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1 Year Anniversary


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#1 Chemie

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Posted 09 May 2013 - 02:03 PM

I see that my one year in this game came and went this week so time for a state of the union 1 year later.

* The game is basically the same as it was last May...surprising (and depressing), looking back, how little things have really changed.

What has changed?

1. more bugs (seriously, there were fewer bugs then compared to now. it amazes me how long PGI lets things like HUD bugs stick around). Sure, Sept/Oct was terrible because they rushed a bunch of stuff out but putting that aside, more bugs now than May/June/July.

2. more mechs and maps but that does not change game much

3. Game was funner. There was more variety. Every mech class was viable. Today, it is PPC poptart and nothing else. Light role is almost gone and mediums are useless.

4. Less team play. I could drop with 16 friends last May...now just 8 or 4. With 8, queue is mostly empty. If I want to play another team, I have to try and sync drop. PGI seems to hate the idea of fostering a community. With 4-man I get stuck with idiots and lose or good players and stomp...but it is always 8-0 or 0-8. 1 game in 10 is balanced with 8-4 or something.

5. still one game mode; no useful new content. I mean, air strike is the best example of what is wrong with their development.

6. months to fix things. Over past 4 months they have (or will) introduce something like 10 soft counters to ECM and they all do nothing. They are currently balancing MG and have not even communicated a plan around PPC and poptart issues. LRM are either crazy strong or useless.
Balance seems impossible. This despite being in beta. Why not play around with balance every week? They got nothing to lose and cannot break the game more than it is broken now. Besides, at least changing balance every week would introduce some new things to try.

The good? Well, I really like mechs and I like the strategy that we have had at times (none right now; see above). PGI does seem to listen to "some things" but I still think they spend too much time on stuff like 3-person instead of important things. Last May, there was maybe 500 of us and it seemed like they really cared about feedback. Today, they seem to want to boiling tings down to the masses and ignore the core community.

I know I am missing stuff so I will leave to others. What is the good and the bad of the game May 2012 vs May 2013?

Edited by Chemie, 09 May 2013 - 02:04 PM.


#2 Monky

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Posted 09 May 2013 - 05:25 PM

After a year myself, I've just stopped caring. MWO was supposed the chosen one!

I've long since stopped enjoying the game, only playing to try and provide feedback on what I would like to see changed to try to bring back the fun, and it is simply routinely ignored (even when everyone else seems to feel the same way as I do - I don't expect my opinion to hold sway by itself).

The bugs problem is a big one and yes it is pretty accurate - tons of bugs, even the 'friendly fading off radar if you aren't looking directly at him' bug is still in this game as long as I have been. If it where a person, I would have racked up more playtime with it than with the combined total of my entire friends list.

Basically, I think that what needs to happen is MWO needs to take a step back from their design, ask themselves not 'do we as the devs like this feature' but 'does this feature -work-'. On damn near everything relating to balance. Slapping on bandaid fixes every once in a while (which is almost guaranteed to be the fixes for MGs, PPCs, Missiles, etc) has become the mainstay and it isn't fixing anything without breaking 2 other things.

I will say, I love the art team to death. They are a shining bastion of good and hope and deserve beer and hugs.

Edited by Monky, 09 May 2013 - 05:30 PM.


#3 Nauht

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Posted 09 May 2013 - 06:05 PM

View PostNeverfar, on 09 May 2013 - 05:41 PM, said:

This game had more charm, appeal, and stood out more from the crowd when it was at least trying to be a 'thinking person's shooter'.

The Call of Duty/Counterstrike "skill" kiddies got their way. No similation nerd crap will interfere with their uber aim, no sir. And they get 4-6 sniper rifles at a time, all pinpoint striking the same spot of a target, because anything less would not be "realistic". It's astounding the ways they justify this crap.

Despite your strong wording, I actually agree with you on this one.

The game has dumbed down somewhat. It's probably the culmination of a lot of little things with the game in its current state that just feels like it is catering to the COD kiddies more. The current meta, 3PV, I dunno....

But understandable that PGI needs to appeal to the masses. I'm willing to put up with a lot to keep a MW game alive so I can keep playing....

.... until I don't.

