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Nerf Piranha
#21
Posted 02 April 2018 - 05:55 PM
#22
Posted 02 April 2018 - 06:06 PM
 Devilsfury, on 02 April 2018 - 05:23 PM, said:
Devilsfury, on 02 April 2018 - 05:23 PM, said:
You could say that about anything here and from either side of the fence.
#23
Posted 02 April 2018 - 06:15 PM
Literally just had a match where someone whined about lights in all-chat. Unsurprisingly, it was a LRMboat assault who sat 500m behind the rest of his team and repeatedly stood still long enough for multiple subsequent back shots.
#24
Posted 02 April 2018 - 06:17 PM
But.... more often than not I see people doing sub 200 damage in them.
I think they are a bit OP, but when I see so many people doing terribly in them, do we balance around the top tier or lowest common denominator?
#25
Posted 02 April 2018 - 06:25 PM
 Jack Booted Thug, on 02 April 2018 - 06:17 PM, said:
Jack Booted Thug, on 02 April 2018 - 06:17 PM, said:
But.... more often than not I see people doing sub 200 damage in them.
I think they are a bit OP, but when I see so many people doing terribly in them, do we balance around the top tier or lowest common denominator?
Come on now, you know the answer to that.
The number of WHINE THREADS!
 
					
					#27
Posted 02 April 2018 - 10:44 PM
2 very good burns on his back and the original burn that was good but he was moving and hes only yellow? while in a matter of 3-4 seconds hes killed a fresh assault with MG? what a joke.
#28
Posted 02 April 2018 - 10:55 PM
 Racerxintegra2k, on 02 April 2018 - 03:01 PM, said:
Racerxintegra2k, on 02 April 2018 - 03:01 PM, said:
Its time more assault pilots stopped wasting nodes in the mobility tree and instead invested in the seismic sensor nodes. Much more useful when you've stopped and are "Xing" away with whatever weapon allows you to not have kept up with the team, to know that someone is 200m behind and closing...than to try and turn with it. I had a match lastnight where the ANH-1X driver had gone into the mobility tree as far as one speed tweak node... but hadn't taken seismic. Great...so you can turn 20% faster...but 20% of crap isn't going to help against a light or medium mech, or even some heaviest.
#29
Posted 03 April 2018 - 12:28 AM
 Grus, on 02 April 2018 - 05:55 PM, said:
Grus, on 02 April 2018 - 05:55 PM, said:
The theme from the complainants is pretty simple, most of them just don't play well
Such people are usually;
- Low damage / poor aim
- Out of position / not with team
- Not aware of mini map and enemy locations
- Don't know how to properly torso twist/leg turn to shield back
Nerfing a mech because of someones inabilty to play against it is just not a good enough reason. I rarely have an issue with a PIR given one shot takes off the leg or as soon as it lines up a shot it is instantly CT killed in a single volley.
#30
Posted 03 April 2018 - 01:37 AM
It's not causing any problems in Faction play either, and I'd definitley know if it did, there are no really oppressive strategies involving mass Piranha waves or anything. Other mechs are much more prevalent. It's not that good in scouting because it's so easily countered with streaks.
I don't know about comp play, but i haven't really heard anything about the Piranha causing balance problems there.
So basically there are no evidence of balance issues with the Piranha yet, so no it's not time to call for any nerfs at this point. Maybe some reason to nerf it will surface down the line, for example if it's too strong for Solaris or something.
#31
Posted 03 April 2018 - 01:43 AM
#32
Posted 03 April 2018 - 01:45 AM
Actually, Machine Guns will most likely be nerfed since they are the primary issue here; and that is how PGI roles nerf something that everyone might use because it is over performing on a single variant boating them (see the damage they did to UACs back in the height of the Kodiak 3 days; see also, the Gauss/PPC in the poptart heyday of the Night Gyr (though admittedly there where three other mechs effective with Gauss/PPC as well at thte time)) .
As to the Piranha, there can be no question, based on our collective in game experiences -however subjective they may be- that there are more Piranhas present than other lights, and that the Piranhas are overall out performing other lights -right now. If that is indeed the case, PGI will nerf the thing when it comes out for cbills or shortly there after. If it is only the P1 that is "over performing", then PGI might only hit that single variant (ala the Assassin 21's mild nerf) but more likely they will hit Machine Guns, which is a nerf to the P1 but also a nerf to every other MG toting mech in the game, but again, historically that is how PGI roles.
The only possible way that the Piranha overall avoids nerfs is if the data suggests the Locust remains on par with it, which then gives them an out comparatively, but I doubt that is the case. So in the end, I suspect that one way or another the nerf bat is falling on the Piranha and/or on Machine Guns. For good or ill, that is what will happen.
