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This Game Been Nothing But Gauss And Ppc Fest


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#41 Silentium

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Posted 16 April 2013 - 09:30 PM

Yeah, I definitely need to work on ninja light pilot skills, being fast and far away is no longer enough.

#42 PappySmurf

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Posted 16 April 2013 - 09:43 PM

I agree with the OP but the worst thing is they nerfed the mech speed turn rate and acceleration speeds so you cant even get out of firing range.It was bad enough the mechs were so slow before the patch now there super slow its like trying to play underwater I think the game is just getting worse for some things better for other things. Helll they even nerfed the Cbill income now so you have to buy Premium time just to make a buck.

#43 Kyzar Kon

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Posted 16 April 2013 - 09:49 PM

View Posttuokaerf, on 16 April 2013 - 08:24 PM, said:

How would you fix it?


Brawl should be (but not exclusive) the main portion of the game with support (lrms, snipers)
PPC and ERPPC generate more heat.

Certain heat threshold mech explodes.

PPC's should be use for long range combat, but six is just a joke. The heat level is what should be there to keep it in check and let closer range weapons out perform in a brawl.

Gauss should have a longer fire rate.

Gauss have a min range on TT, this could help represent it. The rate of fire is what should be there to keep it in check and let closer range weapons out perform in a brawl.

ECM should be exclusive to mech with it in the original loadout and light mechs.

#44 Texas Merc

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Posted 16 April 2013 - 09:57 PM

They double buffed the PPC by decreasing the heat and making the projectile speed faster. They need to do weapon performance passes every 2-4 weeks instead of every 4 months, I honestly just think they lack the manpower. At least that's what I hope.

They double buffed the PPC by decreasing the heat and making the projectile speed faster. They need to do weapon performance passes every 2-4 weeks instead of every 4 months, I honestly just think they lack the manpower. At least that's what I hope.

#45 Laserkid

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Posted 16 April 2013 - 09:59 PM

Wait till streak infernos...their coming...and though they will not be stack-able it more infernos or flamers....they will cause problems

#46 Rhinzual

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Posted 16 April 2013 - 10:00 PM

I think one of the contributing factors, aside from tonnage and such not being taken into account just yet, is how some of the maps are designed. Take a look at the River City Night/Day map, all those buildings and hills to provide cover. The Frozen/Frost City map is similar to it. Both city maps (night/day being the only difference in one of the two) are less harsh to a Brawler when the other team has snipers (ERPPC/Gauss). Then you've got maps like the Desert where there are some wide open ranges for a sniper to hit you, but still some obstructions you can use for cover, but it's a step in the direction of a map that is like Anti-Brawler or something.

Then you've got the forest map, it's got open areas and clustered areas, both are contained to certain sides and a tunnel too, I rather like it. The Caustic Maps are hit or miss for me, I rarely end up on them compared to others. For me, the worst map to end up on as a Brawler of any kind is Alpine Peaks. Whenever I see myself dropping onto Alpine Peaks using my STK-3F loaded out with Six LLas, I just know I'm gonna get shot at by ERPPCs and Gauss Rifles from high ledges or ridges overlooking the middle area on Assault/cap location on Conquest and I have to use all of my willpower to not just Disconnect then and there as I'm simply too slow to deal with the snipers most of the time. I have to pray they aren't paying attention whenever I go near those sniper perches. They'll just watch the top of a hill or mountain and once you poke your head up there at all, they'll line up and shoot at your center torso before you can even start backing up almost every time.

If I could choose what maps to omit when dropping in, I'd omit Alpine Peaks and the Desert one every time just so I have more than half a snowball's chance in hell at being in an actual Brawl.

#47 Texas Merc

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Posted 16 April 2013 - 10:02 PM

Yes lets add more content before patching bugs. That's a great solution. I actually appreciated Matt Craig's acknowledgement of the bug situation. It took 3-4 weeks to even acknowledge but at least he did. Bugs that kill off whales get more attention in this game. That's what I see.

#48 SteelWarrior

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Posted 16 April 2013 - 10:03 PM

View PostRiceyFighter, on 16 April 2013 - 08:23 PM, said:

The entire game has become nothing but highlanders playing with gauss and PPCs. Stalkers boating PPCs, and Cataphracts with gauss and PPCs.For brawler pilots it been absolute hell for us. Can't even get to fight without being blown up left and right trying to move into position and into cover.

