Hey, their hotfix is actually going to address the complains of some people and put the Griffon up for purchase. Nice!
Freaking sweet. That's right, PGI, keep doing the good works. More of this.
First impressions post-patch:
1. The Mechlab alert is super neat.
2. The Strip Mech button took me a minute to find, but is also super neat (...to strip my new Firestarters with...)
3. The LRM25 Griffin is more fun to pilot than it deserves to be. You guys that have talked up the mid-range, mobile LRM tactic are really on to something.
4. Oosiks can't carry any harder. I mean, really:
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Unfortunately Garth is no longer employed at PGI, it was simply a matter of his skill set no longer matching the evolving needs of the product and studio.
I mean...wasn't he just a community manager/PR guy? And they didn't need that? Someone help me out here.
More like he was a community manager/PR guy that was really bad at his job. Garth is a nice guy but god damn, his actual interaction with the community outside of just playing games with them was kinda ass.
+4
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
The Griffons are the first LRM boats I've been able to do well with. Put an engine that lets you run around 80-90kph, 2 or 3 lrm 10's and 3 or 4 mlas, and it actually works pretty well. I even bought the module for tracking retention, or whatever it is, that keeps your stuff tracking longer after you lose line of site.
I was hoping that the change to pulse lasers would be a little more consequential; it still seems unclear what sort of mech they're a very good fit for
although I guess there's kind of a reason to use one over two stacked MLas now
I think if they simply lowered the cooldown on pulse lasers by a second or 1/2 second, they'd have a strong niche as a brawler weapon. Likely they'd be too heavy that way to put on Jenners and Embers, but light enough for brawlers to fit them in easily.
飛べねぇ豚はただの豚だ。
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I was hoping that the change to pulse lasers would be a little more consequential; it still seems unclear what sort of mech they're a very good fit for
although I guess there's kind of a reason to use one over two stacked MLas now
I think if they simply lowered the cooldown on pulse lasers by a second or 1/2 second, they'd have a strong niche as a brawler weapon. Likely they'd be too heavy that way to put on Jenners and Embers, but light enough for brawlers to fit them in easily.
They would need lower heat as well, though; unlike stuff like the 2xPPC + AC10 combo, lasers are more moderated by their heat than their firing rate. And since pulse lasers are already hotter than standard ones, dropping the cooldown would mean overheating way faster.
I kinda want to see pulse lasers get heat values that are the same as their standard cousins. They already weigh a lot more and have significantly shorter ranges, so I dunno if it would necessarily imbalance them if the two kinds had the same heat values.
I would love to see PPCs get their cooldown bumped to 6 seconds, but have a PPC hit knockout ECM for 20-30 seconds.
Keep regular lasers where they are, but lower the cooldown on pulse lasers, so they become a heat dump weapon, making them extremely attractive for hit and run.
Also, remove ghost heat from anything that requires ammo. Its silly that missiles are limited by ammo, hardpoints, missile tubes, and ghost heat too.
I absolutely do not understand the range increase for MPL and LPL. The whole point of those weapons are for manoeuvring in and dealing large damage up close.
I absolutely do not understand the range increase for MPL and LPL. The whole point of those weapons are for manoeuvring in and dealing large damage up close.
I just want to WUB!
It seems that PGI doesn't understand what people want from pulse lasers. I still don't see much of a reason to use LPL's. They should do more damage, really.
This build runs hot, and can only alpha about three times before running up to the top of the heat scale. Even so, just as with the JR7-F with 6xSPL, you can be an absolute buzzsaw, and the two extra small lasers give you a cooldown/backup weapon while you wait for your heat to bleed. I even snagged some kills last night with them .
Space on this mech is super-tight when you have both Endo and Ferro, so I struggled to tetris all this equipment in. You can drop the Ferro, but then you give up not quite a ton for your equipment, which forces you to drop some or all of the SPLs to SLs. Further, doing this only improves the heat issues marginally (even like so), so for me I'd rather keep the Ferro and SPLs.
I actually ponied up the GXP for the range extension on the AC2, MG and AMS. Still havent pulled the trigger onnthe modules themselves since its 3 million a pop.
I figure the AMS one will get a couple extra missiles shot down. I really want to use it on the FS9-S when i get around to buying it.
The MG module will help since it means at least a little more damage since they fire all the time all the way out past pax range. Every little edge helps when trying to finish off a mech.
The AC2 bump will be useful on the large maps. Little bump in damage since i still plink with em past 800m. Not sure if the heat will be worth it.
