Re: Kains going 72+ kph, kiting using missiles, etc.

Mara Kaid wrote:

Im the spokesperson for the community and I want the speed-fit mechs nerfed so I can PVP with T1 light bots with no risk because Im starting to look bad for always leaving my allies to die while I run away.

Reworked it for you.

Weedy's leader is also very proud of successfully baiting a lolpirate and ganking him, and not only that but also goading him into recording the trolling & posting it on youtube for Weedy's leader.

Ofc, Glimpse missed this nuance and failed to award Weedy's leader his rightful 20 CoolPoints for this masterpiece.

More on topic, the intelligent segment of the community more interested in the game's well-being then their own selfish goals that promote their own playstyle is quite obviously against nerfs to the speed-mechs. It also seems the intelligent segment of the community isn't too pleased with Alpha pilots who want to manipulate the Devs to their own ends, even people in my enemies alliances are complaining about this.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

77 (edited by Kristan Delorian 2011-04-05 15:27:51)

Re: Kains going 72+ kph, kiting using missiles, etc.

Syndic, stop claiming people who's stupid and who's intelligent. neutral

At least we, who have the opinion which is opposite to yours dont say "Oh hell, you're a goddamn *** if you dont understand it."

78 (edited by Mara Kaid 2011-04-05 15:48:12)

Re: Kains going 72+ kph, kiting using missiles, etc.

No part of the community is selfish here, they are simply stating that something is up with the mechs and it's speed when lwf fitted. We're seeing the gangs and mech types used on roams, and it's kains lwf fitted with nexus/ewar support. There's no creativity here, no variability in gang type. Same as it was ewar fit.

As the current game stands if you want to roam beta with no penalties just use a kain nexus fit gang w ewar support and with any competent squad leader you can go in and out with no casualties.

Re: Kains going 72+ kph, kiting using missiles, etc.

Dont know about you but we bring the bots that we are specialised in, we dont force out members to respec to the fotm builds

Re: Kains going 72+ kph, kiting using missiles, etc.

Mara Kaid wrote:

As the current game stands if you want to roam beta with no penalties just use a kain nexus fit gang w ewar support and with any competent squad leader you can go in and out with no casualties.

Come demonstrate this. Can you guys even afford mechs?

Any roaming or defending gang can avoid casualties. its all in the competence of their FC.

Given if we view the reasoning behind fitting a roam with speed fit kains it is for a single purpose. Picking and choosing fights that you can win and avoiding (out running) the ones you cant. That same tactic is what these T1 fit light bots are attempting to do.

Now lets take in to effect what the difference is here and why people are complaining.
In order to speed fit a kain effectively it requires T4 modules with complementing T2 modules. This allows a kain to reach its maximum possible speed. Which is indeed faster than some bots that are fit with inferior modules.

Is it functional that a smaller bot be more effective with Tier 1 modules than a Larger Max tiered fit bot? We have all seen that a Tier 4 fit smaller bot is indeed faster than a  larger fit bot.

Simply put..... Stop complaining about things that are only a issue because 1 side chooses to farm for the best fittings and one side wants to be able to out perform the other side with inexpensive throw away bots.

81 (edited by Mara Kaid 2011-04-05 17:15:03)

Re: Kains going 72+ kph, kiting using missiles, etc.

Cookie Monsta wrote:

Simply put..... Stop complaining about things that are only a issue because 1 side chooses to farm for the best fittings and one side wants to be able to out perform the other side with inexpensive throw away bots.

That's one bad point in your argument. You assume that people who oppose this style of gang only want to use throw away bots to counter it, and that's simply not true. People have used different fittings, and mechs(tech+) which take time to farm/build in an attempt to counter it, but simply because it outmaneuvers  you have only one real counter for it. Itself. Unless the leader/group makes one mistake, or is cornered it's an easy gang to run. Like I said, want no casualties? Run a speed fit kain/ewar group.

Now you could get a small fleet to hold them down, while the main hitters come in. However a competent fc knows to split the small fleet from the main and kill them. Next simply run off and renew again avoiding the large fleet incoming.

I've stated it several times in the threads that people are using decently farmed gear to counter these, and they are complaining about it.

Also..

Is it functional that a smaller bot be more effective with Tier 1 modules than a Larger Max tiered fit bot? We have all seen that a Tier 4 fit smaller bot is indeed faster than a  larger fit bot.

The comparison made was a kain fit t1, vs another light fit t1 by one of your own alliance members, and even they noted the kain went just as fast etc. We're not talking t1 vs t4 here. Thus your lacking focus on the issue here. Please read what kristan wrote:

Kristan wrote:

Kain with t1 lwf and 4 magnetic weapons have the same speed as yagel with t1 lwf and weapons.

