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@pgi: There Are Too Many Assault Mechs Per Match


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#21 Sam Slade

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Posted 02 June 2013 - 05:19 PM

1). Bring back repair and rearm cost in some form or another!!!

2). No Pre-mades in PUG que

3). HUGE discounts for repairs on common mechs(mediums).

4). Real penalties for farming and botting (like bye bye Cbills).

5). Remove Trial Mechs or require a simple random validation(multiple choice question) to launch a trial mech

It works just fine in World of Tanks and that's a boring game.

Edited by Sam Slade, 02 June 2013 - 05:21 PM.


#22 Asmudius Heng

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Posted 02 June 2013 - 05:30 PM

As i have said before, nothing will save instant action. It is the ghetto where people will take anything because PGI needs them to do this as if they restrict them they will have a hissy fit and leave the game.

Only Community Warfare can save this by implementing hard rules on drop weights or game modes to accomodate this somehow.

Instant action will always suck on that front - players should graduate form that to CW where there should be limits and participating in CW means you must accept those limits or go back to the ghetto

#23 NRP

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Posted 02 June 2013 - 05:34 PM

I totally disagree with this thread. I think there are way too many lights per match. When my team has 4-5 Jenners, Ravens, and Spiders, I just feel like DCing because the match is gonna suck. Every. Time.

#24 NoZaku4U

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Posted 02 June 2013 - 06:04 PM

To illustrate your point, here is my last match.
They outweighed us by 150 tonnes. How can someone at PGI look at matches like this and think "Yeah, that's fine". They had 6 assault mechs. 685 tonnes total. Heck, you can only max at 800, so why not just have everyone run in Atlas' all the time?

Posted Image



Edit - changed a word

Edited by Red October, 02 June 2013 - 06:38 PM.


#25 Zerstorer Stallin

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Posted 02 June 2013 - 06:45 PM

There is no reason to not play an assault or heavy. Maybe when they stop this silly crap of ELO instead of tonnage, but we all know that PGI knows better than anyone about how to make MWO a complete failure success! Ffa

#26 El Bandito

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Posted 02 June 2013 - 07:04 PM

Imagine Team Fortress 2 Sniper with Heavy class health points and permanent spy detection. Yeah, that's what MWO has devolved into.

#27 A banana in the tailpipe

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Posted 02 June 2013 - 07:12 PM

View Postaniviron, on 01 June 2013 - 06:02 PM, said:


Good idea, let's all do that. The game is more fun when you spend most of the match not playing.



I'm glad you agree! (winky nudge)

View PostNRP, on 02 June 2013 - 05:34 PM, said:

I totally disagree with this thread. I think there are way too many lights per match. When my team has 4-5 Jenners, Ravens, and Spiders, I just feel like DCing because the match is gonna suck. Every. Time.


The match only sucks if they don't work together. 4 jenners is fairly potent.

#28 Roughneck45

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Posted 02 June 2013 - 07:13 PM

Yes, there are.

I wish the matchmaker would cap out any weight bracket to 3 mechs each, to force some diversity.

#29 Kenyon Burguess

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Posted 02 June 2013 - 07:21 PM

protest thru base capping on the assaults every chance you get. the best sniper spots are halfway across the map. they have a hard time walking home quickly.

#30 Roughneck45

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Posted 02 June 2013 - 07:23 PM

View PostGeist Null, on 02 June 2013 - 07:21 PM, said:

protest thru base capping on the assaults every chance you get. the best sniper spots are halfway across the map. they have a hard time walking home quickly.
but that only works with lights. Just the other end of the same problem :D

#31 A banana in the tailpipe

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Posted 02 June 2013 - 07:26 PM

View PostRoughneck45, on 02 June 2013 - 07:23 PM, said:

but that only works with lights. Just the other end of the same problem :D


It definitely works with mediums. Heavies will likely get noticed and converged upon before they can reach a base, but that's better than being slow moving targets in the open.

#32 FupDup

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Posted 02 June 2013 - 07:33 PM

View PostEl Bandito, on 02 June 2013 - 07:04 PM, said:

Imagine Team Fortress 2 Sniper with Heavy class health points and permanent spy detection. Yeah, that's what MWO has devolved into.

And double jumping.

#33 A banana in the tailpipe

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Posted 02 June 2013 - 07:39 PM

View PostFupDup, on 02 June 2013 - 07:33 PM, said:

And double jumping.


It really hasn't devolved into this.... just if you want to participate in more competitive brackets then you better expect some teams using it as a valid tactic.

#34 Sable Dove

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Posted 02 June 2013 - 07:43 PM

Why would PGI ever make assaults more balanced? They cost the most money.

