#41
Posted May 04 2013 - 03:19 AM
Add me to the group concerned about the health/TTK changes and lopsided benefit. So what if mechs would face overheating troubles when taking down a C Class_ They're the slowest, biggest targets out there. I'd prefer it if lighter classes needed help to quickly take down a C class, or a prolonged tactical fight to do it 1 on 1. That would make the Cs feel substantial.
I suppose the heat balance may come down to how poorly some mech load outs perform next to the highest damage dealers, though. Either way, we will see how it plays and hope.
Global TTK increases, like adding health, exacerbate the struggles of the sustained fire builds while minimally impacting the burst monsters. Wouldn't specific weapon adjustments be more effective - or outright changes to what weapons are available to each mech_
#42
Posted May 04 2013 - 03:22 AM
#44 Guest_waftycrank_*
Posted May 04 2013 - 04:24 AM
- Increased all mechs starting armor by 50.
- Designer's Note: We wanted to increase time-to-kill (TTK) for all mechs and decided on a flat rate over a percentage. With a too much of a percentage, trying to kill a Type-C mechs would push overheating limits. If we made the percentage too small, Type-A mechs TTK will still be too short. We'll be watching for player feedback and gameplay data to determine if this first step towards a TTK sweet spot is in need of tweaking in future patches.
Light armour boost: +10%
Medium armour boost: +7.4%
Heavy armour boost: +5.7%
Change not benefitting classes equally. Lights net beneficiaries. Heavies net losers. Again.
Issues with heat are separate. Class health advantage remains inadequate compensation for lack of mobility and massive hitbox. Above changes exacerbate problem. Change needed to be straight percentile. (Rounded to nearest non-ugly integer.)
#45
Posted May 04 2013 - 05:40 AM
A: 550
B: 743 (technically 742.5, but the game rounds up)
C: 935
Those numbers could easily become:
A: 550
B: 740
C: 930
Notice how there's actually a visible pattern_ You still get an equal increase of health (a difference of 190) between the classes.
Supposedly running into heat problems when trying to kill a C class is a bad thing. I think it's actually a step in the right direction. Players need to be encouraged to manage their heat generation effectively, and I know this is an important game mechanic. Notice how the CR-T given to every player has an ability that reduces heat generated. This was intended to give new players who haven't quite figured out heat management, a fighting chance. Please try to promote intelligent play, where players have to think about and deal with all the risks and consequences.
#47
Posted May 04 2013 - 06:46 AM
It's not that hard to adjust them individually.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#48
Posted May 04 2013 - 07:42 AM
I'm liking this.
I don't know how the 50 health thing will pan out since it gives the A classes the largest %, but that's what betas are for
#50
Posted May 04 2013 - 07:59 AM
Silk_Sk, on May 04 2013 - 07:48 AM, said:
I'm really hoping for this. EOC is pretty much the most evil weapon in the game..
- Highest burst damage out of all the primaries + Half of the secondaries
- Projectiles are nearly invisible on some maps
- Projectiles are completely silent while traveling through the air
- No impact sounds
- Mine spam EVERYWHERE
I can't take anyone seriously who uses this weapon and thinks they have any semblance of skill.
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
Edited by Umbre, May 04 2013 - 08:02 AM.
#51
Posted May 04 2013 - 08:15 AM
Scapes, on May 03 2013 - 04:55 PM, said:
- Added taunting to post-match results screen. Press "G" to Mech Taunt and "H" to Holo Taunt. Additionally, press "Spacebar" or "Left Shift" to fire up your thrusters.
Finally you all shall be witness to my sexy default Taunts and random Holo Taunts! (when you view most deaths section that is)
#52 Guest_waftycrank_*
Posted May 04 2013 - 08:20 AM
Umbre, on May 04 2013 - 07:59 AM, said:
Silk_Sk, on May 04 2013 - 07:48 AM, said:
- Highest burst damage out of all the primaries + Half of the secondaries
- Projectiles are nearly invisible on some maps
- Projectiles are completely silent while traveling through the air
- No impact sounds
- Mine spam EVERYWHERE
I can't take anyone seriously who uses this weapon and thinks they have any semblance of skill.
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
Had EOC watershed moment recently when piloting CR-T. (Not played since. Not owing entirely to EOC. Burst in general.) Rest of team were EOC Raiders & Infils with Flak Scout. CR-T had final score 1-3-28. Sustain can't keep up. Ridonkulous. Waftycrakers. Bomkers. Etc.
Edited by waftycrank, May 04 2013 - 08:24 AM.
