The spread is lore accurate to HAGs. That was kinda their draw back. They are able to do more damage in a lighter weapon than anything else Clans have, BUT they do it with multiple projectiles. Just thank god that MWO didnt do it like Tabletop. The way it worked there is the HAG fired a number of needles equal to its class, aka a HAG 40 fired 40 seperate Gauss "Needles", that dealt 1 damage each.
Two reasons why they dont work that way is people would cry about the crits and the engine / servers are #### and probably couldn't handle everyone spamming 40-60 pellet volleys in a match.
In my opinion everyone should have a more limited targeting range, and ECM should just block target info. It has been a magical jesus box for too long.
I am glad that you mentioned the map design. Or more specifically, lack thereof. It is one of the weakest parts of the game, both gameplay-wise AND looks-wise.
@@HammerFell- Just a thing I usually see in any game with a "meta" game. That a lot, not all but a lot, of the higher tier players will complain about stuff that while fluffy or accurate doesnt benefit the meta they want or as they see it. No offense intended to you.
Overall I'm looking forward to trying out the weapons. The HAGs and binary lasers appeal to me a lot. The binary lasers will definitely help encourage more IS laser vomit over the clan. The HAGs I think will be good for midrange due to the highlighted points in the video. Gaussvomit builds or possibly even poptarting with a nightgyr could be a good use of them The x-pulses however I'm not sure about yet. I will try them and I think the x larg pulse will be pretty good for farming some bad lobbies due to the good dps and no ammo restrictions. Also because of the lack of screen shake from the x pulses, I think worse players will not understand the threat of the dps of them
According to Sarna and MMLL, HAG are supposed to be less accurate at long distances as they are a kind of "cluster" munition so putting spread in makes sense if trying to make them similar in mechanic to BT. They aren't supposed to be as accurate at long but better at short/medium distances.
HAG is fine for a turn based, 1 shot per 10 sec, random hit location for all weapons, game like table top battletech. MW O is none of these things. HAG compared to regular Gauss is at a serious disadvantage in a shoot where you want, when you want, game...@@Voidsworn
@@lhommex5967 Understood, but they seem to first be trying it as close to BT to see how it functions. They can later drop spread if it turns out to be so detrimental.
Think Medium Xs will be better. Did the math and they get you 6 more damage for only 4 more heat, and they are 2 ton 1 crit versus the Larges 7 ton 2 crit.
@@lhommex5967 As pure damage per shot yes, When you take into account volume of fire then HAG wins. HAG 20 v Clan Gauss is 5 more damage for bit more tonnage and Crits. Yes you CAN end up spreading at long range but here is the thing. With Gauss if you miss you loose ALL 15 damage, with the HAG even if 50% of the rounds miss you are still getting 10 damage, or 60% of the Gauss. Also on the RARE occasion you can put all 4 HAG 20 rounds on one component your getting 5 more damage than the Gauss at the same range. Also Gauss isnt what HAGs, at least the 20, will make look bad, its all the AC 20s. I actually looked at stats and the HAG 20 is better cooldown, better heat even if it ends up at 3 heat per burst, better Optimal range, and is 2 Tons and 2 Crits less than the Standard, Ultra, or LB 20.
As a PIR A main i feel conflicted. On the one hand I know piranhas do NOT need more buffs, but on the other hand I'm a little jealous it wasn't my piranha that got the buff.
I kid you not, most of european players have their own blood not circling through their veins but NASCARing around their circular body. It's almost a plague out there!
It seems like HAGs should synch nicely with Heavy Large Lasers in some midrange GaussVomit build. Both range (due to HAG's spread) and cooldown/duration should work well. Binary Laser Cannon could do the same for HeavyGaussVomit, but HGauss is not too bright unfortunately... Still more GaussVomit options for chassis with only 2-3 energy slots.
View the HAG as a midrange BEAST of a weapon with the BUFF of being able to do "okay" damage at long range. Also anything firing bursts with ZERO spread is pretty ridiculous
Agreed, HAGs look very tame on the background of Binary Laser, the only thing that buggs me is that HAG 20 makes Std AC20 obsolete, as the former has all stats including weight being just that much better than the latter.
@@jumpinghunter9152 Hell it makes ALL Clan 20s obsolete, remember its a Clan weapon not IS. The HAG 20 has same damage, better cooldown, better heat even if it ends up at 3 heat per burst, better optimal range, and is 2 tons and 2 crits less than the Standard, Ultra or LB Clan 20.