Considered the AC20 module for the Wang. But the extra heat will probably be detrimental since when i get a good bead on a target i run the max edge of the heat scale already.
it isn't really though; ac40 builds want to shoot and scoot anyway, and the heat on them isn't so excessive that you can't link fire once or twice when you want to
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
also I've never seen the utility of small pulse lasers personally; I'd much rather go with some combination of mediums and smalls
But the real question is, have you tried them in-game? On a fast light? I wasn't convinced either, until I tried it on the 6xE Jenner. I kinda don't want to go back to MLs on that chassis now.
I tried half and half mediums/SPLas for a while on my jenner F, and wound up getting way more mileage out of the mediums. The range on the SPLas is soooo short that I never felt like I was making a good weight/heat/damage tradeoff.
It seems like the natural fit for the 8 slot firestarters is some combo of mediums and smalls; you get decent range from the mediums and you can use the smalls to add more low-heat damage when you're close in
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I tried half and half mediums/SPLas for a while on my jenner F, and wound up getting way more mileage out of the mediums. The range on the SPLas is soooo short that I never felt like I was making a good weight/heat/damage tradeoff.
It seems like the natural fit for the 8 slot firestarters is some combo of mediums and smalls; you get decent range from the mediums and you can use the smalls to add more low-heat damage when you're close in
I keep thinking about this, and I wonder if it isn't worth giving up some engine and the Ferro for a different mix of weapons and more heat sinks. This kit is appealing to me: FS9-K: 6xSL, 2xML, AMS(1t), 280XL, 4xJJ, 13xDHS. I definitely missed being able to burn things at range last night in the all-smalls build, and felt really useless sometimes on the larger maps (TT, Alpine, Crimson).
Being able to mount a 300 engine is so huge for the Jenner. That extra HS slot in the engine is so much bonus space to work with...
I really don't get why they limit the firestarter to 295, aside from simple obstinacy. It's not contributing anything from a gameplay standpoint (I kind of wonder why engine caps exist at all, for that matter.)
anyway if you're using a meaningful number of small lasers you don't seem to wind up needing ferro that badly anyway. Which is unfortunate in that it puts the firestarters in that range where some of the fits you like need ferro, and others don't.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I really don't get why they limit the firestarter to 295, aside from simple obstinacy. It's not contributing anything from a gameplay standpoint (I kind of wonder why engine caps exist at all, for that matter.)
They exist because back in closed beta there was a period where 125kp/h Death Star HBKs were ruler of all they surveyed. And also to create a little more distinction between the different chassis and variants.
I really don't get why they limit the firestarter to 295, aside from simple obstinacy. It's not contributing anything from a gameplay standpoint (I kind of wonder why engine caps exist at all, for that matter.)
They exist because back in closed beta there was a period where 125kp/h Death Star HBKs were ruler of all they surveyed. And also to create a little more distinction between the different chassis and variants.
Jenners have a bonus in firepower and speed (due to the extra double heatsink). A striker.
Firestarters' bonus is their awesome hitboxes. A mini-brawler.
Likewise the Thunderbolt, Catapult, Jagermech all can play differently even with really similar loadouts.
I think I speak for everyone when I ask... When are the firestarter's going to get added to the outreach mechlab?
@Mvrck or @Kusmeroglu could probably get it added. OBN is barely even a thing these days due to the majority of us having zero interest in touching MWO until it shapes up more so it's kinda in disrepair right now.
I really don't get why they limit the firestarter to 295, aside from simple obstinacy. It's not contributing anything from a gameplay standpoint (I kind of wonder why engine caps exist at all, for that matter.)
They exist because back in closed beta there was a period where 125kp/h Death Star HBKs were ruler of all they surveyed. And also to create a little more distinction between the different chassis and variants.
Dont forget the Awesomes with HUUUUUUUUGE engines too. My god they were scary.
I think I speak for everyone when I ask... When are the firestarter's going to get added to the outreach mechlab?
@Mvrck or @Kusmeroglu could probably get it added. OBN is barely even a thing these days due to the majority of us having zero interest in touching MWO until it shapes up more so it's kinda in disrepair right now.
Don't take this the wrong way, but I have only ever visited the OBN and OOSIK pages for the ABSOLUTLY FANTASTIC MECHLABS that you guys have put together. I love them so much more than anything else on the web and wish that UI 2.0 was literally the OBN mechlab within the game client. Seriously, you guys make the best mechlab's in the world.
I absolutely do not understand the range increase for MPL and LPL. The whole point of those weapons are for manoeuvring in and dealing large damage up close.
I just want to WUB!