#53
Posted May 04 2013 - 08:27 AM
waftycrank, on May 04 2013 - 08:20 AM, said:
Umbre, on May 04 2013 - 07:59 AM, said:
Silk_Sk, on May 04 2013 - 07:48 AM, said:
- Highest burst damage out of all the primaries + Half of the secondaries
- Projectiles are nearly invisible on some maps
- Projectiles are completely silent while traveling through the air
- No impact sounds
- Mine spam EVERYWHERE
I can't take anyone seriously who uses this weapon and thinks they have any semblance of skill.
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
Had EOC watershed moment recently when piloting CR-T. (Not played since. Not owing entirely to EOC. Burst in general.) Rest of team were EOC Raiders & Infils with Flak Scout. CR-T had final score 1-3-28. Sustain can't keep up. Ridonkulous. Waftycrakers. Bomkers. Etc.
Sure. They're increasing the TTK, but they've done nothing, absolutely nothing, to address the fact that burst is highly superior to sustained damage.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#54
Posted May 04 2013 - 08:29 AM
The only adjustment I might suggest is increading re-spawn time a bit in order to add weight to not dieing and force people to play a bit more smart.
Hopefully this will promotoe more direct confrontation instead of having thoes teams that just sit back at a distance and spam missles, grenades and sniper fire.
#55
Posted May 04 2013 - 08:49 AM
Umbre, on May 04 2013 - 07:59 AM, said:
Silk_Sk, on May 04 2013 - 07:48 AM, said:
I'm really hoping for this. EOC is pretty much the most evil weapon in the game..
- Highest burst damage out of all the primaries + Half of the secondaries
- Projectiles are nearly invisible on some maps
- Projectiles are completely silent while traveling through the air
- No impact sounds
- Mine spam EVERYWHERE
I can't take anyone seriously who uses this weapon and thinks they have any semblance of skill.
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
Not to mention getting hit shows you are actually hit from the opposite direction from where you were actually hit
ReachH said:
AsianJoyKiller, on July 02 2013 - 03:18 PM, said:
#56
Posted May 04 2013 - 09:01 AM
AsianJoyKiller, on May 04 2013 - 08:27 AM, said:
waftycrank, on May 04 2013 - 08:20 AM, said:
Umbre, on May 04 2013 - 07:59 AM, said:
Silk_Sk, on May 04 2013 - 07:48 AM, said:
- Highest burst damage out of all the primaries + Half of the secondaries
- Projectiles are nearly invisible on some maps
- Projectiles are completely silent while traveling through the air
- No impact sounds
- Mine spam EVERYWHERE
I can't take anyone seriously who uses this weapon and thinks they have any semblance of skill.
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
Had EOC watershed moment recently when piloting CR-T. (Not played since. Not owing entirely to EOC. Burst in general.) Rest of team were EOC Raiders & Infils with Flak Scout. CR-T had final score 1-3-28. Sustain can't keep up. Ridonkulous. Waftycrakers. Bomkers. Etc.
Sure. They're increasing the TTK, but they've done nothing, absolutely nothing, to address the fact that burst is highly superior to sustained damage.
Burst isn't exactly a pronounced as it was before, have you tried the SMC nowadays_
#57
Posted May 04 2013 - 09:07 AM
I've done the calculations and even with the detonator nerf, an EOC Raider can still instagib an A class in one alpha-strike.
EOC: 180 damage optimized to 193
MIRV: 210 damage optimized to 226
Detonator: 140
Total: 559
If using HE Charge instead of Detonator, Total: 594
The A class when optimized for maximum health has: 602
Unless the A class is optimized, it will be obliterated instantly. An optimized A class likely only surviving for about 1/2 - 1 second longer.
#58
Posted May 04 2013 - 09:15 AM
#59
Posted May 04 2013 - 10:04 AM
Umbre, on May 04 2013 - 07:59 AM, said:
I lose all interest in playing the game when I have to deal with obnoxious players who do nothing but use this weapon. It's really that unpleasant.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#60
Posted May 04 2013 - 10:11 AM
Guiotine, on May 03 2013 - 09:09 PM, said:
Phos, on May 03 2013 - 08:26 PM, said:
because none of the below show the actual values changed.
Scapes, on May 03 2013 - 04:55 PM, said:
Mechs
- Increased all mechs starting armor by 50.
- Holo Taunts
- Increased duration from 7 to 10 seconds.
- Blockade
- Decreased armor from 1000 to 750.
- Increased duration from 13 to 15 seconds.
- Decreased armor from 1000 to 750.
- Shield
- Increased damage absorption from 300 to 350.
- Detonator
- Decreased damage from 155 to 140.
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