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Just Fyi, Another Pts Coming Up


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#1 Alex Morgaine

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Posted 27 July 2018 - 07:47 PM

Don't blam this please, not everyone ventures out of GD so they may miss any news about a new pts. Alpha 1.1, basically the same rewards deal as before, do matches get cicadas and cbills.

Hopefully this means they're getting data they need AND are paying attention to the data.
That is all.

#2 Tetatae Squawkins

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Posted 27 July 2018 - 08:09 PM

Quote

C-ER Medium Laser:
• Damage increased to 6.25 (from 5.25)
• Duration increased to 1.38 (from 1.25)
• Cooldown increased to 4.25 (from 4)
• Range decreased to 370 (from 400)

C-ER Large Laser
• Duration increased to 1.6 (from 1.35)

C- Medium Pulse Laser
• Duration increased to 1.17 (from 0.9)
• Damage increased to 6.5 (from 6)

C-Large Pulse Laser
• Duration increased to 1.3 (from 1.9)

C- Heavy Medium Laser
• Damage returned to 10 (from 8)
• Duration increased to 1.6 (from 1.45)

C- Heavy Large Laser
• Damage returned to 18 (from 16)
• Duration increased to 1.75 (from 1.55)


The following Inner Sphere designs have seen a reduction to their current defensive quirks:
Bushwacker: All variants
Cyclops: Sleipnir
Annihilator: All variants
Fafnir: All variants



#3 Imperius

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Posted 27 July 2018 - 08:23 PM

Any rewards?

#4 Battlemaster56

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Posted 27 July 2018 - 08:46 PM

View PostTetatae Squawkins, on 27 July 2018 - 08:09 PM, said:


These changes are just plainly ********, do Chris or Paul understand what they doing or are they to busy jerkin off throwing random numbers, and looking stupid when less people pay and/or play because they're so disconnected from the game I question the reasoning.

Also we had the lightsaber era for the clans during the holy trio of clan mechs it didn't work, all it does force clans to use what other playstyle that haven't been neutered.

#5 El Bandito

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Posted 27 July 2018 - 09:05 PM

View PostBattlemaster56, on 27 July 2018 - 08:46 PM, said:

Also we had the lightsaber era for the clans during the holy trio of clan mechs it didn't work, all it does force clans to use what other playstyle that haven't been neutered.


Back then the skill tree did not have laser duration reduction. PGI could just get rid of those nodes, and globally reduce laser duration.

Not to mention back then CERLL had 2 full second duration, which is far longer than the 1.6 second PGI is proposing.

#6 FupDup

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Posted 27 July 2018 - 09:14 PM

View PostEl Bandito, on 27 July 2018 - 09:05 PM, said:

Back then the skill tree did not have laser duration reduction. PGI could just get rid of those nodes, and globally reduce laser duration.

Not to mention back then CERLL had 2 full second duration, which is far longer than the 1.6 second PGI is proposing.

Shortly after the 2.0 duration was attempted PGI walked it back to "just" 1.65.

Feels like a textbook case of tail-chasing.

#7 El Bandito

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Posted 27 July 2018 - 09:34 PM

View PostFupDup, on 27 July 2018 - 09:14 PM, said:

Shortly after the 2.0 duration was attempted PGI walked it back to "just" 1.65.

Feels like a textbook case of tail-chasing.


Nothing wrong with tail chasing, if the alternative is to drastically reduce damage and homogenize the lasers across factions. As I said, back then MWO did not have duration reduction nodes.

Heck, I'm all for PGI tail chasing the QP queue back to 8v8.

Edited by El Bandito, 27 July 2018 - 09:36 PM.


#8 xe N on

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Posted 28 July 2018 - 04:33 AM

I really think it is quite easy to balance, e.g.

(Er)ML: 5 damage | Ghost heat at > 6
C-ERML: 6 damage | Ghost heat at > 4

MPL: 6 damage | Ghost heat at > 6
CMPL: 7 damage | Ghost heat at > 4

Ghost heat should scale exponentially. Weapons should be similar heat efficent (clan laser generate slightly more heat because of the range advantage).

Clans normally have enough heat-sinks to cool even with ghost heat. Therefore you need to decide as clanner: high alpha, but coolking in your cockpit. Or heat efficient alpha, but lower alpha than IS can do.

Problem solved.

Edited by xe N on, 28 July 2018 - 04:36 AM.


#9 MischiefSC

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Posted 28 July 2018 - 11:51 AM

This..
Doesnt seem bad at all.

#10 Khobai

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Posted 28 July 2018 - 11:59 AM

View PostMischiefSC, on 28 July 2018 - 11:51 AM, said:

Nothing wrong with tail chasing, if the alternative is to drastically reduce damage and homogenize the lasers across factions. As I said, back then MWO did not have duration reduction nodes.


but it is wrong that clan lasers now have to pay the price for PGI nerfing agility

rather than excessively nerfing clan laser duration they need to buff agility back to where it was before.

if they want to chase their own tails they should undo the agility nerfs. because nerfing agility was one of the biggest mistakes theyve ever made.

