Please leave your feedback and opinion for & about the patch notes for the May 19, 2015 released early today here. https://www.mechspecs.com/threads/patch-notes-may-19-2015.9343/
As much as I thought a heavy ECM capable mech was needed for the IS, the CTF might be the wrong chassis for this one. Would make a different story if it was jump capable, but this way I can't see many possibilities for good loadouts considering it's barn door wide hit boxes, making XL engines a liability. Well, we can use the CTF-3D for some theorycrafting. Theese two are be my first intuitive drafts for the 0X (BAP as placeholder for ECM, all lasers in the arms obv.):
THEY ARE DOING IT AGAIN.... IS has some (LASER) mechs, that can compete with clan mechs (or be even better) and they all get nerfed.
The link in the notes post didn't work as far as listing the quirks (it just went to a list of other news posts, so I'm assuming it was removed). Anyone get a list of what those changes are going to be? Are the Firestarter and Stalker doomed for mediocrity now? The bitching about the Stalker must've been enough...but if the Firestarters are made mediocre right before the Arctic Cheetah hits, it's going to be a painful day for IS lights...
Well, here it is, the dequirkening, such as I'll call it. Firestarters get a quirk nerf. Stalker a quirk nerf. Timber and Crow, get nerfed. Yup. Saw this coming. Spoiler Greetings MechWarriors, This post compiles all of the Quirk Changes that will be coming in with the May 19th patch.The Quirk pass for this patch is geared toward encouraging better loadout diversity for a few energy-focused 'Mechs which have been burning through the battlegrounds lately. You'll also notice some slight adjustments to the current SCR-B Right Arm OmniPod Quirks to help make that Variant a little more attractive. 'Negative' Quirk values are marked as red.'Positive' Quirk values are marked as green. Negative Quirks are defined as: any Quirks that reduce the efficacy of a particular Quirk or 'Mech ability, compared to its previous value. Note: A technically negative Quirk may appear as green in this list if it has been improved compared to its previous value.Positive Quirks are defined as: any Quirks that improve the efficacy of a particular Quirk or 'Mech ability, compared to its previous value. Note: A technically positive Quirk may appear as red in this list if it has been diminished compared to the previous value. Quirk Term Definitions: Range: The range of the listed weapon This one is pretty straightforward. A negative percentage means a reduction in range. A positive percentage means an increase in range. Duration: The duration of time over which an energy weapon will fire The Duration of an energy weapon is equal to the time it takes that weapon to deliver its maximum damage potential. A shorter duration means that the weapon will deliver its maximum damage potential over a shorter amount of time. Energy Weapons are the only Weapons with Duration. When the value of this is negative, it means that the Duration of time required for this weapon to achieve its maximum damage potential has been reduced. As an example, a weapon that has a Duration Quirk of -30% will be able to deliver its maximum damage potential much faster than a weapon that has a Duration Quirk of only -10%. Cooldown: The time it takes a weapon to cool down after being fired It’s easier to interpret this Quirk as “Cooldown Efficiency”, rather than just “Cooldown”. The lower this value is, the longer it will take for your weapon to cool down after being fired. As an example, a Cooldown Quirk being changed from +10% to +7.5% would mean that the weapon is now less efficient at cooling itself down. It will take a longer period of time for this weapon to be ready for firing again. In cases where a weapon generates a large amount of heat, reducing the cool down period of that weapon may not necessarily be ideal. Being able to fire that weapon more frequently could greatly increase the risk of overheating. Heat Generation: The amount of heat generated by this weapon When the value of this is negative, it means that the Heat Generation of this weapon has been reduced. As an example, a Quirk being changed from -10% Heat Generation to -5% Heat Generation would mean that the weapon now generates a greater amount of heat when fired. Firestarter FS9-A Energy Range: +5% Previous value: +7.5% Energy Heat Generation: -7.5% Previous value: -10% Small Pulse Laser Range: +5% Previous value: +7.5% FS9-H Energy Range: +5% Previous value: +10% Energy Heat Generation: -5% Previous value: -7.5% Medium Laser Heat Generation: -5% Previous value: -7.5% FS9-S Energy Heat Generation: -10% Previous value: -15% Medium Pulse Laser Heat Generation: -10% Previous value: -15% Raven RVN-2X Turn Rate (All Speeds): +10% (same value as before) Additional Armor (LA): +12 (same value as before) Additional