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Everything That's Wrong With This Game


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#21 focuspark

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Posted 25 February 2013 - 12:16 PM

View PostDeathlike, on 25 February 2013 - 11:39 AM, said:

Anyone who complains about SRMs is actually complaining about the existence of the splatcat.

CPLT-A1 as well most Stalker variants, and to a lesser degree the Awesome and Atlas which can pack enough SRM6 to really ruin your day.

That said, SRM are very easily countered by just staying 270.01m away.

#22 HammerSwarm

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Posted 25 February 2013 - 12:27 PM

What amazes me in the contrary nature of some of the stupid criticisms of Mech Warrior Online.

An Example: SRMS are too over powered! Alpine Valley it too big!

My Response: You're a moron. So Srms have a range of 270 if I remember(I am not looking it up) Alpine valley is at least 2000m across. This is the balance you are looking for. I can bring a centurion with LRMS in my missile slots and a auto canon and I can kite a splat cat around without ever being in range of him. If you're getting chased down by a splat cat you're either too slow, too stupid, or his boat is better than your boat.

#23 Valorcalls

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Posted 25 February 2013 - 12:27 PM

SRMs are not an issue. You need to learn how to play if you think SRMs are a problem. SRMs run out of fuel at EXACTLY 270 meters from fire point. Like Focuspark said, if your are 270.01m away, your are utterly safe from SRMs. SRMs and SSRMs are the only weapons in the game that can not deal any damage beyond their specified ranges. All other weapons have recommended ranges and maxium ranges (even lasers).

Not to mention at 200+ meters SRMs are going to spread fairly far out and you will likely only get hit by a maxium of 2 missiles per SRM 6 or 3-4 with artemis. Thats a solid 1/3 to 2/3 damage decrease PRIOR to reaching maxium range.

SRMs have their limits. They are the utter king of damage at minium ranges. They are limited by ammo, range, and an insane spread.

Also keep in mind that an SRM 2 at 200 meters will not make it through an AMS screen. Which also means that an SRM 6 loses (on average) 2 missiles from launch when flying at an AMS.

SplatCats issue: It aint the cat, its the boating. I generally make my mechs that arent assaults faster then a splat via the engine increases. My assaults just pay attention to whats around them. (in the ppc stalker that should mean NOTHING nearby) If you have issues with splatcats or ac/20 cat or really any other boating mechs, up you speed via engine increases or by switching to an XL engine. Speed makes everything harder to kill.

TLDR

Quit Bitching.

#24 focuspark

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Posted 25 February 2013 - 12:33 PM

View PostValorcalls, on 25 February 2013 - 12:27 PM, said:

TLDR

Quit Bitching.

^^ this

#25 Krzysztof z Bagien

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Posted 25 February 2013 - 12:43 PM

I haven't noticed it earlier, but it actually says "In game footage" in lower right corner of this video.

#26 focuspark

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Posted 25 February 2013 - 01:02 PM

View PostKrzysztof z Bagien, on 25 February 2013 - 12:43 PM, said:

I haven't noticed it earlier, but it actually says "In game footage" in lower right corner of this video.

Marketing lies. They do. Pretty much always. Might be rendered with a graphic engine designed for building games, but does that look like MW:O to you? No it doesn't. It's vaguely similar, just enough so that marketing can get away with it; but that's no game play you're watching. It's no game - it's a CGI movie using a 3D engine designed for game development but used to render a movie sequence. I'm 95% sure of it.

#27 Krzysztof z Bagien

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Posted 25 February 2013 - 01:22 PM

Yeah, I that's what i think. Everybody lies :)

#28 Rauchsauger

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Posted 25 February 2013 - 02:07 PM

View Postfocuspark, on 25 February 2013 - 01:02 PM, said:

Marketing lies. They do. Pretty much always. Might be rendered with a graphic engine designed for building games, but does that look like MW:O to you? No it doesn't. It's vaguely similar, just enough so that marketing can get away with it; but that's no game play you're watching. It's no game - it's a CGI movie using a 3D engine designed for game development but used to render a movie sequence. I'm 95% sure of it.


They were using Unreal3 engine at that time from what I have gathered.
At some point they switched to CryEngine3 (I do not know if they had other engines in between) - does not matter since they made that video in 2009 they are developing the game since 2009. If they started over from scratch at some point they still developed it since 2009. Even if they were just rendering footage that would still mean that they were in developement. (Models had to be build, animations had to be created lots of work actually)

View PostMaddMaxx, on 25 February 2013 - 12:16 PM, said:


You were sort of making a point, then you posted that Video. Now I am convinced, you know not of what you speak. Shame on you. :)


Will you quantify/qualify on that or just leave that there unqualified?

