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July 16Th Patch Day - Servers Are LIVE


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#321 Chronojam

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Posted 16 July 2013 - 04:24 PM

View PostToxicValor, on 16 July 2013 - 04:19 PM, said:


Trying to understand here... so, the system is good for new players when/if they find a "nich" setup using large scale PPCs or LRMs to maximize damage with little effort?
Or.. the system is good if that nich is the only thing they play because other setups possibly add more variety and/or options are bad and not worth it?
The current heat system for it will work. It prevents boating which a lot of new or lazy players (Except the few good) and nearly forces players to explore other options rather then doing cookie cutter loadouts with certain mechs and staying that way.

The core of a bad system is to promote stale builds and cookie cutter like loadouts that people will use time and time again without exploring because either of multiple reasons.

Please explain why boating was the problem, and the solution was to add arbitrary new heat mechanics that vary per-weapon regardless of weapon similarity. Except for PPCs, where ERPPC and PPC will count as one kind of weapon, arbitrarily.

#322 AntharPrime

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Posted 16 July 2013 - 04:24 PM

The changes to the streaks are horrible. The whole point is that they target center mass, They should always hit CT or LT/RT and arms if the mech is torso twisting, never the legs unless they are jump jetting above you or you are shooting up at them from a valley.

#323 Chronojam

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Posted 16 July 2013 - 04:25 PM

Keep in mind other users have alleged that carrying nothing more than a pair of AC/20s into battle was the real problem.

#324 Windies

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Posted 16 July 2013 - 04:28 PM

View PostToxicValor, on 16 July 2013 - 04:19 PM, said:


Trying to understand here... so, the system is good for new players when/if they find a "nich" setup using large scale PPCs or LRMs to maximize damage with little effort?
Or.. the system is good if that nich is the only thing they play because other setups possibly add more variety and/or options are bad and not worth it?
The current heat system for it will work. It prevents boating which a lot of new or lazy players (Except the few good) and nearly forces players to explore other options rather then doing cookie cutter loadouts with certain mechs and staying that way.

The core of a bad system is to promote stale builds and cookie cutter like loadouts that people will use time and time again without exploring because either of multiple reasons.


Yet this system does nothing to prevent running the same stale builds. The only thing it really does is force you to not alpha.

Alpha's are not the problem, it's the pinpoint damage with multiple weapon systems that's the problem. I have no trouble chain firing 2 out of 4 PPC's and completely avoiding the terrible heat scale penalty, and can still reasonably pinpoint damage. It requires the same amount of skill as it does for me to hit said pinpoint area with the first shot in the first place.

It's just a complicated system that hurts brawling and newer players who have no understanding of the system because it's entirely convoluted and redundant. Both of which are terrible because it does nothing to actually solve the problem, and ends up creating more problems than before the system was implemented.

Edited by Windies, 16 July 2013 - 04:29 PM.


#325 Mega Prawn

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Posted 16 July 2013 - 04:28 PM

EDIT: Just realised that this post includes a lot of stuff not expressly relevant to the latest patch, shall I stick it somewhere else?

I have only posted on this forum once before - I can usually only be roused from my laziness and procrastinatory habits by things that really push my buttons; my buttons have been pushed in recent weeks, so I shall vomit my sanctimonious opinions all over your e-penises.

This has probably all been said before btw, so I apologise if my opinions just sound like a rehashing of what other people have said - I have had a flick through this thread but it's already too long for me to go crazy on it, so here goes:

...

The last couple of patches have been pretty divisive, and have changed the game up quite a bit, some of these changes I like, some I like not so much. What follows are my entirely inexhaustive opinions on some of the most recent changes.

1) Movement. I actually think the movement changes were a great idea, it always looked stupid to me how a hulking great big Atlas could just face-scrape up a hill without even slowing down, and Stalkers just non-stop hill-bumping with PPCs got really boring. I think the movement changes have made the 'mechs feel a lot more physical which is nice. I also like that people piloting small zippy things need to actually watch where they're going and weave through cover, lest they smear against it and grind to a halt - this is not hard to do, but makes gameplay more interesting. However, I do sympathise with some players who are pissed off with it - PGI definitely need to go over all the maps and clean them up and smooth them over - too many random screwy bits that play havoc with your speed (not to mention the invisible walls). I also think Canyon Network needs an overhaul - I like the whole selective mobility thing, but the movement changes kind messed it up. other than that though, I the movement changes a thumbs up.