Please read what people write instead of just resorting to pointless talking. I'm not saying we're right, we're only pointing out something odd here...

82 (edited by Annihilator 2011-04-05 17:32:48)

Re: Kains going 72+ kph, kiting using missiles, etc.

"a tank fitted artemis should be able to bring down any speed fitted kain without danger for itself."

if that sentence is not true, there is a blancing issue.
I know that a Tyrannos can bring down the artemis, and tank its shots (and the artemis cant outrun that)

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Kains going 72+ kph, kiting using missiles, etc.

Annihilator wrote:

"a tank fitted artemis should be able to bring down any speed fitted kain without danger for itself."

if that sentence is not true, there is a blancing issue.
I know that a Tyrannos can bring down the artemis, and tank its shots (and the artemis cant outrun that)

A speed-fitted artemis will eat the kain alive, nevermind a tank fitted artemis.

@ Mara

If you've ever run a speed-fit Kain + ewar group, you'd know its a *** idea. Speed-fit Kains = glass cannon shotguns (60m optimal range with T4 Gauss!), they simply do NOT function without group support (600+m Tyra/Artemis, 500+ demob, ECM Vaga, SS Zenith).

The entire REASON why Kains have a higher speed then the other mechs, is because their optimal range is that much shorter that they simply have to be faster in order to get a shot off at roughly the same time as the other 3 mechs.

Consider Kain's range with T2 EM's + 1 RE; it is usually 395m (and that's without mission ammo). Compare it to Artemis range, compare it to Tyrannos range, then come back and talk about balance.

The flaw in your (and Kristans) logic is, this game is not only about roaming, or only about defending intrusions/gate camping. Mechs being only tanks results in them not being used for anything BUT defending in intrusions. Mechs having their speed nerfed results the roaming side of the game only being about light EW bots/Light bots, which are incidentally among the cheapest things in the game to produce.

If you REALLY want to argue logic, then argue that ASSAULT bots need a significant buff in either speed, or range because right now they're useless for anything.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Kains going 72+ kph, kiting using missiles, etc.

There now that's a fine well written argument.

Thank you Syndic.

Re: Kains going 72+ kph, kiting using missiles, etc.

If you REALLY want to argue logic, then argue that ASSAULT bots need a significant buff in either speed, or range because right now they're useless for anything.

i partially agree - the light weapon nerf was probably the killing blow for "assaults" in the whole picture. before that, could at least deal some damage.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

86 (edited by Arga 2011-04-05 19:14:00)

Re: Kains going 72+ kph, kiting using missiles, etc.

Is it just the mech/modules hardware, or is more the result of extension skill now reaching levels where Mechs are really coming into their own?

Just a month ago there was a 40000 page thread about how light/ewar bots were eating Mechs alive and that mechs had no role in roaming; which the arguement said was the only consistent form of PVP.

Certainly beta corporations that have been actively farming kernels and maintaining production levels are going to be far more powerful than alpha based corps. The 'king of the hill' mechanic is broken here as I pointed out before, because there is nothing but benefit from being on Beta, so alpha corps trying to compete will always continue to lose ground. On a day to day basis, the difference between Factory/refining II and III is negliable, but as you start looking to produce 100's of Mechs per month, the increased level of effort (mining/NIC) with II will allow the beta corp to pull ahead.

What has allowed corps like 62nd and RG to be competitive up to this point (imho) is they had a lot of resource 'momentum' built up from being on beta.

It is now getting to the point where the Beta corps are able to consitently and reliably field high end equipment driven by players specialized in that high end equipment; with the depth and resources to sustain continued losses of that high end equipment.

TL;DR Some beta corps have reached a skill and technical level that simply can not be breached except by other corps at the same level. Without some 'negative' for being 'king of the hill', or some opposing boost, there will never be any means for removing the king. Even overwhelming superior numbers can only succeed if its a sustainable effort. And the "Kings" have no reason to expose themselves to this type of weakening on a sustained basis. The beta corps worked very hard to get where they are, make no mistake, but they should also have to work hard to maintain this state.

Edit: Some kind of 'boost' to Assaults, which are less resource intensive, very well could even back the playing field. But it shouldn't eliminate any mech advantages from EP and tiered items, just make the level of effort to win within the possible.

Re: Kains going 72+ kph, kiting using missiles, etc.

Arga wrote:

Is it just the mech/modules hardware, or is more the result of extension skill now reaching levels where Mechs are really coming into their own?