Can't have fun fighting up close when getting there means certain death : /

Seriously at a huge slump, I hate playing gauss and PPCs because my accuracy sucks, and I do best up close and personal.

/rant

I am going on a break from this game.

PS: The bugs in this game is not helping much. I accidentally killed 3 friendlies because of HUD issues. Crash in game every 4 matches.

Thanks for reading me ranting and I hope all of you enjoy playing MechWarrior Online. In till then o7


funny my srm6/medium laser stalker boat that moves a whopping 50kph gets into position fine.

#49 Texas Merc

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Posted 16 April 2013 - 10:06 PM

^^^^ WKDF^^^^

#50 Tykelau

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Posted 16 April 2013 - 10:11 PM

in Cincinnati

#51 Ialti

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Posted 16 April 2013 - 10:16 PM

View PostLordBraxton, on 16 April 2013 - 08:29 PM, said:

The brawl is what made me feel like I was in a mech, rather than a tank.

Now I feel like I am in a tank, hull down and waiting for a target on the horizon.

Yawn


I get this, I really do. But the other half of my MWO time is spent in a Knell. No tankishness there to speak of... And the snipers can't hit me--even after ballistics patch.

#52 MustrumRidcully

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Posted 16 April 2013 - 10:16 PM

View Posttuokaerf, on 16 April 2013 - 08:24 PM, said:

How would you fix it?

Instead of doing it my way, let's do it the PGI way:

Lower Gauss Rifle hit points to 1, and have it explode for 50 damage.
PCCs get 3 hit points.
Also, Gauss RIfle and PPC become "crit-misser", and their chance to crit is reduced by 10 % and their damage to items is reduced by 50 %.

This should turn Gauss Rifles and PPCs in the support weapon they are supposed to be.

#53 OpCentar

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Posted 16 April 2013 - 10:31 PM

View PostZaptruder, on 16 April 2013 - 08:41 PM, said:

Buff DPS weapons. Alpha weapons have the extra value of allowing mechs to find cover... so the obvious response to rebalancing meta is... fixing missiles, and providing players with an increased incentive to wield DPS weapons.

So... AC2 through to AC10s should get buffed. Pulse lasers and small and medium lasers should be buffed.

AC2; 2.5 damage per hit...
AC5; increase rate of fire (1.3 seconds)
UAC5: decrease jam rate (15%)
AC10: increase damage to 12

Pulse lasers: decrease heat, increase rate of fire.
Medium lasers: increase damage to 5.5
Small lasers: increase range to 160m (320m maximum range).


Bam: meta game rebalanced in favour of brawling weapons. (while sniping remains a valid strategy, a team should only have 1-2 snipers per match, rather than have the majority of the team acting as snipers).


The only AC that needs a buff is the AC/10. Buffing AC/2s would make them horribly overpowered in 4xAC/2 builds, similar goes for AC/5s and I fear what a Ilya with 3xUAC/5s could do to any mech if it didn't jam so often.

Your AC buffs would enable ACs to rule the field in any head to head encounter. Nothing could withstand that kind of DPS.



Pulse lasers are fine with the exception of small pulse lasers. Nobody uses them anymore so they may need some love.

Medium lasers also fine.

Small lasers could be buffed.

#54 TOGSolid

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Posted 16 April 2013 - 10:32 PM

View PostRhinzual, on 16 April 2013 - 10:00 PM, said:

I think one of the contributing factors, aside from tonnage and such not being taken into account just yet, is how some of the maps are designed. Take a look at the River City Night/Day map, all those buildings and hills to provide cover. The Frozen/Frost City map is similar to it. Both city maps (night/day being the only difference in one of the two) are less harsh to a Brawler when the other team has snipers (ERPPC/Gauss). Then you've got maps like the Desert where there are some wide open ranges for a sniper to hit you, but still some obstructions you can use for cover, but it's a step in the direction of a map that is like Anti-Brawler or something.