2) LRMS. LRMS are now absolutley *fine*, they do not need to be changed at all. I say this as someone who uses LRM 'mechs about 25% of the time. They are fast and punchy enough to be a dangerous support weapon and an effective deterrent, but not as apocalyptic as they used to be back in the day. Yes, you will occasionally get rofl-pounded by a LRM boat and his tag-buddy - this does not automatically make them OP. Most of the time they are just fine: they make the gameplay more dynamic by restricting open spaces, but can also be countered with ECM and and the like - in short, they make the game more interesting without completely dictating it. When I LRM I generally do no better or worse on average than I do with anything else. All I would say is buff AMS, but that problem has been around forever and ever.

3) Machine guns. Though probably in need of some changes, these bad boys are almost certainly better than you think they are.

4) SRMs. YAY! :) SRMs are good again as of today! I used to use these a lot, then Artemis IV came out and I used them even more, then they went really bad. But they're back again and I have enjoyed a couple of games in my 4SP. Perhaps the 6xSRM6 SplatCat would have made a terrifying come back were it not for the heatscaling (which I will be getting to in a moment) but I honestly never found them to be aggravating. Like the AC40 Jager the SplatCat has serious drawbacks, it gets hot, has limited ammo, has very limited range, and if you actually concentrate your fire and shoot the pods off you neuter the thing pretty quickly. Suffice it to say, whenever I got pwned by a SplatCat, I knew it was a combination of bad luck and a good enemy pilot, not because my nice balanced fair 'mech got exploited by a skill-less cheesebuild.

Now, the main attraction:

5) The heatscale business...

In principle I am not opposed to the idea of a heatscale system, but I believe the particulars are flawed here - and it's got nothing to do with PPC boating because I never use more than two anyway :)

AC40 Jagers. They are seen as this super-badass stompy boat that is in desperate need of nerfing. I used to think so myself (partly because I used to use one a lot and wrecked face with relative ease) but I have since changed my tune. The AC40 Jager is capable of doing obscene damage in one place very quickly, but it has one *serious* drawback: it goes down like a paper bag. Whenever I was fighting an AC40 Jager I always used to think 'zomg they are OP cos they do so much damage and I can't kill them!', but then I thought to myself: "hey, I know from having used them a lot that they have XL engines with enormous side torsos, so why the heck am I not just going for a side-torso every time?". After this little epiphany I started actually aiming my weapons strategically and guess what? They go down like a sack of crap if you actually concentrate your fire. Yes: they are still dangerous, Yes: they will kill you sometimes, and Yes: they are quite cheesey. However, given their low ammo/tonnage efficiency and their exposed XL engines, I honestly no longer consider them OP - If you're riding in one and you come up against someone with a few lasers who knows what they're doing, you're in just as much trouble as they are. So I don't think AC20s should be included in the heatscaling, the only reason you'd include them on the list is to combat the AC40 Jager, and I honestly don't find them to be more problematic than other builds - I honestly get more nervous around centurions than AC40 Jagers because the buggers just won't die. Also, it's nice to have a scary 'mech that you sometimes need to run away from - the game was more fun when you occasionally came across things that were just way above your punching weight and had to ****/get backup/do something else.

Large Lasers. What the hell did Large Lasers do to deserve all this!? I have no idea why LLs are in the same boat as PPCs... they are a little lighter yes, but they are less powerful, have less range, and smear their damage very easily. They just don't need a nerf. Even LL boating (in my mind that is 6+) isn't cheesey because the heat/weight problems already incur large penalties. I don't really have anything else to say here, I have just *never* been killed by a load of LLs and thought "what a ******* ****-take cheese-build!!". If that isn't enough, the Atlas RS can't effectively fit 4xLL now, and neither can the Flame - they were both builds that worked well IF YOU USED THEM WELL. And yes, I know about the whole 0.5s thing, but you'd be surprised how much difference that makes to a 4xLL Flame - damage concentration already requires skill to pull off. Point in fact - I am now more tempted to stuff a load of PPCs in my RS than try 4xLL.

