Missile Update - Feedback
#181
Posted 22 May 2013 - 03:32 AM
#182
Posted 22 May 2013 - 03:39 AM
Are you kidding me?
The flightpass is so high that you cant even hide plus the new sensors and sensor tweaks make the LRM OP again........
No way to hide from LRMs anymore.
STOP THAT **** OR I GARANTEE THAT THERE WONT BE ANY RELEASE IN LATESUMMER
#183
Posted 22 May 2013 - 03:40 AM
#184
Posted 22 May 2013 - 03:43 AM
Are you kidding me?
The flightpass is so high that you cant even hide plus the new sensors and sensor tweaks make the LRM OP again........
No way to hide from LRMs anymore.
STOP THAT **** OR I GARANTEE THAT THERE WONT BE ANY RELEASE IN LATESUMMER
arghmace, on 22 May 2013 - 03:40 AM, said:
has nothing to do with shouting. i have spend 300 euro and more for MWO but the line of mistakes and crap PGI is doing getting rediculous.
I am a big Battletech and Mechwarrior fan but PGI will manage to make me hate MECHWARRIOR.
#185
Posted 22 May 2013 - 03:45 AM
seriously, why the **** u changed the angle, before this patch it was just the DAMAGE that didnt fit, now u gave us dmg + traversespeed buff and this overpowered missle angle. before patch we had trouble hitting something near cover, or if we hit the damage was too smal, BUT BOTH ?
time to make a second brake from this game , for me at least.
#186
Posted 22 May 2013 - 03:53 AM
I know this is a crazy way out there idea, but i don't know how about increasing missie speed first then a week later try adding some extra dmg, then if missiles still not where you want them try adding a different arc the week after.
Or we can stick to the current implementation of change everything at once and see it bite you in the arse.
#187
Posted 22 May 2013 - 04:04 AM
I had 12000 MC purchase lined up, I said to myself 'wait for the patch tho' before making that purchase (mainly to see the blackjacks etc and finalize my spend)...
Not bothering with that purchase now, have spent it on a rare book instead.
As an ex game dev, including QA manager, the thought process you have given for releasing this into the patch when you were 1 day out and not delaying the patch (by a day) is simply inexplicably bad practice. Plus as others have pointed out playing a handful of test games would have flagged this up before releasing it into the patch.
Project Management is failing time and time again with regard to delivery milestones. Everything is pushed back all the time and then often fumbled. From a QA perspective your development style is a replicatable error in and of itself!
Edited by jozkhan, 22 May 2013 - 04:06 AM.
#188
Posted 22 May 2013 - 04:08 AM
It didn't even take a day to change the Meta from Pop Tarts to Deadly Rain. Now to find the right payload to kick the most ash.
Edited by Joseph Mallan, 22 May 2013 - 04:14 AM.
#189
Posted 22 May 2013 - 04:11 AM
#190
Posted 22 May 2013 - 04:11 AM
Didn't see any games overwhelmingly swung by LRM fire, but we'll see this weekend how it goes. It's nice that LRMs are being viewed as it should be, indirect and direct guided, smart munitions.
Glad we are getting the chance to test it out, and don't let the hate spew get you down devs. Your game still rocks!
#191
Posted 22 May 2013 - 04:26 AM
No, you don't say, colour me surprised. That's never happened before. Every other patch.
#192
Posted 22 May 2013 - 04:42 AM
Those who say the game has become LRM online again, I have nothing to say but this: After a few months of PPC slugging, ppl actually could fire LRMs. It's only natural they simply missed the joy of firing LRMs, dammit. I would be more shocked if ppl didn't all put their LRMs back on and hit the "LAUNCH" button as fast as their mouse allowed.
What you saw happen yesterday wasn't anything other than that. Is all.
BTW, thanks PGI, for the speed boost, because they now actually look like predatory real-world missiles with a hard-lock on their prey. Before that, they were like a group of fireworks parading the skies.
#193
Posted 22 May 2013 - 05:01 AM
It's good that you almost immediately noticed a problem and are going to address it but we should be taking baby steps with the weapon improvements instead of 4 changes that screw things up for who knows how long. (flight path, damage increase, splash damage, speed...)
For instance, everything stays the same but we add damage increase...or everything stays the same but we change flight path stuff.
Just saying...
#194
Posted 22 May 2013 - 05:03 AM
#195
Posted 22 May 2013 - 05:07 AM
Leave the speed it's good or even raise it a bit.
Raise the damage to 1 per.
Reduce the flight path a little bit.
I have had a issue with the flight path. On tourmaline I had two enemy mechs 500 meters directly in front of me running away. They were probably a hundred meters from the nearest cover and I fired twice at the back of the nearest but no missiles seemed to be firing. My team mate then said that my missiles were firing almost straight up and hitting the overhang above my head. Way way way straight above my head. THe flight path looked like a pop up out to first base it was so steep.
That side I still ignore all lrm fire from anything but a stalker or atlas boat. Fix boating and then adjust lrms. It's the boating that is the problem with lrms and ppc's etc etc.
A single lrm launcher is still way below the combat effectiveness of other options.
Lrm's become a problem when they are boated or entire teams use them. The same thing is true of the ppc sniping we had.
PGI please be careful as this swing in game meta is not necessarily indicative of the weapons being out of balance but maybe a indication of the sheer boredom of players to the previous meta of slow sniping. Players got very bored of it and are playing with the new toy. Give it a few weeks for players to settle down before deciding what the actual impact of this patch has been.
Although the flight path will need to be adjusted.
#196
Posted 22 May 2013 - 05:10 AM
Also, from a few games it appears false that the crazy trajectory only happens when spotted. It happened to me when an Atlas LRM boat was the *only* mech left on the field, so...
Honestly, don't go nerfing the LRM damage again after this. Just keep splash far, far away from missiles and we'll all be fine.
P.S. It's not just LRMs. Due to the splash thing, Streakcheesers are even more cheesy now than before as well.
Edited by Hayashi, 22 May 2013 - 05:34 AM.
#197
Posted 22 May 2013 - 05:12 AM
1. Splash damage not being addressed (CT hit, and head hit problem)
2. No HSR
3. No damage buff for SRM
Other than that, LRMS are perfectly dodgeable if you know how, and not too strong.
People are mad because they bring their one trick pony to the ride, and get upset because it can't do anything else.
#198
Posted 22 May 2013 - 05:22 AM
Also it forces the player to choose if play with a smaller movil LRm support mech (Treb,Cat) or to play witha heavier slower one (Awesome,Stalker, Atlas) this would offer some choices on the same way a pilot can choose a PPC spider vs a 6 PPC stalker
#199
Posted 22 May 2013 - 05:28 AM
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
Edited by An Ax Murderer, 22 May 2013 - 05:29 AM.
#200
Posted 22 May 2013 - 05:32 AM
Too bad it isn't a semi sweet white...
I have used LRMs and been hit by LRMs. I love how they are working now, especially if you have a light friendly running tag.
Seems like it really hurts the Pop-tarts where they thought they were safe.
Mechwarrior/Battletech is NOT about jump sniping.
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