#81
Posted May 04 2013 - 03:54 PM
#82
Posted May 04 2013 - 03:54 PM
SuicideNeil, on May 04 2013 - 03:32 PM, said:
Unless they made it bigger that map is way too small for Seige. It's a nice TDM map though, missile is "ok".
Edited by Sylhiri, May 04 2013 - 03:54 PM.
[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
#83
Posted May 04 2013 - 03:56 PM
I love how everyone whines about the Tech's heat and repair abilities. The damage it does is the balancing factor for both of these. The devs won't put out a class that can't defend itself... if you don't want to be killed by a mech, then don't play the game.
Also, just because a dev doesn't say "Yeah I'll get right on that and change it exactly how you want it" doesn't make them arrogant. The devs are gracious enough to use the community to analyse the game and put our concerns on a list of changes that they can propose.
Just as that 10 million didn't come from one person. Niether will any change in the game.
The time is out of joint. O cursèd spite,That ever I was born to set it right!
CPU: Athlon II X4 @ 3.45GHz | GPU: ASUS GTX 550 Ti 1GB DirectCU @ 15% OC | RAM: 16GB DDR3 @ 1600Mhz
#84
Posted May 04 2013 - 04:06 PM
Phos, on May 04 2013 - 02:52 PM, said:
Guiotine, on May 04 2013 - 02:14 PM, said:
Phos, on May 04 2013 - 01:44 PM, said:
Houruck, on May 04 2013 - 01:17 PM, said:
Silk_Sk, on May 04 2013 - 01:25 PM, said:
And the changes feel like the best weapons are still the best weapons and the worst weapons are still the worst weapons.
I like how you ignored everything else Silk said.
Why would I need to address them_ The basis for his argument was that adhesive (somehow) didn't have the numbers for their weapons. They clearly do and made the decision not to release them.
Phos isn't arguing. He just likes thinking the devs do what they do just to be jerks instead of considering they might have real, legitimate reasons that lie outside his limited understanding of game development.
Edited by Silk_Sk, May 04 2013 - 04:12 PM.
#85
Posted May 04 2013 - 04:39 PM
deBoru, on May 04 2013 - 03:56 PM, said:
I love how everyone whines about the Tech's heat and repair abilities. The damage it does is the balancing factor for both of these. The devs won't put out a class that can't defend itself... if you don't want to be killed by a mech, then don't play the game.
Also, just because a dev doesn't say "Yeah I'll get right on that and change it exactly how you want it" doesn't make them arrogant. The devs are gracious enough to use the community to analyse the game and put our concerns on a list of changes that they can propose.
Just as that 10 million didn't come from one person. Niether will any change in the game.
On its own, combining the RPR with the offensive repair torch, the tech can 1v1 any light mech and can run away from anything heavier due to it being a light. If he gets the torch on you before your first shot hits him, he's essentially "got you" and you'll be hard pressed to out damage his heal before you either die or overheat and his DPS from the torch is basically guaranteed.
Silk_Sk, on May 04 2013 - 04:06 PM, said:
Phos, on May 04 2013 - 02:52 PM, said:
Guiotine, on May 04 2013 - 02:14 PM, said:
Phos, on May 04 2013 - 01:44 PM, said:
Houruck, on May 04 2013 - 01:17 PM, said:
Silk_Sk, on May 04 2013 - 01:25 PM, said:
And the changes feel like the best weapons are still the best weapons and the worst weapons are still the worst weapons.
I like how you ignored everything else Silk said.
Why would I need to address them_ The basis for his argument was that adhesive (somehow) didn't have the numbers for their weapons. They clearly do and made the decision not to release them.
Phos isn't arguing. He just likes thinking the devs do what they do just to be jerks instead of considering they might have real, legitimate reasons that lie outside his limited understanding of game development.
#86
Posted May 04 2013 - 05:01 PM
Phos, on May 04 2013 - 04:39 PM, said:
Silk_Sk, on May 04 2013 - 01:25 PM, said:
Phos isn't arguing. He just likes thinking the devs do what they do just to be jerks instead of considering they might have real, legitimate reasons that lie outside his limited understanding of game development.
Edited by Silk_Sk, May 04 2013 - 05:04 PM.
