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I remember a year ago there was talk about resizing the mechs for balance purposes. Is that still on the table. I haven't heard anything since. Is that still on the table?
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# ? Sep 18, 2022 02:52 |
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# ? Apr 25, 2024 14:25 |
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Cauldron wants it to happen, but doesn't seem like PGI is very interested in putting in the work.
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# ? Sep 18, 2022 05:08 |
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Guessing PGI is miffed that a second resize has been requested when they already did one. I was against volumetric scaling then and I feel vindicated. It made almost every 30-50 ton mech bigger except the Cent, which has been a disaster for game balance. The only mechs in that weight range which can dare operate at under 300m now are the 20 tonners.
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# ? Sep 18, 2022 09:51 |
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TerminalRaptor posted:I remember a year ago there was talk about resizing the mechs for balance purposes. Is that still on the table. I haven't heard anything since. Is that still on the table? I believe resizing takes a lot of work to make all the little things fit together, so that's understandable imo
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# ? Sep 18, 2022 10:41 |
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Yeah, tweaking weapon stats and quirks is simple as opening a file and changing a few values. A resize would take a proportionally greater amount of work, so I wouldn't count on it any time soon.
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# ? Sep 18, 2022 11:12 |
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Patch is out. Time to bring out the Hatamoto-Chis.
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# ? Sep 20, 2022 20:42 |
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The Hatamoto-Chi stinks. I've had the most success with this one so far, it's actually pretty ok: https://mwo.nav-alpha.com/mechlab?b=84af36ef_HTM-28TR
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# ? Sep 20, 2022 23:01 |
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Yeah, they're just a charger that isn't energy based, so it can't fit all the ballistic and missile slots that it needs because it's using IS weapons and it's an 80 tonner.
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# ? Sep 20, 2022 23:12 |
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Yeah, if it had a more even mount spread it could do a 10/10/5 or 3x5 UAC build but 3B in one location just don't work for IS. UAC2's is all that'll fit and that just makes it a worse DRG-5N. Course, if it did have decent mounts the -30% JAM would be OP so it's probably for the best. They just made the SNS-D a monster, dunno if we need any more over-tuned UAC boats at the moment.
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# ? Sep 20, 2022 23:27 |
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SNS D did get some modest quirk reductions this patch.
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# ? Sep 21, 2022 01:56 |
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TjyvTompa posted:Patch is out. Time to bring out the Hatamoto-Chis. Hatamoto-Cheese
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# ? Sep 21, 2022 05:21 |
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I grabbed the Kodiak Spirit Bear as one of the free mechs from the annual event and... I think I'm in love. Running this build https://mwo.nav-alpha.com/mechlab?b=ee029b80_KDK-SB and its so fun sprinting up to someone alpha striking them and running off like "woop woop woop woop!"
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# ? Sep 22, 2022 22:34 |
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Yeah that's the One True Spirit Bear build. Had a wonderful game in mine last night, our four man dropped with two of the Bath Salt Bears and two brawly mediums on mining collective. Scream at the team THIS IS CLAN COMMAND WE'RE GONNA loving KILL THEM PUSH THE F LINE and sprint towards the enemy at 90kph. Best brawl I've had in ages, we crashed into their alpha lance before they'd made it halfway to mid, caught a bunch of mechs out of position, had a really fun fight in a weird spot and a game full of chaos and big damage numbers.
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# ? Sep 22, 2022 23:41 |
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Had my best match since returning in this bad boy!
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# ? Sep 23, 2022 00:04 |
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hell yeah weed number on cbills
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# ? Sep 23, 2022 01:31 |
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aniviron posted:hell yeah weed number on cbills I'm sick today so I have been smoking weed all day. Maybe that is the secret to success.
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# ? Sep 23, 2022 03:00 |
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Did some Hunch Bunch with my lance today and yesterday, and it is, in a word: sick. I have found most mediums to be underwhelming for some time now, and brawly mediums especially. Been putting up consistent 600-800 damage games and racking up win after win with the HBK lance. I'm personally running an HBK-4H with a UAC20, and the jam chance is like magic. Double tap every time, and you get maybe one jam before you run dry on ammo. It's durable, shits out damage, and feels agile. The only problem it has is that the UAC takes so long to fire and the cooldown quirk is so generous that I barely have time to twist damage before I am ready to rock again. If you can get an assault to take point for you, you're going to be able to lay down withering fire and win every time. Really sold on this thing's recent-ish quirks.