Which brings me to the next point:

PPC Boats. I don't (personally) like PPC boats one bit; I enjoy playing MWO, but I have enjoyed it substantially less since PPCs appeared everywhere - they were unusably bad a few months ago, but they got buffed too hard. So that is one good thing the Heatscaling system has done. But if you have ERs mixed in with PPCs, then you completely circumvent the problem, which is something the LL cannot do. Yes, there is of course such a thing as an ERLL, but dear god the heat... I cannot imagine using two of them beside another two LLs. By comparison an ER/PPC combo would not be so bad. And yes, the HexaStalker is now dead, but they were awful to begin with.

To be honest, I just don't think the heatscale system is necessary. All they needed to do - imo - was make PPCs a little bit hotter and see how that worked. I don't see the point of overhauling the way heat and loadouts work together so drastically when so many unproblematic things are so badly affected.

6) FOR THE LOVE OF GOD PLEASE MAKE LARGE PULSE LASERS NOT CRAP! These things are the most awesomest weapons in the whole game, like punching someone in the face with Dubstep, and I want them to be good so badly. I have never been in a situation where I wouldn't rather have a PPC or an LL+HSs instead.

7) My friends and I think the matchmaking needs to be changed. Or, perhaps, done away with altogether. There is something interminably unsatisfying about constantly playing people of a similar skill level to you. I am hesitant to throw my weight around on this subject because I know how hard a decent MM strategy must be to make, but I really want it to change. As one of my friends says, it's far more interesting to play matches with a wide range of skill levels - you can have fun slowly dissecting the odd noob, only to turn around and get completely face-rolled by someone way better than you are. It would also allow people to learn off each other and would, I think, actually bring new players up to speed faster. You could have a kind of compromise, where the teams are matched according to average ELO, but each team has an internal ELO range that's as wide as possible. Another way I think a more diverse MM system would help is related to AC40 Jagers: as I mentioned earlier I think their threat-level is way overstated, but it occurred to me that this may only be the case for lower ELO matches in which newer/worse players fail to play hunt-the-side-torso. I realise I am making huge assumptions about my ELO level (truth is I really have no idea where I fall on the range), but it's an interesting thought nonetheless.

Eugh, I didn't mean for this to be so long.

...

Super-Summary: smooth-over map geometry, throw heatscaling out the window, nerf PPC heat, make the matchmaking less dull.



Yours in superiority and magnificence,

Prawn X

p.s. LB10Xs are awesome as hell - try them if you don't belive me.

Edited by Mega Prawn, 16 July 2013 - 04:31 PM.


#326 ToxicValor

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Posted 16 July 2013 - 04:36 PM

View PostChronojam, on 16 July 2013 - 04:24 PM, said:

Please explain why boating was the problem, and the solution was to add arbitrary new heat mechanics that vary per-weapon regardless of weapon similarity. Except for PPCs, where ERPPC and PPC will count as one kind of weapon, arbitrarily.


Well. Considering PCC/ER. Damage was nearly instant. Laser pin point. 10 damage per shot without variation of accuracy x the number on a mech = potential, occuring and critting damage. Allows for one shots of limbs and sometimes torso parts. Allowing a mech to use multiple moderate high damage weapons at once without varying accuracy causes tremendous damage.

Though LRM boating wasn't as bad but still rained a large scale amount of damage with continous fire as long as target locked.

I do disagree a bit with the PCC/ER lack of difference with heat scaling but the heat scaling to prevent such single alpha fire type boating has made games last a bit longer with more brawling involved which is arbitrarily more fun.

View PostWindies, on 16 July 2013 - 04:28 PM, said:


Yet this system does nothing to prevent running the same stale builds. The only thing it really does is force you to not alpha.