#4 Xyroc

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Posted 09 May 2013 - 06:21 PM

Have to disagree with the light role being gone and mediums useless ...
I frequently give my team an huge advantage by being the only light on the field
VERY often play mediums where I am dealing out good damage numbers getting a few kills and surviving.

Yes I feel like we need a real game mode where Im really assaulting a location and taking a base from a defender.

But the constant whining about "poptarting" and / or PPC boats is so annoying when the main flaw is that people just try to charge thew open ground strait at the PPC team not having that flanking force move around and then doing a pincher. ( which works well I've dont this with my team countless times). OR getting behind cover drawing them in and doing work on the LONG range team your way. Its about people not trying to do smart things everyone just wants to trade fire and then complain that the weapon designed to be the Teir 1 long rang wep is doing what is supposed to do .....

Edited by Beliall, 09 May 2013 - 06:26 PM.


#5 Nauht

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Posted 09 May 2013 - 06:22 PM

View PostNeverfar, on 09 May 2013 - 06:10 PM, said:

I feel no regret for my strong wording. I feel there's so much passive-aggressive chicken-*** sniping on this forum that someone's got to have a backbone, even if it angers people. And no, I don't expect everyone to agree with my opinions.

It's nice you agreed with me this one time, all the same. That's neat.

I'm not sure who is actually calling for 3rd person view, outside of the game company itself. I can't recall anyone actually asking for it.

Appealing to the masses is well and good, but the problem is that if they push that appeal too broadly, and this game gets lost in a sea of mediocrity and me-too imitation attempts. This is a niche product, and by straying from being a niche, it gets lost in mediocrity.

I'd prefer they tried to give Battletech wider appeal, more than removing the Battletech wherever they can.

Rofl, you need to calm down a notch or two, ease up the claw on the mouse and all that.

Everyone's got a backbone on the Internet and it proves nothing really in the end.

There are plenty, plenty of posts from people with strong convictions about this game that don't sound like they're a lunatic.

#6 Nauht

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Posted 09 May 2013 - 06:26 PM

View PostBeliall, on 09 May 2013 - 06:21 PM, said:

Have to disagree with the light role being gone and mediums useless ...
I frequently give my team an huge advantage by being the only light on the field
VERY often play mediums where I am dealing out good damage numbers getting a few kills and surviving.

Yes I feel like we need a real game mode where Im really assaulting a location and taking a base from a defender.

But the constant whining about "poptarting" and / or PPC boats is so annoying when the main flaw is that people just try to charge thew open ground strait at the PPC team not having that flanking force move around and then doing a pincher. ( which works well I've dont this with my team countless times).

This. I play a brawler and have no problems with sniping and pop tarting. Can post screenies of mech/weapon stats when I'm get home. But I have no problems whatsoever in getting under 300m to fight where my weapons are effective, even on alping/tourmaline, which comes up 2/3 times.

I seriously don't know what the fuss is about with sniping/pop tarting. It's so easy to get in range for brawling. Unless you decide to walk across an open area straight for them.

#7 Cur

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Posted 09 May 2013 - 06:27 PM

Generall an Anniversary is to celebrate something.

I dont feel MWO has warranted anything like that.

Maybe cheers as we let the fruit fly at the gallows, but if we're going to start celebrating **** because it's reached a new level of stinkyness..... Oh wait... there are still alot of people here that thinks it still smells like roses.

Nevermind.

#8 pencilboom

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Posted 09 May 2013 - 07:13 PM

View PostNauht, on 09 May 2013 - 06:26 PM, said:

This. I play a brawler and have no problems with sniping and pop tarting. Can post screenies of mech/weapon stats when I'm get home. But I have no problems whatsoever in getting under 300m to fight where my weapons are effective, even on alping/tourmaline, which comes up 2/3 times.

I seriously don't know what the fuss is about with sniping/pop tarting. It's so easy to get in range for brawling. Unless you decide to walk across an open area straight for them.


ELO

#9 Nauht

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Posted 09 May 2013 - 07:16 PM

View PostNeverfar, on 09 May 2013 - 06:30 PM, said:


I've said it before and I've said it again: The fact that you have a sandwich doesn't mean that everyone you meet isn't hungry. You don't have to look far to see frustrated people, many of which are already taking their attention and money elsewhere. Granted, some may be unfounded (happens everywhere) but ignoring all of it because "I got mine" isn't helping anyone. Not even you.

