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Game Has Become Blech


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#21 Gen Kumon

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Posted 16 March 2013 - 04:41 AM

View PostDrenzul, on 16 March 2013 - 04:03 AM, said:


Actually a lot of that extra damage was shown to be a bug with the training grounds, its not a LRM issue that happens in real games.


Wrong. Amaris went back and did a live test.

http://mwomercs.com/...e-test-results/

There may be a bug with the testing ground...but if there is, it wasn't seriously effecting the numbers.

#22 Mackensen

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Posted 16 March 2013 - 04:58 AM

I see people complaning abot LRMs being too powerful and other people complaining about ECM being too effective. Maybe the balance is just right when we have an equal amount of whiners on both sides.

#23 SgtMagor

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Posted 16 March 2013 - 05:00 AM

View PostMackensen, on 16 March 2013 - 04:58 AM, said:

I see people complaning abot LRMs being too powerful and other people complaining about ECM being too effective. Maybe the balance is just right when we have an equal amount of whiners on both sides.


+1

#24 Mazzyplz

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Posted 16 March 2013 - 05:10 AM

View PostMackensen, on 16 March 2013 - 04:58 AM, said:

I see people complaning abot LRMs being too powerful and other people complaining about ECM being too effective. Maybe the balance is just right when we have an equal amount of whiners on both sides.


yeah? but let's focus on the solutions for one minute ok?
the solution to ECM is simple, don't rely on locks. dumbfire your missiles, switch to lasers... it's easy enough. unless you're absolutely terrible and can't get a single kill without streaks or locking your lrms.

the solution to these "strong" LRMs is to stick to cover, bringing the game to a HALT. extremely tedious as you're trying to guess at about what time those enemy mechs are going to run out of their 400 long range missiles they're flinging mindlessly.
it makes the game boring.
ams? that's one hell of a joke!


no, ecm can be countered easily, the only ones who are really complaining are a bunch of light mech pilots who are getting their face full of streak. but do not put mediums, heavies and assaults in the same bag
and then of course these people don't complain about LRM because LRM is too slow to catch a light mech, and without artemis i have seen spiders straight up go through a gap in the missile cluster, i swear light mechs can do this, i have seen it with my own eyes.

and when light pilots weigh in in conversations like this it's always L2P, but they have no idea

Edited by Mazzyplz, 16 March 2013 - 05:11 AM.


#25 Yokaiko

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Posted 16 March 2013 - 05:16 AM

View PostDrenzul, on 16 March 2013 - 04:03 AM, said:


Actually a lot of that extra damage was shown to be a bug with the training grounds, its not a LRM issue that happens in real games.



No a lot of extra damage is the splash on every mech except hunchback, jenner, cat and atlas.

#26 Zerberus

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Posted 16 March 2013 - 05:22 AM

Splash damage will be patched out beginning of april, so any calls for any sort of missile nerfs are essentially already being addressed, as this is what many see to be the root cause of the issues.

That said, When the lights learn to use theoir speed and take cover, then this argument may have merit of it still seems so OP in say, a month and a half..

There is no reason other than pilot error for a mech that can run in excess of 100 to ever get hit by LRMs. Cober breaks LOS, with it lock and homing (if you`RE not beiong seen or tagged from somewhere else), cover soaks damage and is abundant on many maps. Betty screams "Incoming Missile" and there is a huge flashing warning on your screen. all you have to do is move.

I say this because my last 5 kills were ALL LRM kills on light mechs that didn`t move significantly and or look for cover, at the start of a match, tagging me from 5-600. TBH I get a personal satisfaction out of killing anything under 40 tons with LRMs simply because it should not happen under any circumstances. It especially brightens my day to see a near motionless ECM Raven die in a firestorm of dumbfired LRMs. :wacko:

Edited by Zerberus, 16 March 2013 - 05:27 AM.


#27 Felbombling

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Posted 16 March 2013 - 05:23 AM

I know a bunch of you have focused your replies on the LRM segment of the OP, but I think you may have missed something while reading between the lines. The OP is fed up with the actual length of engagement once contact has been made. I don't have access to LRMs in my CTF-3D build, but the Mech slices thru enemies up to Assault class like a hot knife through butter. Things shouldn't feel this way for a Mech simulation. I want the feel of a Juggernaught lumbering around that can both dish out and take punishment. I think the OP is lamenting the fact that the game seems to be two and a half minutes of moving around and ten seconds, in some instances, of concentrated fire until death.

#28 PoLaR

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Posted 16 March 2013 - 05:25 AM

I generally find that half the enemy team is all snipers and LRM boats these days. It's fun to brawl them up close, but a nightmare to be fighting an enemy brawler and having 29595393987523 LRM's falling and 50 PPC's a second being thrown at you.

That's just the wayyy she goes though.

#29 Yokaiko

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Posted 16 March 2013 - 05:26 AM

View PostPoLaR, on 16 March 2013 - 05:25 AM, said:

I generally find that half the enemy team is all snipers and LRM boats these days. It's fun to brawl them up close, but a nightmare to be fighting an enemy brawler and having 29595393987523 LRM's falling and 50 PPC's a second being thrown at you.

That's just the wayyy she goes though.


6-8 with a phract.

My last game had ******* LRM raven -4X in it.

Rediculous.

#30 Hawks

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Posted 16 March 2013 - 05:36 AM

View PostF lan Ker, on 16 March 2013 - 02:34 AM, said:

So to OP I would recommend a small break from MWO, venture to other games or activities for a while. That is what I am planning as well because MWO feels more like a senseless rinse and repeat grind with no goal other than win.


