4
68 replies to this topic
#61
Posted 11 March 2013 - 10:12 AM
I like the patch overall
Couple of issues
I have had mini maps missing much more since patch
I have had a few ctd's - never had them before
2 things i dont care for - the new laser recharge sound and it seems as tho ELO is not looking far beyond ELO in that weight class doesnt seem to be taken into account.
Couple of issues
I have had mini maps missing much more since patch
I have had a few ctd's - never had them before
2 things i dont care for - the new laser recharge sound and it seems as tho ELO is not looking far beyond ELO in that weight class doesnt seem to be taken into account.
#62
Posted 11 March 2013 - 07:22 PM
ELO:
It seems the more data ELO gets, the worse the results are becoming. I'm not talking about when it can't even produce 16 players and the teams start off lopsided at the start of the match. We all already know about that.
What I'm talking about is that I'm seeing more PUG matches end in 8-0, 8-1, 8-2, 2-8, 1-8, 0-8, and similarly lopsided outcomes, than I have since prior to ELO being introduced.
The only other significant outcome I've noticed ELO has produced is it is crushing my KDR, because half the time it puts me on a team with non-communicating players who all scatter in different directions at the start of the match and doom us to failure, ensuring we all get a death added to our totals and because they're not interested in working as a team, it's unlikely we get any kills added to our totals, which makes that death even more weighty.
Really, the biggest factor in whether your team wins or loses the match is teamplay. That's it. And ELO can't account for that. Whichever team cooperates more/better, wins, 90+% of the time.
So, in the end, ELO seems to bounce me between matches where the team I'm on works together and we crush the other team, and matches where my team doesn't communicate at all, doesn't stick together, and we get crushed by a better coordinated team. That tells me ELO isn't doing a darn thing that's helpful or useful.
On the whole, it is making the entire MWO experience MUCH less fun. We can safely say that the number one reason people want to play a game is to have fun. Sometimes an odds-against-you challenge can be fun. On rare occasions. Not when it's the norm, though. Not when it happens half the time you play. That's not actually fun, that's stressful, frustrating, and very much un-fun.
Not here to only have fun half the time and be beaten down the other half of the time. I'm here to have fun all the time. Varying degrees of fun is fine. Completely un-fun experiences are not.
I'd say 80% of the time or more, the match is a lop-sided battle in one direction or the other. Less than 20% of the time is there a well-balanced pairing of teams and a well-matched fight.
For reference, I'm running Medium class mechs the majority of the time now, so whatever ELO I have in that class is well established, so it's not like my ranking should be making any violent fluctuations.
It seems the more data ELO gets, the worse the results are becoming. I'm not talking about when it can't even produce 16 players and the teams start off lopsided at the start of the match. We all already know about that.
What I'm talking about is that I'm seeing more PUG matches end in 8-0, 8-1, 8-2, 2-8, 1-8, 0-8, and similarly lopsided outcomes, than I have since prior to ELO being introduced.
The only other significant outcome I've noticed ELO has produced is it is crushing my KDR, because half the time it puts me on a team with non-communicating players who all scatter in different directions at the start of the match and doom us to failure, ensuring we all get a death added to our totals and because they're not interested in working as a team, it's unlikely we get any kills added to our totals, which makes that death even more weighty.
Really, the biggest factor in whether your team wins or loses the match is teamplay. That's it. And ELO can't account for that. Whichever team cooperates more/better, wins, 90+% of the time.
So, in the end, ELO seems to bounce me between matches where the team I'm on works together and we crush the other team, and matches where my team doesn't communicate at all, doesn't stick together, and we get crushed by a better coordinated team. That tells me ELO isn't doing a darn thing that's helpful or useful.
On the whole, it is making the entire MWO experience MUCH less fun. We can safely say that the number one reason people want to play a game is to have fun. Sometimes an odds-against-you challenge can be fun. On rare occasions. Not when it's the norm, though. Not when it happens half the time you play. That's not actually fun, that's stressful, frustrating, and very much un-fun.
Not here to only have fun half the time and be beaten down the other half of the time. I'm here to have fun all the time. Varying degrees of fun is fine. Completely un-fun experiences are not.
I'd say 80% of the time or more, the match is a lop-sided battle in one direction or the other. Less than 20% of the time is there a well-balanced pairing of teams and a well-matched fight.
For reference, I'm running Medium class mechs the majority of the time now, so whatever ELO I have in that class is well established, so it's not like my ranking should be making any violent fluctuations.
Edited by jay35, 11 March 2013 - 08:47 PM.
#63
Posted 12 March 2013 - 07:06 AM
Well Jay35, it's interesting that I have a completely different experience.
I've had far, FAR, less blowout wins. Close matches are far more common. My win rate and KDR has both gone up significantly (mainly solopuging).
Elo accounts EXACTLY for that. All it counts is if you win matches. If you are good at keeping track of your team and doing what is needed for winning, then you will win. If you win, your rating goes up. If your rating goes up, you'll be matched with and against better players, who will be better at working as a team (or else they wouldn't get a high rating).
Not saying the matchmaker is perfect now, mismatched drops (8vs7 or 800tons vs 500tons) are problems that need to be sorted out. But Elo rating in itself has improved the matches for me.