#87
Posted May 04 2013 - 05:03 PM
Phos, on May 04 2013 - 04:39 PM, said:
On its own, combining the RPR with the offensive repair torch, the tech can 1v1 any light mech and can run away from anything heavier due to it being a light. If he gets the torch on you before your first shot hits him, he's essentially "got you" and you'll be hard pressed to out damage his heal before you either die or overheat and his DPS from the torch is basically guaranteed.
But there is an extremely simple way to break the repair torch's beam... just boost towards them at a 10 degree angle to pass them then 180 it or put something between you and beam... it instantly breaks the stream. You just need to know the formula for the weapon just like beating Rockets.
The ONLY thing that I see as an acceptable nerf to the Helix Torch is to make it's deconstruction beam less sticky or make it so at least to get it stuck you need to have the reticle on them.
The time is out of joint. O cursèd spite,That ever I was born to set it right!
CPU: Athlon II X4 @ 3.45GHz | GPU: ASUS GTX 550 Ti 1GB DirectCU @ 15% OC | RAM: 16GB DDR3 @ 1600Mhz
#88
Posted May 04 2013 - 05:43 PM
deBoru, on May 04 2013 - 05:03 PM, said:
But there is an extremely simple way to break the repair torch's beam... just boost towards them at a 10 degree angle to pass them then 180 it or put something between you and beam... it instantly breaks the stream. You just need to know the formula for the weapon just like beating Rockets.
The ONLY thing that I see as an acceptable nerf to the Helix Torch is to make it's deconstruction beam less sticky or make it so at least to get it stuck you need to have the reticle on them.
You seem to have ignored all the other main issues though, such as constant self healing when healing another mech ( heal 2 mechs at once, because that isn't unbalanced at all, nope... ) self heal when other mech is already fully healed, low heat generation ( it is very low compared to most other weapons ), ability to heal when using death ray- all you seem to focus on is how to avoid the death ray.
Feel free to actually read some posts yourself and stop ignoring all the other pertinent issues raised.
And I didn't say the investment came from one person ( it did come from one company as I understand it however- same thing ), you just failed to read my post correctly.
I don't expect devs to pander to every single persons wants and desires, but I do expect them to acknowledge that some changes they introduce fundamently are bad ideas and game breakers, but they fail to even acknowledge many of these serious issues and just continue with their road map regardless of how many people raise the same issues over & over again.
Also, Facility is not really any smaller than Origin- the silos/eu stations are perfectly well spaced ( look at Origin- you can boost from one end of the map to the other pretty much without needing to slow down in an A-class ) and it would be simple enough to tack a base on either side so that no team has any real advantage over the other in terms of distance to travel, unlike on Bazaar....
#89
Posted May 04 2013 - 05:49 PM
Scapes, on May 03 2013 - 04:55 PM, said:
Mechs
- 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.
I kind of like this in particular. On paper, this is a VERY easy and simple solution to get rid of some insta-gibbing on midget-mechs and increases TTK without having to get so granular you end up over-tuning certain weapons and under-tuning others. I think this is a wise move because you're not changing the entire game (again) and you're doing it across the board without having to take forever to properly buff and nerf everything. Can't wait to try this.
#90
Posted May 04 2013 - 06:59 PM
SuicideNeil, on May 04 2013 - 05:43 PM, said:
deBoru, on May 04 2013 - 05:03 PM, said:
But there is an extremely simple way to break the repair torch's beam... just boost towards them at a 10 degree angle to pass them then 180 it or put something between you and beam... it instantly breaks the stream. You just need to know the formula for the weapon just like beating Rockets.
The ONLY thing that I see as an acceptable nerf to the Helix Torch is to make it's deconstruction beam less sticky or make it so at least to get it stuck you need to have the reticle on them.
You seem to have ignored all the other main issues though, such as constant self healing when healing another mech ( heal 2 mechs at once, because that isn't unbalanced at all, nope... ) self heal when other mech is already fully healed, low heat generation ( it is very low compared to most other weapons ), ability to heal when using death ray- all you seem to focus on is how to avoid the death ray.
Feel free to actually read some posts yourself and stop ignoring all the other pertinent issues raised.
And I didn't say the investment came from one person ( it did come from one company as I understand it however- same thing ), you just failed to read my post correctly.
I don't expect devs to pander to every single persons wants and desires, but I do expect them to acknowledge that some changes they introduce fundamently are bad ideas and game breakers, but they fail to even acknowledge many of these serious issues and just continue with their road map regardless of how many people raise the same issues over & over again.