Then you've got the forest map, it's got open areas and clustered areas, both are contained to certain sides and a tunnel too, I rather like it. The Caustic Maps are hit or miss for me, I rarely end up on them compared to others. For me, the worst map to end up on as a Brawler of any kind is Alpine Peaks. Whenever I see myself dropping onto Alpine Peaks using my STK-3F loaded out with Six LLas, I just know I'm gonna get shot at by ERPPCs and Gauss Rifles from high ledges or ridges overlooking the middle area on Assault/cap location on Conquest and I have to use all of my willpower to not just Disconnect then and there as I'm simply too slow to deal with the snipers most of the time. I have to pray they aren't paying attention whenever I go near those sniper perches. They'll just watch the top of a hill or mountain and once you poke your head up there at all, they'll line up and shoot at your center torso before you can even start backing up almost every time.

If I could choose what maps to omit when dropping in, I'd omit Alpine Peaks and the Desert one every time just so I have more than half a snowball's chance in hell at being in an actual Brawl.

Wanna see something hilarious?
https://static.mwome...m/img/heatmaps/

Go check out Alpine Peaks and Caustic Valley. Both of them have blatantly glaring problems when you look at the different activity maps that point to those two specifically needing a huge redesign. Huge chunks of both maps go completely unused, the flow on both maps is awful, and the firing lines completely suck. Compare them to one of the other maps and you'll see a drastically different result. Fights are more spread out, more of the map is utilized, and kills aren't nearly as concentrated.

Edited by TOGSolid, 16 April 2013 - 11:36 PM.


#55 Writer

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Posted 16 April 2013 - 10:33 PM

This month has been hell for MWO, and in particular the Merc Corp I play in. We're seriously considering abandoning MWO should the quality of the game dramatically not pick up.

The best way PGI could balance out Jumpjet sniping would be to implement screen shake from Jump Jets, and proper weapon convergence (oh what's that? Hiding behind that building set your guns convergence for 5m and made you miss that target at 550m out? Why don't you tell me about how sad that makes you feel) in order to nerf this gameplay style without having to actually alter weapon stats.

But frankly we don't trust PGI to balance this game properly or deliver crucial content updates on a timely schedule. How long have flamers been broken? Why haven't the LBX10, Machine guns, and small pulse been buffed to usability? When are they going to fix the AC/2 glitch?). I don't understand why they haven't been more communicative on the missile damage front and why they haven't tweaked damage values like they said they would in their initial hotfix. Are they testing slightly higher damage values? Values without splash? Testing how HSR affects missiles with and without splash? I don't know because PGI won't tell me. The third leg of the entire meta-game is missing and MWO is practically in crisis mode as a result, and PGI hasn't said anything to help calm things down.

The news that the Clans won't be hitting until mid 2014 has almost guaranteed we'll jump ship to Star Citizen when it comes out (and possibly jump to another game before then to fill the gap).

Edited by Rhenis, 16 April 2013 - 10:38 PM.


#56 Sean von Steinike

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Posted 16 April 2013 - 10:37 PM

So, people that can't aim are complaining about those that can?

#57 Adrienne Vorton

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Posted 16 April 2013 - 10:39 PM

missing convergence...those weapons are way too easy right now... hopefully its a "bug"

#58 TOGSolid

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Posted 16 April 2013 - 10:40 PM

Quote

we'll jump ship to Star Citizen

To be fair, 2/3rds of the internet is gonna drop everything and play the **** out of that game when it launches regardless of what they were playing prior.

View PostAdrienne Vorton, on 16 April 2013 - 10:39 PM, said:

missing convergence...those weapons are way too easy right now... hopefully its a "bug"

Yeah, a simple tweak to convergence rates would do a lot to alleviate some of the problems in this game.

Edited by TOGSolid, 16 April 2013 - 10:41 PM.


#59 Corvus Antaka

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Posted 16 April 2013 - 10:52 PM

View PostRhenis, on 16 April 2013 - 10:33 PM, said:

The news that the Clans won't be hitting until mid 2014 has almost guaranteed we'll jump ship to Star Citizen when it comes out (and possibly jump to another game before then to fill the gap).


Link?

#60 Koniving

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Posted 16 April 2013 - 10:54 PM

I'll agree to this. Encourages you to want LRMs to come back to suppress jump snipers.





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