Structure (CT): +6 Previous value: None Additional Structure (LT): +4 Previous value: None Additional Structure (RT): +4 Previous value: None Additional Structure (LA): +3 Previous value: None Additional Structure (RA): +3 Previous value: None Additional Structure (LL): +4 Previous value: +8 Additional Structure (RL): +4 Previous value: +8 Energy Range: +5% Previous value: +10% Energy Cooldown Efficiency: +7.5% Previous value: +10% Energy Heat Generation: -10% Previous value: -12.5% Laser Duration: -15% Previous value: -30% Missile Cooldown: +15% (same value as before) Medium Laser Range: +5% Previous value: +10% Medium Laser Cooldown: +7.5% Previous value: +10% Large Laser Heat Generation: -10% Previous value: -12.5% Stalker STK-4N Energy Range: +5% Previous value: +10% Energy Cooldown Efficiency: +7.5% Previous value: +10% Energy Heat Generation: -7.5% Previous value: -10% Missile Cooldown: +15% Previous value: +12.5% Large Laser Range: +5% Previous value: +10% Large Laser Cooldown: +7.5% Previous value: +10% Large Laser Heat Generation: -7.5% Previous value: -10% Stormcrow SCR-Prime OmniPods Head: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Armor Strength: No quirk Previous value: -10% Left Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None Right Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None SCR-A Omnipods Left Arm: Laser Duration: +9% Energy Cooldown Efficiency: -9% Previous value: -5% Additional Structure (LA) +5 Left Torso: Torso Turn Rate (Yaw) +5% (same value as before) Center Torso: Torso Turn Rate (Yaw) +15% (same value as before) Right Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) SCR-B OmniPods Head: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Left Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None Left Torso: Torso Turn Rate (Yaw) +10% (same value as before) Center Torso: Torso Turn Rate (Yaw) +15% (same value as before) Right Torso: Torso Twist Angle (Yaw) +5 (same value as before) Right Arm: Additional Structure: +5 Previous value: None Laser Duration: +9% Previous value: +10% Energy Cooldown Efficiency: -9% Previous value: -10% Energy Heat Generation: No quirk Previous value: +7.5% SCR-C OmniPods Left Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) Left Torso: Torso Turn Rate (Yaw) +5% (same value as before) Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Center Torso: Torso Turn Rate (Yaw) +15% (same value as before) Right Torso: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None SCR-D OmniPods Left Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) Center Torso: Torso Turn Rate (Yaw) +15% (same value as before) Right Arm: Arm Movement Rate (Pitch) +7.5% (same value as before) Arm Movement Rate (Yaw) +7.5% (same value as before) Timber Wolf TBR-Prime OmniPods Left Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None Left Torso: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None TBR-A OmniPods Left Arm: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Left Torso: Acceleration Rate (All Speeds) -5% (same value as before) Deceleration Rate (All Speeds) -5% (same value as before) Reverse Speed: -10% (same value as before) Laser Duration: +12% Previous value: None Energy Cooldown Efficiency: -12% Previous value: None Center Torso: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Arm: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None TBR-C OmniPods Left Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None Center Torso: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Torso: Torso Turn Angle (Yaw) +10 (same value as before) Right Arm: Arm Movement Rate (Pitch) +5% (same value as before) Arm Movement Rate (Yaw) +5% (same value as before) TBR-D OmniPods Left Arm: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Center Torso: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Arm: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Arm Movement Rate (Pitch) +5% (same value as before) Arm Movement Rate (Yaw) +5% (same value as before) TBR-S OmniPods Left Arm: Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Arm Movement Rate (Pitch) +5% (same value as before) Arm Movement Rate (Yaw) +5% (same value as before) Left Torso: Jump Jet Capacity: +2 (same value as before) Torso Turn Rate (Yaw) -3% (same value as before) Missile Cooldown: -2.5% (same value as before) Center Torso: Jump Jet Capacity: +1 (same value as before) Right Torso: Jump Jet Capacity: +2 (same value as before) Torso Turn Rate (Yaw) -5% (same value as before) Missile Cooldown: -2.5% (same value as before) Laser Duration: +3% Previous value: None Energy Cooldown Efficiency: -3% Previous value: None Right Arm: Laser Duration: +6% Previous value: None Energy Cooldown Efficiency: -6% Previous value: None
Take that meta mechs! Apparently they don't have a problem with the most ridiculous of them like the Thunder Bolt and the Dragon though.