Also, Facility is not really any smaller than Origin- the silos/eu stations are perfectly well spaced ( look at Origin- you can boost from one end of the map to the other pretty much without needing to slow down in an A-class ) and it would be simple enough to tack a base on either side so that no team has any real advantage over the other in terms of distance to travel, unlike on Bazaar....
if you had read my first post you'd have seen that I already dismissed those and concentrated on it's abilities as a damage dealer. The devs can't just release a mech that can't defend itself. It's low dps is a set back that makes up for the heat.
As for multiple Techs healing a mech. That's more of a core mechanic issue than a Technician issue.
But once again I was concentrated on it's abilities as a damage dealer.
The time is out of joint. O cursèd spite,That ever I was born to set it right!
CPU: Athlon II X4 @ 3.45GHz | GPU: ASUS GTX 550 Ti 1GB DirectCU @ 15% OC | RAM: 16GB DDR3 @ 1600Mhz
#91
Posted May 04 2013 - 07:42 PM
#92
Posted May 04 2013 - 07:59 PM
Gunmoku, on May 04 2013 - 05:49 PM, said:
Scapes, on May 03 2013 - 04:55 PM, said:
- 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.
I kind of like this in particular. On paper, this is a VERY easy and simple solution to get rid of some insta-gibbing on midget-mechs and increases TTK without having to get so granular you end up over-tuning certain weapons and under-tuning others. I think this is a wise move because you're not changing the entire game (again) and you're doing it across the board without having to take forever to properly buff and nerf everything. Can't wait to try this.
As for the patch itself, I get the feeling that it is more of a "test patch" rather than a "full patch" that would normally address major issue; which is good in my opinion, small patches like these allow for some good fine tuning and data collection. I honestly wouldn't be surprised if we saw another patch that altered these values or some other things a week or two from the 7th.
#93
Posted May 04 2013 - 08:34 PM
Silk_Sk, on May 04 2013 - 05:01 PM, said:
Phos, on May 04 2013 - 04:39 PM, said:
Silk_Sk, on May 04 2013 - 01:25 PM, said:
Phos isn't arguing. He just likes thinking the devs do what they do just to be jerks instead of considering they might have real, legitimate reasons that lie outside his limited understanding of game development.
Fact is, they know the numbers and they can get them to us, in a timely fashion even, but the reason we don't get the numbers is because they don't want us to have them. Stop ignoring the FACT that Hughes himself said this, and that is why we don't get numbers. Not because it's too damn hard and they don't know. Hell, some of the HWK guys involved in the balancing often know the current numbers off the top of their head, or are at least within the ballpark. Getting the stats for mechs and weapons is not some hugely complicated process.
Edited by AsianJoyKiller, May 04 2013 - 08:35 PM.
[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'
#94
Posted May 04 2013 - 09:18 PM
Edited by Wasabi_Wei, May 04 2013 - 09:20 PM.
Just Saying: "If an officer of the law expects to be treated as such, then they had better act as one and uphold our laws and Rights in the pursuit of Justice."
#95
Posted May 04 2013 - 09:31 PM
Wasabi_Wei, on May 04 2013 - 09:18 PM, said:
[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'
#96
Posted May 04 2013 - 11:10 PM
deBoru, on May 04 2013 - 05:03 PM, said:
Phos, on May 04 2013 - 04:39 PM, said:
deBoru, on May 04 2013 - 06:59 PM, said:
SuicideNeil, on May 04 2013 - 05:43 PM, said:
deBoru, on May 04 2013 - 05:03 PM, said:
#97
Posted May 04 2013 - 11:22 PM
Quote
I allready had trouble to kill other mechs at distance with my sharpshoorter, because i can't do enough damage in the short time they need to become aware of me. With the extra armor, they have even more time to become aware, and shift into cover. so, it gets even harder to for me to kill other mechs. Maybe we should change the name sharpshooter to finisher, because an allready damaged mech is the only target a sharpshooter can kill at distance with these specs.
Don't get me wrong: i like this game very much! it stopped me from playing war thunder. :-)
#98
Posted May 05 2013 - 02:23 AM
#99
Posted May 05 2013 - 03:02 AM
_MAD, on May 04 2013 - 11:22 PM, said:
The Sharpshooter dishes a huge amount of burst and hitscan damage as it is. It can be invaluable - but it's very different than a traditional sniper.
#100
Posted May 05 2013 - 04:02 AM
You guys really are listening!
Quote
I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion, and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.
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