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Member Since 31 Oct 2011
Offline Last Active Today, 03:09 PM

Topics I've Started

Does Radar Deprivation Still Completely Counter Adv. Target Decay?

18 July 2014 - 08:47 PM

I've been gone a few weeks from the game. As the title says, does Radar Deprivation still completely counter Adv. Target Decay? I knew a lot of people thought it was BS when it first released and I had hoped they'd do something to tone it down a bit.

If You Want More People In Pts, Here's Some Suggestions

30 June 2014 - 09:23 AM

I read the developer tweets and posts about the low number of people participating in the latest PTS. I understand that it helps you (PGI) make a better game when there's a lot of people on the PTS to give you better data. However, you need to do something to entice players to spend their valuable time on the PTS instead of actually earning XP/C-bills/etc on the True servers.

First: You just released Clan mechs. So many of those who bought the clan mechs are now eager to level them up and enjoy their new aquisitions. Asking them to leave those behind for even a couple of matches really isn't going to work without an incentive.

Second: Incentives. You need to give players a reason to hop onto PTS. Why don't you unlock Clan mechs for everyone on the PTS? (This is not my idea, I saw it posted somewhere else on the forums) I did not buy the Clan packs, but I'm definitely eager to test drive a clan mech. That would entice me (and many of my friends) to load up the PTS to get a chance to drive the Clan mechs and see how they feel.

This would accomplish many things. Those who feel the Clan mechs are "OP" will be able to understand how Clan mechs really are by piloting them first hand. They could see which Clan mech they like most and this will certainly push a few people over the edge into purchasing a Clan pack because they don't want to wait another 3 months to get another taste of Clan mechs.
Additionally, I'd consider offering people 1 day of Premium time if they commit at least 2 hours to testing on the PTS when you open it up. This would probably get more people involved, even if they own Clan mechs already.

Third: This is speculation on my part, but I think a lot of the guys who were waiting around for the Group Sizes of 5-11 got fed up and left a few months back. I'm not sure what you could do to entice them to return to the game, but this shows the importance of NOT burning bridges with any segment of your community. I may be wrong about these assumptions though, and I'll let some of these "mid-size group" evangelists offer their own thoughts and opinions on the matter for themselves.

Fourth: Weekends are better. Like a lot of people in the world, I work. Trying to fit the PTS into my schedule is challenging enough on the weekends, but doing it during the work week almost garantees low numbers. You saw it yourself with the Clan tests, didn't you? The first one was huge, but wasn't the weekend one even bigger!? I don't know if you're worried about strain on the servers or what, but if you truly want a good test sample of users, you have to work around our schedules.

That's all I had to say. I want to help you guys out, but you need to help us out, too. Free mechbays and premium time is awesome (and much appreciated), but instead of giving them away for free, make it a reward as part of civic participation for the greater good of the game.

Taking A 3 Week Break After Clan Release

13 June 2014 - 08:40 AM

I'm not here to complain about Clan mechs being OP or anything like that. I just knew that when they were released it would completely throw the balance of MWO out of whack (and seeing the gameplay footage from yesterdays test just reinforce that notion) for a minimum of 2-3 weeks, if not 2-3 months. I suspected this would be the case for months now.

Once the Clans hit, I will likely force myself to take a break from MWO until all the dust settles. I'll probably play for a few days after the Clan launch to reaffirm what I've seen from the tests, but if the results are similar, I will not be in-game for a while until PGI brings things back into balance again.

Clan mechs aren't nearly as OP as I was afraid they could have been. However, they still easily trump their IS counterparts with ease. I've heard the argument that games might still be balanced, because there should be close to equal numbers of clan mechs on each side, so it all balanced out. This might be true in many cases, but they have still divided the player community into two groups; the haves and the have-nots. And the have-nots get to be the second line, the B Team, the reserves. Their equipment simply can't compete with the Clan tech.

I feel PGI is aware of this and will strive to fix this and return balance to the force game, but I know it won't be immediate or instantaneous. It will take weeks or months and be a slow process. Also, since C-Bill clan mechs are coming out at a snails pace, those of us who don't want to "pay2play" (for a variety of reasons ranging from being poor to not wanting to support PGI after many setbacks) will have to wait a long time before we can join a match and not feel like a liability to our team.

So, I will be playing June 17th and maybe even the remainder of that week. However, if the balance feels too out of whack between IS and Clan, I'll probably just take a hiatus until things balance out a bit, or until I can buy some of the Clan mechs I want with C-Bills.

I'm curious if any of you are planning to do something similar? It feels like a large number of people pre-ordered a Clan pack in some form or another.

Impressions Of Clans In Mwo?

12 June 2014 - 12:23 PM

I've been watching the NGNG stream and a few different Youtube videos showcasing the Clans in action. My initial thoughts are that Clan tech isn't as OP as TT, but it still feels very superior to IS tech. I think the game will be dominated by Clan mechs stomping all over IS for the first few weeks after they come out.

- Clan UAC sound amazing.
- LRMs fire much faster than I thought they would.
- The Ryoken is gigantic but has a beautiful cockpit.
- Now I can spray my name in the snow with yellow lasers.

What are some of your thoughts?

NGNG Stream:

Why Do You Use 3Pv?

23 April 2014 - 11:07 AM

I had three games last night with three different users who were in an Atlas using 3PV throughout the entire match, even combat. Near the beginning of each match I told them to hit f4 to toggle the view and I suggested they use the FPV for combat. None of them took my suggestions and remained in 3PV the entire time. Normally I attribute this to noobs not knowing much about the game, but one of these pilots was a Founder in his Founder's Atlas. He later got huffy because I suggested he could do better in FPV, but never elaborated as to why.

So, I've created this topic to help me understand this perspective. I genuinely want to know if there's 3PV users out there who also post on this forum. If so, why do you use 3PV? I'm not talking about scouting or breifly turning it on for a peak over a hill. I'm talking about all the time, shooting pew pew and dakka, in 3PV. Why do you find it preferable to FPV?

To non-3PV users; PLEASE don't be jerkfaces to 3PV users. I'm asking them to be honest and explain something to me so I can understand their reason for using it. Bashing them or trolling them won't help get real answers. So please, keep it civilized, alright?