Edited by Rauchsauger, 25 February 2013 - 02:09 PM.


#29 focuspark

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Posted 25 February 2013 - 02:18 PM

View PostRauchsauger, on 25 February 2013 - 02:07 PM, said:

They were using Unreal3 engine at that time from what I have gathered.
At some point they switched to CryEngine3 (I do not know if they had other engines in between) - does not matter since they made that video in 2009 they are developing the game since 2009. If they started over from scratch at some point they still developed it since 2009. Even if they were just rendering footage that would still mean that they were in developement. (Models had to be build, animations had to be created lots of work actually)

Yes lots of work, but likely none or very little of it was actually intended as contributions towards a final product. Any engineer worth his salt knows that movie assets are not indicative of game assets.

#30 Rauchsauger

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Posted 25 February 2013 - 02:35 PM

View Postfocuspark, on 25 February 2013 - 02:18 PM, said:

Yes lots of work, but likely none or very little of it was actually intended as contributions towards a final product. Any engineer worth his salt knows that movie assets are not indicative of game assets.


Where do you get that from?
And to stall you now pls look MWO up in wikipedia or ask the devs themselves.
I'll quote the article for you

Quote

Jordan Weisman, founder of Smith & Tinker and previously founder of the disbanded FASA Corporation which worked on the MechWarrior series, negotiated the license back from Microsoft after the software giant left the property idle for years, since their last foray with the MechAssault series. Russ Bullock from Piranha Games was a longtime fan of the series and wanted to start a joint collaboration with Weisman. He contacted Weisman to develop a prototype project that eventually became the new iteration in the MechWarrior series. Production of the new MechWarrior game first began on October 2008, where the two studios started discussing the project on pen and paper. After coming up with a presentation for a prototype scenario, both studios began ramping up a full-time team to work on the new game in March 2009


please quit just making wild statements without any backing it up.

Edited by Rauchsauger, 25 February 2013 - 02:36 PM.


#31 focuspark

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Posted 25 February 2013 - 02:49 PM

View PostRauchsauger, on 25 February 2013 - 02:35 PM, said:


Where do you get that from?
And to stall you now pls look MWO up in wikipedia or ask the devs themselves.
I'll quote the article for you

please quit just making wild statements without any backing it up.

Oh come on... talking about something isn't working on something. Just like having a CGI video made does not constitute actually working on a game. You've been stipulating that the game have been in development for five years. Yes, it's been a twinkle in somebody's eye for five years, but hardly in development that long.

I consider myself something of an expert in these matters, and if I had to hazard a guess I'd say 24 months was closer to how long the game has been in actual development. Minor, single player prototypes, CGI movies, and notes on paper aside.

#32 Rauchsauger

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Posted 25 February 2013 - 02:56 PM

View Postfocuspark, on 25 February 2013 - 02:49 PM, said:

Oh come on... talking about something isn't working on something. Just like having a CGI video made does not constitute actually working on a game. You've been stipulating that the game have been in development for five years. Yes, it's been a twinkle in somebody's eye for five years, but hardly in development that long.

I consider myself something of an expert in these matters, and if I had to hazard a guess I'd say 24 months was closer to how long the game has been in actual development. Minor, single player prototypes, CGI movies, and notes on paper aside.


Ya...whatever I just showed you the sources that state they were doing the prototype in 2009 and had a team delevop from that time on - and if you decide to ignore that...good to see an expert at work

Edited by Rauchsauger, 25 February 2013 - 02:57 PM.


#33 Gremlich Johns

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Posted 25 February 2013 - 02:59 PM

Canon damage for SRM/SSRM - 2 pts, LRMs? 1 point.

#34 Werewolf486 ScorpS

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Posted 25 February 2013 - 03:05 PM

View PostJaxass, on 24 February 2013 - 07:51 AM, said:

- Alpine is the worst map ever, who wants to waste 7 minutes walking around just trying to find people when most other matches take 7 minutes total? You do know some of us work for a living and our time is precious to us right?


Want some cheese?

Personally I can't wait for more maps like this and the 12v12 that goes with it! Instead of complaining about the map, why not ask for a game mode you think you might be good at, like Solaris Arena. Small maps, mass fighting, and would be up your alley. Try being constructive.....

#35 focuspark

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Posted 25 February 2013 - 05:38 PM

View PostGremlich Johns, on 25 February 2013 - 02:59 PM, said:

Canon damage for SRM/SSRM - 2 pts, LRMs? 1 point.

Cannon rate of fire is once per ten seconds too. Shall we change that as well? Oh and cannon armor and internal structure values are half what we have in MW:O, shall those also be reduced - or just the missile damage?





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