Alpha's are not the problem, it's the pinpoint damage with multiple weapon systems that's the problem. I have no trouble chain firing 2 out of 4 PPC's and completely avoiding the terrible heat scale penalty, and can still reasonably pinpoint damage. It requires the same amount of skill as it does for me to hit said pinpoint area with the first shot in the first place.

It's just a complicated system that hurts brawling and newer players who have no understanding of the system because it's entirely convoluted and redundant. Both of which are terrible because it does nothing to actually solve the problem, and ends up creating more problems than before the system was implemented.


I love Homeless Bill's post about fixes to alpha firing and all. I would hope this heat scaling is temporary.. : /

#327 Deathlike

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Posted 16 July 2013 - 04:45 PM

View PostToxicValor, on 16 July 2013 - 04:36 PM, said:

I love Homeless Bill's post about fixes to alpha firing and all. I would hope this heat scaling is temporary.. : /


Unless Paul says otherwise, the unfortunate answer is no.

#328 Lemming

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Posted 16 July 2013 - 04:46 PM

The really good sniper mechs all had roughly 2-3 PPCs on them. Adding more hurt you overall due to their heat and weight. 6 PPC Stalkers might have been funny but they were not actually very good.

The problem is not the ability to put more than one of the same gun on your robot. The problem is that the guns are imbalanced and make it so that sniper robots working together are significantly more effective than punching robots working together. There are many solutions to this problem. The change implemented is not one of them. It does not significantly affect the metagame, but it does introduce more obscure, unintuitive, garbage mechanics into the game.

A good change would have been to tweak the numbers of the systems that are already in place to affect the balance of the game and make things more equal, things like buffing internal health and armor to a degree, or to nerf the overall heat dissipation of mechs, or to balance the weapons so that there's a better risk vs reward for using brawling weapons.

Or they could make it so that all your guns do double damage during a Full Moon, but only if you use the arrow keys instead of WASD.

#329 Chronojam

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Posted 16 July 2013 - 04:53 PM

View PostToxicValor, on 16 July 2013 - 04:36 PM, said:


Well. Considering PCC/ER. Damage was nearly instant. Laser pin point. 10 damage per shot without variation of accuracy x the number on a mech = potential, occuring and critting damage. Allows for one shots of limbs and sometimes torso parts. Allowing a mech to use multiple moderate high damage weapons at once without varying accuracy causes tremendous damage.

Though LRM boating wasn't as bad but still rained a large scale amount of damage with continous fire as long as target locked.

I do disagree a bit with the PCC/ER lack of difference with heat scaling but the heat scaling to prevent such single alpha fire type boating has made games last a bit longer with more brawling involved which is arbitrarily more fun.

This is a thoughtful answer and I appreciate it. You're right about what's going on with PPCs, and I do not disagree that they show all of the symptoms.

That said: Why are lasers, SRMs, and autocannon being impacted by weird new changes if the problem Is long-range high-damage near-instant-hit weaponry?

We had to beg to get SRM damage increased after the "temporary" reductions made them useless, which is nice, but it makes one wonder why they have a heat penalty if it is acknowledged that SRMs had trouble putting damage on target. Is the problem that the rate of fire is too high? Only a very select few mechs (Catapult variant, couple Stalker variants) can mount several SRM launchers anyhow, and they have significant drawbacks. Who is "boating" 5+ SRM2 launchers and why is it a problem if they are doing so? It makes little sense.

Who has been calling the Hunchback overpowered when it fits a ton of medium lasers, for that matter? Even at the height of its short-lived popularity prior to engine size limits, heat rebalances, XL engines being instant death if a side was lost, etc. the Hunchback was never the most popular mech and never has been and despite the sale of a "boating" fit Hunchback it is strangely being impacted here. Was it ever part of the problem? Not really, Centurions quickly became a much more popular medium chassis.

#330 Ragnar Darkmane

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Posted 16 July 2013 - 04:55 PM

View PostWales Grey, on 16 July 2013 - 04:11 PM, said:

Why should people be punished for driving 2ppc+gauss other than "i don't like it"? Why should people be punished for building efficient and specialized gundams?