Cauldron will never admit thair faults and make logical decisions that will help the game live on and make it more enjoyable for everyone. They mostly just tell PGI to nerf/buff what they want and screw everyone else. I sympathize with DATA with him disliking some folks in cauldron.
hyper assault gauss have a very high cyclic rate of fire. Its basically a very big machine gun. Two HG-40s should tear up a mech in no time, at medium range, while still able to harass from pretty far away.
It isn't pin point it is a stream of 8x5 points of damage. Also spread and you can twist. It is a rapid fire rail gun. The spread could be put down to vibration.
@@paradoxbound Im aware of how it works. And its the 8x5 spread that he is bitching about. He wants an OP alpha-strike sniper weapon because that is what he considers 'skilled play'...
@@paradoxboundWhy aren't we bitching about MRM 40 then? It's also 40 damage spread- and long burst-based weapon, so why don't you all want to make it pinpoint accurate too? Or is it different?
@@paradoxbound We know that. Problem is 20, or hell 40 damage pinpoint at 800 plus meters would pretty much make brawling obsolete. It needs a downside and that downside is spread. The video person was basically saying, without saying, they want the HAGs to be pinpoint, because they are supposed to be "sniper weapons" due to their range. What he doesnt know though is lore wise they are mid range killers that CAN be used at longer ranges if needed.
@@LavaDa1shi Cause thats lore accurate?? HAG in Lore and TT was that way, Long range but had to use the Missile Hit Chart to decide how many needles hit. If as you say Data is wanting "Lore accurate" then the HAG having spread shouldnt be a problem.
Well, HAG spread is what you get trying to transfer things from tabletop to FPS and try to keep some connection with the original. =) On the other hand, there are plenty of players in MWO who like using LB2s for long-range combat, despite obvious problems with the idea. So HAGs surely have their audience.
Good to know I'm not the only one looking at the HAGs, Clan-specific ECM nerfs, and Piranha buffs with distaste. The Clan ECM thing in particular reeks of someone getting killed by gaussvomit DWF-Cs or laservom TBRs or HBRs one too many times and deciding to take it personally rather than looking at the stats and also remembering that IS mechs still have access to stealth armor. So sure, Clan ECM isn't as powerful. You still have to deal with STEALTH Pirates Banes and Fleas, STEALTH gauss Thanatos, STEALTH Hellspawns, STEALTH gauss/peep MAD-4Ls, etc etc. Overall it speaks to a certain IS bias that takes a lot of the fun out of the game for people who prefer Clan mechs IMO
Thoughts about HAGs: They are not bad in their design. I think giving them this exact spread was actually good decision, as without it tgere would have been some horrible sniper meta packs of gauss vomiters who would spray everything for 30-40 damage at any range. Spread, especially so small spread, is a preventive action to not make snipers EVEN MORE powerful than how they are nowadays, and it's a good thing they added it. I'm far more concerned about Binary Laser cannon, because it is basically just a better Heavy PPC. Shorter cooldown, less weight, hitscan (no travel time and no hitreg issues), less heat, more damage, at the cost of ONLY 1.15 burn time and slightly less range. It is legitimately op, from the perspective of PPC user. HPPC is basically obsolete now, and making an existing weapon obsolete in favour of new one is one hell of a bad move. I hope it gets it's cooldown amd heat netfed to at least Heavy PPC values, and preferably even lower values... And if you think it's not comparable to HPPC because it's not pinpoint, but imagine something like Vindicator SIB, with it's 30% less burn time. It's gonna be HORRIBLY broken poptart weapon, and it isn't punished for being so strong at all. Thoughts on ECMs and LRMs: i think it's time we start utilise Quick Ignition more as an anti-LRM trick, powering down behind a cover for a second removes lock from you, even if you are abbigger mech in an empty field you force LRM boat to switch target, so ot frees you from it's lock. Very useful on lights and mediums, something helpful for heavies and assulaults. Thoughts on Piranha buff: it sucks. At least they didn't buff MG range, like some of the forum guys suggested...
Well thats what happens when you advance the timeline in ANY setting. As new weapons and tech are designed it makes the old look obsolete and bad. Like the HAG 20 on paper outcompetes EVERY Clan AC 20 by a good bit. Same damage, Comparable cooldown, lower heat even if its set to 3 heat per burst, its Optimal Range is better than any of the ACs, AND its 2 Tons and 2 Crits less than any of the ACs. Meaning outside of pointblank range and putting a guaranteed 20 into 1 spot the HAG 20 is a better choice than the Standard, Ultra, or even LB AC 20s.