PGI should just delete the mobility skill tree and roll all the mobility skills onto the base profile of mechs for free. Because the mobility skill tree is so friggin bad no one puts points in it anyway. And before the skill tree revamp, mechs got all those mobility skills for free anyway.

Edited by Khobai, 28 July 2018 - 12:05 PM.


#11 Jackal Noble

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Posted 28 July 2018 - 12:40 PM

Ummm if you don’t invest at least some into mobility you are doing it wrong. Clan mechs for the most part need mobility otherwise they are extremely sluggish. Same can be said for some of the lower engined assaults/heavies on both sides. Can you get away without it, sure, but it makes for a mech that is a pain the *** to position.

Edited by Jackal Noble, 28 July 2018 - 12:40 PM.


#12 Jackal Noble

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Posted 28 July 2018 - 12:43 PM

Increase heat across the board (slow the rate of fire), fix the outlier weapons (damage etc)
Restore mobility


#13 MischiefSC

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Posted 28 July 2018 - 02:41 PM

View PostKhobai, on 28 July 2018 - 11:59 AM, said:


but it is wrong that clan lasers now have to pay the price for PGI nerfing agility

rather than excessively nerfing clan laser duration they need to buff agility back to where it was before.

if they want to chase their own tails they should undo the agility nerfs. because nerfing agility was one of the biggest mistakes theyve ever made.

PGI should just delete the mobility skill tree and roll all the mobility skills onto the base profile of mechs for free. Because the mobility skill tree is so friggin bad no one puts points in it anyway. And before the skill tree revamp, mechs got all those mobility skills for free anyway.


Agility needs a buff in general.

#14 Khobai

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Posted 28 July 2018 - 05:43 PM

Quote

Ummm if you don’t invest at least some into mobility you are doing it wrong.


the returns are pathetic

there is no reason to invest in mobility

weapons, armor, and operations are all way better

#15 MischiefSC

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Posted 28 July 2018 - 05:46 PM

View PostKhobai, on 28 July 2018 - 05:43 PM, said:


the returns are pathetic

there is no reason to invest in mobility

weapons, armor, and operations are all way better


Except for lights, then you do mobility > survival.

For assaults and most heavies though you're talking like 4 or 5 KPS and a tiny bit of mobility instead of 8-15 pts of armor and/or structure and 3 or 4 total DHS extra for firepower and OPs.

The skill tree is literally designed to punish you for using it to offset stuff like that - it's percentages, so it rewards you for doubling down on what a mech already does well.

Edited by MischiefSC, 28 July 2018 - 05:47 PM.


#16 Khobai

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Posted 28 July 2018 - 08:41 PM

Quote

The skill tree is literally designed to punish you for using it to offset stuff like that - it's percentages, so it rewards you for doubling down on what a mech already does well.


Thats bad skill tree design.

If you want to play a more mobile assault then putting points into mobility should make your assault reasonably agile. and the tradeoff is not as many points in weapons/armor/etc...

That is how you design a skill tree properly. you dont make the mobility tree completely useless for assaults. because that defeats the purpose of the mobility tree even existing.

But since PGI is unlikely to ever fix the mobility tree adequately, Id also be fine with the mobility tree just being removed entirely and having all the mobility skills given to mechs for free.

Edited by Khobai, 28 July 2018 - 08:45 PM.


#17 FupDup

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Posted 28 July 2018 - 08:44 PM

View PostKhobai, on 28 July 2018 - 08:41 PM, said:

Thats bad design.

If you want a mobile assault then putting points into mobility should make your assault reasonably mobile.

That is how you design a skill tree properly. you dont make the mobility tree completely useless for assaults. because that defeats the purpose of the mobility tree even existing.

While it shouldn't be completely useless on big robots like it is now, it also shouldn't be strong enough that it invalidates the only weakness of the weight class. It's a delicate balancing act.

View PostKhobai, on 28 July 2018 - 08:41 PM, said:

But since PGI is unlikely to ever fix the mobility tree adequately, Id also be fine with the mobility tree just being removed entirely and having all the mobility skills given to mechs for free.

That's a lot less likely than Pea Gee Eye just buffing the node values a bit, and it reduces the potential number of skill build choices.

Edited by FupDup, 28 July 2018 - 08:45 PM.


#18 Khobai

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Posted 29 July 2018 - 10:24 AM

View PostFupDup, on 28 July 2018 - 08:44 PM, said:

That's a lot less likely than Pea Gee Eye just buffing the node values a bit, and it reduces the potential number of skill build choices.


no it doesnt because no one puts points in mobility anyway





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