Patch Notes - 1.4.169 - 15-May-2018
#21
Posted 11 May 2018 - 04:19 PM
#22
Posted 11 May 2018 - 04:19 PM
#23
Posted 11 May 2018 - 04:29 PM
You guys did think this one through, right?
Edit - the 6 med pulse laser cougar + linebacker just got the woodshed treatment. rip. Add the Nova and the Ice Ferret too.
Edit (2) - the laser nerfs are off the table. amazing. I guess the database tab came unstuck from the Hellbringer page and gosh and begorrah, they discovered there ARE other clan mechs that have absolutely nothing going for them unless they boat some medium lasers! I'm so proud of them!
Edited by FireStoat, 12 May 2018 - 03:42 PM.
#24
Posted 11 May 2018 - 04:30 PM
#25
Posted 11 May 2018 - 04:31 PM
Tranderas, on 11 May 2018 - 04:30 PM, said:
The sad thing is it shouldn't be an advantage, or the only one. There's just only so many fun/effective weapons in the Clan arsenal.
#26
Posted 11 May 2018 - 04:32 PM
#27
Posted 11 May 2018 - 04:35 PM
Edited by Igor Kozyrev, 11 May 2018 - 04:40 PM.
#28
Posted 11 May 2018 - 04:40 PM
Commander James Raynor, on 11 May 2018 - 04:32 PM, said:
Indeed I'm Tired of Clan nerfs... I dont know why PGI can't just solve the issue by fixing ghost heat.
#29
Posted 11 May 2018 - 04:43 PM
These Annihilator nerfs are 100% a reaction to Solaris meta. Now a mode that is barely even played anymore (Sorry, PGI, but the mode bombed and you know it) is affecting overall game balancing decisions. You should consider banning mechs from Solaris before messing around with overall game balance. Annihilators had previously been banned from serious 1v1 tournaments for a reason and, to be frank, they need those quirks to sustain the firepower that you say is their role in a larger team setting. They either need their own division or need to be banned from the mode, in the same way the Stormcrow was removed from scouting when it was a problem there.
The clan MPL nerfs also baffle me. Clan mid-range vomit is strong and deserved a nerf, but MPLs were definitely the most balanced of clan energy weapons in their previous state: fun, useful, and not OP at all.
Edited by Lt Blackthorn, 11 May 2018 - 10:14 PM.
#30
Posted 11 May 2018 - 04:44 PM
I see what you're trying to do, and it makes sense, but I don't think this is the way to go about it.
#31
Posted 11 May 2018 - 04:46 PM
Edit: Oh okay, so they just worded it really weird. You can only fire 1 heavy large laser now. And 4 meds.
Edited by MechaBattler, 11 May 2018 - 04:55 PM.
#32
Posted 11 May 2018 - 04:46 PM
That's a hell of a Heavy Laser nerf, on top of the increaed duration and cooldowns already implemented.
#33
Posted 11 May 2018 - 04:48 PM
Edited by Platinum Top, 11 May 2018 - 04:49 PM.
#34
Posted 11 May 2018 - 04:51 PM
Igor Kozyrev, on 11 May 2018 - 04:35 PM, said:
oh yay that would be fantastic so anything smaller than a 60T mech can be instantly killed, the whole point is to increase TTK not make another ****** COD clone.
That being said the dual heavy gauss is a thing that needs changing
#35
Posted 11 May 2018 - 04:52 PM
Edited by x_Oryan_x, 11 May 2018 - 04:54 PM.
#36
Posted 11 May 2018 - 04:52 PM
As a fresh and new Player i never seen any of them Devs play their own game and i believe that they just nerf dem Clans because so Tier 5 Players told them to do so - Russ?
#37
Posted 11 May 2018 - 04:53 PM
MechaBattler, on 11 May 2018 - 04:46 PM, said:
Yeah, and now you can only fire the following before tripping ghost heat:
1 HLL
3 HML
4 ERML
4 MPL
#39
Posted 11 May 2018 - 04:55 PM
BurningDesire, on 11 May 2018 - 04:51 PM, said:
oh yay that would be fantastic so anything smaller than a 60T mech can be instantly killed, the whole point is to increase TTK not make another ****** COD clone.
That being said the dual heavy gauss is a thing that needs changing
You do know that nerfing is causing players to utilize focus fire more which causes players to die quicker, right? Buffing mobility would actually help TTK.
#40
Posted 11 May 2018 - 04:55 PM
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