You misunderstood what Data meant. Datas point was if you give it charge long range and a high velocity then you are making a long range weapon, but then it has spread so it cannot be used at long range so instead its a mid range weapon, so why not just give it the stats of a mid range weapon. Also a 1.15 second burn time is a lot worse then you are claiming in my opinion, and I don't think a Vindicator with 30% less burn time will be "HORRIBLY broken" good but not broken.
@@memnarch129 To be honest you are right, it's just how ot is with technological progress, but then we really need some "certain-time-related" events or modes that would limit the tech to certain point in time, so everything can get it's use. Otherwise i think at some point we will actually get certain weapons that are JUST not offering any benefits over the newer version. Thankfully it's not happening yet, but this time may come at some point.
@@LavaDa1shi Why not just give it stats of mid-range weapon? Because first - it's lore accurate that way. Second - it's engineered out of gauss rifle, so it inherited it's treats like charge mechanic, big range and long cooldown. HAG is LITERALLY long range weapon made to be good at mid range, both in TT and here. That's the point of this weapon, kind of like how MRMs were originally a LRMs made to be unguided but less heavy and to come in greater numbers. Weapons don't come from out of nowhere, they are made from what you have (usually), and HAGs are no difference. And about BLC - we'll see, but i expect a horrible laservomit prevalence on battlefields. Obviously it's not going to be SUPER OP, but it still will make laservomit very annoying to deal with, simply because unlike clan laser boats with HLL and ERML you won't have that much of a time window to attack them in - BLC's cooldown is stupidly short for such weapon.
Maybe they try to compansate the lack of hardpoint in is mechs with some of those weapons. It might Not as complicated as changing alot of mech loadouts.
I have never experienced LRM problems and I very rarely played mechs with ECM, I would say that LRMs are very weak mechs, they take a long time to aim at the target, the missile flies to the target for a long time and the damage spreads all over the mech, it is not effective. Never use LRM.
I'd agree that LRMs are weak solo que. But in premade groups, especially in Faction Play, (and I do realize a lot of people don't play this mode) 3 dedicated LRMs boats with a good NARC light ECM/stealth spotter can be devastating and help start a snowball. Although much of that is due to the difference in map design in Faction Play vs Solo que.
HAGS don't make sense as a ranged weapon. But mid/close range alpha vomits seem viable. But really did we really need a rac gauss thats pinpoint accurate at max range? Who would use regular gauss? Binary is going to be super strong on assaults if the hsl is the same as large lasers. Xpulse is meh but I can see it on some specialist brawler builds that are group play oriented.
@@JGxDATAHAGs come at very accurate 30 and 40 damage bursts, which is more than better than default gauss on closer ranges than 800 meters. Not everything should be long range, we already have enough sniper meta in MWO. Binary Laser is legit just made Heavy PPC obsolete, which is utterly horrible. All stats are better on Binary Laser other than range, including the weight, so basically there's no use for my beloved Heavy PPC anymore...
@@jumpinghunter9152 Also one thing higher tier players do miss, pun intended. Clan Gauss if you miss the shot you completely loose the 15 damage. If you hit even 50% of the 20s burst your still getting 10 Damage, so 60% of the Clan Gauss damage. Add in that rare occasion you hit all 4 on the same spot and your getting 30% more damage for a comparable heat/ton/crit cost. Its not straight out better than Gauss but does have advantages in some cases.
Because of omni pods it is easier to slot in ECM into a wide variety clan mech builds/loadouts. Some people look at IS ECM as already "nerfed" because of the limited number of mechs/loadouts you can run if you want to use it.
If they looking for things to buff they should have buffed the IV-Four. Used to be one of the best, but now is a massive underperformer... Give me back my baby.
They are constantly nerfing weapons, mechs and maps so that players suffer more and fight with their mech and not opponents. Nerf maps is when they make them uncomfortable, humpbacked. Then the players have to fight mostly at close range and the one who deals more damage for a short time wins. It was the same with the maps of the game World of Tanks, where the old maps were also made more cramped, humpbacked.
Nerfing the LRM speed punishes players that use them direct fire at closer ranges. At such ranges they behave much like LBX weapons backed by lasers with the OPTION to fire indirect. If they could nerf only the indirect fire velocity and keep the direct fire velocity, that would be better.
