[FEEDBACK] Dec 9th 2014 Patch Feedback

Thread in 'MechWarrior Online' started by The Verge, Dec 8, 2014.

  1. Motörhead

    Motörhead Benefactor

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    Gotta be a bad streak, I took out Jenner F for a ride and ate tasty crab soup melting their back, 3 matches, 7 kills, 4 crabs slain. After all matchmaker is the most OP thing in the field.

    I've got to say the mech design is really amazing, and it's the first time I'd consider buying a mech before CBills release, if buying bays and premium wasn't much better for me (just got around 30 mechs).
     
  2. Remarius

    Remarius Star Lord

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    A Jenner isn't a Firestarter though ... and yes it could be an appalling run but I can only take so much of having to avoid King Crabs so switching to longer range armament. Might even voluntarily get in an LRM boat.
     
  3. Motörhead

    Motörhead Benefactor

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    Well it was going to happen, a 100T with great hardopoints, being able to load 2 AC20 on an assault with STD engine and still having room for backups and a big size pretty much makes it the best assault by far.

    Pair it with the turning speed and you can frontload a lot of armor.



    This build is devastating, 60 alpha with exteme accuracy.
     
  4. Karl TenBrew

    Karl TenBrew Star Lord

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    Yeah, I'd expect the KC to have a pretty significant turn rate nerf in the not too distant future. They can still be back-stabbed, sure, but it's way easier to track lights without even mastering the things than even the most nimble assaults. I like that it has the firepower and hard-points it should, but it shouldn't be quite so FAST. Well, I guess 'fast' isn't quite the right word. Quite so dextrous? Nimble? Whatevs. Range of motion feels sorta-right, speed of tracking seems too fast.

    That said, I'm also in the camp of preferring generic quirks when applicable, and a larger push for them makes me happy because the stacking on some of the specific weapon quirks was ridonkadonk. Specific quirks are still needed, particularly on chassis with very similar hardpoint variants, but when the variants are truly varied in terms of hard-points and locations thereof, generics seem to serve fine. As stated elsewhere, they did kind of NEED to do it just to see what happened...but now we've seen it, so it's time to fix it. Seeing the GI quirk change puts a little joy in my heart too. Now I'll actually take it out of the hangar again. The cycle continues, hopefully we'll get more focus on movement tweaks in the future instead of purely weapon focused (because more/less nimble arms is a pretty big deal, torso movement can make or cripple a mech outright, see KC for the importance of turn rate, etc.). I'm not sure how much hope we should hold-out to see more focus on TRUE movement quirks, such as how a mech handles corners and accel/decel, but if done responsibly I think it would also have an impact on balance.
     
    Last edited: Dec 10, 2014
  5. Durandal

    Durandal Min-Max Maniac

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    Gonna make an admission on warhorns...it's a bit embarrassing, but I'll paraphrase the song:

    "I used Clan Wolf, and I liked it..."

    The ONLY way to use that warhorn is to put it on a light. It's so appropriate when you go coursing through enemy mechs and pick off a kill or two. My Ember was howling nonstop yesterday ;) Then it just fades away behind a hill...
     
  6. Remarius

    Remarius Star Lord

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    Can you add them to IS mechs as you originally couldn't?
     
  7. Durandal

    Durandal Min-Max Maniac

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    You can't add the camo to non-Wave 2 mechs, but the warhorns can be added to anything. I have the Ghost Bear one on my 3L, and my Wolf is on my Ember. And yes, I checked to make sure that it didn't subtract MC for adding it ;)
     
    Remarius likes this.
  8. Remarius

    Remarius Star Lord

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    Nice, due to my purchases I have a LOT of clan horns. ;)
     
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