Bloodright Clan Content Sale
#21
Posted 10 August 2018 - 07:34 AM
2. Put them on sail.
3. PROFIT.
#22
Posted 10 August 2018 - 08:47 AM
Arkhangel, on 09 August 2018 - 04:12 PM, said:
Also, Mechs amazingly actually have weapons apart from Lasers. try fitting some for once, Trashborn.
They would not be testing these changes if they did not plan to implement them in some form in the future. The way these things go is that they put it in the PTS and then people complain about it for a few months before they are distracted by the newest "shiny" and forget about it then they put the changes into a live patch and then people change to the next OP meta or they quit.
Edited by Conner Ward, 10 August 2018 - 08:47 AM.
#23
Posted 10 August 2018 - 10:16 AM
#24
Posted 10 August 2018 - 11:16 AM
#25
Posted 10 August 2018 - 12:51 PM
That wasn't a nerf that was a correction.
#26
Posted 10 August 2018 - 03:05 PM
1. Netcode is not reliable, it causes lot of heat spikes that player cannot control.
2. Clan UAC10 has huge heat penalty, see item 1.
3. IS AC10 has ghost heat limit 3, CUAC 2, see item 1.
4. Removal of CT armor quirk at same timeframe, staring at target is no longer possible.
5. Desync, see item 4.
6. Increase UAC jams and length of jams.
So there are many things that happened in rather small period of time that killed KDK(-3), UAC fix is just over simplification.
#27
Posted 11 August 2018 - 12:41 AM
#28
Posted 11 August 2018 - 04:36 AM
SmokeGuar, on 10 August 2018 - 03:05 PM, said:
1. Netcode is not reliable, it causes lot of heat spikes that player cannot control.
2. Clan UAC10 has huge heat penalty, see item 1.
3. IS AC10 has ghost heat limit 3, CUAC 2, see item 1.
4. Removal of CT armor quirk at same timeframe, staring at target is no longer possible.
5. Desync, see item 4.
6. Increase UAC jams and length of jams.
So there are many things that happened in rather small period of time that killed KDK(-3), UAC fix is just over simplification.
Right, but few of these affected ONLY the kdk... you could argue the dire whale got hit harder with its engine cap. Kdk3 can still rock 2 uac10 + 2 lb10x and be very effective, just not OP.
#29
Posted 11 August 2018 - 07:29 AM
MovinTarget, on 11 August 2018 - 04:36 AM, said:
No, you could not argue that about the DWF. The KDK had a huge engine and a corresponding agility (for which it paid), and the DWF was always a 48 KPH mech with low acc and torso twisting. After the desync, they got the same agility. The KDK went from decent to very poor, and the DWF went from poor to very poor.
And the KDK can not ve very effective. Of course, it's still a 100 ton mech, so you'll still probably have problems dealing with it in a 80 ton mech, but for a 100 tons mech, it's not very good. It's not worth its weight. The Mad Cat MkII, and specially the ANH, FNR and the CP are SO much better (the double heavy gauss and durabilitu quirks might have something to do with it).
#30
Posted 11 August 2018 - 08:14 AM
Commander James Raynor, on 11 August 2018 - 07:29 AM, said:
No, you could not argue that about the DWF. The KDK had a huge engine and a corresponding agility (for which it paid), and the DWF was always a 48 KPH mech with low acc and torso twisting. After the desync, they got the same agility. The KDK went from decent to very poor, and the DWF went from poor to very poor.
And the KDK can not ve very effective. Of course, it's still a 100 ton mech, so you'll still probably have problems dealing with it in a 80 ton mech, but for a 100 tons mech, it's not very good. It's not worth its weight. The Mad Cat MkII, and specially the ANH, FNR and the CP are SO much better (the double heavy gauss and durabilitu quirks might have something to do with it).
I am sorry but if the kdk3 was only "decent" before, something about you experience was very very wrong....
#31
Posted 11 August 2018 - 11:55 PM
Conner Ward, on 10 August 2018 - 08:47 AM, said:
They would not be testing these changes if they did not plan to implement them in some form in the future. The way these things go is that they put it in the PTS and then people complain about it for a few months before they are distracted by the newest "shiny" and forget about it then they put the changes into a live patch and then people change to the next OP meta or they quit.
which is why if you're @#$%^ing about them, you go and test them, so they DON't get put into use. whining on here won't change anything. Kvola literally just said there's NOTHING about any of the changes being put into use any time in the foreseeable future, so just go and test the damn stuff on the PTS and prove to PGI that it doesn't NEED to nerf them, and they WON'T nerf them. stop talking about it and actually DO something for once. sheesh.
SmokeGuar, on 10 August 2018 - 03:05 PM, said:
1. Netcode is not reliable, it causes lot of heat spikes that player cannot control.
2. Clan UAC10 has huge heat penalty, see item 1.
3. IS AC10 has ghost heat limit 3, CUAC 2, see item 1.
4. Removal of CT armor quirk at same timeframe, staring at target is no longer possible.
5. Desync, see item 4.
6. Increase UAC jams and length of jams.
So there are many things that happened in rather small period of time that killed KDK(-3), UAC fix is just over simplification.
course, the UAC nerf also screwed mechs like the Mauler as well.
Edited by Arkhangel, 12 August 2018 - 12:00 AM.
#32
Posted 13 August 2018 - 10:22 PM
#33
Posted 16 August 2018 - 02:30 AM
As a bonus for MC, GPX and C-Bills to master 1 or 2 Mechs. Has been on a couple times already.
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