Really?
#1
Posted 20 August 2018 - 05:43 AM
#2
Posted 20 August 2018 - 05:47 AM
Edited by Grus, 20 August 2018 - 05:47 AM.
#3
Posted 20 August 2018 - 05:59 AM
I understand the need to bring down big alphas a bit, and this PTS does that, but high energy hardpoint count mechs are getting gimped regardless of buildout (or weight). Non meta builds, particularly those using pulse lasers suffer the most (longer cooldown lasers take better advantage of the PTS higher heat dissipation, while short cooldown pulse variants can't take advantage of their higher fire rate for long).
And considering this does little to bring down the boogeyman gauss-vomit builds, I just don't think this PTS is doing a good job.
#4
Posted 20 August 2018 - 06:29 AM
#5
Posted 20 August 2018 - 07:00 AM
#6
Posted 20 August 2018 - 07:10 AM
Mycroft000, on 20 August 2018 - 06:29 AM, said:
It's not BattleTech :facepalm:
It's a first person shooter, and if you start making changes that obsolete a bunch of mechs, people are gonna bolt. If you want a more authentic BattleTech experience there is a turn based game by that name waiting for you with open arms.
The whole idea that PGI pitched in nerfing clan lasvomit was that it would allow them to reduce a bunch of quirks, particularly on the IS side. If this whole absurdly low energy cap idea goes through and it requires more quirks, its an utter failure.
#7
Posted 20 August 2018 - 10:43 AM
#8
Posted 20 August 2018 - 11:00 AM
#9
Posted 20 August 2018 - 04:38 PM
Eisenhorne, on 20 August 2018 - 10:43 AM, said:
don't know if you ever took out that build but you would know how easy it is to just wreck it and how quickly it can be made combat ineffective..
Mycroft000, on 20 August 2018 - 06:29 AM, said:
true but again this is increasing face time in a clan mech.. that's a death sentence.. and if you do what they want in we just have to have "more fire groups" then that completely negates the point of the mech. again i understand that the whole point is to get rid of the big alpha. but big alpha come with big heat and long cool downs.. its damage outgoing inst the problem its peoples tactics to fight against it. get int its face, bring a flamer or two, and watch those laser vomit baba yaga clan mechs run home to momy.
Edited by Grus, 20 August 2018 - 04:39 PM.
#10
Posted 21 August 2018 - 05:29 AM
Mycroft000, on 20 August 2018 - 11:00 AM, said:
And they're already playing it because it's got battlemechs and weapons from BattleTech. The aspects that are not like BattleTech (rapid firing, pinpoint aim, heat, etc.) are there because it's a FPS. It's already slower moving (twitch skills not as important) than any of the big FPS's. Change those too much and you lose people.
#11
Posted 22 August 2018 - 07:44 AM
Grus, on 20 August 2018 - 04:38 PM, said:
oh I know it's not a great build, I never thought there needed to be an adjustment to reduce the massive alphas clanners can do because the builds that do them are generally not viable anyway. However, if PGI is unable to be swayed about this, then this looks like a decent way to go about it because it actually buffs brawlers and other playstyles beyond laservomit, so we might see more variation in mechs being brought out now.
#12
Posted 22 August 2018 - 08:19 AM
SFC174, on 21 August 2018 - 05:29 AM, said:
And they're already playing it because it's got battlemechs and weapons from BattleTech. The aspects that are not like BattleTech (rapid firing, pinpoint aim, heat, etc.) are there because it's a FPS. It's already slower moving (twitch skills not as important) than any of the big FPS's. Change those too much and you lose people.
Maybe but maybe changes like this will also bring back some of the MechWarrior fans who have left because the game has become only another (albeit slower) FPS. I have seen people asking for lower heat cap, progressive heat penalties and heatsinks that dissipate heat but do not raise the heat cap for years. Many of them have given up and left. If this actually happens then perhaps they will come back.
#13
Posted 22 August 2018 - 10:58 AM
Rampage, on 22 August 2018 - 08:19 AM, said:
Maybe but maybe changes like this will also bring back some of the MechWarrior fans who have left because the game has become only another (albeit slower) FPS. I have seen people asking for lower heat cap, progressive heat penalties and heatsinks that dissipate heat but do not raise the heat cap for years. Many of them have given up and left. If this actually happens then perhaps they will come back.
Yeah, and some of us will leave (I'm on record that, without massive, massive changes, implementing this change in heat mechanics means I'm gone). Bird in the hand worth 2 in the bush?
#14
Posted 22 August 2018 - 11:00 AM
#15
Posted 22 August 2018 - 04:26 PM
MechaBattler, on 22 August 2018 - 11:00 AM, said:
That ship sailed a long time ago. All you do by gimping mechs with lots of hardpoints is piss off all the players who bought them. But hey, the game can easily lose a bunch more players, we have plenty to spare…..
#16
Posted 23 August 2018 - 06:31 PM
So, who is to say that for everyone who doesn't like it, another will? Maybe more? Better retention? If MWO is in such dire straights as many people love to say, then surely something must be done for the sake of better retention, and to gain some more new blood.
Or, you know...maybe the next clan light mech will be able to field 48 machine guns! Cool!
#17
Posted 25 August 2018 - 04:59 AM
SFC174, on 21 August 2018 - 05:29 AM, said:
And they're already playing it because it's got battlemechs and weapons from BattleTech. The aspects that are not like BattleTech (rapid firing, pinpoint aim, heat, etc.) are there because it's a FPS. It's already slower moving (twitch skills not as important) than any of the big FPS's. Change those too much and you lose people.
Actually, the pin point aim was "added" in (or rather delayed weapons convergence removed) NOT to make it more like a PFS, but was instead removed for a system of lag compensation called HSR (Host State Rewind). It was never intended to be removed, but HSR did not play well with it, and personally I'd love to have delayed convergence back into the game. However, I also like not having to lead a mysterious distance in front of my target with my lasers and hope it hits after lag was taken in.
Do you know how much of a pain it was to hit laging lights? The "Lag Shield" was strong before HSR... Too strong.
#18
Posted 25 August 2018 - 06:00 AM
Sorry, but to help bring people back we need to balance all mechs and that takes a nerf to Alpha boats who are just too powerful right now. If the Dire is too weak then give a individual change, like Armor buff.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users