Yep, I can see that side too. It very clearly is not fun for some. But I'm loathe to change the game based solely based on forum posting. Only PGI can see the bigger picture and how it's impacting the game. They have all the data and will respond accordingly to that. Obviously sniping/pop tarting is fun for quite a lot of people, given the numbers in game but what if those numbers outweigh the forum posters? Who should PGI cater for? Those that are just playing and paying or the vocal minority. I'll say again though, if that vocal minority is in fact a vocal majority then PGI will act accordingly. We just don't know as we don't have the data.

As to one year anniversary, there were some in CB who said it wouldn't last six months, with all the complaints of how they didn't like how MWO wasn't fitting into what they thought he game should be.

View Postpencilboom, on 09 May 2013 - 07:13 PM, said:


ELO

Why hello to you too.

#10 Lindonius

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Posted 09 May 2013 - 07:48 PM

I am with the OP. In one year I was expecting PGI to deliver at least some of the following:

New game modes beyond "kill everybody or capture base(s)."
A lobby.
Integrated voice chat.
Mouse sensitivity sliders.
DX11.
Community warfare.
12v12.
Clans.
A tutorial.
Some AI (training bots, NPC vehicles etc).
Missions with actual meaningful objetives.
Weapon/mech balance.
A game free of bugs and CTDs.
Support for lower spec PCs.

Looking back over that list and I can see that in the space of 1 year they have provided absolutely NONE of these things.

What we have been given instead is 8 new chassis, 2 new maps, some new tech (most of which is either game breaking or useless), bitching Betty and..........

A massive amount of stuff that they make money on (Hero mechs, cockpit items, camos, consumables etc) but at the end of the day does absolutely NOTHING to advance the gameplay.

It's looking pretty obvious where their priorities lie.

Edited by Lindonius, 29 May 2013 - 11:10 PM.


#11 Vassago Rain

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Posted 09 May 2013 - 08:03 PM

I've been here for about a year, but this account was started in august. Some stuff's changed, most hasn't.

We have a lot of good changes, like hit registration working properly, lights not making damage disappear, long ranged weaponry that works, ACs that are worth your time, no more stunlock knockdowns, no more warping mechs... But all that shouldn't have taken them a year.

Not liking poptart warriors. I miss SRMs and brawling. I miss viable mediums. Actually, I almost completely stopped playing since they nerfed missiles. Back for this patch cycle, due to popular demand. We'll see how long that lasts.

#12 Aidan McRae

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Posted 09 May 2013 - 08:28 PM

I agree with the sentiment of the first couple posts. It's nearly a year for me also, and this time last year, I was recommending the game left and right, trying to build a unit. Now, I'm biding my time for the game to at least get back to it's former enjoyment level. Everything mentioned here from pandering to COD/Cstrikers, to bugs never being fixed, to real strategy going out the window...all true. I play less and less, wait more and more, and recommend this game...never.

It all started right around the introduction of ECM, not surprisingly. I really wonder how many of the PGI'ers actually played and *enjoyed* BattleTech.

#13 Lindonius

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Posted 09 May 2013 - 08:49 PM

View PostMonky, on 09 May 2013 - 05:25 PM, said:

I will say, I love the art team to death. They are a shining bastion of good and hope and deserve beer and hugs.


Agreed.

#14 Sephlock

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Posted 09 May 2013 - 09:04 PM

But FIE on those who decided to make all the humanoid mechs walking bricks... The Jagermech was supposed to look like an Urbanmech in a power loader...

#15 MadcatX

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Posted 09 May 2013 - 09:10 PM

In one year, I had very little expectations from a 3D F2P game in development based off an IP that was going to go into Open Beta. It pretty much followed the same trends, with some deviation, that other titles have:

Pre-production/Concept: The production team start with an idea and then think big, of all the cool features and concepts to implement.

Production/Alpha: Backbone of gameplay created.

Closed Beta: Bring in beta testers. Typically consists of people familiar with IP.

Open Beta: In comes the swarm of people completely new to the IP and possibly genre. Typical split in fanbase between those from closed beta not wanting them to change THEIR game and folks from open beta giving feedback. Although I did expect there to be less bugs by this point.