Efficient and specialized gundams? You can defend any Flavor of the month builds like AC 40 or 4 PPC with that argument. What I want is the death of the 30+ damage pinpoint alpha sniping at huge ranges that's still going on. Nothing against people running Gauss + 2 PPCs IF they are forced to chainfire. PPCs/Gauss would still be powerful that way but would at least limit the peek a boom alpha strategies we have seen for months. If you are able to deliver huge pinpoint damage you should at the very least be exposed to the enemy fire to do so.

Edited by Ragnar Darkmane, 16 July 2013 - 04:56 PM.


#331 Chronojam

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Posted 16 July 2013 - 04:57 PM

View PostRagnar Darkmane, on 16 July 2013 - 04:55 PM, said:

Efficient and specialized gundams? You can defend any Flavor of the month builds like AC 40 or 4 PPC with that argument. What I want is the death of the 30+ damage pinpoint alpha sniping at huge ranges that's still going on. Nothing against people running Gauss + 2 PPCs IF they are forced to chainfire. PPCs/Gauss would still be powerful that way but would at least limit the peek a boom alpha strategies we have seen for months. If you are able to deliver huge pinpoint damage you should at the very least be exposed to the enemy fire to do so.


Hey you, I asked you something, please reply.

#332 Lemming

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Posted 16 July 2013 - 04:58 PM

View PostRagnar Darkmane, on 16 July 2013 - 04:55 PM, said:

Efficient and specialized gundams? You can defend any Flavor of the month builds like AC 40 or 4 PPC with that argument. What I want is the death of the 30+ damage pinpoint alpha sniping at huge ranges that's still going on. Nothing against people running Gauss + 2 PPCs IF they are forced to chainfire. PPCs/Gauss would still be powerful that way but would put an end to the peek a boom alpha strategies we have seen for months. If you are able to deliver huge pinpoint damage you should at the very least be exposed to the enemy fire to do so.


You're not going to find any disagreement from me that the current sniper meta is really boring to play, but my point is that the way you solve this should be through tweaking the numbers that are already in the game rather than adding in new mechanics wholesale that don't make the game any better and also don't solve any problems.

Possible solutions have already been mentioned, but the point would be to balance the guns and gundams such that brawling strategies are more viable; that the risk vs reward of getting in close to snipers' faces was worth it, depending on relative player skill and strategy.

#333 GaussDragon

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Posted 16 July 2013 - 05:22 PM

View PostChronojam, on 16 July 2013 - 04:25 PM, said:

Keep in mind other users have alleged that carrying nothing more than a pair of AC/20s into battle was the real problem.


#334 Stampede

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Posted 16 July 2013 - 05:34 PM

So after 10 games on my stalker 3F post patch with 4x large lasers and 10 games with 4x PPC's. I can say this nerfed the Large Lasers far worse than I had anticipated. Comparing HOW the damage is dealt between using two weapon groups of lasers, to fire once I need to maintain focus on a target for 1 second, wait .5 seconds and Fire and hold for 1 second, to deal a possible 36 damage to prevent heat penalties from shutting down my DPS. Because I need to maintain focus to deal damage effectively, my whole body is easily targeted and pinpointed.

Compared to PPC's fire 2x PPC's wait .5 seconds and fire 2x PPC's. And if needed, I can torso twist away, right after the shot to mitigate damage across my mech.

Congrats PGI, now Large Lasers are completely useless if you can fit PPC's, and we are going to see EVEN MORE PPC's as it is the only effective way to assure damage is dealt.

If the cap on large lasers penalties is increased to 4x at once, this can be avoided, but right now, using 6 medium lasers is more effective across damage, heat and avoiding penalties over time than 6 large lasers ever will be even fired with weapon groups, and that's atrocious.


EDIT: I want to add that I never thought PPC's should be more heat efficient than Large Lasers. everything about that seems wrong. 9 damage over 1 second or 10 damage instantaneously at nearly double the range?

Edited by Stampede, 16 July 2013 - 05:54 PM.


#335 Farpenoodle

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Posted 16 July 2013 - 05:58 PM

"DPS isn't a meaningful statistic!"

"Having to stagger fire changes nothing!"

!?!?!?!?

