Public Test Session 2.1 - Alpha Balance Series - 24-Aug-18
#201
Posted 26 August 2018 - 02:41 PM
I played over 30 matches in the PTS and there were some interesting matchups where my team would consist of 2 medium and 2 light mechs vs 2-3 assaults with the rest being heavies. Lost most of those matches but it was interesting to figure out how to survive in that type of situation.
Rewards were good too, for the amount of effort required to qualify for them.
Good hunting,
CFC Conky
#202
Posted 27 August 2018 - 12:33 AM
p.s.
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Hmm, something missing here...
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Now it looks good.
#203
Posted 27 August 2018 - 08:36 AM
Regarding mobility. Additional mobility on the heavier mechs is nice... when you're in a heavier mech. In the light and medium mechs I ran I had no chance vs the larger mechs. The one advantage you had (mobility) was greatly reduced. The motive for this seems odd as it wasn't like atlas, king crab, Kodiak and dire wolf's were underperforming. A buff wasn't warranted IMO.
#205
Posted 27 August 2018 - 11:18 AM
V I N CENT, on 27 August 2018 - 08:36 AM, said:
Regarding mobility. Additional mobility on the heavier mechs is nice... when you're in a heavier mech. In the light and medium mechs I ran I had no chance vs the larger mechs. The one advantage you had (mobility) was greatly reduced. The motive for this seems odd as it wasn't like atlas, king crab, Kodiak and dire wolf's were underperforming. A buff wasn't warranted IMO.
In PUG matches the Atlas, King Crab, Kodiak and Dire Wolf are all huge missile sponges unless you sit behind cover the whole time. And unless you have a good team that backs you up, any of these Mechs usually get torn to pieces before they ever get close enough to do much damage unless you play a sniper build (if that is the case the Mechs should just be called "support" and not "assault"). My point is that they really needed some additional movement.
#206
Posted 27 August 2018 - 11:19 AM
V I N CENT, on 27 August 2018 - 08:36 AM, said:
I wish I could play right now, but alas... new job blues...
I haven't tested the mobility buffs, but if it's just movement buffs and not twist/turn buffs that would be fine, give them too much of the latter and the ankle biters will have no chance...
#207
Posted 27 August 2018 - 06:00 PM
Ed Steele, on 27 August 2018 - 11:18 AM, said:
In PUG matches the Atlas, King Crab, Kodiak and Dire Wolf are all huge missile sponges unless you sit behind cover the whole time. And unless you have a good team that backs you up, any of these Mechs usually get torn to pieces before they ever get close enough to do much damage unless you play a sniper build (if that is the case the Mechs should just be called "support" and not "assault"). My point is that they really needed some additional movement.
Ed Steele, on 20 August 2018 - 06:23 PM, said:
The trade-off for being small, fast and maneuverable is that you don't have room for all the heatsinks and weapons that you want. There is not reason to buff Mechs that are working as intended. I know people will always want the best of everything in one chassis, but if that is the case, they should play Call of Duty of something where all the players are basically the same size and speed and have access to any weapon.
And some Lights need additional firepower or armor.
Just sayin'.
Edited by Yeonne Greene, 27 August 2018 - 06:01 PM.
#209
Posted 28 August 2018 - 12:19 AM
You dont fix lights/assaults by making them better at things they shouldnt be good at. You fix them by reinforcing the things they should be good at. Giving lights more firepower/armor and giving assaults more agility doesnt fix the game. It just homogenizes everything even more. Thats boring. Its not the direction the game needs to go in to become more fun.Having different extremes in playstyles and having all of those playstyles be viable is the essence of role warfare.
Lights suffer greatly because of the 12v12 static deathball gamemodes. That's what we need to get rid of. Skirmish has always been a terrible gamemode and I dont understand how anyone can defend it.
Instead of trying to buff firepower/armor of lights to make them better at attacking into deathballs, and buffing assault agility to compensate for the stronger lights, why dont we just get rid of deathballs? Because I mean thats one of the biggest problems if were being honest... bad gamemodes that promote deathballing and barely make use of even a fraction of most maps. Lights would naturally get better if you expand the engagement area to include the whole map.
But people just want to keep playing their mindnumbingly boring skirmish for whatever reason instead of demanding PGI fix what amounts to the absolute worst gamemode ever. Its not dynamic at all, it only makes use of a small part of the map, it promotes negative behaviors like camping and deathballing, why is skirmish even still a thing? Conquest should be the gamemode that all other gamemodes are based on.
Edited by Khobai, 28 August 2018 - 12:39 AM.
#210
Posted 28 August 2018 - 01:23 AM
#211
Posted 28 August 2018 - 03:00 AM
Ed Steele, on 27 August 2018 - 11:18 AM, said:
Never had missile problems on my close range King Crab in QP. If assault pilots can't use terrain and allies to get close to enemy then it's their problems. Somehow lights and meds don't scream for massive HP buffs so they don't die while engaging in staring contests with assaults, yet assaults got the privilege of mobility buffs even though they already have much greater impact on match results than lighter mechs (and are more popular).
I know people complain that they can't torso twist to shield anymore but then why not buff torso twist and reduce mech turn rate to make twisting more viable without giving them hueg advantage in combat versus lighter mechs?
Mobility buff is unwarranted buff as mentioned above and is simply about pandering to masses that already overuse heavies and assaults.
#212
Posted 28 August 2018 - 03:41 AM
I also don't think assaults and heavies need a mobility increase. No mech should be able to do great in all situations and every mech needs an Achilles heel.
And I'd second the recommendations from Khobai regarding adding some facet to gamemodes for lights. Maybe alternative targets or advantages you can gain.
#213
Posted 29 August 2018 - 08:10 AM
#215
Posted 07 September 2018 - 11:35 AM
#216
Posted 07 September 2018 - 03:25 PM
and nerf hvy gauss >.<
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