Since open beta: MW:o attempts to determine what it wants to be. On one hand, trying to please the core fan base of the IP. On the other hand, trying to figure out what features to put in / take out to garner a larger player base, and in what order to do so. Is eventually forced to make hard decisions "ECM working as intended" or some backpedaling to appeal to wider market or quite frankly because they made a mistake: "May implement 3PV".

So yea, wasn't expecting a whole lot the first year. Less bugs was really the only thing that didn't happen that I was somewhat expecting too.

#16 Stonefalcon

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Posted 09 May 2013 - 09:47 PM

It’s been 11 months since I’ve joined this “what you might call a community” and began to contribute to the development of the game in my own way. Firstly there have been a number of drastic changes made to the game some more so than others and it has been a great experience to live with the game and see it grow but at the same time there have been instances where the game has literally gone backwards.

I’ll start with what I felt was a step backwards, why PGI made it so and what’s been done to fix it.
  • Engine limitations on mechs. The reason this came about was to stop the 200kph mechs from lagging the crap out of the server but it also killed off some of the most fun builds to date, the XL 400 dragons and hunchbacks, the STD 400 Atlases pretending to be Banshees this restriction was put in place not to kill these great mechs but to stop a minority of people lagging the servers. Has it been fixed, unfortunately not, this quick fix is still in place and it seems just silly to have not fixed this issue after 11 months.
  • Weightmatching. Some of the most fun players had in the early days was getting a group of 8 jenners together and swarming the opposing team one after another. Somehow back in the day weights of mechs did not matter, whether you had 8 Atlases vs 8 Jenners, well balanced groups or one awesome match I got to play 8 hunchbacks verse 8 centurions (Admittedly the last one was weight balanced but you get my point). Weightmatching was brought in by the vocal minority to stem development of fun tactics in favour of people wanting to bring in big guns to blow away your team.
  • 16 Man groups. One of the killers of the game right here, people love to play the game with their friends, not 8 or 12 random people they may or may not know. With 16 mans there was a great level of uncertainty with entertainment and it would be great if this function returned so friends can once again play with friends and enjoy the game in their own way.
  • Dev Drops with Testers. GONEEEEE is the day when Paul, Brian or Garth would join a 16 man and do random drops. I remember one day 16 of us with Paul just spend 10 matches testing just one weapon, one match with nothing but machine guns, another with AC/2s. I actually laughed when we were playing with the AC/2s and the common consensus was that AC/2s were crap, OMFG how that changed with the Cataphract 4X making a scene. But will we ever see devs playing in a group of testers, never again.
  • Weapon Balancing. I have never seen a game where this has been done so wrongly. One week one weapon is OP then it’s heavily nerfed, then it’s buffed heavily then it’s nerfed and kept there. Some weapons have their values changed to encourage more shooting such as lasers and PPCs. In my honest opinion I’ve been using 6 PPC’s on an Awesome since the day it came out, back then it was hilarious, people thought me mad to field it. I love being outside the box but then around came PGI who reduced the heat from PPCs to nine and a few more people started to field it, now we have 8 heat for 10 damage? With a max range of 1080m? Just silly if you ask me the bigger weapons are supposed to be high heat due to their increased ranges whereas up close a medium or medium pulse laser would be more efficient in terms of damage and heat to tonnage.
  • Jump Jets. In battletech jump jets are supposed to be a purely manoeuvring tool, they allow you to reach those places to get the perfect vantage point, take a shot then retreat, even in the battletech table top rules if you use jump jets it’s harder for you to hit anything during that turn, most likely due to the increased cockpit shake the jets are producing. OMFG poptarters are killing the game like you won’t believe, jump up shoot back down again, rinse and repeat with no repercussions. Will PGI do anything to fix it, most likely not without a massive reduction of players to make those dollar signs start shrivelling. Do they need to fix them, yes quite simply. How, surely they can introduce a system where the cockpit would shake based on the number of jump jets being used on the mech or better yet the class of jets being used. The heavier the jet the more shake it makes to move that heavy mass to the intended destination, were talking 90 and 70 tonne un-aerodynamic behemoths not paperweight minors taking a glide with their sleek shapes.
  • The other factor involving jump jets is the reduced damage bug which still hasn’t been fixed since closed beta testers mentioned it over 10 months ago. More than once I’ve seen a jumping mech take a heaps of guns to the face and register no damage or only a fraction of it, even with state rewind this is a serious issue and it was absolutely stupid to hold a poptarting competition with the highlander while this bug is still present.
8. ELO, don’t get me started on how terrible this has made the game.