Just a month ago there was a 40000 page thread about how light/ewar bots were eating Mechs alive and that mechs had no role in roaming; which the arguement said was the only consistent form of PVP.

Certainly beta corporations that have been actively farming kernels and maintaining production levels are going to be far more powerful than alpha based corps. The 'king of the hill' mechanic is broken here as I pointed out before, because there is nothing but benefit from being on Beta, so alpha corps trying to compete will always continue to lose ground. On a day to day basis, the difference between Factory/refining II and III is negliable, but as you start looking to produce 100's of Mechs per month, the increased level of effort (mining/NIC) with II will allow the beta corp to pull ahead.

What has allowed corps like 62nd and RG to be competitive up to this point (imho) is they had a lot of resource 'momentum' built up from being on beta.

It is now getting to the point where the Beta corps are able to consitently and reliably field high end equipment driven by players specialized in that high end equipment; with the depth and resources to sustain continued losses of that high end equipment.

TL;DR Some beta corps have reached a skill and technical level that simply can not be breached except by other corps at the same level. Without some 'negative' for being 'king of the hill', or some opposing boost, there will never be any means for removing the king. Even overwhelming superior numbers can only succeed if its a sustainable effort. And the "Kings" have no reason to expose themselves to this type of weakening on a sustained basis. The beta corps worked very hard to get where they are, make no mistake, but they should also have to work hard to maintain this state.

Edit: Some kind of 'boost' to Assaults, which are less resource intensive, very well could even back the playing field. But it shouldn't eliminate any mech advantages from EP and tiered items, just make the level of effort to win within the possible.

Norhoop has vacancy from what i have seen. But as more islands are added it will allows for people to eas in to beta.

Re: Kains going 72+ kph, kiting using missiles, etc.

Cookie,

That's what I'm hoping too. My only worry is that established beta corps are so resource heavy at the moment that, even if they didn't want to own outposts on the new beta's, they could make it impossible for other corps/alliances to actually use them. We saw this with NA putting pressure on at Hydlehorn, they couldn't get us out of the station, but with random roams we weren't able to mine or move materials between outposts for effcient production.

What I see is a temporary increase in PVP while small corps exhaust any resources they have been building up trying to maintain a presence on the new beta and eventually being driven off and the new land being divided amongst the existing beta corps. The only possiblity is a multi-corp alliance of alpha corps, but not wanting to be part of an official beta land holding alliance is what drove some corps off beta in the first place.

Sorry about if this is sounding negative, I just think that something has to change before, during, or slightly after the Islands are released or we will just have more of the same.

Re: Kains going 72+ kph, kiting using missiles, etc.

New expanding corps will always experience harassment but remember, in order to expand one must spread resources. Thus leading to weakening.  Many corps will only be able to handle such long fights with top tier equipment for so long.

Re: Kains going 72+ kph, kiting using missiles, etc.

Pvp will go where the most action is.

I don't forsee any current alliances trying to lockdown the new islands, there just are not enough alts to watch all the new gates. What I can see happening, is them taking and owning the outposts for the additional income as well as potential pvp on intrusions.

What remains to be seen is if 6 islands are enough to spread out the roaming so alpha corps can actually function on beta. As tog pointed out in the pod cast, mining on beta isn't worth it if you have to dock up every 15 mins. Your better off mining alpha even with the smaller fields. And it would be pointless to try and protect the miners, that's a big PVP me red flag. Waves of roamers would come until you ran out of bots or just stopped undocking.

There is going to be more opportunity for solo miners to go get epitron, and it will be harder to find them in the greater area, but as far as organiztions - new beta land holding alliances - I don't see that happening until the player base increases.

Re: Kains going 72+ kph, kiting using missiles, etc.

Bumping this, when I get told from multiple players and factions that kains need to be nerfed I think the developers should take a look. It's not a matter of being killed or killing them, something needs to be done about the speed issue, or some factor to balance them.

I've killed a lot of them, but in general all you're seeing for roaming gangs is kains.. kind of easy to see what's going on here.

Re: Kains going 72+ kph, kiting using missiles, etc.

Lower Kain speed to Artemis levels but rework the ammo so:

Magnedart: +10% range modifier
UDC: +20% range modifier

Also, rework Gauss/EM guns to LCL/HCL lasers so they have the same optimal range.

I got told from multiple players from multiple factions that Kains having 60m optimal range with Magnedarts is ridiculous, when you see roaming Kains close in very fast into point blank range to do damage its kind of easy to see what's going on there.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Kains going 72+ kph, kiting using missiles, etc.

Syndic wrote:

Lower Kain speed to Artemis levels but rework the ammo so:

Magnedart: +10% range modifier
UDC: +20% range modifier

Also, rework Gauss/EM guns to LCL/HCL lasers so they have the same optimal range.