@@JGxDATA True, but the real value is being able to dumb fire them at ECM targets, and the lower velocity hurts when they don't track. It would be nice to separate their velocities between direct and indirect... because indirect is what needs the nerf.
'I think they are balanced' Meanwhile, HAG has absolutely STUPID amount of burst damage relative to it's weight and theoretical range. Their tonnage requirements are rather absurdly low for the amount of damage it offers. If it's being kept exclusive to clans, inner sphere should get LAC. LAC have shorter range than their full size cousins, and could also have some increased spread or something to make the standards remain the better choice for longer range.
@@myhorseisamazing5883 I meant what do you mean by choosing hags over lasers, if anything you should mix hags with lasers the high velocity and alpha of hags works really well with lasers.
In my opinion kick out lock on weapons, artillery/air strike, cool shot and even uav, and MWO will be a better game. The power creep is also insane more more more of everything.
Cute. So the first thing I hear from Data is the "But but muh sniping long range pinpoint". Frankly, people who drop in alts just to farm in the underhive and demonise lights in the hands of normal pilots as cancer are actually sad. Just my opinion, of course
The low playercount of the game requires small tonnage mechs to "make up" the differences between teams. They do have to make the light mech more attractive to play in order to equalize tonnage in matches. compare how long it takes to queue in a heavy mech versus a light mech! I do agree that it would be nice for them to fulfill their lore role. But if we're going by lore accuracy, then there would be a lot more mediums and lights than heavies or assaults. The way MWO matches up is that they tend to be on the much heavier side and use light mechs to pad out the differences. If light mechs are to be only scouts and harassers, they do need to buff the c-bill bonus you get for spotting or scouting targets. Hit and run and flank bonuses too. If I run a light mech with a NARC, ECM, and a Beagle Active Probe, I get mayble half the c-bills than if I'm running a Cougar brimming with heavy lasers. ECM shouldn't be available for mechs that are larger than 45 tons as well, since it heavily weakens the point of scouting in light mechs. @@JGxDATA
I'm not very impressed with the Blazers, even with the ghost heat bug letting you shoot 3 its not anywhere near as good so many other weapons that are not saddled with the heat, and the duration is really shit in actual gameplay. By the way who is the "1 delusional mind" who you mentioned at 3:46? guy is fucking with our game.
Data losing his shit over patch notes is what i live for.
The spread is lore accurate to HAGs. That was kinda their draw back. They are able to do more damage in a lighter weapon than anything else Clans have, BUT they do it with multiple projectiles. Just thank god that MWO didnt do it like Tabletop. The way it worked there is the HAG fired a number of needles equal to its class, aka a HAG 40 fired 40 seperate Gauss "Needles", that dealt 1 damage each.
Two reasons why they dont work that way is people would cry about the crits and the engine / servers are #### and probably couldn't handle everyone spamming 40-60 pellet volleys in a match.
In my opinion everyone should have a more limited targeting range, and ECM should just block target info. It has been a magical jesus box for too long.
only narc and tag should allow other friendly mechs who dont have LOS to get a missile lock.
@@david40k And improve DRASTICALLY all rewards for narcs/tag damage - c-bill and match score
Stealthers gonna stealth
The patch note videos are always informative and entertaining. Thanks for doing them.
I am glad that you mentioned the map design. Or more specifically, lack thereof. It is one of the weakest parts of the game, both gameplay-wise AND looks-wise.
The spread of HAGS comes from the lore, they are meant to be shit at range, and better at close, but can hit at range, someone doesn't know his lore
If this is the guy Im thinking he is a Tier 1. So Meta player and will always take issue with Lore accurate TT mechanics versus Shooter ones.
@@memnarch129 i mean Im also tier one
@@HammerFell- Just a thing I usually see in any game with a "meta" game. That a lot, not all but a lot, of the higher tier players will complain about stuff that while fluffy or accurate doesnt benefit the meta they want or as they see it.
No offense intended to you.
Overall I'm looking forward to trying out the weapons. The HAGs and binary lasers appeal to me a lot. The binary lasers will definitely help encourage more IS laser vomit over the clan.
