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High Alpha Builds And Pop-Tarts; Review
Started by ThePhil, Jun 07 2013 06:52 PM
8 replies to this topic
#1
Posted 07 June 2013 - 06:52 PM
High alpha instadeath is ruining this game for me. I am frustrated with this one thing more than all of the other problems that have arisen with MWO throughout its development. Long-term ECM issues, MC cost for hero mechs and paint/camo, LRMs being all but removed from the game for a period of months, etc. They all pale in comparison to dropping, peeking around a corner, and dying without a chance to retreat.
A mech that is loaded with weapons should be a paper cannon. Right now there is so little sacrifice to building a mech with boated high alpha weapons that there is no reason NOT to. It has been this way for months and I was hoping that the re-emergence of LRMs would fix the issue. It has only seemed to make it worse, in fact.
There are virtually no mediums outside of a premade. When was the last time you saw more than a pair of centurions on the field? The only light pilots I see are light specialists.
The only fix I see to this is to reduce the torso turning speed and arm movement of Heavy mechs, and Assaults even further, with diminishing returns based on engine size. There NEEDS to be a trade off to equipping your mech in such a manner.
Regarding pop tarts: The screen shake is good, but I would suggest reducing it slightly and implementing more leg damage from falling. This would allow for a skilled or desperate pilot to poptart, but increase their rarity from what we saw prior to the implementation of screen shake. I've heard others say that leg damage would harm light pilots, but it introduces an interesting trade off mechanic for a light with jets. Do I jump the full distance in desperation, risking severe leg damage or should I plan my jump out and save a little energy to slow my descent?
A mech that is loaded with weapons should be a paper cannon. Right now there is so little sacrifice to building a mech with boated high alpha weapons that there is no reason NOT to. It has been this way for months and I was hoping that the re-emergence of LRMs would fix the issue. It has only seemed to make it worse, in fact.
There are virtually no mediums outside of a premade. When was the last time you saw more than a pair of centurions on the field? The only light pilots I see are light specialists.
The only fix I see to this is to reduce the torso turning speed and arm movement of Heavy mechs, and Assaults even further, with diminishing returns based on engine size. There NEEDS to be a trade off to equipping your mech in such a manner.
Regarding pop tarts: The screen shake is good, but I would suggest reducing it slightly and implementing more leg damage from falling. This would allow for a skilled or desperate pilot to poptart, but increase their rarity from what we saw prior to the implementation of screen shake. I've heard others say that leg damage would harm light pilots, but it introduces an interesting trade off mechanic for a light with jets. Do I jump the full distance in desperation, risking severe leg damage or should I plan my jump out and save a little energy to slow my descent?
#2
Posted 07 June 2013 - 06:55 PM
Seismic fixed the "rounding the corner into a firing squad" issue, but the whiners are getting that nerfed asap, so... oh well.
I guess there's always UAV.
I guess there's always UAV.
#3
Posted 07 June 2013 - 06:59 PM
Sephlock, on 07 June 2013 - 06:55 PM, said:
Seismic fixed the "rounding the corner into a firing squad" issue, but the whiners are getting that nerfed asap, so... oh well.
I guess there's always UAV.
I guess there's always UAV.
Conversely it also created the "rounding the corner into a firing squad" issue.
Halo Radar will always be a bad concept in a game like this. IMO Halo Radar is bad in any game that involves FPS styled combat.
Edited by Livewyr, 07 June 2013 - 06:59 PM.
#4
Posted 07 June 2013 - 06:59 PM
Sephlock, on 07 June 2013 - 06:55 PM, said:
Seismic fixed the "rounding the corner into a firing squad" issue, but the whiners are getting that nerfed asap, so... oh well.
I guess there's always UAV.
I guess there's always UAV.
Unless said firing squad is immobile like typical ridge humpers. You're also forgetting that they will have Seismic as well, meaning that they will always turn around and pop you (provided that they're not moronic enough to not equip Seismic).
Edited by FupDup, 07 June 2013 - 07:02 PM.
#5
Posted 07 June 2013 - 07:03 PM
If you both know that the other is around a corner, the side that would have lost the encounter is the one that has the "advantage" in that he can avoid a situation that would have been a loss, though...
#6
Posted 07 June 2013 - 07:07 PM
Sephlock, on 07 June 2013 - 07:03 PM, said:
If you both know that the other is around a corner, the side that would have lost the encounter is the one that has the "advantage" in that he can avoid a situation that would have been a loss, though...
Both knowing, requires that both carry Seismic- making seismic a requirement to be competitive.
Seismeta game.
#7
Posted 07 June 2013 - 07:10 PM
Livewyr, on 07 June 2013 - 07:07 PM, said:
Both knowing, requires that both carry Seismic- making seismic a requirement to be competitive.
Seismeta game.
On the other hand, Seismic is far from the only advantage that a player with more c-bills/time invested has over one that doesn't.
#9
Posted 07 June 2013 - 07:13 PM
Sephlock, on 07 June 2013 - 07:10 PM, said:
Good point.
On the other hand, Seismic is far from the only advantage that a player with more c-bills/time invested has over one that doesn't.
On the other hand, Seismic is far from the only advantage that a player with more c-bills/time invested has over one that doesn't.
Correct: ECM is another.
And it too, is wrong. (It has had reduced impact recently due to the BAP change.. but both are still inherently wrong.)
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