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E3 1st/2nd Impressions Updated 06/14/12 Swayback...! And Blurry Pics!


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#181 Major Bill Curtis

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Posted 06 June 2012 - 03:37 PM

View PostFaceless Priest, on 06 June 2012 - 03:24 PM, said:


unless they have changed it you will get points for damage not just kills, and lrms do a lot of damage, even though they are subpar at kill shots.

Also have the developers said that once your out of ammo that's that? no way to reload until you die? Most online mech games that deal with ammo, including MWLL and Exsteel had spots where you could go reload.


That's why the designers of the Catapult, Hollis Incorporated, in their infinite wisdom put 4 medium lasers on the 'mech, and why smart mechwarriors will install an endo-steel chassis and 3 more tons of ammunition, going from 8 volleys per tube in the stock model to 20. They'll also pick their targets, instead of just randomly firing those valuable LRMs at anyone who happens to be in range.

#182 Faceless Priest

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Posted 06 June 2012 - 03:59 PM

View PostMajor Bill Curtis, on 06 June 2012 - 03:37 PM, said:


That's why the designers of the Catapult, Hollis Incorporated, in their infinite wisdom put 4 medium lasers on the 'mech, and why smart mechwarriors will install an endo-steel chassis and 3 more tons of ammunition, going from 8 volleys per tube in the stock model to 20. They'll also pick their targets, instead of just randomly firing those valuable LRMs at anyone who happens to be in range.


I agree with the picking your targets part and not just firing at anything. But talking about changing the build for a mech and/or its IS and armor type and such sorta isn't part of what i was talking about. I was talking about how you can make a build work usualy and if you cant the developers will make it so it's possible.

Then again i guess the origional guys complaint was with the catapult as a whole...but he only played one layout it seems, so it wasn't really with the chasse but the varient.

I plan on playing lots of diffrent things. Dont need to kick butt to have fun.

#183 AceTimberwolf

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Posted 06 June 2012 - 04:37 PM

I'm on my phone. First sorry Paul didn't mean this to turn into a LRM flame war. I don't think everyone read everything too. Like I had mention I'm not a missile boat guy. At best avg. Also I didn't have anyone to explain stuff to me. The whole ac5 thing . Just from the few matches I played I felt just SLIGHTLY underpowered. And like someone stated earlier I probably just didnt kno how to use them. I was just playing like i would living legends since it was my only button layout reference at the time. And again this wasn't intended as a review. It was just a light impression of a game we all want to get pur hands on. admittedly at first it was "finally" felt like crack. Lol .but I just wanted to get some info out there so everyone could stop starving. And like I said again Piranha knows what they are dping and we will be totally satisfied with the end product.

My friend emailed me that PGI was PISSED. Paul:本当にすみません. 大変 申し訳ありません ...

#184 OcO

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Posted 06 June 2012 - 04:44 PM

Someone else mentioned that damage needs to be balanced off the high end of what's available and that seems to be being completely missed in this thread.

Ace did not mention the use of either Artemis or Narc. If you buff the default damage of the missile systems then once they are hitting with 90%-100% of their payload every shot that is a huge ramp up in damage. The non assisted damage has to be slightly subpar so that the player with XP and equipment loaded to maximize their missile damage isn't over the top.

#185 AceTimberwolf

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Posted 06 June 2012 - 04:59 PM

I guess I better get my fill tomorrow. Probably get banned for life. Lol

#186 Kottonmouth

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Posted 06 June 2012 - 05:03 PM

Thanks Ace. Hope you don't catch too much heat for this. Overall it sounds like it got you excited, and thats all I needed to hear. Now back to my regularly scheduled drooling in a comatose state until July 17.

#187 Helmer

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Posted 06 June 2012 - 06:02 PM

AceTimberwolf,


Thanks for the information!

I would be curious to hear how your friend heard PGI was mad, I would think you'd hear it first :D
It seems like PGI goes out of its way to get feedback, and the Developers seem to be very very down to earth great people, except Paul of course.

Hope you have fun tomorrow, and don't get in any trouble. Talk to Russ and Bryan, I'm sure they'll be more than happy to converse with you.

If they let you, I'm sure we'd all love to hear more about actual playtesting!



Cheers.

#188 Radman

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Posted 06 June 2012 - 06:07 PM

View PostDaZur, on 06 June 2012 - 11:05 AM, said:


No disrespect intended... But this thought process is just ridiculous to me. How should weapons be balanced? A pistol is more powerful than a sling-shot, a rifle is more powerful than and pistol, a rocket launcher is more powerful than a rifle, a cannon is more powerful than a rocket launcher... etc..etc.. ad nauseam. Ya don't bring a knife to a gun fight expecting the knife to do equal damage as a gun do ya? :D

Point is, if all weapons have parity, we might as well run around with spit-balls because what's the point in arming one self with a particular weapon if there is not some inherent advantage and disadvantage outside of visual representation?

How one uses a weapon in parallel to proper and necessary tactics, allows one to overcome a particular weapons advantages and overcome adversity...


