Missile Update - Feedback
#221
Posted 22 May 2013 - 07:05 AM
#222
Posted 22 May 2013 - 07:12 AM
As non LRM mechs, missiles were no more of an issue than pop tarts or anything else, but they can no longer be ignored, if you go in the open and let them tag/los you...guess what, it hurts like it's supposed to.
One thing i've noticed however, is that scouts/lights are contributing a LOT more to the game dynamic. A scout flanks and tags, the enemy team FEELS it. It's like at least some aspect of role warfare is finding it's way back into this game finally.
A very positive step by PGI.
Edited by Garrath, 22 May 2013 - 07:14 AM.
#223
Posted 22 May 2013 - 07:27 AM
#224
Posted 22 May 2013 - 07:30 AM
#225
Posted 22 May 2013 - 07:32 AM
I have not tried srms yet. I've heard mixed things about the spread. In any event, I don't think they Can be balanced until missile hsr, so I won't complain about the lack of premature srm buffs :-).
The ppc changes were good because now they do the same dps as the other 7 ton energy weapon. Also, 4 seconds lines up perfectly with the gauss rifle, which makes the nerf non annoying. Ppcs generate so much heat that it doesn't hurt too much. All in all a good conservative balance change.
Ac 5: definite improvement. Probably not enough, but its significant, and I like being a little conservative. It gave them both a stronger niche and boosted dps.
I admit I am frustrated by splash damage not working as intended. I bet pgi is too. I still like the idea, but the code strategy appears to have turned into a nightmare. Missiles are truly unfixable until this is at least working as intended.
#226
Posted 22 May 2013 - 07:40 AM
I played last night for a while, and yeah, it's missiles gone berzerk. I tried to level up my BJs, so everyone **** about me being a noskill LRMer. But even with that, the most annoying opponents were the few still piloting those 6PPC instantkill-stalkers. I don't want to end up back there.
#227
Posted 22 May 2013 - 07:45 AM
Werewolf486, on 22 May 2013 - 07:27 AM, said:
It depends if they had TAG on them, or if there was an enemy with BAP nearby you.
#228
Posted 22 May 2013 - 07:47 AM
mostly if you get behind cover out of the enemys LOS
hmm sneaky PGI buffed scouts that way
now you can sureley drive a scout and be usefull for your team and beeing in a assault making you a drag
deal with it
on a sidenote yes the arc is a bit steep but i noticed for me it only happened if iam above the enemy
Edited by Inkarnus, 22 May 2013 - 07:48 AM.
#229
Posted 22 May 2013 - 07:58 AM
#230
Posted 22 May 2013 - 08:00 AM
Vassago Rain, on 21 May 2013 - 05:59 PM, said:
when you said something like 'we're going to ruin your game with missiles tomorrow', i didn't realise quite how prophetic those words were. still, the trolling in this thread is pretty hilarious. should be clear to all that the current state of things is not intended and will be remedied in the near future, likely via a hotfix as the game is largely unplayable right now if you're not running a missile boat. anyone not cleaning house with something like 50 lrms is doing it wrong. overall, i'm still a bit unclear on the lrm damage boost - though they had somewhat fallen out of the meta after the last, competent people continued using them to great effect, often as a support weapon for indirect/suppression. the trajectory changes could be interesting, though i'd have to see the version deemed 'working as intended' before commenting.
as to people asking 'how the ffffff did pgi go live with this patch?', i think they have a very regimented production schedule with content lock that goes in way before release and their QA is surely outsourced/remedial at this time. still, going live with something so clearly broken that you have to pre-empt it with promises of a hotfix in the patch notes es no bueno, particularly when it results in many top-level competitive players saying they're going on a break until it is fixed. how many of those might find something new to play in the meantime?
other than that, some of the other changes are nice. the new map is certainly a good addition and the blackjack seems to have some potential that will have to be discovered once the rains of LRM subside..
PS. guys who are saying LRM flight paths are fine: Drop with a friend on opposite side. Ask them to to fraps. Fire a volley at them behind cover, lose lock and re-acquire when missiles are somewhat near their former location. Enjoy the total WTF or LRMs flying upwards through the ground and turning at right angles to core them out from behind for omgwtfbbq damage (none of which registers in final score because splash is now set to not count in the tally..)
Edited by merz, 22 May 2013 - 08:05 AM.
#231
Posted 22 May 2013 - 08:04 AM
An Ax Murderer, on 22 May 2013 - 05:28 AM, said:
I saw on the patch notes that the flight patterns were changed for the SRM's, specifically ones equipped with Artemis. It said that the grouping would be 67% tighter for Artemis, and 75% for Tag and NARC.
My question: Do Tag and NARC affect the grouping of SRM's like they do with LRM's?
Edit: Duplicated the post in the text
I will have to test that! If Tag helps SRMS then it would be very easy to do, very complimentary to shooting srm.
#232
Posted 22 May 2013 - 08:08 AM
Chameleon Silk, on 21 May 2013 - 10:22 PM, said:
^^THIS. I don't believe that they have no understanding of the game, it's that they are so narcissistic that they only care about what benefits them. I say this as a driver of LRM platforms as well...sure this current meta benefits me...but I care more about fair play and the state of the game to pretend that it is OK. Others...evidently not so much.
#233
Posted 22 May 2013 - 08:14 AM
well lets put it this way you lost three players and after your amateur statement that you KNEW of the fails you produced but pushed out anyway we decided not to return, cause dev-kiddos - what you say doesnt matter one tiny bit, what you DO matters , and you did horribly
its sad but well i hope u keep enough fanbois that dont care to get your salary till some other company takes u but please dont apply to other companies in the gaming industry, you did enough harm
honestly, did u really expect all of your playerbase to stay after you told em in the face that you knew this would happen but didnt give a fork ?
[insert swear word at your own discretion] you !
#234
Posted 22 May 2013 - 08:27 AM
#235
Posted 22 May 2013 - 08:29 AM
#236
Posted 22 May 2013 - 08:31 AM
#237
Posted 22 May 2013 - 08:32 AM
#238
Posted 22 May 2013 - 08:33 AM
Garrath, on 22 May 2013 - 07:12 AM, said:
As non LRM mechs, missiles were no more of an issue than pop tarts or anything else, but they can no longer be ignored, if you go in the open and let them tag/los you...guess what, it hurts like it's supposed to.
One thing i've noticed however, is that scouts/lights are contributing a LOT more to the game dynamic. A scout flanks and tags, the enemy team FEELS it. It's like at least some aspect of role warfare is finding it's way back into this game finally.
A very positive step by PGI.
See the thing is you mentioned that "intelligent use of cover..." while ideal on a majority level.. some how I think that is more of a minority fact..
#239
Posted 22 May 2013 - 08:37 AM
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