Alpha Balance Public Test Session Next Week Friday, July 13Th
#101
Posted 06 July 2018 - 10:31 PM
#102
Posted 06 July 2018 - 10:34 PM
I am not sure on which crazy Crusade you are against Clan Mechs. I think the balancing is ok at the moment. And i say this as a player who frequent switches the sides between IS and Clan. On both sides you got, atm, your fun an chances. On Clanside you *must* poke around the corner and give the wall of Annihilators a vomit and dive before they cut you to pices in some seconds. Especialy on Attack Siege where you *need* to get close to them!
If you take the Clans this i predict 1 of 3 Szenarios:
1. Lurm Heaven: all the Clans have left. Prepare for the missiles.
2. a lot of changing Players (inkluding me) to the IS side. Right after this: RIP Facion Play. But whats left if this game mode dont make any fun.
3. players drop the game. Well done.
The problem with the Clan Side is an other: its boring. Because there are, as written, just a few combos who work against super tankie super heavy wall of Annis. The IS Side have a bunch of usefull weapons: RACs, Heavy Gauss, Heavy PPCs, Snub nose PPCs,... for every purpose. I dont see this versatillity on Clan side. The ATMs only work well in a short area of 200-300m. IF (!) the enemy dont have too much AMS, ECM get to fast to close, has line of sight. For example. Where is the HAG? A, maybe, good counterweapon for the RACs?
PGI, do what you want as usual. But if you read this: this try of castration of the clans by which reason is not needed. Have a look in the competetive Leagues MRBC and MWOWC: i dont see there many only Clan Laser vomits.
#104
Posted 06 July 2018 - 10:56 PM
#105
Posted 06 July 2018 - 10:56 PM
I WANT them to be different!!! C L E A R L Y !
Your Clan Laser Weapon changes brings those weapon systems FAR too close together.
I consider if this game is worth my cash anymore, if i have to rebuild hundreds of mechs because of such bad decisions and/or intentions... whatever real purpose behind this unpleasant occupational therapy may truly be...
#106
Posted 06 July 2018 - 11:10 PM
One thing which triggers me the most is that judging by this numbers you actually nerfing every clan mech except the said ones able to afford this ridiculous alpha which in its own turn no more than one shot and then whoops you overheat loadouts.
You even put small lasers on the list. I mean come on high alpha *problem* my ***
#107
Posted 06 July 2018 - 11:18 PM
InnerSphereNews, on 06 July 2018 - 03:50 PM, said:
- Clan ER-Small Laser
- Heat reduced to 3.2 ( from 3.5)
- Cooldown reduced to 3.2 (from 3.5)
- Clan ER-Medium Laser
- Heat reduced to 5.7 (from 6.3)
- Cooldown reduced to 4 (from 4.5)
- Clan ER- Large Laser
- Heat Scale Trigger Increased to 4 (from 3)
- This means that you will receive the first heat scale penalty when firing 4 Clan ER-Large Lasers.
- Clan Medium Pulse laser
- Heat reduced to 4.5 (from 4.75)
- Clan Large Pulse laser
- Heat Scale Trigger Increased to 4 (from 3)
- This means that you will receive the first heat scale penalty when firing 4 Clan Large Pulse lasers.
- Heavy Medium Laser
- Heat reduced to 7 (from 8)
- Duration reduced to 1.37 (from 1.45)
- Heavy Large Laser
#108
Posted 06 July 2018 - 11:27 PM
Edited by GamerPro4000, 06 July 2018 - 11:29 PM.
#109
Posted 06 July 2018 - 11:27 PM
#110
Posted 06 July 2018 - 11:40 PM
#111
Posted 06 July 2018 - 11:49 PM
And the nerf to the Clan ER-ML is a bit too far, as others have said.
But, at least this is only the test server. Hopefully the results of the test will encourage PGI to take a more gradual approach to their testing and changes.
#112
Posted 06 July 2018 - 11:50 PM
#113
Posted 06 July 2018 - 11:54 PM
Vxheous, on 06 July 2018 - 06:25 PM, said:
I would actually give PGI plus points (and a pat in the back + "well done") for trolling skill if this is true. The reaction they evoked from a single character typo is enormous. If I was the PGI staff who actually did (trolled) this I'll definitely have an ear-to-ear smile while reading the thread haha
#114
Posted 07 July 2018 - 12:03 AM
#115
Posted 07 July 2018 - 12:16 AM
From my personal experience a IS double heavy Gauss on a Clan Mech is as devastating as a Clan high alpha Laser Vomit/Gauss on an IS Mech. But this isn't even mentioned in the scope definition of this public test session.