The HAGs I think will be good for midrange due to the highlighted points in the video. Gaussvomit builds or possibly even poptarting with a nightgyr could be a good use of them
The x-pulses however I'm not sure about yet. I will try them and I think the x larg pulse will be pretty good for farming some bad lobbies due to the good dps and no ammo restrictions. Also because of the lack of screen shake from the x pulses, I think worse players will not understand the threat of the dps of them
According to Sarna and MMLL, HAG are supposed to be less accurate at long distances as they are a kind of "cluster" munition so putting spread in makes sense if trying to make them similar in mechanic to BT. They aren't supposed to be as accurate at long but better at short/medium distances.
HAG is fine for a turn based, 1 shot per 10 sec, random hit location for all weapons, game like table top battletech. MW
O is none of these things. HAG compared to regular Gauss is at a serious disadvantage in a shoot where you want, when you want, game...@@Voidsworn
@@lhommex5967 Understood, but they seem to first be trying it as close to BT to see how it functions. They can later drop spread if it turns out to be so detrimental.
Think Medium Xs will be better. Did the math and they get you 6 more damage for only 4 more heat, and they are 2 ton 1 crit versus the Larges 7 ton 2 crit.
@@lhommex5967 As pure damage per shot yes, When you take into account volume of fire then HAG wins. HAG 20 v Clan Gauss is 5 more damage for bit more tonnage and Crits. Yes you CAN end up spreading at long range but here is the thing. With Gauss if you miss you loose ALL 15 damage, with the HAG even if 50% of the rounds miss you are still getting 10 damage, or 60% of the Gauss. Also on the RARE occasion you can put all 4 HAG 20 rounds on one component your getting 5 more damage than the Gauss at the same range.
Also Gauss isnt what HAGs, at least the 20, will make look bad, its all the AC 20s. I actually looked at stats and the HAG 20 is better cooldown, better heat even if it ends up at 3 heat per burst, better Optimal range, and is 2 Tons and 2 Crits less than the Standard, Ultra, or LB 20.
Thank you for reviewing the Patch notes! I appreciate your point of view.
My meme locust is going to go crazy with the x-pulse
I don't know who dubbed them the "Chamberpot" but it couldn't be more perfect.
As a PIR A main i feel conflicted. On the one hand I know piranhas do NOT need more buffs, but on the other hand I'm a little jealous it wasn't my piranha that got the buff.
Pir A is already quirked to hell and back. Its arguably the best overall pir.
@@nonaurbizniz7440 Oh agreed, like I say I don't think it needs a buff, but you know how it is when your brothers get something and you don't, lol.
The PIR 3 got buffed because it has 14 lasers instead of PIR 2 15 lasers.
So it's only fair.
Im still angry they removed specifically the HMG ammo buffs on the Pirhana A and the Viper F
The two that got buffed are arguably the least used piranahas in the game
At tabletop HAGs are weapons that you want to fire at close range.
Want to test it anyway, my permanent rank 4 will forgive anything.
Huh, so we finally got Europeans to become fans of NASCAR. I thought y'all would never give up on F1.
I kid you not, most of european players have their own blood not circling through their veins but NASCARing around their circular body. It's almost a plague out there!
It seems like HAGs should synch nicely with Heavy Large Lasers in some midrange GaussVomit build. Both range (due to HAG's spread) and cooldown/duration should work well.
Binary Laser Cannon could do the same for HeavyGaussVomit, but HGauss is not too bright unfortunately... Still more GaussVomit options for chassis with only 2-3 energy slots.
View the HAG as a midrange BEAST of a weapon with the BUFF of being able to do "okay" damage at long range.
Also anything firing bursts with ZERO spread is pretty ridiculous
Agreed, HAGs look very tame on the background of Binary Laser, the only thing that buggs me is that HAG 20 makes Std AC20 obsolete, as the former has all stats including weight being just that much better than the latter.
@@jumpinghunter9152 Hell it makes ALL Clan 20s obsolete, remember its a Clan weapon not IS. The HAG 20 has same damage, better cooldown, better heat even if it ends up at 3 heat per burst, better optimal range, and is 2 tons and 2 crits less than the Standard, Ultra or LB Clan 20.
Cauldron will never admit thair faults and make logical decisions that will help the game live on and make it more enjoyable for everyone. They mostly just tell PGI to nerf/buff what they want and screw everyone else. I sympathize with DATA with him disliking some folks in cauldron.
Cauldron peeps are largely asshat incels.
Cauldron balances for their tier one clubhouse, we're just match score for them to farm
@@MoreEvilThanYahwehT1 only play against T2 and T1 as far as I know.
@@rpscorp9457 Incels? They sound largely like homos tbh.