I'd like to see Pulse Lasers get an even shorter beam duration, more damage, and shorter cooldown. The should be good at piling on the damage at brawling range, scary damage. Right now I'd rather brawl with PPCs than Lasers, and that seems like a MASSIVE problem. There's no reason to get inside 180m of an opponent anymore, and that makes me sad.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I thought people didn't like the firestarter hitbox that much? it seems kinda big, at least from shooting at them
It has great hitboxes. The arms help in spreading out the damage, so it's more survivable than other lights.
Unless your enemy wises up and goes for your legs, which is a good strategy on any light, really.
Oh man, so much this. I've ended so many matches minus an arm, where on a Jenner I've been dead to a lost side torso. The Firestarter's durability is really, really great.
I think I speak for everyone when I ask... When are the firestarter's going to get added to the outreach mechlab?
@Mvrck or @Kusmeroglu could probably get it added. OBN is barely even a thing these days due to the majority of us having zero interest in touching MWO until it shapes up more so it's kinda in disrepair right now.
I understand the malaise, but it still makes me sad. I'm hoping PGI keeps doing good works, and eventually sucks y'all back in full time.
...at least until Star Citizen hits. Then I'd understand if you guys and your Shame Fleet may be too busy for Giant Robot Pew Pew Time.
...at least until Star Citizen hits. Then I'd understand if you guys and your Shame Fleet may be too busy for Giant Robot Pew Pew Time.
Star Citizen needs an "add giant robots" stretch goal...I think I'd explode from joy.
If it had the kind of well-thought design, customizability, production values, and sexiness for Giant Robots that the Ships have going for them, I'd have hard time not joining this theoretical Armed Ground Shame Forces.
I think I speak for everyone when I ask... When are the firestarter's going to get added to the outreach mechlab?
@Mvrck or @Kusmeroglu could probably get it added. OBN is barely even a thing these days due to the majority of us having zero interest in touching MWO until it shapes up more so it's kinda in disrepair right now.
Don't take this the wrong way, but I have only ever visited the OBN and OOSIK pages for the ABSOLUTLY FANTASTIC MECHLABS that you guys have put together. I love them so much more than anything else on the web and wish that UI 2.0 was literally the OBN mechlab within the game client. Seriously, you guys make the best mechlab's in the world.
it isn't really though; ac40 builds want to shoot and scoot anyway, and the heat on them isn't so excessive that you can't link fire once or twice when you want to
I have never seen a Jaegerbomb try to shoot n scoot me. Its always a straight up brawl til someone dies.
And the heatbon double 20s is pretty bad. Even if they do shoot and scoot, it forces them to spend much more time cooling down.
Posts
http://mwomercs.com/forums/topic/150904-garth-erlam/page__pid__3162933#entry3162933
Freaking sweet. That's right, PGI, keep doing the good works. More of this.
First impressions post-patch:
1. The Mechlab alert is super neat.
2. The Strip Mech button took me a minute to find, but is also super neat (...to strip my new Firestarters with...)
3. The LRM25 Griffin is more fun to pilot than it deserves to be. You guys that have talked up the mid-range, mobile LRM tactic are really on to something.
4. Oosiks can't carry any harder. I mean, really:
might have to actually pony up a little cash for some more mechbays
that's why we call it the struggle, you're supposed to sweat
I think if they simply lowered the cooldown on pulse lasers by a second or 1/2 second, they'd have a strong niche as a brawler weapon. Likely they'd be too heavy that way to put on Jenners and Embers, but light enough for brawlers to fit them in easily.
I kinda want to see pulse lasers get heat values that are the same as their standard cousins. They already weigh a lot more and have significantly shorter ranges, so I dunno if it would necessarily imbalance them if the two kinds had the same heat values.
Keep regular lasers where they are, but lower the cooldown on pulse lasers, so they become a heat dump weapon, making them extremely attractive for hit and run.
Also, remove ghost heat from anything that requires ammo. Its silly that missiles are limited by ammo, hardpoints, missile tubes, and ghost heat too.
MWO: Adamski
I just want to WUB!
http://steamcommunity.com/id/pablocampy
It seems that PGI doesn't understand what people want from pulse lasers. I still don't see much of a reason to use LPL's. They should do more damage, really.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I can and still do wub, but my wubbing gets nothing done. I'm all wubbed out!
http://steamcommunity.com/id/pablocampy
I'm still not sure that I've hit on the right build for it, but here's where I'm at:
FS9-K: 6xSPL, 2xSL, AMS(1t), 295XL, 2xJJ, 12xDHS, Endo, Ferro
This build runs hot, and can only alpha about three times before running up to the top of the heat scale. Even so, just as with the JR7-F with 6xSPL, you can be an absolute buzzsaw, and the two extra small lasers give you a cooldown/backup weapon while you wait for your heat to bleed. I even snagged some kills last night with them
Space on this mech is super-tight when you have both Endo and Ferro, so I struggled to tetris all this equipment in. You can drop the Ferro, but then you give up not quite a ton for your equipment, which forces you to drop some or all of the SPLs to SLs. Further, doing this only improves the heat issues marginally (even like so), so for me I'd rather keep the Ferro and SPLs.