For me, this short minded approach is not helpful at all. The preferred 4 vs 4 QP game mode is simply not significant to evaluate the balancing effects on the different game modes (Solaris, Competitive, QP and FP).
in german "Sechs, setzen PGI!"
#116
Posted 07 July 2018 - 12:19 AM
I give your meme a 250,000 gxp out of 5000 MC
#117
Posted 07 July 2018 - 12:36 AM
You claim its to increase time to kill, yet you do not touch IS weaponry because they have mechs capable of bringing similar levels of firepower. The only thing this change would result in this sort of vacuum is make clan mechs aside from the X, Y and Z options capable of bringing triple large laser vomit builds unplayable. Resulting in people quitting the game out of frustration.
Actually, are you sure you aren't actively trying to run down your own game?
#118
Posted 07 July 2018 - 12:46 AM
My team is usally playing clans only, but at the end of the last year some of us decided to explore the IS. So we took some overquirked IS mechs from our scrapyard and started our journey. 6 months later, playing FP as IS, we all came to the same conclusion. The current balance is pretty good, the gameplay of the IS mechs is different and more interesting, cause you have a lot of good and powerfull weapons to choose from. While as claner i usally only need 4 drop decks (lurms, dakka, laservomit, longrange with PPCs or ERLL), as IS i would like to have at least 12 drop decks. Of course as claner i´m doing more damaga per play, but not because i have a higher alpha, it´s because of the armor and structure quirks of the IS. 250 damage for the Annihilator, if you hit the center only.
The problem of MWO isn´t overpowered weapons of the Clans or overpowered quirks for the IS. The only thing unbalanced in MWO is the teams.
Teamplay is op, PGI pls nerf.
If it comes to a fight of equal teams MWO is a pretty good balanced game. There is no need to nerf the Clan lasers. You killed the Small Pulse Lasers with a nerf, people are using ERSL now, so what. If you nerf lasers people will start playing more dakka, which i personally already do.
The balancing team, with Paul as the only one playing MWO (would really like to see his statistics) and a team of nerds looking at statistics only, is deciding what the community should play. The team is trying to balance MWO for the noobs (90% of the community), instead of helping them to become better players. You are trying to balance the game for people who deny the existance of the mini map, who don´t share armor while screaming for locks for their lurms, who stand behind you blocking you, shooting your back for a kill or attacking 12 enemies alone blaming the team for not supporting. While i understand that these people are the larger group, i don´t think that these are the people who support MWO and PGI with money. And i don´t think this is the right way for PGI or the noobs.
Give a noob quirks and you let him have fun for a day, teach him to play and you make him happy for a lifetime.
I´m playing Mechwarrior for 23 years now, i spend 1.000 dollar on MC and mechs, probably even more. But i don´t care, cause i´m having fun.
Stop this nonsense idea and start rethinking your situation (and maybe get a new team for balancing).
Edited by Wishmast3r, 07 July 2018 - 12:49 AM.
#119
Posted 07 July 2018 - 12:47 AM
Clan has been getting more and more boring. All the options and new weapons are on the IS side. This already caused me to get a dozen or so IS mechs and I found them more interesting to build and more easy to play. In my experience the balance already is in favour of the IS with much shorter burn times, high DPS weapons, high alpha MRMs and a quirked tankiness which enables you to just waltz over Clan mechs.
Recently there was the plan to nerf the Clan lasers into oblivion by ghostheat. There was an overwhelming response that the balance did not need another nerf. It was cancelled and I had hoped that it brought some insight and reason to PGI - until I read this announcement.
And finally: The most devastating pinpoint weapon is the IS double heavy gauss. And you want to add recoil to the Clan Gauss?????
#120
Posted 07 July 2018 - 01:00 AM
What is Battletech about! Mech vs.Mech, IS vs IS, than the Clans came to the Battlefield.. better Mechs with better Weapons vs old Mechs with bad Equipment... the IS makes a jump to better Mechs and better Equipment but not so good as the Clans... thanks Battle value there a more IS Mechs on the Table thab Clan Mechs...
Whats Mechwarrior online about! Mech vs Mech, IS vs ISm than Clans came to the Battlefield... better Mechs with better Weapons vs Old Mechs with Quirks on anything and Weapons that makes faster Damage as Claner... you dont thiink so..
trei to kill a Asassine or Urbi...a Quickdraw 4 four.. a Wall of Annilhilators in Siege mode... oh a IS MRM Wave runs into the Base in Siege Mode...
But Yeah please nerf the Clan Lasers... we make more Damage with more Heat, Duration and cooldown as an Quirky IS Mech... aaaaaaaaaaaaahhh... we are soooooo OP...qqq
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