@@NobCatz They play with T3 too, I sometimes get into matches with all the T1 streamers like TTB, NGNG, etc.
hyper assault gauss have a very high cyclic rate of fire. Its basically a very big machine gun. Two HG-40s should tear up a mech in no time, at medium range, while still able to harass from pretty far away.
I’m most excited for jgx to update his sound mod for the new weapons heh
So did i miss the part where he offers a suggestion to balance a 40 damage pinpoint sniper weapon?
It isn't pin point it is a stream of 8x5 points of damage. Also spread and you can twist. It is a rapid fire rail gun. The spread could be put down to vibration.
@@paradoxbound Im aware of how it works. And its the 8x5 spread that he is bitching about. He wants an OP alpha-strike sniper weapon because that is what he considers 'skilled play'...
@@paradoxboundWhy aren't we bitching about MRM 40 then? It's also 40 damage spread- and long burst-based weapon, so why don't you all want to make it pinpoint accurate too? Or is it different?
@@paradoxbound We know that. Problem is 20, or hell 40 damage pinpoint at 800 plus meters would pretty much make brawling obsolete. It needs a downside and that downside is spread.
The video person was basically saying, without saying, they want the HAGs to be pinpoint, because they are supposed to be "sniper weapons" due to their range. What he doesnt know though is lore wise they are mid range killers that CAN be used at longer ranges if needed.
@@LavaDa1shi Cause thats lore accurate?? HAG in Lore and TT was that way, Long range but had to use the Missile Hit Chart to decide how many needles hit. If as you say Data is wanting "Lore accurate" then the HAG having spread shouldnt be a problem.
You heard the man - BUFF LIGHTS!
Well, HAG spread is what you get trying to transfer things from tabletop to FPS and try to keep some connection with the original. =)
On the other hand, there are plenty of players in MWO who like using LB2s for long-range combat, despite obvious problems with the idea. So HAGs surely have their audience.
Good to know I'm not the only one looking at the HAGs, Clan-specific ECM nerfs, and Piranha buffs with distaste. The Clan ECM thing in particular reeks of someone getting killed by gaussvomit DWF-Cs or laservom TBRs or HBRs one too many times and deciding to take it personally rather than looking at the stats and also remembering that IS mechs still have access to stealth armor.
So sure, Clan ECM isn't as powerful. You still have to deal with STEALTH Pirates Banes and Fleas, STEALTH gauss Thanatos, STEALTH Hellspawns, STEALTH gauss/peep MAD-4Ls, etc etc.
Overall it speaks to a certain IS bias that takes a lot of the fun out of the game for people who prefer Clan mechs IMO
Thoughts about HAGs: They are not bad in their design. I think giving them this exact spread was actually good decision, as without it tgere would have been some horrible sniper meta packs of gauss vomiters who would spray everything for 30-40 damage at any range. Spread, especially so small spread, is a preventive action to not make snipers EVEN MORE powerful than how they are nowadays, and it's a good thing they added it.
I'm far more concerned about Binary Laser cannon, because it is basically just a better Heavy PPC. Shorter cooldown, less weight, hitscan (no travel time and no hitreg issues), less heat, more damage, at the cost of ONLY 1.15 burn time and slightly less range. It is legitimately op, from the perspective of PPC user. HPPC is basically obsolete now, and making an existing weapon obsolete in favour of new one is one hell of a bad move. I hope it gets it's cooldown amd heat netfed to at least Heavy PPC values, and preferably even lower values...
And if you think it's not comparable to HPPC because it's not pinpoint, but imagine something like Vindicator SIB, with it's 30% less burn time. It's gonna be HORRIBLY broken poptart weapon, and it isn't punished for being so strong at all.
Thoughts on ECMs and LRMs: i think it's time we start utilise Quick Ignition more as an anti-LRM trick, powering down behind a cover for a second removes lock from you, even if you are abbigger mech in an empty field you force LRM boat to switch target, so ot frees you from it's lock. Very useful on lights and mediums, something helpful for heavies and assulaults.
Thoughts on Piranha buff: it sucks. At least they didn't buff MG range, like some of the forum guys suggested...
Well thats what happens when you advance the timeline in ANY setting. As new weapons and tech are designed it makes the old look obsolete and bad. Like the HAG 20 on paper outcompetes EVERY Clan AC 20 by a good bit. Same damage, Comparable cooldown, lower heat even if its set to 3 heat per burst, its Optimal Range is better than any of the ACs, AND its 2 Tons and 2 Crits less than any of the ACs. Meaning outside of pointblank range and putting a guaranteed 20 into 1 spot the HAG 20 is a better choice than the Standard, Ultra, or even LB AC 20s.
