[quote author=Remarius link=topic=6742.msg44099#msg44099 date=1401360725] Probably should add the jump jet changes they're looking at (from twitter): "Two things we are working on as to JJ. First I think Paul mentioned in the VLOG - we are adding scalar damage from falling based on tonnage Second - Heat generated by JJ is totally jacked. Same heat no matter what class of JJ, this needs to be scalar per class and duration." "@russ_bullock Wont help too much unless all heat for JJ is increased by a lot. DS has a different class of JJ (1 ton) than Hgn (2 tons)#mwo" "@RunHotOrDie Yes it will need to be a fairly significant change. Right now a one SHS can negate any class of jump jet." [/quote]
Put in Quotation Mark and add the Link to the source. Otherwise it sounds like you wrote the stuff yourself. Well don't know if I like the changes. They force us to use the Autocannons more in Brawling Range less for Sniping. I can live with it since i tend to brawl aggressively. They buff SLas and SPLas a little. This is welcome because they rarely used. The MPLas Buff seems to be reasonable. They upped the damage of SRMs to counterbalance the broken Hit detection. I don't know if this is a good decision. For me it means IF hit detection works then the damage is ridiculous high. But i don't know why they decreased the Screenshaking. Unnecessary imo. Arty/Airstrike nerfed? Reasonable, but always bad marketing when nerfing weapons. BAD because ppl who had fun with the Weaponsystems get pissed. It is better to balance Weapons upwardly while reasonably, than downwardly by realising the overpowerness afterwards. Well, I await some upcoming shitstorm! Haha
Initial thoughts: Autocannon's... been waiting for this change since the AC2 triple range was dropped to double. As commented by a lot of people at the time it made no sense that the AC2 had a shorter range than the AC5. Half of me rebels at the change, the other half says that it should bring combat closer and make brawling more viable. Downside.... not sure this really affects poptarts too much. SRM's, laser and consumable changes seem good. Probably should add the jump jet changes they're looking at (from twitter): "Two things we are working on as to JJ. First I think Paul mentioned in the VLOG - we are adding scalar damage from falling based on tonnage Second - Heat generated by JJ is totally jacked. Same heat no matter what class of JJ, this needs to be scalar per class and duration." "@russ_bullock Wont help too much unless all heat for JJ is increased by a lot. DS has a different class of JJ (1 ton) than Hgn (2 tons)#mwo" "@RunHotOrDie Yes it will need to be a fairly significant change. Right now a one SHS can negate any class of jump jet."
Hrmmm... Do not like the Autocannon changes... Nor have I liked the changes implemented for the last year. A JM6-DD with 5 AC/2s was a pain in the ass, but, still had it's weaknesses like anything else. The new range nerfs realllly hurt as you are carrying a MUCH heavier weapon system that is ammo dependant, and, still they keep nerfing them. What's next? A 10 damage Gauss that does 50 internal damage when it's destroyed? Leave my damn ACs alone! Energy weapon and SRM changes are nice. I really like what they did here. Moreover, I REALLY like that they're finally paying some attention to the RIDICULOUS buff they gave Strikes months and months ago. They didn't realize that one shotting mechs with strikes was an issue?? Or dropping one Arty and having three mechs on the enemy team lose arms/legs/weapons? I still think 35 is even a bit high, but, it's nice to see that they're starting to scale it back a bit. Gives me hope. I still don't like the Autocannon nerfs, but, I can see their reasoning. I just don't like it.
Nice add on the JJ I don't read twitter. If JJs generate a noticeable heat in assault/heavy now that could be at least a decent downside to pop tart, all in all to make a 90 tonner jump a lot of power is needed, heat makes sense. I like all the changes but the AC one. I can still see dropping the AC5 range, since the AC2 range drop, but why AC10 and AC20? MPL gets the best buff and now it should be really worth on mechs like a Spider 5D. SRM...well, as Blagg said, if for one they register, they will be better, if not, not much will change for that user.