I got told from multiple players from multiple factions that Kains having 60m optimal range with Magnedarts is ridiculous, when you see roaming Kains close in very fast into point blank range to do damage its kind of easy to see what's going on there.

That sounds great and all but what do u do about the missile bots? Kains will no longs have speed needed to counter there long range but If they can shoot just as far as arts would they need there speed?

who knows but one things for sure assualts are still useless..check market some sellling cheaper then light bots

Re: Kains going 72+ kph, kiting using missiles, etc.

Balfizar wrote:

That sounds great and all but what do u do about the missile bots? Kains will no longs have speed needed to counter there long range but If they can shoot just as far as arts would they need there speed?

who knows but one things for sure assualts are still useless..check market some sellling cheaper then light bots

Well its really quite simple...

Kains have highest speed and lowest range, which balances them out on a mech vs mech level. Nerfing the speed without adjusting the range merely makes them the weakest link and the mech everyone will stop using:

Because;
why use a Kain that goes 72 kph and shoots at ~400 optimal with EM guns when you can have an Artemis that goes 72 kph with awesome resistance bonus & 650 range.

And yup agreed assaults are completely useless due to poor locking range/optimal range of light weapons. Waspish is only marginally less useful because of ~250m range.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

95 (edited by Exolona 2011-04-29 01:04:57)

Re: Kains going 72+ kph, kiting using missiles, etc.

Syndic wrote:

Lower Kain speed to Artemis levels but rework the ammo so:

Magnedart: +10% range modifier
UDC: +20% range modifier

Also, rework Gauss/EM guns to LCL/HCL lasers so they have the same optimal range.

I got told from multiple players from multiple factions that Kains having 60m optimal range with Magnedarts is ridiculous, when you see roaming Kains close in very fast into point blank range to do damage its kind of easy to see what's going on there.

Yeah whatever so nerf damage than ...
UDC = Volcano ... why to give range modifier to udc ?

and let see medium weapons :
t4 LCL : 190m opt, 160% damage, 5 sec
vs
t4 Gauss : 175m opt, 300% damage, 8 sec

t4 HCL : 350m opt, 130% damage, 6 sec
vs
t4 EM : 310m opt, 270% damage, 10 sec

So in most cases you need to wait to clear los for hit, therefore cycle time wont do too much difference, but as we see the base optimals is close to each other , but what ???? magnetic weapons have DOUBLE BASE damage multiplier. so with skills that would be much more and more ...

So if you think that there is all right with balance than you are wrong.
Lets quote one sentence from Alexander 2 months ago : "[Everyone knows Long Range DPS Kains are the future.]" ... no other robots ... just Kains ...

And after that you need buff for them Syndic ... rotfl ...

Edit : i dont need to take Kain speed down to Artemis or even Tyrannos, just make a balance, and let Kain have 5-6% speed bonus over the other two mechs ... but as we knows now with t4 vel nexus kain goes 20-22% faster than t4 vel nexus boosted  tyrr or artemis (same light speed fit on all) ... and of course they can outrun any light or assault robots ...this is the main problem...

96 (edited by Mara Kaid 2011-04-29 01:07:04)

Re: Kains going 72+ kph, kiting using missiles, etc.

"[Everyone knows Long Range DPS Kains are the future.]"

LoL

Re: Kains going 72+ kph, kiting using missiles, etc.

Exolona wrote:

Yeah whatever so nerf damage than ...
UDC = Volcano ... why to give range modifier to udc ?

and let see medium weapons :
t4 LCL : 190m opt, 160% damage, 5 sec
vs
t4 Gauss : 175m opt, 300% damage, 8 sec

t4 HCL : 350m opt, 130% damage, 6 sec
vs
t4 EM : 310m opt, 270% damage, 10 sec

So in most cases you need to wait to clear los for hit, therefore cycle time wont do too much difference, but as we see the base optimals is close to each other , but what ???? magnetic weapons have DOUBLE BASE damage multiplier. so with skills that would be much more and more ...

So if you think that there is all right with balance than you are wrong.
Lets quote one sentence from Alexander 2 months ago : "[Everyone knows Long Range DPS Kains are the future.]" ... no other robots ... just Kains ...

And after that you need buff for them Syndic ... rotfl ...

Edit : i dont need to take Kain speed down to Artemis or even Tyrannos, just make a balance, and let Kain have 5-6% speed bonus over the other two mechs ... but as we knows now with t4 vel nexus kain goes 20-22% faster than t4 vel nexus boosted  tyrr or artemis (same light speed fit on all) ... and of course they can outrun any light or assault robots ...this is the main problem...