You misunderstood what Data meant. Datas point was if you give it charge long range and a high velocity then you are making a long range weapon, but then it has spread so it cannot be used at long range so instead its a mid range weapon, so why not just give it the stats of a mid range weapon. Also a 1.15 second burn time is a lot worse then you are claiming in my opinion, and I don't think a Vindicator with 30% less burn time will be "HORRIBLY broken" good but not broken.
@@memnarch129 To be honest you are right, it's just how ot is with technological progress, but then we really need some "certain-time-related" events or modes that would limit the tech to certain point in time, so everything can get it's use. Otherwise i think at some point we will actually get certain weapons that are JUST not offering any benefits over the newer version. Thankfully it's not happening yet, but this time may come at some point.
@@LavaDa1shi Why not just give it stats of mid-range weapon?
Because first - it's lore accurate that way.
Second - it's engineered out of gauss rifle, so it inherited it's treats like charge mechanic, big range and long cooldown. HAG is LITERALLY long range weapon made to be good at mid range, both in TT and here. That's the point of this weapon, kind of like how MRMs were originally a LRMs made to be unguided but less heavy and to come in greater numbers. Weapons don't come from out of nowhere, they are made from what you have (usually), and HAGs are no difference.
And about BLC - we'll see, but i expect a horrible laservomit prevalence on battlefields. Obviously it's not going to be SUPER OP, but it still will make laservomit very annoying to deal with, simply because unlike clan laser boats with HLL and ERML you won't have that much of a time window to attack them in - BLC's cooldown is stupidly short for such weapon.
@@jumpinghunter9152 I have played tabletop and I know how HAGs work, I'm explaining what Data meant since it seemed you misunderstood.
Maybe they try to compansate the lack of hardpoint in is mechs with some of those weapons. It might Not as complicated as changing alot of mech loadouts.
I have never experienced LRM problems and I very rarely played mechs with ECM, I would say that LRMs are very weak mechs, they take a long time to aim at the target, the missile flies to the target for a long time and the damage spreads all over the mech, it is not effective. Never use LRM.
I'd agree that LRMs are weak solo que. But in premade groups, especially in Faction Play, (and I do realize a lot of people don't play this mode) 3 dedicated LRMs boats with a good NARC light ECM/stealth spotter can be devastating and help start a snowball. Although much of that is due to the difference in map design in Faction Play vs Solo que.
HAGS don't make sense as a ranged weapon. But mid/close range alpha vomits seem viable. But really did we really need a rac gauss thats pinpoint accurate at max range? Who would use regular gauss? Binary is going to be super strong on assaults if the hsl is the same as large lasers. Xpulse is meh but I can see it on some specialist brawler builds that are group play oriented.
hag comes in a stream and has very bad damage per heat compared to gauss
@@JGxDATAHAGs come at very accurate 30 and 40 damage bursts, which is more than better than default gauss on closer ranges than 800 meters. Not everything should be long range, we already have enough sniper meta in MWO.
Binary Laser is legit just made Heavy PPC obsolete, which is utterly horrible. All stats are better on Binary Laser other than range, including the weight, so basically there's no use for my beloved Heavy PPC anymore...
@@JGxDATA Do we know the exact heat yet? I didnt see it listed.
@@jumpinghunter9152 Also one thing higher tier players do miss, pun intended. Clan Gauss if you miss the shot you completely loose the 15 damage. If you hit even 50% of the 20s burst your still getting 10 Damage, so 60% of the Clan Gauss damage. Add in that rare occasion you hit all 4 on the same spot and your getting 30% more damage for a comparable heat/ton/crit cost. Its not straight out better than Gauss but does have advantages in some cases.
@@memnarch129 comparable heat??!! wtf??!! you just wrote you had no idea what the heat was!!!
AHAHAH PIRANHA GOES BRRRRRRR -targetdestroyed-
Eww you're filthy
Only clan ECM is nerfed... and IS?
IS master race
Because of omni pods it is easier to slot in ECM into a wide variety clan mech builds/loadouts. Some people look at IS ECM as already "nerfed" because of the limited number of mechs/loadouts you can run if you want to use it.
They should've left clan alone and given IS angel ecm
If they looking for things to buff they should have buffed the IV-Four.
