The nerfing will continue, as the release of clan mechs for cbills and the resulting feeding frenzy explodes the lie that the clans were not implemented as a pay-to-win scheme. Once the plebes get their hands on clan tech, the tech must be nerfed. I'm interested to see how PGI nerfs the Mad Cat just in time for the cbill release. It's like the inverse of the midas touch. Once the free-to-play touch something, it turns to stone.
It was same thing with Stalkers when boating went full tilt... ...and same thing with Heavy Metal and Highlanders when poptarting when full tilt...
Um, if I could add my two bits to this discussion . . . Nerfs are made for purposes of game-balance. We all know that. Yes, in the past Stalkers got hit because people were boating 6 PPCs and alpha-ing them like mad scientists --- and yes, more recently, Pop-tarters also got hit because for a while, they were undefeatable by pretty much everything else in the game. Clans are now getting hit because, obviously, it's next to impossible for IS pilots to actually compete with them. And sure, those players who piloted the Stalkers, and the Pop-tarts, (and the up-till-now-OP Clan 'Mechs) are likely to feel hurt that their favorite 'Mechs/Builds got "nerfed"/balanced after so many weeks/months of troll-stomping other players. But in the end, the game will be better balanced, and more enjoyable overall; and that, in my humble and honest opinion, is a very good thing.
Everything you said is well and true, but the point of the notion was that the timing of it is basically classic bait-and-switch... there's a pattern there, a precedent for it... is it a bit conspiratorial, yeah... but still...
I also think that the roles of the various Mech chassis (as stated in the TT fluff and implied by the stock loadout) should be translated into the game. Maybe, with quirks (I like what they did with the Cent and Aweseome), and/or XP modifications, like for example Ravens' ECM when set on counter could have larger range, or an XP bonus when countering ECM; or capping enemy bases or Conquest cap points for designated scout chassis. Brawlers could get XP boni for damage inflicted or components destroyed... Fire support for kill assists etc. Of course, also boni on C-Bills correspondingly. Furthermore I was always wondering why the skills in the Mech trees have the same costs for all Mechs. You could also modify the costs for the skills, like making Speed Tweak more expensive for brawlers, but Fast Fire cheaper, and so on. IMHO, there ist a vast potential to be mined with only a moderate effort.
We've been giving feedback to PGI for some time about the need for Role Warfare, but it has fallen on deaf ears thus far. I, for one, completely agree that there needs to be more advantages in modes like Conquest to capping nodes and playing the objectives, as opposed to just playing "Skirmish with capture nodes" all the time. That said, I've more or less lost all hope that PGI will implement such a system, which blows. In regards to the weapon nerfs, I've always been a proponent of avoiding nerfing things in any game...not simply to hold on to the "OMG OP" thing, but also because of the other changes they've already proposed. I said in another thread that it would be a disaster if PGI went down the nerfing road with every clan weapon system, THEN changed it to 10v12 or 8v12 Clan vs IS mode, and found that they had to either even the mech numbers, or rebuff the weapons (which, let's be honest, looks incredibly sloppy for a game company). I also said that, knowing PGI, we would see those weapon nerfs no matter what, so I'm hoping the disaster isn't incoming shortly. I'm just not hoping that loudly, since...well, I don't have THAT much hope. The best possible result at this point is that someone at PGI has enough logic to realize that they can't nerf everything at once, THEN go clan vs IS and expect it to work. Or maybe they duct tape Paul and Russ in a corner somewhere and keep them from giving any input or direction to the game, and let other people make good decisions instead.
How about adding Round-based Achievements for each Weightclass? Let's say there are specific Tasks each weightclass, like as Lights-Pilots you need to scout all 12 Enemies, or get your Feet on every Cap Position, or ending the round with less than xxx Damage. For Medium-Pilots assist in more than xxx Kills, or being xx times the Saviour of the teammates. For Heavies get xx Kills, and for Assaults soak more than xxx Damage or end the Round with less xxx Health. At the end of every round a new Achievement Score Column is added to the Table - revealing how efficient every Pilot has played his Mech/Weightclass/Role. So not only seeing the Damages, Kills and Assists. How about that?