Edited by Bud Crue, 03 April 2018 - 01:46 AM.
#33
Posted 03 April 2018 - 01:47 AM
 Sjorpha, on 03 April 2018 - 01:37 AM, said:
Sjorpha, on 03 April 2018 - 01:37 AM, said:
It's not causing any problems in Faction play either, and I'd definitley know if it did, there are no really oppressive strategies involving mass Piranha waves or anything. Other mechs are much more prevalent. It's not that good in scouting because it's so easily countered with streaks.
I don't know about comp play, but i haven't really heard anything about the Piranha causing balance problems there.
So basically there are no evidence of balance issues with the Piranha yet, so no it's not time to call for any nerfs at this point. Maybe some reason to nerf it will surface down the line, for example if it's too strong for Solaris or something.
Agreed.
Occasionally one will get the jump on you, crit some weapons and generally lead to frustration but, that's the game. It takes a good pilot to know 'when' to strike as a light and so be it.
The main issue with the MGs is components health, totally different discussion and that relates to changes over 12 months ago that - in the current state of the game - should simply be undone. Not needing a mech or MGs blown to bits even further... But understanding cause/effects in big picture means you really gotta understand MWO... Many players do not.
Edited by justcallme A S H, 03 April 2018 - 01:48 AM.
#34
Posted 03 April 2018 - 01:48 AM
I even think that every omnipod with 2+ ballistic hardpoint should get negative Accel/Decel quirks.
Edited by GweNTLeR, 03 April 2018 - 02:01 AM.
#35
Posted 03 April 2018 - 01:57 AM
 GweNTLeR, on 03 April 2018 - 01:48 AM, said:
GweNTLeR, on 03 April 2018 - 01:48 AM, said:
Looking as far back as the Ember as a precedent and more recently mechs like the Night Gyr and the Kodiak, this is a pretty good guess at what they might do. Muck with its agility (that way they avoid the issue of nerfing machine guns) so that it can't dart around as well, or more likely make it so it can barely look up to nail targets in the back at close range. Again, there is precedent for how PGI breaks things, and I am betting they will break this pretty soon its just a question of which precedent they follow to determine exactly how it will be broken. My bet though is that they will hit machine guns again first (cuz hey lets punish everyone for one variant's ability to boat a weapon!), then hit its agility if their "data" indicates it is performing "above our internally established target values".
#37
Posted 03 April 2018 - 02:01 AM
#38
Posted 03 April 2018 - 02:03 AM
 El Bandito, on 03 April 2018 - 02:01 AM, said:
El Bandito, on 03 April 2018 - 02:01 AM, said:
12 mg=12 sustained dps without any compromises. It is a REALLY bad idea to boost it even further.
 Nema Nabojiv, on 03 April 2018 - 01:57 AM, said:
Nema Nabojiv, on 03 April 2018 - 01:57 AM, said:
Losing 2-3 assaults to kill a cored team is a little different to losing 2-3 piranhas, you know.
Edited by GweNTLeR, 03 April 2018 - 02:06 AM.
#40
Posted 03 April 2018 - 02:32 AM
 Darian DelFord, on 02 April 2018 - 04:57 PM, said:
Darian DelFord, on 02 April 2018 - 04:57 PM, said:
And this is the main point. Folks do not know how the numbers get generated. I have watched that video several times now and still have no clue how I got that much. But all Assaults and heavies see is a 20 ton mech kicking their arse and come to the forums to complain about it. When the majority of the time its their own dang fault.
Yes the Piranha is a strong light.... probably the strongest. Yet the other lights have been nerfed into the ground all because people have no situational awareness.
Actually it is the other way round.
It is the fault of the lights.
Scout class in Battletech has absolutely no place in an all out heavy Battlemech rumble.
A single hit from a large laser should be enough to cripple or even destroy all but most light/scout mechs.
Instead you can fire two ER PPC or even an AC20 into them and they just run along as if nothing happend most of the time.
In addition the fact that you can slap a bunch of firelighter smal lasers that are little more than dialed up comlasers or Infantery deterants and they just fuse together to become one mighty weaponsystem able to take on an Assault mech is beyond hillarious.
So...well yes lights in MWO are more than 10x more powerfull than they should be and that a mech like the piranha is able to do more than the 2.4dps it should be able to do with its 12 MGs and infact does 16.8dps without quirks and skills when using HMGs or still 12 dps when using standart MGs is just a bad joke.
Edited by The Basilisk, 03 April 2018 - 02:34 AM.
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