#336 ToxicValor

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Posted 16 July 2013 - 06:06 PM

View PostLemming, on 16 July 2013 - 04:58 PM, said:


You're not going to find any disagreement from me that the current sniper meta is really boring to play, but my point is that the way you solve this should be through tweaking the numbers that are already in the game rather than adding in new mechanics wholesale that don't make the game any better and also don't solve any problems.

Possible solutions have already been mentioned, but the point would be to balance the guns and gundams such that brawling strategies are more viable; that the risk vs reward of getting in close to snipers' faces was worth it, depending on relative player skill and strategy.


Lemming has said this twice. Homeless bill did suggest this thing.

View PostDisasterMedic, on 16 July 2013 - 05:43 PM, said:



Why I never. Modifing that bias about Paul. Gadzooks.

> To sum it up on both quotes.. I believe NGNG Podcast 80 had Paul on the show talking about all this.
He is open to ideas and loves Homeless Bill's ideas. Even sent his posts right off to the Devs.
From what I was hearing that they are open to it and sounds plausible. They(Or Paul) is well aware of all the issues. His main ultimate priority is --Hit Regsiter System--. I remember when Gears of War came out and its HRS was awful. After it was fixed, it was really great and balancing happened as a result.
You cannot balance weapons where Hit Connections and Registers are an issue. Flat out. So the next best thing until then is to patch up the Ol' Bike Tire in the mean time to keep things rolling moderately smoothly until the Tire is replaced and then balanced for optimum riding satisfaction.

#337 Warge

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Posted 16 July 2013 - 06:19 PM

View PostToxicValor, on 16 July 2013 - 06:06 PM, said:

He is open to ideas

How about making ACs fire bursts, not this single-shot-boom? How about making heat sinks just heat dissipation devices, not heat-threshold-adders? How about hardpoint restrictions? How about heat penalty when firing LRM15/20 from 5 tube missile hardpoint? Opened? Don't seems so...

#338 ToxicValor

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Posted 16 July 2013 - 06:27 PM

View PostWarge, on 16 July 2013 - 06:19 PM, said:

How about making ACs fire bursts, not this single-shot-boom? How about making heat sinks just heat dissipation devices, not heat-threshold-adders? How about hardpoint restrictions? How about heat penalty when firing LRM15/20 from 5 tube missile hardpoint? Opened? Don't seems so...


Wouldn't a lot of those ideas be part of clan tech?
Hardpoint restrictions wasn't place due to wanting diversity and real custom setups. /shrug. Restricting would create less diversity, would it not?

#339 RogueTomato

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Posted 16 July 2013 - 07:12 PM

Well after reading the patch notes and majority of this thread and all the changes as of late, the phoenix project is off the shopping list. Don't get me wrong I'm glad that PGI actively tries to make things better, but it never seems to work out. There is always someone to comaplain.

As for all the crying about Dual AC20's and PPC Boaters I mean I understand but, I've never found them a problem and actually found them easy enough to deal with. Don't get me wrong I love my Jagers, but never once have I put an AC20 on them, nor found ppc that enjoyable to use.

Two of my favourite builds I enjoyed playing are now shelved and will have to deal with them later, neither of which OP. One being a 4xLL K-2 and the other a 9xML HBK-4P set up the exactly as the champion variant and to whom payed MC credits for the chamopion variant I feel sorry for them. Was always fun throwing 9xMLS down range, I mean its still viable but just not as enjoyable. During some testing I did, I have a feeling people will be crying about SRM's next, eh just my two cents. So it's back to Dakka Dakka's for me.

Edited by RogueTomato, 16 July 2013 - 07:14 PM.


#340 ToxicValor

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Posted 16 July 2013 - 07:27 PM

RogueTomato-
I still bought the package. They are basically re-writting the game with UI 2.0 which by no means is an easy feat.
There will ALWAYS be people there to complain. This that, entitlement, unreasonable comments etc.
There seems to be much more grippers here than I've ever seen for a starting game. I don't understand it.
I'm sure PGI doesn't appreciate it at all, nothing constructive about most of it.
They are working hard, I appreciate it. They do what they can, I appreciate it. So much so I bought the Phoenix package.





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