Didn't mean that they had parity as much as they fulfill a purpose or role. Not that they necessarily do an equal amount of damage over time. And whether you want to admit or not weapons are balanced. High damage brings high heat, weight, or small quantities of ammo. Long range frequently has a minimum range. Hopefully you get my point now. If there was a weapon that did 20pts of damage with unlimited ammo, no heat, and weighed one ton of course we'd all use it and only it.

For instance, long range weapons might be nearly useless, or even a hinderance, in a city environment right? Short ranged weapons might be useless without cover to close with the enemy. That's why many, if not most mechs including many lights, cary a mixture of long and short range weapons. Dare I say balanced?

#189 Radman

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Posted 06 June 2012 - 06:15 PM

View PostPaul Inouye, on 06 June 2012 - 12:21 PM, said:

And this is why we don't like people talking about Beta. *glares at AceTimerwolf*

The Catapult and LRMs depend on the pilot. I've seen 2 stock C1's take out the other team's Atlases from a LONG way out and then just hammer the rest of the opposing team softening them all up. The rest of our team just steamrolled the opponents after that. LRMs currently inflict a large amount of damage. If you see them coming toward you, you should be scared. <- As intended.


It's all good natured discussion. I think most of us realize that the game is still beta. For that matter, I would hope you guys would tweak it after launch if you find imbalances. We just need something to discuss, and this is it!

#190 Cyenthies

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Posted 06 June 2012 - 06:22 PM

I have not played MW in quite a few years, but I am excited about MWO and from what I'm seeing and hearing, it'll be like a kid in a candy store experience for me. :D

#191 AceTimberwolf

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Posted 06 June 2012 - 06:23 PM

View PostHelmer, on 06 June 2012 - 06:02 PM, said:

AceTimberwolf,


Thanks for the information!

I would be curious to hear how your friend heard PGI was mad, I would think you'd hear it first :D
It seems like PGI goes out of its way to get feedback, and the Developers seem to be very very down to earth great people, except Paul of course.

Hope you have fun tomorrow, and don't get in any trouble. Talk to Russ and Bryan, I'm sure they'll be more than happy to converse with you.

If they let you, I'm sure we'd all love to hear more about actual playtesting!



Cheers.

My friend read pauls post while I was at a meeting. He used Paul as a verb.... Oh no! Was my reaction lol

#192 FactorlanP

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Posted 06 June 2012 - 06:26 PM

View PostOcO, on 06 June 2012 - 04:44 PM, said:

Someone else mentioned that damage needs to be balanced off the high end of what's available and that seems to be being completely missed in this thread.

Ace did not mention the use of either Artemis or Narc. If you buff the default damage of the missile systems then once they are hitting with 90%-100% of their payload every shot that is a huge ramp up in damage. The non assisted damage has to be slightly subpar so that the player with XP and equipment loaded to maximize their missile damage isn't over the top.


That was me. Thanks for catching it. I think a lot of guys skipped right over it in their rush to make their next point.

#193 Belisarius1

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Posted 06 June 2012 - 06:58 PM

View PostOcO, on 06 June 2012 - 04:44 PM, said:


Someone else mentioned that damage needs to be balanced off the high end of what's available and that seems to be being completely missed in this thread.

Ace did not mention the use of either Artemis or Narc. If you buff the default damage of the missile systems then once they are hitting with 90%-100% of their payload every shot that is a huge ramp up in damage. The non assisted damage has to be slightly subpar so that the player with XP and equipment loaded to maximize their missile damage isn't over the top.

That's false though. It's true that artemis needs to be balanced, but that's not the only way to do it, or necessarily the correct one. Artemis LRMs have two factors you can change; the LRMs and the artemis itself. If LRMs are well balanced on their own but artemis makes them too powerful, you can just tone down the artemis bonus instead of nerfing LRMs across the board. They need to work with and without. If artemis is a required upgrade, you have a design failure.

The trickiest thing about LRMs as we've seen them (catapult video) is how easy it seems to be to perform indirect fire. The pilot does nothing to attain a lock except select his target and wait. Because of that, they need to be fairly weak or indirect fire is hilariously OP, but that nerf cripples them in a direct engagement.

The simple way to fix that is to add a mechanic where direct los mouse-over leads to more accurate lock, so you can change direct and indirect fire seperately. I assume they've thought of something like this.

Edited by Belisarius1, 06 June 2012 - 07:02 PM.


#194 ndgooh

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Posted 06 June 2012 - 07:06 PM

its my understanding from the old TT days, long range missles while doing light damage were important tactical tools because they could be fired indirectly. ie in the raven reveal, the raven hit the target with a narc, and suddenly missles rained down from the sky. in an urban environment or in hilly terrain having indirect fire to soften up the enemy is invaluable, before CQC is engaged. if the enemy lance you are facing already has even 10 percent of all their upper armour destroyed that is a huge advantage. sounds like IGP is really on top of balance. and trying to keep all the different weapons from being wasted tonnage

#195 wanderer

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Posted 06 June 2012 - 07:55 PM

View PostRadman, on 06 June 2012 - 10:04 AM, said:

I don't think anyone is implying that LRM damage should be so light as to be ignored.