#35 FupDup

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Posted 02 June 2013 - 07:44 PM

View PostSable Dove, on 02 June 2013 - 07:43 PM, said:

Why would PGI ever make assaults more balanced? They cost the most money.

Many XL lights and mediums rival the cost of assaults.

#36 Taemien

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Posted 02 June 2013 - 08:09 PM

I said a while back that ELO wouldn't really fix much. I mean it kinda did but we had the Atlas and Awesome back then, not quite the Stalker yet and no Highlander. Weight balancing isn't going to help either for the same reasons.

Say 16 people queue up, 14 are in assaults, you're in a medium and someone is in a light. Its going to be 7 assaults + 1 light vs 7 assaults + 1 medium. So while the game is balanced... You're still going to get 2 shotted. So how do they fix this? There's several ways, but they are less than idea. In other words, someone's getting screwed.

First way is to match make a limited number of each weight class. Perhaps no more than 3 of one weight class per team. Well.. what happens if there's not enough of other weight classes in the queue? Failed to find a match is what happens. In addition current assault mech players get shunted out of matches alot more.

In other words, in many cases someone doesn't get to play. Thats no fun and certainly isn't fair.

Second way is to match make based on tonnage per team. Say the limit is 550 per team. One team gets 5 atlases and a centurion, the other team has a full 8 players of mixed tonnages. Would this be more fair? Possibly, everyone gets to play more or less, but they may end up on a team down a couple of players. But they have the weight to make up for it.

This is a little more fair, just pray to god that if you're on the assault heavy team that there isn't a 4 man premade on the other team. This system would work now, if no other changes were done to mediums and lights to make them more viable. This could be increased to 800 per team in 12v12.

Though this has one issue. It doesn't guarantee lighter mechs will be used. In fact it could just guarantee 9v9 with stalkers on each team. There still has to be something done with mediums to make them more attractive. We're never going to get around that fact that we need more attractive lighter mechs to ultimately fix the tonnage issue.

Everytime I've suggested mediums or lights should get a bone thrown to them, I get people saying the contrary. They give excuses. Something like mediums should never stand up to an assault and other BS. But it makes me think they don't really want to fix the problem because without mediums at least (lights are alright for what they do) being fixed to be a little better, this problem can never be fixed. It will always be assaults vs assaults. If everyone is using an assault, who's going to play the medium? Nobody.

Giving them access to bigger engines isn't how to fix them. The bigger the engine, the less weapons they can carry. Some of the fastest mediums carry less weapons than light mechs already. They simply become fast mechs with more armor and bigger profiles. They need a role to fill and need to excel at it.

The focus needs to be finding that role and expanding on it.

#37 InRev

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Posted 02 June 2013 - 09:03 PM

View Postjakucha, on 02 June 2013 - 05:06 PM, said:

The problem is, I can guarantee if they did anything that would directly change this, the playerbase (not just the forum-goers) would get upset because they can't choose the mech they want, a.k.a. assault class.


Plenty of us are already upset because we can't choose our favourite mechs: ie mediums. The difference is, it's not due to queue times or tonnage limits, but rather the simple fact that they are non-competitive and downright brutal to play with all the assaults stomping around.

Either way someone is going to get screwed. At least with tonnage/assault limits the game would be little bit more dynamic, rather than "TurretWarrior", to shamelessly steal another poster's apt description of the game right now. In a perfect world, PGI would figure out a way to balance the game in a manner that makes all mechs viable. We don't live in a perfect world, however, and I have no faith in anything but drop tonnage limits in fixing the current state of the game.

(Note: I didn't quote your post to criticize you, but rather because it served as a perfect launching point for my point)

#38 Und3rSc0re

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Posted 02 June 2013 - 09:26 PM

View PostFupDup, on 02 June 2013 - 07:44 PM, said:

Many XL lights and mediums rival the cost of assaults.


Your wrong assaults cost way more mc.

#39 El Bandito

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Posted 02 June 2013 - 09:42 PM

Weight limit, BV limit etc...there are so many ways to bring back the mediums and lights without buffing them.

Seriously though, reduce Cent and Trebbie size already!


However, there are people who genuinely love assaults from the beginning, like me. First 3 mechs I Mastered was the Atlas chassis. Second 3 were the Stalkers. I never touch anything below 65 tons.

Edited by El Bandito, 02 June 2013 - 09:45 PM.


#40 Deathlike

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Posted 02 June 2013 - 09:46 PM

View PostUnd3rSc0re, on 02 June 2013 - 09:26 PM, said:


Your wrong assaults cost way more mc.


He specifically means configuring the lights+mediums with optimal equipment. When you have to use an XL engine, it will cost quite a bit of C-bills to make a light mech much more usable. It's more or less like buying an assault (well, it's closer to configuring various heavies).





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