So, after playing around a bit on the PTS I have to say that if those changes get implemented, the stock Nova Prime becomes unplayable. Heat management with this thing is nasty enough as it is, if you get one point more heat per laser the 12 CERML build is dead. You can fire twice and then hide behind a corner for a good 10-15 seconds until you have cooled down enough. I don't mind the range reduction, that one's fair enough because let's face it - the Clan ER weapons, especially the ML, have a pretty ridiculous range to begin with. But the heat change kills this build for good. I also tried going with 6 CERML, 6 CERSL, 4 CMG. That one works a wee bit better heat wise, although the unnecessary reduction of the CERSL range hurts badly. Really, did anyone complain about the CERSL being too good? It's still pretty trivial to get it to overheat, even on a heat neutral map. That being said - the changes to the Clan laser heat values probably hurts the Nova the most of all mechs, seeing as it's the one that's primarily designed to laserboat. That's something that cannot be the intended purpose, because if you look at all the "CLAN OP OMGZORS!!!111" threads, the Nova is generally not the one people complain about. In fact, if a thread about the Nova comes up it's mostly about how useless and inferior to the Stormcrow it is. Yet the CERML change, while still bothering the big guys, primarily hurts the Nova. From my personal point of view the Nova is in a pretty decent place currently. It packs a mean punch but comes with enough drawbacks attached to require thought and careful piloting if you don't want to spend half the match shut down. It really doesn't need the nerf.
Although I disagree with the Burn Time increase on the ERLL, I do appreciate the slightly lower heat they'll be producing from now on.
Luckily I just bought the nova-S which is still viable with 6 ERMLAS 4 MGs and a lot of DHS...but I won't get the others. Ofc I should have waited the patch because I knew it was gonna happen, but at least I used 10mil instead of 30...I think I'll just save up, I'm close to 50m anyway, and master the daishi when they come out. about the ERLLAS, IS mechs, just one comment ... LOL ! I hated it after the clan weapons pre-nerf, I think I will never equip one again now.
Yeah have to admit I'm a rabid believer in role warfare in MWO. Been waiting for it since it was that very first command chair they put out in beta. TBH in the same way people harp on about CW I can go on for hours about RW but I'll be surprised if it ever genuinely comes in. Yes I did just say something negative about the game.... Not sure why people are puzzled by the IS ERLL nerf as that seems a slam dunk to get hit with all the clan laser nerfs. It was very revealing that most of my IS mechs have a pair of ERLL ...but none of the clan mechs except 2 lights. One had distinct advantages... the other.... well it got replaced by cLPL and cERML. They seem to have paid attention and this time they're hitting them all at once. Not happy but I do see why. Coincidentally my stalkers and awesomes are doing very well against clan opponents currently so lets not over egg the "clan = op" aspect. In fact the clan nerfs just gave them a big boost that I can anticipate. It does make me glad I mostly mastered out the clan mechs though before the nerfs and give me a target to rush to get done before they come in.
I agree about the stalker part, especially because they can be fitted easily for long/short range, while keeping all the damage at short range, or boat the SRMs plus lasers (now both with noticeable range boost).
I was just thinking about the Mech tree last night and I think I like this idea. Of course, I've always like task based experience trees even though most games don't use them. They make sense and force a player to become good at what they're actually doing rather than I killed this number of enemies and now I can run faster whether they're fighting involved running or not. Treating pilot modules the same way would make sense too. For instance, capture accelerator experience would be gained by actually capturing points. A problem I see is once a mech is mastered in one area they would stop using it in that area to master it in another. That would defeat the role warfare purpose. This would be especially true if mastering in an area was easy, say a week of casual play. There would need to be the ability to continually increase a mechs abilities in certain areas over a long period that wouldn't make them over powered. That, or mastery in one area would make it harder to master in other areas. This is all dreaming though, since I can't see it happening, but if all you can do is dream might as well dream.
Small easy changes to bring in RW I think would be best and probably all PGI is capable of performing. An example would be that a scout get at least a portion of the damage credited to them at the end of match by their locks, tags, and even narcs. A portion of damage soaked by Assaults credited to them as previously mentioned which I think is a great idea would be another example. Without a terrible amount of effort something could be cooked up for all the weight classes. I am not going to hold my breath till PGI does anything. Afraid I would look like Violet Beauregarde just before Willy Wonka sent her to the juicing room.
With how PGI does ULTRANERFâ„¢ I'm amazed they haven't actually removed all the weapons from the game yet. Unless I just gave them an idea on how to charge MC for weapons. Fuck.
[quote author=Sarna.net]When it finally saw battle the Raven did not meet its lofty expectations; it simply could not provide a sufficient advantage to influence combat. [/quote] So PGI indeed stays true to fluff with the raven's ewar capabilities, LOL.
I see this in preparation of weapon module changes. Maybe they decide to lower the prices on those then....