Yup, and look at the range modifiers currently in place:

-75% optimal range on magnedart. Whoop-de-doo!

The bonuses tell you everything. Kains are glass cannons meant to go in close, unload, and get out if they can. Big one-shot DPS spike, which is why gauss has 10 second cycle speed before extensions. Gauss is not something you use like a rifle, fire a shot and dodge behind a tree, its a goddamn shotgun. Long range kains CAN function adequately, but they require combined arms (ewar mechs, green mechs) to achieve that.

Artemis has an entirely different role; you conveniently neglect to portray the stacking crit bonus & the resistance bonuses which makes them the best resist-tank mechs in the game. Crypto & T4 HCL's, watch the sustained DPS pour in, with the crit stacking bonus providing the "spike".

Tyrannos I wont even get into, with the potential for full range extender setup & spider remote sensor-amping due to low cap usage of missile launchers. Nevermind that range extenders positively stack...

How are you getting this math of velocity nexus giving 20% boost to kains alone? A velocity nexus is a squad-buff that gives a set percentage + extension percentage, it doesnt individually apply to select bots. The difference between a speed-fit Tyrannos and a speed fit Kain is 10 kph, and 8 kph between Kain and a speed-fit Artemis.

The reason why Kains are chosen for roaming isn't because they're "imba" its because of the speed. Speed > everything in roaming. Once the Kains can't close distance (which is what you're crying about, very shortsightedly) they become redundant and useless unless ammo/weapons are redesigned, which makes them just a lazy copy of the same role the Thelodica are filling out.

Its quite simple - if a Kain gets inside the golden 100m marker, youre dead unless youre in an Artemis with x2 Kinetic hardeners. That means that the other mechs have ~500m to kill the Kain, or weaken it sufficiently before it arrives, or they will quite simply die.

Aside from the 1v1v1 balance, what youre REALLY crying about is roam-squads full of kains, ewar mechs, and some supporting tyrannos/artemis. Its the same situation as when people were crying about ewar gangs, and the same truth still applies:

They are fit with the sole purpose of 1. speed 2. picking off the weak links. Either fit accordingly to deal with them, don't fit accordingly and die trying to deal with them, or dont engage.

The future is something far different from some "long range DPS kains". By the time the Devs do the usual kneejerk nerf to appease you, we'll have the next thing ready to roll out en-masse.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

98 (edited by Mara Kaid 2011-04-29 04:41:36)

Re: Kains going 72+ kph, kiting using missiles, etc.

Aside from the 1v1v1 balance, what youre REALLY crying about is roam-squads full of kains, ewar mechs, and some supporting tyrannos/artemis. Its the same situation as when people were crying about ewar gangs, and the same truth still applies:

No, not really. It's just that we want more then one fun viable roam gang besides speedy Gonzalo robots, or if so a varying mixture of mechs in the group. Those support mechs you mention get taken down easily because they can't keep up. IE I've done it with my own tacklers.

On and on you go about how people cry, yet i've talked to people that have won against the gangs, not complained and they just mention there's a speed imbalance which needs to be adjusted for. In light of that I'd say it's fair to bring up the subject again.

Since this has been weeks later by multiple people, I'd say it's less then a knee jerk reaction.

Re: Kains going 72+ kph, kiting using missiles, etc.

Mara Kaid wrote:

No, not really. It's just that we want more then one fun viable roam gang besides speedy Gonzalo robots, or if so a varying mixture of mechs in the group. Those support mechs you mention get taken down easily because they can't keep up. IE I've done it with my own tacklers.

On and on you go about how people cry, yet i've talked to people that have won against the gangs, not complained and they just mention there's a speed imbalance which needs to be adjusted for. In light of that I'd say it's fair to bring up the subject again.

Since this has been weeks later by multiple people, I'd say it's less then a knee jerk reaction.

Don't derail the topic with QQ "but we won 1-2 times!", someone dying in PVP is completely irrelevant to the discussion and not a valid or relevant argument. "But people say its wrong" is not a valid argument either.

I've heard numerous people from numerous factions say the game should be F2P, that doesn't mean they're right or that their IQ is above room temperature.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Kains going 72+ kph, kiting using missiles, etc.

Syndic wrote:

Aside from the 1v1v1 balance, what youre REALLY crying about is roam-squads full of kains, ewar mechs, and some supporting tyrannos/artemis.

First of all i'm not crying ... just commented your crying for kain buff!
Second i'm talked about that roaming gangs that have 1-2 tacklers and 2-10 kains. NO OTHER robots ...