Alpha Balance Pts 1.1 Friday July 27Th
#41
Posted 25 July 2018 - 07:35 PM
Penang
#42
Posted 25 July 2018 - 07:37 PM
A Headless Chicken, on 25 July 2018 - 07:31 PM, said:
When you don't spoon feed them numbers they come up with crap like this.
All I can do now is tell people what is wrong, why it's wrong and why the devs are incapable.
there could be a reason why you are headless...lol...but in general we need to speak more clearly to PGI...they listen but only if we are clear and say the say / have similar message...remember they are trying to understand 100's/1000's of people responding to them
#43
Posted 25 July 2018 - 07:39 PM
Are these IS armor changes because those are the I.S. mechs that were most played on the PTS ?
I REALLY cannot understand the Sleipnir and Fafnir armor reductions, the Anni and Bushwacker armor changes, sure, I hope your not decreasing leg armor quirks on the Bushwackers though.
Edited by Cadoazreal, 25 July 2018 - 07:39 PM.
#44
Posted 25 July 2018 - 07:40 PM
#45
Posted 25 July 2018 - 07:41 PM
Edited by Navid A1, 25 July 2018 - 07:41 PM.
#46
Posted 25 July 2018 - 07:41 PM
#47
Posted 25 July 2018 - 07:46 PM
#48
Posted 25 July 2018 - 07:51 PM
Maybe you need to change the mechanics of shooting?
(for example) Problem with pinpoint damage? Add a spread for all weapons. The lock target reduces the spread. TC reduces it more ...
Or your programmers will again say that this is impossible, as with LBX?
#49
Posted 25 July 2018 - 07:54 PM
#50
Posted 25 July 2018 - 07:55 PM
Again? You guys really are dead set on nerfing us again, huh? Frankly I am surprised that you have not tried to impose that energy draw BS on us again.
So in return for nerfing our lasers. you will nerf a few IS mechs to "balance" it out? Well that may work if we fight only those few mechs, but no one is dumb enough to believe that. So here are some predictions is these changes are forced upon us:
1. Our light and medium mechs will be hit the hardest. The ones that rely primarily on energy weapons and cannot mount a slew of them and thus take advantage of of the higher ghost heat threshold (assuming that is included this time around). Our already weaker class of lights would become even weaker than before.
2. If our energy weapons are nerfed (IS'ers, you really need to come out against these nerfs and this is why), then that would cause many clansmen to switch to either ballistic heavy builds or missile heavy builds. If these nerfs go through, then you will see a lurmageddon the likes of which you have never seen before. Speaking as an LRM specialist myself, I do not want to see that! Lately I have noticed that more people have been using LRM's in pubs and FW but pubs especially. That will be nothing compared to what these nerfs would bring us.
3. This is supposed to be a combined arms game. Energy weapons have the greatest staying power since they do not need ammo. Ballistic weapons have the greatest damage potential but require ammo. Missiles grant various means of flexibility, but can be a mixed bag at times depending on the conditions and skills of the pilots involved on both sides and of course have multiple counters. Bringing any one of these weapon groups low is not balance, it is upsetting the balance.
Conclusion: Stop. Just stop. Leave our weapons and the admittedly over-quirked IS mechs alone for now. I am working on a solution that will not only save but catapult the game to heights never before imagined and while I do not expect you to take it seriously in the least, as one of my college instructors used to tell us: "Silence is acceptance." So I refuse to be silent.
Edited by Jep Jorgensson, 26 July 2018 - 08:12 AM.
#51
Posted 25 July 2018 - 08:01 PM
teh Reika, on 25 July 2018 - 07:51 PM, said:
Maybe you need to change the mechanics of shooting?
(for example) Problem with pinpoint damage? Add a spread for all weapons. The lock target reduces the spread. TC reduces it more ...
Or your programmers will again say that this is impossible, as with LBX?
The LRM buffs already remove the need for skill from the game, adding spread to all weapons makes this even worse. There's no need to get better at the game when the majority of your shots are decided by a roll of the dice. For a singleplayer, sim experience sure but not for multiplayer. People that want RNG deciding their game have battletech.
#52
Posted 25 July 2018 - 08:02 PM
It work, it slowed matches down and it decreased the pinpoint alpha damage and was easy to understand and follow over Ghost heat.
I though it was a good salutation but as always the people that cried a lot wasted everyone's time and it got canned
#53
Posted 25 July 2018 - 08:03 PM
#54
Posted 25 July 2018 - 08:04 PM
It's just not fun. neither side.
#55
Posted 25 July 2018 - 08:06 PM
You have reduced its damage to justify a ghost heat limit increase to 4. As mentioned earlier, this change is only a boost to mechs that could already boat a lot of C-ERLLs and heat sinks, which are part of the problem you are trying to solve.
I suggest going easy on duration nerf, Or revert its damage nerf.
Or as a third option, reduce its heat.
Ghost heat limit increase is not a relevant compensation.
imagine a clan light with 2 C-ERLLs. Its already limited by the massive heat generation of the weapon... Ghost heat limit increase does nothing to compensate damage and duration nerf on that mech
Same thing for C-LPL
Edited by Navid A1, 25 July 2018 - 08:07 PM.
#56
Posted 25 July 2018 - 08:16 PM
Skippynibbles, on 25 July 2018 - 08:03 PM, said:
We have. many times. many many many many many times. as constructively as possible. Hell, there was a huge community balance spreadsheet that the community of people that know what they're doing in game spent *weeks* working on. it was 99% ignored.
What do we do other than close our wallets?
#57
Posted 25 July 2018 - 08:18 PM
C-Large Pulse Laser
Duration increased to 1.3 (from 1.9)
#59
Posted 25 July 2018 - 08:19 PM
tollas669, on 25 July 2018 - 08:18 PM, said:
C-Large Pulse Laser
Duration increased to 1.3 (from 1.9)
Current CLPL duration is 1.09, i think they missed a 0.
Also, the spreadsheet shows PTS CLPL duration as 1.2, lul.
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