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Fp Patch Question


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#41 Sniper09121986

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Posted 28 February 2018 - 02:01 PM

View PostGrus, on 28 February 2018 - 01:55 PM, said:

54kph? Aww that's so slow!


Who cares? It cannot be hit on 3 and 11 when rolling 2d6 for hit location disregarding to-hit roll. You will tank like a Fatlass!

#42 justcallme A S H

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Posted 28 February 2018 - 02:28 PM

Lol... Dice rolls.

#43 Charles Sennet

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Posted 28 February 2018 - 04:56 PM

The current 300 ton handicap on the IS side doesn't tell the full story of just how much more hit points IS has access to in the game right now. For instance, If IS takes 12 Anni's in one wave that's 20 extra tons worth of hit points per Anni. Multiply this by 12 and you get 240 extra tons worth of hit points. If that same team takes Assassins then there's another 240 tons or thereabouts. Then there's the other two mechs in the drop deck which likely also have durability quirks so all told the differential could be as much as 1,000 tons (300+240+240+whatever). It's important for Clanners to understand just how much tonnage they have to mitigate to win on kills which can be especially difficult on objective-based gameplay that makes up ~70% of FP. On top of this there's also the the IS dual Heavy Gauss meta which Clans have no access to.

I think its time to balance FP for team play and not PUG's or population.

#44 K O Z A K

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Posted 28 February 2018 - 05:13 PM

View PostCharles Sennet, on 28 February 2018 - 04:56 PM, said:

The current 300 ton handicap on the IS side doesn't tell the full story of just how much more hit points IS has access to in the game right now. For instance, If IS takes 12 Anni's in one wave that's 20 extra tons worth of hit points per Anni. Multiply this by 12 and you get 240 extra tons worth of hit points. If that same team takes Assassins then there's another 240 tons or thereabouts. Then there's the other two mechs in the drop deck which likely also have durability quirks so all told the differential could be as much as 1,000 tons (300+240+240+whatever). It's important for Clanners to understand just how much tonnage they have to mitigate to win on kills which can be especially difficult on objective-based gameplay that makes up ~70% of FP. On top of this there's also the the IS dual Heavy Gauss meta which Clans have no access to.

I think its time to balance FP for team play and not PUG's or population.


that's some interesting tonnage math

objective based makes up 70% gameplay only for teams/players that give up on the fighting straight out of the gate. Otherwise conquest and ......crapcursion are the only modes where objectives might be unavoidable

speaking of which, why won't they remove incursion from FP next time they do any FP patching, you'd be hard pressed to find players that don't think this mode doesn't work with 4 waves and specialized base rush mech selection available

#45 Grus

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Posted 03 March 2018 - 02:09 PM

View PostHazeclaw, on 28 February 2018 - 05:13 PM, said:


that's some interesting tonnage math

objective based makes up 70% gameplay only for teams/players that give up on the fighting straight out of the gate. Otherwise conquest and ......crapcursion are the only modes where objectives might be unavoidable

speaking of which, why won't they remove incursion from FP next time they do any FP patching, you'd be hard pressed to find players that don't think this mode doesn't work with 4 waves and specialized base rush mech selection available

wouldn't mind seeing that and domination removed.

View Postjustcallme A S H, on 28 February 2018 - 02:28 PM, said:

Lol... Dice rolls.

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#46 LordNothing

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Posted 03 March 2018 - 03:07 PM

View PostJohnathan Tanner, on 21 February 2018 - 01:30 AM, said:

Lol The point is that this mode is fundamentally flawed. Im max rank in 4 different factitious plus merc. Its nothing but an endless grind cycle if the point to being a loyalist is just to get goodies.

Removeing the rewards tree so that factions are populated by real faction loyalist is something said loyalist have been asking for for a long time. That or not having a cap at 20 which being under 1 bukkit is where most good loyalist get disillusioned and leave.

I know lots guys who have been rank 20 for 4 plus years in their faction. And they are still there. They just don't play the mode anymore because there is no point under 1 bukkit.

Plus it would shutdown the F2P challenge crowd that only plays the mode for mech bays.


i think what i would do is go with a monolithic, endless rewards tree that covers everyone regardless of career (including freelancers) or faction. a reward to playing fp. it would give small prizes every 25000 points (like the stuff you usually get from supply caches). every 10th prize being something big, like a color, a dekkle, a mech bay or 500mc or something. rp/lp would be replaced by a unified points system, though different careers pay out different xp/cbill/points ratios. you also get rid of all faction specific bonuses.

loyalist and merc ranks no longer give loot. instead they represent your pay scale (rate of xp/cbill/reward points). it would take much less grind time than current to max rank, say 100 games, but you loose it when you change factions and get busted down to the lowest rank. the only real difference between mercs and loyalists would probably be more cbills for the mercs, but loyalists would get more rewards points. this way your reward for staying put is you dont have to play the 100 or so games to get up to max pay scale.





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