to other weapons lasers do need global nerfs in terms of overall efficiency -DPS mainly but also range ; missiles have no effective range over their optimal range, for example; also lasers are the only instant-speed attack at any range thus require no calculation of trajectory- (perhaps compensate the efficiency nerf with much shorter burst speed)

Not only that but most mechs have a disproportionate number of energy hardpoints compared to others. It is common for even medium mechs to have 7 to 9 energy hardpoints, and even missile or ballistic-focused mechs tend to have 3 to 5 energy hardpoints.

To that we also need more variety of ballistic and missile support weapons. Variety in MGs and the addition of rocket launchers and MRM for IS was a step in the right direction, but still not enough (for example, they don't act like heating sinks for excess cooling, which the original RL could do)

Plus there's more vcariety for energy than for any other type of slot.

Long Toms and Thunderbolt missiles could come in handy for adding variety on missile and ballistic weaponry, also the much mentioned Machinegun Array for running multiple MGs on hardpoint-starved mechs (they could be balanced requiring more tonnage and producing heat)

As it is today like 50% of the weapons on any given match are lasers, with all other weapons combined barely making under half of the used ones.

Edited by NimoStar, 22 January 2018 - 08:33 PM.






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