OK Rant over, now the good things UMMM
  • State rewind. HUGE improvement, this has actually brought life back into the game, it has made each variant useful again especially for high ping players outside the US and Canada. I was a very happy chappy when this came in.

When I thought of writing this post I was sure there would be more good than bad, apparently not, sure you could say the addition of new mechs and maps has helped but at the core of the game these have changed nothing, it all comes down to those hard decisions PGI has had to make with the game’s development but honestly they are making it go backwards.

I really hope the development of this game picks up, PGI stops to think about releasing a flashy new hero mech instead of fixing that bug and actually gets around to finishing what they started.

#17 Keifomofutu

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Posted 09 May 2013 - 11:01 PM

They really need to start balancing all the weapons in earnest every patch. But rather than wait for the QQ threads on one weapon or another being too strong or too weak just start with small tweaks to ALL the weapon types rather than swinging the balance crazy far on one specific weapon. Just start with small adjustments until the metrics start showing that all the weapons are both seeing use and are relatively effective without dominating the meta singlehandedly.

Wouldn't mind seeing tweaks to the heat system though especially in reference to the maximum amount you can dump in one alpha strike. The alpha strike has nothing to do with any one weapon it has to do with a heat cap that is far too forgiving of large alphas.

#18 Ghost_19Hz

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Posted 09 May 2013 - 11:28 PM

I thought this thread was going to be positive and then i thought i'll add something positive despite the content, but after reading it, i agree with a lot of stuff said, and just feel kind of disappointed. I do love the artwork/graphics though.

#19 elbloom

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Posted 10 May 2013 - 02:21 AM

Game got pretty boring after a few months, It´s still installed but .. meh ^^

Reading things changed for the worse doesn´t please me .....

#20 Torarild

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Posted 10 May 2013 - 03:31 AM

View PostStonefalcon, on 09 May 2013 - 09:47 PM, said:

It’s been 11 months since I’ve joined this “what you might call a community” and began to contribute to the development of the game in my own way. Firstly there have been a number of drastic changes made to the game some more so than others and it has been a great experience to live with the game and see it grow but at the same time there have been instances where the game has literally gone backwards.