Used to be one of the best, but now is a massive underperformer...
Give me back my baby.
I dont think problem LRM right now...
Everyone just play LL and gaus...
Missiles are a problem I think as I have ams boats and the effect is a joke
They are constantly nerfing weapons, mechs and maps so that players suffer more and fight with their mech and not opponents. Nerf maps is when they make them uncomfortable, humpbacked. Then the players have to fight mostly at close range and the one who deals more damage for a short time wins. It was the same with the maps of the game World of Tanks, where the old maps were also made more cramped, humpbacked.
They are not constantly nerfing weapons in general, they are constantly indirectly nerfing aim, range and skill over time.
LRMs have a 5% velocity nerf oh no!
I can see Jay Z running the stalker with 2 heavy guass lo;
Nerfing the LRM speed punishes players that use them direct fire at closer ranges. At such ranges they behave much like LBX weapons backed by lasers with the OPTION to fire indirect. If they could nerf only the indirect fire velocity and keep the direct fire velocity, that would be better.
that's not entitely true...the closer the range the less the nerf is felt
No lock LRMs have massive spread though.
@@JGxDATA True, but the real value is being able to dumb fire them at ECM targets, and the lower velocity hurts when they don't track. It would be nice to separate their velocities between direct and indirect... because indirect is what needs the nerf.
How many times have they fudged around with LRMs over the years?
I've lost count.
@@owensthilaire8189 they just buffed them repeatedly non stop for 10 years...a well deserved a too shy nerf
Generic quirks ruin variety. Piranhas and Phenix Hawks don't need buffs. Like the new weapons.
Just wait for the LGD mech that has 0% HAG spread? :D
i got so much salt out of this 20 minutes, my heart attack is imminent. ;)
'I think they are balanced'
Meanwhile, HAG has absolutely STUPID amount of burst damage relative to it's weight and theoretical range. Their tonnage requirements are rather absurdly low for the amount of damage it offers. If it's being kept exclusive to clans, inner sphere should get LAC. LAC have shorter range than their full size cousins, and could also have some increased spread or something to make the standards remain the better choice for longer range.
lol why i should chose hags over lasers lol
what?
@@LavaDa1shi i mean hags are just ballistic lasers
@@myhorseisamazing5883 I meant what do you mean by choosing hags over lasers, if anything you should mix hags with lasers the high velocity and alpha of hags works really well with lasers.
same reason any ballistic really, trade off heat problems for ammunition constraints
In my opinion kick out lock on weapons, artillery/air strike, cool shot and even uav, and MWO will be a better game. The power creep is also insane more more more of everything.
Cute. So the first thing I hear from Data is the "But but muh sniping long range pinpoint". Frankly, people who drop in alts just to farm in the underhive and demonise lights in the hands of normal pilots as cancer are actually sad. Just my opinion, of course
That's not what was said at all. The point was that it's silly to design a weapon a certain way, then add stats which directly contradict that design.
Seems like they were design to be mid range gauss was their goal.
What do u mean alts as well?
@@rjsc2006 smurfing, alternate account to farm low skill match maker.
HAGs are fine, the spread is microscopic and only noticeable on HAG-40s
Very biased against light mechs I see!
I have nothing against light mechs when they perform the role that they are meant to perform in lore....
The low playercount of the game requires small tonnage mechs to "make up" the differences between teams. They do have to make the light mech more attractive to play in order to equalize tonnage in matches. compare how long it takes to queue in a heavy mech versus a light mech!
I do agree that it would be nice for them to fulfill their lore role. But if we're going by lore accuracy, then there would be a lot more mediums and lights than heavies or assaults. The way MWO matches up is that they tend to be on the much heavier side and use light mechs to pad out the differences.
If light mechs are to be only scouts and harassers, they do need to buff the c-bill bonus you get for spotting or scouting targets. Hit and run and flank bonuses too. If I run a light mech with a NARC, ECM, and a Beagle Active Probe, I get mayble half the c-bills than if I'm running a Cougar brimming with heavy lasers. ECM shouldn't be available for mechs that are larger than 45 tons as well, since it heavily weakens the point of scouting in light mechs.
@@JGxDATA
I'm not very impressed with the Blazers, even with the ghost heat bug letting you shoot 3 its not anywhere near as good so many other weapons that are not saddled with the heat, and the duration is really shit in actual gameplay. By the way who is the "1 delusional mind" who you mentioned at 3:46? guy is fucking with our game.