My only gripe as well, seemed like they were in a good place. I guess they had to change because the AC5 was being brought down in line after the AC2 range nerf. Now they are all linear at least and have a very distinct range difference. Gameplay will only tell how big of an impact this will have. [quote author=fx8230 link=topic=6742.msg44105#msg44105 date=1401365670]MPL gets the best buff...[/quote] I couldn't be happier. After running the 8 MPLas Banshee all day yesterday and already getting a lot of good games, I jumped for joy when I read this. I knew they had to do something with the MPLas eventually, so it was going to be a win-win to get used to a MPLas boat and keep it in my back pocket. The Wubanshee is going to be a true terror June 3rd. The SL and SPLas range increase is nice. My locust-1E will be very thankful. SRMs are an interesting one. If they improve the hit registration at all in the next couple months, added to this damage and spread buff, they are going to become ridiculous IMO. They will probably remove the damage increase once the registration is better (as it is specifically a band-aid fix anyway) I wonder how this spread is going to effect Artemis launchers... hopefully there are no issues with the implementation and it effects both standard and Artemis launchers alike. JJ heat and fall damage scaling is nice, keep in mind that there will be a module next month that reduces fall damage (something that will become mandatory for lights, especially those w/o JJ). One thing I really wanted to see was a cock-pit shake going down instead of just up. That is really the most significant impact they can make to the poptart meta. Scale it based on weight like they did with JJ height. Make the shake fade shortly after JJ are disengaged instead of instantly. For example: Victor jump to max height, cockpit shakes for 1/2 a second after JJ are deactivated. This way, a pop tart will have to jump higher to pull off an accurate shot, exposing him to the enemy for a longer time as well. Overall, I'm VERY excited for these changes. While I don't necessarily like the AC changes, I'm glad they are messing with them and keeping them in line. The absurd short distances are... interesting. I would have rather them keep the max range, but extend the drop-off curve by reducing the max damage range. Oh well, hopefully this has the desired effect they are looking for.
Well if you hit AC2 and 5 range but left 10 and 20 untouched we know what people would have changed to. Makes me curious about how pre-nerfed some of the clan weaponry will be.
They need to up the ghost heat limit on Large Lasers firing, both pulse and regular. Needs to be 3-4 and not 2. Still waiting for substantial changes to the Large Pulse Laser. Its still too heavy.
Ummh I've been running a riot on two mechs with LPL. We definitely don't need more than 2 LL in the heat penalty as its easy enough to boat those at 5t per item and no ammo downside.
The MPL changes would make me want to outfit my Spider 5D with all MPLs and see how it works...the scalar damage on JJ falling might make poptarting a bit interesting too. Wonder how many of them would leave their legs hurt after a few jumps...
The ability to head-shot a 'Mech simply by dropping a Strike on them will still be a problem. Yeah, they've reduced the damage received from Strikes, but that won't really matter to those players who are sore at how often they get head-shotted by random Strikes tossed on their heads. The only way to solve this problem (and I'm not saying I think it's a problem, but I know some people who do) is to reduce Strike damage/shell below the maximum head-armor rating, i.e., below 33 damage. So basically, drop Strike Shell damage to 30 points, simply so it can't head-shot a 'Mech's fully-armored head, and they'll be fine. In the long run, this would actually encourage people to keep their heads fully-armored more often; as things stand right now, you can pretty much always drop at least 6 or 8 points from the head of any 'Mech, without having to worry too much about it. If Strike Shells did 30 damage, people would always have to keep at least 16 points of exterior armor in their head (only 2 down from the maximum of 18) in order not be one-shotted by random Air- and Artillery-Strikes.
Lol wait, so they nerfed alpha headshots, but you can [could] still do artillery headshots? What. the. fuck? At least alpha striking a dumbass in the head for a 1 shot takes skill and luck...
u wot? There is nothing about anything impacting Head Shots. Only that strikes will do less damage and not enough to get a headshot if a person takes max head armor.
They nerfed projectile speeds to nerf front loaded alpha combos between PPC/Gauss/ballistics etc. back in the day. Tweaks to range of ballistics and other various speed tweaks to those weps + PPCs has changed the synergy of these weps. It's most noticable in headshots, since the window, ever small, is even smaller when the projectile speeds aren't as close together. Less headshots as a result... ghost head combined into this stuff, all of it systematically discourages going for head whereas it used to pay off big time... thus nerf. If you want to argue semantics that 'it's not a true nerf' I'll give you that I guess; it's not like they went Hand of God on head armor like they did say ghost heat etc... anyways, I hope this is making sense, if not I dunno how you'll keep up in game with the harddick pilots [no offense, really].
That was definitely one of the side effects as my headshot rate dropped heavily. Didn't do too much against vaguely decent poptarts though that were after the ct (or bonus headshot).