So your anecdotal evidence is now counteracted by my anecdotal evidence.
I've had far, FAR, less blowout wins. Close matches are far more common. My win rate and KDR has both gone up significantly (mainly solopuging).
Quote
[color=#959595]Really, the biggest factor in whether your team wins or loses the match is teamplay. That's it. And ELO can't account for that. Whichever team cooperates more/better, wins, 90+% of the time.[/color]
Elo accounts EXACTLY for that. All it counts is if you win matches. If you are good at keeping track of your team and doing what is needed for winning, then you will win. If you win, your rating goes up. If your rating goes up, you'll be matched with and against better players, who will be better at working as a team (or else they wouldn't get a high rating).
Not saying the matchmaker is perfect now, mismatched drops (8vs7 or 800tons vs 500tons) are problems that need to be sorted out. But Elo rating in itself has improved the matches for me.
So your anecdotal evidence is now counteracted by my anecdotal evidence.
#64
Posted 12 March 2013 - 07:28 AM
Lol, whining that Elo "crushed" his K/D ratio proves that being a a good LRM boat. is not the same than being teamplayer.
I really hope that PGI never introduces a pure Teamdeathmatch. Or when than just with weight AND class restrictions.
My matches got better since Elo. My K/D improved much more than my W/L. Which means I must get better at protecting my teammates than killing single targets. Or hope that my W/L will rise enough that I get better teammates ;-)
I really hope that PGI never introduces a pure Teamdeathmatch. Or when than just with weight AND class restrictions.
My matches got better since Elo. My K/D improved much more than my W/L. Which means I must get better at protecting my teammates than killing single targets. Or hope that my W/L will rise enough that I get better teammates ;-)
#65
Posted 12 March 2013 - 10:17 AM
XenonCx, on 05 March 2013 - 02:24 PM, said:
Mechbay:
- When adding or removing Artemis upgrade, already equipped ammo is removed from the mech when the configuration is saved. This bug caused me to launch into a match without any ammo. Then next match I accidentally added SRM ammo instead of LRM ammo, which leads me to my next suggestions....
- On the main Mechbay screen with a mech selected, add total ammo quantity next to weapon quantity in the upper-right pane. If ammo count is zero, highlight the weapon text in a red or orange color.
- When saving a new mech configuration and there's no ammo for a weapon, pop-up a warning box similar to when saving a mech without an engine.
Thanks!
- When adding or removing Artemis upgrade, already equipped ammo is removed from the mech when the configuration is saved. This bug caused me to launch into a match without any ammo. Then next match I accidentally added SRM ammo instead of LRM ammo, which leads me to my next suggestions....
- On the main Mechbay screen with a mech selected, add total ammo quantity next to weapon quantity in the upper-right pane. If ammo count is zero, highlight the weapon text in a red or orange color.
- When saving a new mech configuration and there's no ammo for a weapon, pop-up a warning box similar to when saving a mech without an engine.
Thanks!
?? Bug..lol
only thing that is bugged is you i guess ....cause it's known when switching artemis you have to re-equip ammo.
And because you do not pay attention equiping your mech....2 times in a row ...do please not ask for ****** stuff....would be the same as asking implementing auto-aim...and maybe highlight the enemy mech when you can fire weapons.
Just positive feedback
#66
Posted 12 March 2013 - 11:06 AM
Footupyazz, on 12 March 2013 - 10:17 AM, said:
?? Bug..lol
only thing that is bugged is you i guess ....cause it's known when switching artemis you have to re-equip ammo.
only thing that is bugged is you i guess ....cause it's known when switching artemis you have to re-equip ammo.
I will clarify. Adding/removing Artemis in the present version of Mechbay is bugged and misleading.
Step-by-step:
1) Open a mech configured with LRMs and ammo equipped.
2) Add or remove Artemis from Upgrades tab. Notice that your tonnage goes up or down by 1 ton per LRM weapon. LRM ammo was not removed from your mech.
3) Click back to your Ammo or Weapon tab and verify that LRM ammo was not removed, the description just changed to include/remove the Artemis tag.
WARNING: Don't do the next step if you don't want to waste C-bills on changing Artemis!!!
4) Click "Save Mech", falsely believing that it will be saved as shown. It won't. Instead it removes your ammo, leaving your mech devoid of all ammo with no indication of anything wrong, unless you specifically look at the tonnage readout and notice it's now a few short.
Edited by XenonCx, 12 March 2013 - 11:08 AM.
#67
Posted 12 March 2013 - 11:31 AM
a network error occurred is my only gripe couse I cant play. I tried connecting by Ethernet and restarting PC also reinstalled MWO. ive yet to find any other usefull tips in the forums as well. I want to PLAY!!!
Edited by worstmexican, 12 March 2013 - 11:39 AM.
#68
Posted 17 March 2013 - 06:10 PM
Peace necklace. In mechlab it looks ok. But in game... need more contrast.
#69
Posted 18 March 2013 - 05:54 PM
I have noticed that the limbs of dragons change paint color when blown off. Seems to happen most on caustic valley.
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