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Something Went Wrong. Ppc Ac And Gauss Only Fest.


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#101 Vrekgar

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Posted 13 April 2013 - 09:55 PM

View Postbigdaddynash, on 13 April 2013 - 06:18 PM, said:

missle spread damage went wrong and has been taken away to be fixed.

No it hasn't.

Splash is still in game, they just nerfed the base damage into the ground and established a hard limit on splash damage per hit.

So not only do missiles have to contend with all the same malarkey that made them questionable to use previously, but they do a third the damage. All because people freaked out over a bug that exacerbated an underlying flaw in the entire missile system, Splash damage.

LRM's have gone through 2 Apocalyptic bug phases and by far the last one was the worst, but the hotfix has done more to break the game than fix it. It went too far the opposite direction because they couldnt just take out splash damage or they expose ANOTHER flaw in the missile design, that they all aim for the CT.

According to the latest NGNG podcast they have some kind of fixes or changes to missiles in may....

Good luck.

#102 Rooster Cogburn

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Posted 13 April 2013 - 10:12 PM

i think this has something to do with the larger maps players have learned with alpine and tourmaline you have some wide open areas to shoot across why not use weapons that can take advantage of them

#103 Mechwarrior Buddah

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Posted 13 April 2013 - 10:47 PM

View PostDocBach, on 13 April 2013 - 07:10 PM, said:

Ah, you mean players who were going to pay money in this game isn't the audience? I can't believe people would pay good money and expect a decent product!


I can answer this with a well placed quote:

View PostBryan Ekman, on 21 March 2013 - 05:16 PM, said:


Our target demographic has always been (in very simple non-marketing terms): the male action gamer looking for a little bit more than your average shooter. You can lump in someone who likes anything from Call of Duty to Flight Sims into that bucket.


this is G.O.L.F.

Gentlemen
Only
Ladies
Forbidden

Edited by Mechwarrior Buddah, 13 April 2013 - 10:48 PM.


#104 General Taskeen

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Posted 13 April 2013 - 10:52 PM

View PostKhell DarkWolf, on 13 April 2013 - 07:34 PM, said:

You can't post stats of your LRMs or any weapon for that matter because there is no proof that it was before LRMgeddon or


Well if people believe what you post, you can. You just test in current games, and subtract from a previous stat-time for math times.

#105 MadAndrew

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Posted 13 April 2013 - 11:00 PM

View PostNightcrept, on 13 April 2013 - 04:54 PM, said:

My avg with erppc is 80.69%.
My avg with ppc is 78.47%.

What are your W/L and K/D ratios then? What class of mech have you used those on? Such high % is insane.

Either you're an exceptional marksman, or very patient (and probably slow) player, or even take only sure shots as support in a well-organized pre-made group and never bother with shooting those fast moving mechs.

#106 Mechwarrior Buddah

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Posted 13 April 2013 - 11:12 PM

no wait, even better:

this is G.O.L.F.

Gauss/PPC
Only
LRMs/SRMs
Forbidden

Edited by Mechwarrior Buddah, 13 April 2013 - 11:12 PM.


#107 Black Templar

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Posted 13 April 2013 - 11:27 PM

long range combat seems to be the current "meta-game". smart as you all are, you will come up with a way to counter this kind of wickednes: BRAWLING :(

jagermechs and (6ppc) stalker don't stand a chance in CQ :P

#108 Mechwarrior Buddah

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Posted 13 April 2013 - 11:32 PM

View PostBlack Templar, on 13 April 2013 - 11:27 PM, said:

long range combat seems to be the current "meta-game". smart as you all are, you will come up with a way to counter this kind of wickednes: BRAWLING :(

jagermechs and (6ppc) stalker don't stand a chance in CQ :P


well nothing PGI can apparently do isnt a full on swing to the opposide side of something.
In other words, they dont DO little changes. They tweak something, suddenly LRMs are hitting for HUGE wrecking damage. To fix this they go in the complete opposite swing and make them useless.
Brawling was THE way to play for quite a while, then they make huge sweeping changes, now the pendulum has swung in the sniper's favor.

#109 MadAndrew

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Posted 13 April 2013 - 11:38 PM

As for LRMs:

I play in pugs only and at times when pitted against a pre-made with proper spotting those LRMs are still a real wrecking force to be reckoned with. But having tried a missile boat myself, it was a truly frustrating experience I must say.

Given so wide prevalence of ECM in its current overpowered state and it being a complete show-stopper for LRMs, NARC or TAG have to be specifically put in your or your team's loadout to somehow counter it - and they provide no other benefit whatsoever. Of course 90+% of people in pugs are running cookie-cutter in-your-face builds and hardly ever kit NARC or even TAG. Oh, and drop balancing today is hilarious - it is not uncommon to see 2-3 (up to 4 once) ECM mechs drop on one team with none on the other.

It may be that devs initially intended LRMs to be a niche/situational/support weapon but kind of failed with balancing or bugs that lead to people boating them to guarantee fast easy-mode C-Bill farming in pugs.

As for PPCs:

They are completely fine. My practice with 6 PPC stalker in pugs shows that it is mostly psychological effect - chain-firing 6 PPCs provides that makes some people in the opposing team stop, turn around and run for cover - that contributes to winning matches due to breaking their ranks and giving our team a chance to advance and/or flank them.

#110 Mechwarrior Buddah

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Posted 13 April 2013 - 11:41 PM

View PostMadAndrew, on 13 April 2013 - 11:38 PM, said:

As for LRMs:



this is appropriate for comments on LRM nerf/etc

Read under 5.) NERF

#111 bigdaddynash

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Posted 13 April 2013 - 11:44 PM

View Postbigdaddynash, on 13 April 2013 - 06:18 PM, said:


1 missle spread damage went wrong

2 has been taken away

3 to be fixed.