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# ? Sep 27, 2022 10:26 |
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Just sharing this here because MW5. Finally got my mods and order settled:quote:ModOptions This is running all the DLC. BetterSpawns broke after the latest Coyote/VonBiomes. I'm not sure which it was. I feel like the game certainly got bigger, and better but it's still got that empty wander-about feeling.
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# ? Sep 28, 2022 03:32 |
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Lord Dudeguy posted:Just sharing this here because MW5. Finally got my mods and order settled: you know what's weird, I honestly think a huge part of that is calling all your hired pilots "Captain X" or "Major So-And-So" gimme *callsigns* dude. It works in XCom and Battletech and makes you feel attached to them
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# ? Sep 28, 2022 03:55 |
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Some more voice variety wouldn't hurt either. The older Mechwarrior games did this and it was very effective.
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# ? Sep 28, 2022 21:26 |
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aniviron posted:Some more voice variety wouldn't hurt either. The older Mechwarrior games did this and it was very effective. also don't cap these folks' skills, you can't get attached to people when you have to keep firing them and hiring the next step up
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# ? Sep 28, 2022 21:32 |
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Is there a good newbie guide for how to approach planning new loadouts in MW5? In particular, I have no idea how to go about balancing armor versus weapons...
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# ? Sep 29, 2022 00:20 |
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Always max out your armor. There are very few situations where you don't want maxed armor; sometimes you can cut a bit from the legs, or other areas you don't get hit often/aren't important, but even on mechs with useless arms, they're expensive to replace.
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# ? Sep 29, 2022 00:35 |
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What about the ratio of front to rear? I've been using 2/3 front 1/3 rear but I have no idea if that's reasonable or not. Also, I've found that maxing armor means I have to drop something else like heat sinks, and I end up under maximum weight by around .1 tons or so. Is that normal, or am I doing something wrong?
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# ? Sep 29, 2022 00:47 |
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You can usually do more like 5 to 1 front/rear. If things are hitting you in the back, you have bigger problems. I really dislike not using every ton available and having weird fractions so in order to not waste tonnage, i'll cut a little from the legs, maybe 2 points or so from the head. The AI doesn't like to aim at legs so they're usually pretty safe. The head really depends on the mech: some like the King Crab have a huge hitbox so you need every point you can take but others are nearly impossible to hit. If you're getting frustrated with how few slots certain mechs have and/or the uselessness of some chassis, I recommend the Yet Another Mech Lab mod, but play around with the base game first. YAML unlocks the mech lab to be essentially identical to how it works in MWO but it can be a little daunting at first.
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# ? Sep 29, 2022 00:54 |
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Admiral Snackbar posted:What about the ratio of front to rear? I've been using 2/3 front 1/3 rear but I have no idea if that's reasonable or not. Also, I've found that maxing armor means I have to drop something else like heat sinks, and I end up under maximum weight by around .1 tons or so. Is that normal, or am I doing something wrong? You'll generally want just enough rear armor that you can take a few hits but no more than that, because in most missions you have the initiative and can ensure that there's nobody in your rear to shoot at you. In my experience, 5-10 points is actually pretty safe in general.
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# ? Sep 29, 2022 01:16 |
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Thank you all for your help! Is there any general advice on chassis to actively obtain/avoid?
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# ? Sep 29, 2022 14:37 |
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Admiral Snackbar posted:Thank you all for your help! Is there any general advice on chassis to actively obtain/avoid? If you're using the stock mechlab, you might eventually notice some mechs that have inexplicably higher amounts of free tonnage compared to others of similar weight/armor/etc, in particular Hero mechs. This is because the stock MW5 mechlab doesn't explicitly tell you that a mech has Endosteel structure, Ferro-fibrous armor, or an Extralight engine. All of them are no-cost pure upgrades in stock MW5 so mechs with one (or better yet, two) are generally always more desirable. In MWO you really want high, converging mounts but MW5 is slower paced and the AI spreads damage around more and is generally less aggressive at taking openings, so mount spacing is less important than the number of hardpoints available to mount the weapons you want. Note that you can't put a weapon into any hardpoint - MW5 normally locks hardpoints to only certain sizes of weapons.
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# ? Sep 29, 2022 20:17 |
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I would like to be a legman please. I'll ask what to do almost all of the time (Last I played a mech game was Hawken pre death and Mech Warrior Living Legends mod of Crysis) in game as Sol Vikar
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# ? Oct 3, 2022 02:56 |
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ChauchetRedemption posted:I would like to be a legman please. I'll ask what to do almost all of the time (Last I played a mech game was Hawken pre death and Mech Warrior Living Legends mod of Crysis) in game as Sol Vikar I will send you an in-game invite.
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# ? Oct 3, 2022 08:18 |
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Wow snubs are getting another Nerf in the next patch. Max rage is going down by a lot.