I figure the AMS one will get a couple extra missiles shot down. I really want to use it on the FS9-S when i get around to buying it.
The MG module will help since it means at least a little more damage since they fire all the time all the way out past pax range. Every little edge helps when trying to finish off a mech.
The AC2 bump will be useful on the large maps. Little bump in damage since i still plink with em past 800m. Not sure if the heat will be worth it.
Considered the AC20 module for the Wang. But the extra heat will probably be detrimental since when i get a good bead on a target i run the max edge of the heat scale already.
Especially the AC/20. That's the main limiting factor to Jaeger bombs right now.
that's why we call it the struggle, you're supposed to sweat
that's why we call it the struggle, you're supposed to sweat
But the real question is, have you tried them in-game? On a fast light? I wasn't convinced either, until I tried it on the 6xE Jenner. I kinda don't want to go back to MLs on that chassis now.
It seems like the natural fit for the 8 slot firestarters is some combo of mediums and smalls; you get decent range from the mediums and you can use the smalls to add more low-heat damage when you're close in
that's why we call it the struggle, you're supposed to sweat
Steam ID: Obos Vent: Obos
I keep thinking about this, and I wonder if it isn't worth giving up some engine and the Ferro for a different mix of weapons and more heat sinks. This kit is appealing to me: FS9-K: 6xSL, 2xML, AMS(1t), 280XL, 4xJJ, 13xDHS. I definitely missed being able to burn things at range last night in the all-smalls build, and felt really useless sometimes on the larger maps (TT, Alpine, Crimson).
Being able to mount a 300 engine is so huge for the Jenner. That extra HS slot in the engine is so much bonus space to work with...
anyway if you're using a meaningful number of small lasers you don't seem to wind up needing ferro that badly anyway. Which is unfortunate in that it puts the firestarters in that range where some of the fits you like need ferro, and others don't.
that's why we call it the struggle, you're supposed to sweat
They exist because back in closed beta there was a period where 125kp/h Death Star HBKs were ruler of all they surveyed. And also to create a little more distinction between the different chassis and variants.
Jenners have a bonus in firepower and speed (due to the extra double heatsink). A striker.
Firestarters' bonus is their awesome hitboxes. A mini-brawler.
Likewise the Thunderbolt, Catapult, Jagermech all can play differently even with really similar loadouts.
I think I'll probably wait for the ember to pop up on sale before I buy any of my own though
that's why we call it the struggle, you're supposed to sweat
What's your definition of a brawler? I don't think I'd ever refer to a light in that way.
It has great hitboxes. The arms help in spreading out the damage, so it's more survivable than other lights.
Unless your enemy wises up and goes for your legs, which is a good strategy on any light, really.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Dont forget the Awesomes with HUUUUUUUUGE engines too. My god they were scary.
Don't take this the wrong way, but I have only ever visited the OBN and OOSIK pages for the ABSOLUTLY FANTASTIC MECHLABS that you guys have put together. I love them so much more than anything else on the web and wish that UI 2.0 was literally the OBN mechlab within the game client. Seriously, you guys make the best mechlab's in the world.
I'd like to see Pulse Lasers get an even shorter beam duration, more damage, and shorter cooldown. The should be good at piling on the damage at brawling range, scary damage. Right now I'd rather brawl with PPCs than Lasers, and that seems like a MASSIVE problem. There's no reason to get inside 180m of an opponent anymore, and that makes me sad.
Oh man, so much this. I've ended so many matches minus an arm, where on a Jenner I've been dead to a lost side torso. The Firestarter's durability is really, really great.
Dem shoulderpads. Unf.
I understand the malaise, but it still makes me sad. I'm hoping PGI keeps doing good works, and eventually sucks y'all back in full time.
...at least until Star Citizen hits. Then I'd understand if you guys and your Shame Fleet may be too busy for Giant Robot Pew Pew Time.
Star Citizen needs an "add giant robots" stretch goal...I think I'd explode from joy.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
If it had the kind of well-thought design, customizability, production values, and sexiness for Giant Robots that the Ships have going for them, I'd have hard time not joining this theoretical Armed Ground Shame Forces.
Aww,
I have never seen a Jaegerbomb try to shoot n scoot me. Its always a straight up brawl til someone dies.
And the heatbon double 20s is pretty bad. Even if they do shoot and scoot, it forces them to spend much more time cooling down.