View PostVrekgar, on 13 April 2013 - 09:55 PM, said:

1 a bug that exacerbated an underlying flaw in the entire missile system, Splash damage.

2 nerfed a hard limit on splash damage per hit.

3 fix in may



we are infact on simillar pages. i didn't take much time sorting out the words in that post so it's a same dif moment. though your details are sketchy and mine were not present, since theres no need for details, the same situation applies. it's not a nerf but a stock gap to prevent the bug controling the gameplay. taking out strange armour spots, pgi themselves admitted both legs were being blown off and rear torso armour was going after shots to the front torso only. an anomaly that spoilt gameplay. missles will be back once this is fixed and the snipers will dwindle again.

Edited by bigdaddynash, 13 April 2013 - 11:51 PM.


#112 MadAndrew

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Posted 13 April 2013 - 11:50 PM

View PostMechwarrior Buddah, on 13 April 2013 - 11:32 PM, said:

Brawling was THE way to play for quite a while, then they make huge sweeping changes, now the pendulum has swung in the sniper's favor.

They just need to implement proper drop balancing for short- and long-range maps, taking into account not only weight classes but weapon and module loadouts too. Or maybe just let people choose maps themselves or at least filter out a couple they don't particularly like for the build they queue in.

#113 Black Templar

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Posted 13 April 2013 - 11:55 PM

View PostMechwarrior Buddah, on 13 April 2013 - 11:32 PM, said:


well nothing PGI can apparently do isnt a full on swing to the opposide side of something.
In other words, they dont DO little changes. They tweak something, suddenly LRMs are hitting for HUGE wrecking damage. To fix this they go in the complete opposite swing and make them useless.
Brawling was THE way to play for quite a while, then they make huge sweeping changes, now the pendulum has swung in the sniper's favor.


well there you have it. there will probably always be a "flavor of the month" way to play the game until weapon and mech balance is done. meta-games give the developers a chance to see imbalances and make necessary adjustments to the gameplay. the way people exploit and abuse certain mechanics will almost always draw the attention of the nerf-bat :P

View PostMadAndrew, on 13 April 2013 - 11:50 PM, said:

They just need to implement proper drop balancing for short- and long-range maps, taking into account not only weight classes but weapon and module loadouts too. Or maybe just let people choose maps themselves or at least filter out a couple they don't particularly like for the build they queue in.


machtmaking is acutally a good way to deal with this. if only their algorithm was better...

#114 Mechwarrior Buddah

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Posted 13 April 2013 - 11:58 PM

View PostMadAndrew, on 13 April 2013 - 11:50 PM, said:

Or maybe just let people choose maps themselves or at least filter out a couple they don't particularly like for the build they queue in.


Yeah, CW is gonna be interesting if we cant choose maps...

"Entering Orbital path."
"AH HELL, the navigation computer just exploded!!! We're falling into orbit!!"



followed by *CRASH*

View PostBlack Templar, on 13 April 2013 - 11:55 PM, said:


well there you have it. there will probably always be a "flavor of the month" way to play the game until weapon and mech balance is done.


so... never. This is a free to play.
Its never "finished"
Its always "changing"
various other excuses

Edited by Mechwarrior Buddah, 13 April 2013 - 11:56 PM.


#115 Black Templar

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Posted 14 April 2013 - 12:04 AM

View PostMechwarrior Buddah, on 13 April 2013 - 11:58 PM, said:

(...)
so... never. This is a free to play.
Its never "finished"
Its always "changing"
various other excuses


maybe...there are not many games that achieved "perfect" balance. the starcraft series could be a good example for how it should be done, but somebody somewhere will always be unhappy with balance. in addition you can't compare MW:O with starcraft. in terms of content starcraft is not an evolving title and it took them almost three years to do it right. MW:O is not even finished yet and we will probably see many more imbalances.

#116 Mechwarrior Buddah

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Posted 14 April 2013 - 12:07 AM

View PostBlack Templar, on 14 April 2013 - 12:04 AM, said:

in addition you can't compare MW:O with starcraft.


given that I never mentioned Starcraft I didnt think I did O.o

#117 Black Templar

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Posted 14 April 2013 - 12:08 AM

View PostMechwarrior Buddah, on 14 April 2013 - 12:07 AM, said:


given that I never mentioned Starcraft I didnt think I did O.o


i was just giving an example for a game that has good balance :P

#118 Bad Karma1775

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Posted 14 April 2013 - 12:12 AM

Well here is my 2cents: how can something be OP or unbalanced if everyone can use it? What I mean is, why complain about and instead adapt to the game style. Just saying I am a pretty crappy pilot, maybe that's why I don't care but if I am out ranged, I maneuver. If I am going to get brawled and I am set for large range, I am going to keep my distance.

I guess the Marines taught me one thing that applies here, one mind, any weapon........and if that doesn't work take a 6ppc stalker lmao!!!

#119 MadAndrew

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Posted 14 April 2013 - 12:15 AM

You just cannot compare MW:O to Starcraft. Even if we take for granted that factions in Starcraft are completely balanced, everything else is up to the player: choosing strategy, tactics, full control of units. There is not such thing as pug in SC, almost every factor is under player control that the game is so close to when only skill really matters.

#120 MadAndrew

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Posted 14 April 2013 - 12:25 AM

View PostBad Karma1775, on 14 April 2013 - 12:12 AM, said:

I guess the Marines taught me one thing that applies here, one mind, any weapon........and if that doesn't work take a 6ppc stalker lmao!!!

Good luck brawling in 6ppc stalker...





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