Missile Update - Feedback
#121
Posted 21 May 2013 - 10:22 PM
#122
Posted 21 May 2013 - 10:22 PM
Kilo 40, on 21 May 2013 - 10:17 PM, said:
But the numbers of people who don't seem to understand that this game is beta, and WE are the testers, is even more amazing.
and on a side note, the people who say "nameofweapon warrior online", you guys are just...pathetic.
the amount of entitlement oozing out of this thread is simply amazing.
But the numbers of people who don't seem to understand that this game is beta, and WE are the testers, is even more amazing.
and on a side note, the people who say "nameofweapon warrior online", you guys are just...pathetic.
Open Beta is practically a release especially if people are pay for ****. I feel sorry for the poor fellas who bought skins for their Blackjack's today. Giant ads for new cool stuff to sell but they cant seem to fix a game in their allotted time. Issues like this wouldn't be as much of a problem if the devs themselves actually played the game more often to experience these issues. I probably played 30 hours within the past week and I have yet to see 1 dev play. That basically shows me that they're just listening to suggestions on the forums and not actually taking time to try and make sense of anything that actually happens in the game. You sir are pathetic.
Edited by badkilik, 21 May 2013 - 10:23 PM.
#124
Posted 21 May 2013 - 10:28 PM
#125
Posted 21 May 2013 - 10:28 PM
LRM 10 : Hits=9,473 Damage=9,407 Never did boat the lurms though.
I have noticed the flight path fast drop issue even today post patch. The ones I shoot and the one I receive. Standing by the drop ship blast shield in river city today and about half of a LRM 20 launch got through over the top. Wut wut? Launcher was 400m away across the river between me and shield. They are less unbroken now.
Things progress. Looking good. Thanks pilot devs.
edit: LRM 5 used in tandem as a 10 : Hits:=3,460 Damage=3,563. < All of these with BAP & module. LRMs were already making a modest comeback in my ELO bracket before the patch. 300m direct fire has always been sweet.
Flight path is weird I do admit. I often wonder how many opinions are based on not using a weapon, for or against.
Edited by Leedair, 22 May 2013 - 01:59 PM.
#126
Posted 21 May 2013 - 10:29 PM
every match i been in has been dictated by LRM boats, at least PPCs you had to aim them a bit now its more about getting a buddy to lock something for you and click the mouse button.
#127
Posted 21 May 2013 - 10:31 PM
Kilo 40, on 21 May 2013 - 10:17 PM, said:
But the numbers of people who don't seem to understand that this game is beta, and WE are the testers, is even more amazing.
and on a side note, the people who say "nameofweapon warrior online", you guys are just...pathetic.
You'd have a slightly more valid point if it was treated like a beta with rapid updates. Instead, PGI screws the pooch, they figure out the problem in a day or two, and then we're told "sorry, gonna be like that for a month or so. What do you mean people are quitting because they don't wanna wait that long?"
When other F2P devs are pushing out patches weekly or even more often than that, and we're stuck idling with issues the devs are fully aware of for 2 weeks at a time or MORE, there's a problem.
#128
Posted 21 May 2013 - 10:38 PM
#129
Posted 21 May 2013 - 10:38 PM
#130
Posted 21 May 2013 - 10:40 PM
#132
Posted 21 May 2013 - 10:53 PM
Chameleon Silk, on 21 May 2013 - 10:22 PM, said:
I use Advanced Target Decay, normal target decay is for noobs.
#133
Posted 21 May 2013 - 10:58 PM
#134
Posted 21 May 2013 - 10:58 PM
#135
Posted 21 May 2013 - 11:01 PM
This kind of thing keeps happening guys and, (lol) "Open Beta" or no, it makes you look like rank amateurs.
#136
Posted 21 May 2013 - 11:07 PM
Edited by Greeneye, 21 May 2013 - 11:08 PM.
#137
Posted 21 May 2013 - 11:09 PM
How much extra spalsh damage is being applied to the CT that should be going to other areas on the mech? Is it more or less than the amount of damage done by a single salvo of LRMs from your average LRM boat (say 40-60 missiles).
If fixing the splash damage means that an LRM boat is only going to need to target you for an additional volley to get the kill, then you aren't suddenly going to be going back to last week when all we needed to survive an LRM shower was a sturdy umbrella.
Also the angle of attack fix is only being applied toindirect fire, when you target an enemy being targetted by an ally, that you have no direct line of sight to. The proposed fix notes don't say anything about what happens if you are targetted by an LRM mech and they hit you due to target decay after you move. If the LRM mech gets a LOS lock, tags you, has target decay modules equipped, then presumably the missile trajectory isn't going to change to an indirect trajectory dive just because you moved 10m to the left or right back behind whatever cover you were peeping out from.
#138
Posted 21 May 2013 - 11:15 PM
#139
Posted 21 May 2013 - 11:32 PM
LRM's have allways been a part of Battletech and Mechwarrior. Whats your problem?
Since yesterday's patch we see LRM throwers again, didnt you notice that we didnt see any before? Maybe 1 every 2 matches or so.
Now you have like 1 or 2 per match, thats a fair trade. Of course, you dont take yesterday, the patchday, for example. Everybody tryed them out yesterday.
#140
Posted 21 May 2013 - 11:39 PM
This is a no brainer. You might tweak the balance, but LRMs can never become "competitively viable" or it will be an expense of so much play value for so many players. I understand software design and development, so I'm pretty forgiving especially on things like patch execution. But I think this LRM balance attempt is too incredibly myopic to bite my tongue.
Edited by deadlykleenex, 21 May 2013 - 11:39 PM.
12 user(s) are reading this topic
0 members, 12 guests, 0 anonymous users