This is what I'm currently doing...it's just a shame there's no way I can put my Premium time on hold while I do so.

#31 Drenzul

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Posted 16 March 2013 - 05:41 AM

View PostGen Kumon, on 16 March 2013 - 04:41 AM, said:


Wrong. Amaris went back and did a live test.

http://mwomercs.com/...e-test-results/

There may be a bug with the testing ground...but if there is, it wasn't seriously effecting the numbers.


According to the thread you linked, he HASN'T done a live test. He specially states that he hasn't had time to do this yet.

#32 Boymonkey

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Posted 16 March 2013 - 05:42 AM

View PostMazzyplz, on 16 March 2013 - 03:49 AM, said:

i find it hilarious that light mech pilots are so out of it they say:
i pilot an X5, you must be dodging missiles wrong in your assault mech!!!!

no you dimwit, slower mechs are much more vulnerable to it...
and yes lrms were made a little too powerful last patch, they're gonna fix it afaik


I take it your name calling is aimed my way.....nice.
Before my X5 I have piloted a Atlas and a Cat and the same applies for them, either hide or get AMS. Only ***** players will get caught in the open you in that team? seems like it.

#33 Eddy Hawkins

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Posted 16 March 2013 - 05:48 AM

View PostDrenzul, on 16 March 2013 - 04:03 AM, said:


Actually a lot of that extra damage was shown to be a bug with the training grounds, its not a LRM issue that happens in real games.


the extra damage is happing in live games as well:

http://mwomercs.com/...e-test-results/

Paul Inouye has said:

"First is that Testing Grounds has quite a few issues when reporting damage and the numbers you're seeing are inflated quite a bit (almost double). We will be addressing this bug and others as Testing Grounds matures over time.

Second, this does NOT eliminate the findings that S-SRMs AND SRMs are doing more damage than intended. This is not due to some top secret, behind your back weapon balancing. It has to do with splash damage, how it was first implemented and the new smaller Mechs coming out."

now he is talking about SRMs and their streak counterparts, but testing done by players has shown that LRMs are doing more damage, even in live matches.

#34 Hawks

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Posted 16 March 2013 - 05:49 AM

View PostBoymonkey, on 16 March 2013 - 05:42 AM, said:


I take it your name calling is aimed my way.....nice.
Before my X5 I have piloted a Atlas and a Cat and the same applies for them, either hide or get AMS. Only ***** players will get caught in the open you in that team? seems like it.


AMS stops so few missiles as to be basically worthless in the current threat environment.

#35 Moonsavage

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Posted 16 March 2013 - 05:51 AM

Seems like LRMs need to spread a little more. When I get hit they often seem to all impact on the same part.

#36 Eddy Hawkins

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Posted 16 March 2013 - 05:54 AM

View PostDrenzul, on 16 March 2013 - 05:41 AM, said:


According to the thread you linked, he HASN'T done a live test. He specially states that he hasn't had time to do this yet.


there are over 600 posts in that thread, and more then a few have players posting vids and numbers showing that missles are doing more damage, even in live games.

i dont expect anyone to read all 600 of them, but at least try to read some, you dont get 27000 views in less then three days over somthing that is not true

Edited by Eddy Hawkins, 16 March 2013 - 05:56 AM.


#37 armyof1

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Posted 16 March 2013 - 05:58 AM

View PostHayashi, on 16 March 2013 - 03:55 AM, said:

Fix is incoming in April apparently. Which will be too late for my record on the Commandos I'm piloting atm... >.>

What I find amazing is that the splash damage is not going to be fixed I believe it was April 2nd, it's only going to be removed by then. So over two weeks from knowing about the splash damage being all wrong to just remove it, I'd think it was a critical fault enough they'd want to remove it ASAP.

#38 Yokaiko

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Posted 16 March 2013 - 06:00 AM

Yup.

Just sitting out my premium time, then I am done with this piece for a while.

Between the ****** up matchmaker, and almost THREE weeks to fix missiles doing x4 damage, this is ceassing to be amusing, quickly.

View Postarmyof1, on 16 March 2013 - 05:58 AM, said:

What I find amazing is that the splash damage is not going to be fixed I believe it was April 2nd, it's only going to be removed by then. So over two weeks from knowing about the splash damage being all wrong to just remove it, I'd think it was a critical fault enough they'd want to remove it ASAP.



I have no idea why it takes three weeks to comment out code.

#39 Eddy Hawkins

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Posted 16 March 2013 - 06:09 AM

to be fair to PGI, the tusday patch is already done and they are implmenting the change on the patch after. i think that is actuly quite fast. there is alot of testing that needs to be done, whos to say that removing the splash might cause a new bug that makes missles do no damage? they have to do internal testing to make sure somthing else dosnt break when they remove or alter the code.

besides, within 12hrs of the thread being started we had a Dev post sayin they were looking into it, and within 24 they were posting results from there own testing, conferming what the OP had found, and that they would be taking action.

to me, that seems like good reaction time

#40 Mrllamaface

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Posted 16 March 2013 - 06:10 AM

As bad as it seems right now, this is no where near as bad as it was in closed Beta when artemis was first introduced. That was so painful it was just funny. Right now there has been a return of the LRM, which I honestly think is a good thing. Although the damage does need to be looked at (the devs are aware of this and plan a fix in April) it is not as bad as you might think. In the end for LRMS to be truly devastating there needs to be good team work (someone holding locks, someone protecting the LRM boat etc.). Team work is also needed to beat a well organized LRM group. Lets be honest with ourselves, PUG or Coms player, anything that promotes teamwork is a good thing. It expands the gaming experience, and just might help you find like minded players to enjoy the game with.





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