LRMs always occupied a middle ground. They don't punch big holes in things, but they do punch a lot of medium-sized ones, and work best in tandem with someone who can exploit that. They can soften a heavier armored target so the big gun punches through, they can exploit armorless sections though not as well as a SRM rack or a host of small weapons, and given time, those bunches of medium-sized holes end up turning into bunches of critical hits once the armor dissolves away. They just don't do the hole-punch or crit-seek as well as specialist weapon layouts, falling pretty solidly in between.

#196 wanderer

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Posted 06 June 2012 - 08:02 PM

View PostPaul Inouye, on 06 June 2012 - 12:21 PM, said:

And this is why we don't like people talking about Beta. *glares at AceTimerwolf*

The Catapult and LRMs depend on the pilot. I've seen 2 stock C1's take out the other team's Atlases from a LONG way out and then just hammer the rest of the opposing team softening them all up. The rest of our team just steamrolled the opponents after that. LRMs currently inflict a large amount of damage. If you see them coming toward you, you should be scared. <- As intended.


Heh. We're starving dogs here, Paul. That's what the Pending do. :)

Curiousity, then. What's good fire discipline with LRM's? I've been an Archer pilot since I got my first TCI plastic models, and learning how my favorite weapon functions in MWO is high on my list.

#197 Mechwarrior Buddah

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Posted 06 June 2012 - 08:08 PM

View Postwanderer, on 06 June 2012 - 07:55 PM, said:


LRMs always occupied a middle ground. They don't punch big holes in things, but they do punch a lot of medium-sized ones


Ya thats where MRMs and dumbfire missiles came in lol

#198 Frostiken

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Posted 06 June 2012 - 08:26 PM

View PostOrion Pirate, on 06 June 2012 - 12:48 PM, said:


I thought that is why this game requires tactics to play? I know this is a reason why I WANT to play a light mech...

Why are you mostly negative about this game? Most of your posts are so down? You seem to know alot about MWO, a game you have never played... :)

I've said almost nothing about this game. My speculation is based entirely on my experience with past Mech games, particularly MWLL. LRMs in MWLL go through sinewave swings in balance, and the times when LRMs were the most powerful were when the game was at its most unplayable. In early 0.2, Clearcut was an LRM campfest, because people would literally just line up on a hillside, wait for a reticule to turn red, and push a button. That was it. It was the most stale, one-dimensional zero-skill thing ever seen in a video game, and it brought the gameplay to a standstill. Brawling is arguably one of the most fun and skill-intensive things in the game, because it's frantic, dangerous, and brings you face-to-face with your enemy. However, brawling could never happen if you took a hundred missiles to the face before you could close the distance.

The notion that long-range combat is more difficult than close-range combat is something that's been true in almost every game since forever. This is even true in Battletech. At long-range, this was presented in severe penalties to-hit. In Mechwarrior this never seems to be the case. Sniping with gauss and PPCs is almost trivial. In other games, sniping people requires dealing with scope shake, bullet drop, long lead times, and usually has a requirement like a headshot to do the most damage. It's how they limit the effectiveness of extreme-range fighting so it's not totally frustrating, by forcing the application of a modicum of skill. ER lasers are almost a joke at long range, you can laser off anything you want. LRMs barely require you to aim, you just push button, receive bacon.

Long range combat shouldn't be any easier than close-range combat, and so far in every Mechwarrior game that's been true. Nobody likes disproportionate applications of skill, where certain weapons are 'EZ-mode', where undertaking specific playstyles forces you to simply be much better than your opponent to exploit them. Nobody also likes the feeling of helplessness that comes from things like easy-to-use extreme-ranged weaponry that outranges all of their own. Obviously this will have to be true to some extent in Mechwarrior, but like I said earlier: hitting things at long range in tabletop would end up with to-hit percentages in the 30% +- 10% range. You might be able to hit them, but good luck doing it consistently before they can move up.

Speaking purely from the point of view of what's best for players' enjoyment, what's best for game pacing, and what's best for skill ceilings, long-ranged combat in Mechwarrior traditionally betrays all of these, and LRMs are the worst due to just how ridiculously easy they are to use.

I have no objection with LRMs being effective as a matter of principle, but I do have an objection to the impact such weapons could, should, would, and often do have on gameplay. LRM camping is the absolute lowest application of skill you can get in this game, and as such it shouldn't be rewarded. Again, this is something you see in most games. Snipers usually struggle to make points, while the guys who are out there actually doing thing are capturing objectives and being useful.

Do you want to play a game where everyone hides behind rocks, not moving, waiting for someone else to be the first one out to get shot? Trench warfare is boring and leads to long, homogenous, uneventful games, but trench warfare is what happens in Mechwarrior when you make long-ranged weapons too powerful, easier to use, and more rewarding.

Edited by Frostiken, 06 June 2012 - 08:41 PM.


#199 HellJumper

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Posted 06 June 2012 - 08:27 PM

Thanks Ace for your reply.


Maybe you can ask Paul and Bryan about the video thingy i requested earlier???

#200 Basa820

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Posted 06 June 2012 - 08:36 PM

Do you remember what were the specs on those Razer laptops?





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