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# ? Oct 15, 2022 14:55 |
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Cauldron still in denial of the long range meta?
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# ? Oct 15, 2022 23:25 |
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The so-called "meta" seems pretty healthy to me? Snubs ruled so hard they got nerfed twice and their max range was like 600m. Solo brawling in QP is just rough bc you need a handful of volunteers to push reliably and solo players tend to hang back and use their teammates to soak aggro.
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# ? Oct 16, 2022 16:36 |
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Marx Headroom posted:
I was not having fun this past weekend playing with my assaults. I'd be on the front line, soak all the attention with my teammates were hiding way behind, then I'd fall back to second line, and watch the firing line immediate regroup behind me again giving up whatever position we had. It was infuriating because this happened several matches in a row where we got stomped, and given the low player count it was almost always the same people doing this poo poo. I need to be better about just walking a way for a bit when it happens. Quick pay is great when you get a group of players who know what they're doing. People love to complain about lack of communication, but when you have a good group you don't explicitly need to call things, like sharing armor.
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# ? Oct 17, 2022 20:47 |
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I'll admit that I've probably gotten too timid as an overcompensation for being too reckless when I was starting out.
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# ? Oct 18, 2022 04:06 |
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It's the Counter Strike problem, if you gamble with a rush and die, your reward is not getting to play the game for the next five minutes. If you sit back and play slow/peek angles, you're probably going to get to play most of the round most of the time. Neither strategy is particularly more or less likely to succeed, especially outside of competitive play, so everyone gravitates to the playstyle that doesn't punish them. In MWO the problem is worse because the rounds are longer, there is more time between rounds, and rushing is relatively less effective than CS and other games like it. In other games the time to kill might be low enough that you can take a roomful of dudes by surprise, spray them down and be a hero. In MWO if you turn the corner into the enemy team you might kill or one two guys in the back but the most likely result is that 12 people light you up and you accomplish nothing. And yes, brawling/aggressive play does work better with a group. The problem is that so does literally everything, so that's not a feature of brawling. If you organize a competent lazervomit firing line or a light gauss sniper squad with your 4 man, you will almost certainly win the vast majority of your games, same as if you bring four competent brawlers. If anything, I'd argue that the brawling squad is still harder because it requires alerting your team to what you are doing and hoping they play along.
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# ? Oct 18, 2022 04:18 |
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aniviron posted:And yes, brawling/aggressive play does work better with a group. The problem is that so does literally everything, so that's not a feature of brawling. If you organize a competent lazervomit firing line or a light gauss sniper squad with your 4 man, you will almost certainly win the vast majority of your games, same as if you bring four competent brawlers. If anything, I'd argue that the brawling squad is still harder because it requires alerting your team to what you are doing and hoping they play along. To this point, you'll note that in most competitive matches teams are built around a solid base of mid-to-long-range trading platforms with their flanks well protected. I also feel like the current state of weapon balance doesn't really favor brawling. Ever since the Heat Rescale, sustained DPS has risen and squeezed out the brawling niche. Previously, if a Brawler managed to push into his preferred range without taking severe damage, he often enjoyed a 2:1 or higher DPS ratio over mid and long-range builds. Like, if an IV-4 got in on an Ebon Jag it could steamroll with little more than a scratch. Now, though, weapons hit hard enough and cool down fast enough that even the hottest alpha builds can give a respectable trade when under heavy pressure. So rather than dominating knife fights, Brawlers are merely the heavy favorite. That wouldn't be so bad, except that they get dominated at anything other than knife fights. The archetype has gone from feast or famine to... a light snack or famine.
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# ? Oct 18, 2022 12:01 |
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The skill tree rework also further pushed the scales. I find a lot of my builds that used to run a bit too hot to work at close range are perfectly viable in knife fights now. Mechs like the Warhawk that once had to pick between taking structure or mostly full heat gen nodes now get both, and I can deliver much better pinpoint and DPS not dissimilar to a brawler without overheating if I get pushed.
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# ? Oct 18, 2022 21:06 |
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Yeah, pretty much every change in the past couple of years, from weapon balance to map alterations, has resulted in faster and more dynamic games. That's not a bad thing for the overall health of the game, but it does suck for the one specific archetype that thrived on punishing mechs built for a much slower, more methodical meta. Was a lot easier to play a Brawler when Clan Vomit mechs were everywhere and took fifteen seconds to cool off between alphas.
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# ? Oct 19, 2022 06:12 |
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# ? Apr 25, 2024 14:25 |
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# ? Nov 19, 2022 19:27 |