I think I've played 4 matches of mwo in the last month... redoing builds for the 11ity-th time will cause me to stay away for another month at least (with the Witcher 3 coming out this week). I just can't take the quirks any more and now a full third of the total enjoyment I got from this game is wasted time every month with these changes (plus new mechs/omnipods on having to constantly redo things anyway). I would just 'leave things alone' and play unoptimized mechs, but not being able to fire weapons at a semi-reasonable rate or overheat/never cooldown doesn't seem enjoyable to me.
I'm looking at these numbers coming in a week after I got timber wolves and I'm shaking my head. I guess I'll try SSRM and Ballistic builds for awhile.
... which seems to be exactly what they wanted to archieve. Didn't they say they disliked all the laser vomit? Not that those builds were coming natually giving the quirks, the heat on all kind of PPCs (and hitreg!) or the effectivenes of clan (U)ACs when it comes to pinpoint & burst damage. Btw, what about TBR D's left arm -heat on energy weapons? Did they forget about that one? All other previous quirks are listed if I am not mistaken.
Very true, but now you're just going to see more laser vomit Hellbringers instead of the stormcrows. I already had issues with the heat and burn time of clan lasers. In my opinion they were already only borderline useful before these nerfs. Now I'll just go and use the superior LBX weapons and SSRM (or regular SRM) and murder things that way. Especially considering that the mechs getting nerfed can do those as well if not better. -edit- well, for the clan mechs at least. A lot of the IS mechs are just pretty screwed. hahaha.
Let's see how the IS changes play out. It'll probably rule out the standard 4N build (6x LLas) as well as some of the more freaky FS9-S builds using more than 5 MPLas, but other than that... the FS9-A got hit, but not as badly as I expected. I think he will still be fine to play. Never ever used the RVN-2X recently, but he made it to my to-buy-again list. Well, scrap that now.
2X is one of the best lights out there atm, and It's the perfect PUG light, those are my first 32 solo drops. If you consider that I exploded 3-4 times doing less then 50 damage before I got used... The 3LL setup was beautiful, and I would actually prefer it going back to 2 LPL heavily quirked then. It was on the edge on anything, speed, cooling, armor, now it's going to be a boring X275 2 LL 2ML. Sure, will work, but will not be so appealing. The clan gods might be overnerfed but we will see. (Arctic Cheetah release anyone? The most appealing drop deck will look like 2 WHK 2 Artics, surprised? I'm not, if you want the best dropdeck, pay something to PGI) As for the Stalker 4N, with the buff to missiles and the nerfs in lasers I think we will see more builds like those 2 I recently posted in the 4N forum But I'm somehow still happy, so I can use my 3LL 3SRM6+A build and not regret it.
Thing is most of those already were hit fairly hard. The TDR's are in a decent place though as their main strength is a good mix of firepower and tanking. Their opposite number is the TBR/HBR though and by choice I'd take those still. The DRG's have critical weaknesses so if you notice people who play them a lot do well dabblers usually do poorly. The necessity for XL's coupled with large torsoes makes them vulnerable as a chassis while the very low hanging arms carrying their weaponry restricts your fire angles a surprising amount and is a terrible weakness. Or to paraphrase - its easy to disarm or kill a 1N but if they get the drop on you you're in trouble. The opposite chassis on the clan side are very forgiving in their playstyle and tbh until these changes I've always considered them easy mode when I play them. I suspect most experienced players would agree if they're being honest. Decent to great hitboxes, clan xl engines, clan double heat sinks - forgiving is being polite. Even the hard points are generally good and allow great usage of pulse lasers, SRM's and Streaks. Not played since Thursday of course so no idea how these patches effect things in reality but I can see the clan mechs coming out so suspect they're just pushing us into those new mechs......
That's why on IS I will most likely go with Jager DD 3x UAC5, TDR with 3 LPL, dakka wolvie with 2x AC5 and the LL wolvie, given that the tonnage will be 240T again this will make a nice balanced deck with 2 dakkas and 2 laservomits.
This is a classic example of what I was saying - you do far better in the DD's than I do so we each favour our specialized chassis. I just can't keep those DD's alive or in enough ammo. I use them as my "burn down the first 2-3 targets I see to stop a clan push" mech as their burst damage is ridiculous. In fact my primary deck is totally unchanged - 2 DRG-1N's (2 AC5/2 ML), 1 WVR-6R (2 AC5/1 ML) and a JM6-DD (3 UAC5). What I lost was the flexibility of dropping with the TDR-9SE (STD engined triple LPL) instead of the WVR-6R which hurts.