I’ll start with what I felt was a step backwards, why PGI made it so and what’s been done to fix it.
  • Engine limitations on mechs. The reason this came about was to stop the 200kph mechs from lagging the crap out of the server but it also killed off some of the most fun builds to date, the XL 400 dragons and hunchbacks, the STD 400 Atlases pretending to be Banshees this restriction was put in place not to kill these great mechs but to stop a minority of people lagging the servers. Has it been fixed, unfortunately not, this quick fix is still in place and it seems just silly to have not fixed this issue after 11 months.
  • Weightmatching. Some of the most fun players had in the early days was getting a group of 8 jenners together and swarming the opposing team one after another. Somehow back in the day weights of mechs did not matter, whether you had 8 Atlases vs 8 Jenners, well balanced groups or one awesome match I got to play 8 hunchbacks verse 8 centurions (Admittedly the last one was weight balanced but you get my point). Weightmatching was brought in by the vocal minority to stem development of fun tactics in favour of people wanting to bring in big guns to blow away your team.
  • 16 Man groups. One of the killers of the game right here, people love to play the game with their friends, not 8 or 12 random people they may or may not know. With 16 mans there was a great level of uncertainty with entertainment and it would be great if this function returned so friends can once again play with friends and enjoy the game in their own way.
  • Dev Drops with Testers. GONEEEEE is the day when Paul, Brian or Garth would join a 16 man and do random drops. I remember one day 16 of us with Paul just spend 10 matches testing just one weapon, one match with nothing but machine guns, another with AC/2s. I actually laughed when we were playing with the AC/2s and the common consensus was that AC/2s were crap, OMFG how that changed with the Cataphract 4X making a scene. But will we ever see devs playing in a group of testers, never again.
  • Weapon Balancing. I have never seen a game where this has been done so wrongly. One week one weapon is OP then it’s heavily nerfed, then it’s buffed heavily then it’s nerfed and kept there. Some weapons have their values changed to encourage more shooting such as lasers and PPCs. In my honest opinion I’ve been using 6 PPC’s on an Awesome since the day it came out, back then it was hilarious, people thought me mad to field it. I love being outside the box but then around came PGI who reduced the heat from PPCs to nine and a few more people started to field it, now we have 8 heat for 10 damage? With a max range of 1080m? Just silly if you ask me the bigger weapons are supposed to be high heat due to their increased ranges whereas up close a medium or medium pulse laser would be more efficient in terms of damage and heat to tonnage.
  • Jump Jets. In battletech jump jets are supposed to be a purely manoeuvring tool, they allow you to reach those places to get the perfect vantage point, take a shot then retreat, even in the battletech table top rules if you use jump jets it’s harder for you to hit anything during that turn, most likely due to the increased cockpit shake the jets are producing. OMFG poptarters are killing the game like you won’t believe, jump up shoot back down again, rinse and repeat with no repercussions. Will PGI do anything to fix it, most likely not without a massive reduction of players to make those dollar signs start shrivelling. Do they need to fix them, yes quite simply. How, surely they can introduce a system where the cockpit would shake based on the number of jump jets being used on the mech or better yet the class of jets being used. The heavier the jet the more shake it makes to move that heavy mass to the intended destination, were talking 90 and 70 tonne un-aerodynamic behemoths not paperweight minors taking a glide with their sleek shapes.
  • The other factor involving jump jets is the reduced damage bug which still hasn’t been fixed since closed beta testers mentioned it over 10 months ago. More than once I’ve seen a jumping mech take a heaps of guns to the face and register no damage or only a fraction of it, even with state rewind this is a serious issue and it was absolutely stupid to hold a poptarting competition with the highlander while this bug is still present.
8. ELO, don’t get me started on how terrible this has made the game.


OK Rant over, now the good things UMMM
  • State rewind. HUGE improvement, this has actually brought life back into the game, it has made each variant useful again especially for high ping players outside the US and Canada. I was a very happy chappy when this came in.

When I thought of writing this post I was sure there would be more good than bad, apparently not, sure you could say the addition of new mechs and maps has helped but at the core of the game these have changed nothing, it all comes down to those hard decisions PGI has had to make with the game’s development but honestly they are making it go backwards.

I really hope the development of this game picks up, PGI stops to think about releasing a flashy new hero mech instead of fixing that bug and actually gets around to finishing what they started.


Man, that is quite a bit of rubbish you write along with some darn fine points as well.
- The engine limitation is good, HUGE balance factor and much better than this crap where every mech was only different because of hardpoints. I say they should test a bit and maybe take it further and implement armour caps based on the default as well, so the chassis are more to their original role. Jagermech is a glass cannon, not a frontline brawler.
Maybe wait with this until they have quite a few more chassis done to avoid cutting the variety down too much.

- Weightmatching, I boggle that anyone could want completely random drops of mechs that do not match each other. A close even battle is the most fun, and that does not involve 8 Atlas or 8 Jenners pr side.

- 16 man groups, agreed, they need to get a proper system for group drops back into the game, its killing the community the way it is.

- Dev Drops with players... Im sure that was fun for the people involved. But.. what does this have to do with what is more fun in the game as a whole, for the average gamer when there are thousands of gamers involved at any given time?

- Weapon balance. Complex stuff, you may be right. These public test servers they have coming might be the answer to our prayers on this, fingers crossed. Because something need to change with the way they implement balance changes, it is not good enough at the moment. Just releasing ECM into the game as they did, oh my..

- Jump jets. Works ok, but combined with the bad weapon balance at the moment it is pretty bad. I do not see anything bad with having some shake on the aim, or at LEAST make it so that weapon convergence gets much worse while jumping, so that not all weapons hit one spot.

- Elo seems to be working pretty well for me and the ones I drop with, but I see a lot of other people complaining as well, so I might just be lucky. Some days I win, some days I lose, thats how it should be.

- State Rewind rocks, you are quite correct.

Other good points:
- Map design
- Mech design
- Conquest (not great, but it helps with some variety!)
- The improvements to the UI. It was a lot worse before, even if its not great yet.
- Quite a few balance issues resolved.





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