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Sonar Up To 400M? Really? Map For Jj Mechs Only, Really?


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#1 Salient

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Posted 22 July 2013 - 09:32 AM

I dont know who thought this would be a good idea over there, but that guy should be fired. I thought i'd give this game another shot, but its still a massive disappointment. To think we lost mechwarrior living legends for this? this?!

First of all, talk about making this a newbie unfriendly experience. Oh hi new guy, you havent grinded out the gxp for uber sonar? You wanted to spend 6m on a nice new mech instead of a sonar mod? you lose. Please go back to having fun in other games that dont suck.

Second, how are you supposed to sneak up on anything or flank with something like this? Might as well roll all assaults and heavies... hold hands as you tip toe towards your enemy. That sounds like a fun time...

On to the next rage quit inducing 'feature', your canyon maze map. That map favors jump jet mechs (and sonar) so heavily its laughable. 90% of my mechs dont have jump jets because im an original backer of this game, your original lineup of mechs didnt have jumpjets save for maybe 2. So every time this map comes around its a PITA and most likely a loss for me. Again, who thought this was a good idea?

You really need to let the players see what map is coming up, then let us choose a mech to play on it. Otherwise, its just a dice roll on who is going to win. Equipment is more of a factor on your maze map or alpine than any sort of strategy or skill.

And is there any sort of matchmaker for squad play?! I got 3 others to come back to the game with me, and we're getting placed against legit squads. Casual or newbie squads should not be placed against cave troll squads.

I've pretty much given up that you'll ever get this right, so i'm going to go back to playing hawken. In fact i'd appreciate it if you could sell the mechwarrior IP to them, im pretty sure they'd do a better job.

P.S
Why the hell does the Atlas still have ECM?!

PSS
PGI do this with seismic module:
"The most interesting way to balance seismic that I've seen on the forums is to make it operational only when your own mech is not moving.

It makes it so that if you want to get somewhere you are left with a choice. Full speed ahead without warning of enemy movements but with the chance of getting the drop on an enemy or advance more slowly because of periodic full stops to check for enemy movements."

PSSS
Yes, im aware a nerf to seismic 'may' be coming 'soon'. Still, this shouldn't even be in the game period, the fact that it is makes me seriously doubt PGI's ability to do anything right.

Edited by Salient, 22 July 2013 - 12:55 PM.


#2 Stoicblitzer

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Posted 22 July 2013 - 09:34 AM

i can't wait for volcano. that shouldn't have any movement issues.

#3 Mechteric

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Posted 22 July 2013 - 09:42 AM

Its 250m now.

#4 Jman5

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Posted 22 July 2013 - 09:49 AM

Seismic Sensor is getting nerfed next week to a maximum range of 250 meters.

http://mwomercs.com/...02#entry2560002

#5 Deathlike

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Posted 22 July 2013 - 09:50 AM

View PostCapperDeluxe, on 22 July 2013 - 09:42 AM, said:

Its 250m now.


That would only be true on the 30th and onwards.

Edited by Deathlike, 22 July 2013 - 09:50 AM.


#6 Megalosauroid

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Posted 22 July 2013 - 09:51 AM

Canyon network is like river city night, only its on angel dust and its stabbing you in the face with a frozen poop-sicle.



edit: woo censorship

Edited by Megalosauroid, 22 July 2013 - 09:52 AM.


#7 Haji1096

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Posted 22 July 2013 - 09:52 AM

Seismic sensor should be taken out of the game.

Freedom of movement means less stagnant game play.

Edited by Haji1096, 22 July 2013 - 09:52 AM.


#8 Levi Porphyrogenitus

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Posted 22 July 2013 - 09:59 AM

Canyon network is an amazing map. If you think it's for JJ mechs only, learn to drive. Sure, JJs give a mobility advantage, but then they should, and they are far from necessary.

Seismic is a godsend for brawlers. The 200/400m range is fine, but the upcoming 180/260m range should be good enough once it's live.

Really, I'd like to see BAP get a functionality similar to seismic but allowing for actual sensor contacts that can be targeted regardless of LoS inside the shut-down detection range of the BAP (or if that's too strong, maybe half the range of shut-down detection would work).

#9 MaddMaxx

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Posted 22 July 2013 - 10:05 AM

View PostStoicblitzer, on 22 July 2013 - 09:34 AM, said:

i can't wait for volcano. that shouldn't have any movement issues.


Not all volcanoes are mountains you know. Check some of the Hawaiin islands as a prime example. A lot of very flat and or rolling terrain, but be very careful where you walk... ouch! ouch! hot! hot! :ph34r:

#10 Megalosauroid

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Posted 22 July 2013 - 10:08 AM

View PostLevi Porphyrogenitus, on 22 July 2013 - 09:59 AM, said:

Canyon network is an amazing map. If you think it's for JJ mechs only, learn to drive. Sure, JJs give a mobility advantage, but then they should, and they are far from necessary.



It will be better when they properly mark where you can and cannot get up because at the moment there are still all those little river bed/path looking bits that used to be passable but now arent. At the moment the only way to tell where you can go is trial and error which isnt very fun in an atlas.

View PostMaddMaxx, on 22 July 2013 - 10:05 AM, said:


Not all volcanoes are mountains you know. Check some of the Hawaiin islands as a prime example. A lot of very flat and or rolling terrain, but be very careful where you walk... ouch! ouch! hot! hot! :ph34r:


I think he was either being sarcastic or implying that they will have hopefully designed volcano with the new movment system in mind.

spoiler: They havnt

Edited by Megalosauroid, 22 July 2013 - 10:10 AM.


#11 zraven7

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Posted 22 July 2013 - 10:11 AM

I have 1 mech with seismic, out of my 6, and I do fine with all of them.

#12 Lugh

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Posted 22 July 2013 - 10:12 AM

View PostHaji1096, on 22 July 2013 - 09:52 AM, said:

Seismic sensor should be taken out of the game.

Freedom of movement means less stagnant game play.

I'm sorry but the seismic sensor has done nothing to impede freedom of movement. Most of the maps are played exactly the same way they were prior to the seismic sensor appearing on scene.

The only thing that has slightly changed is that there is a little dance involved before hard contact begins.

#13 kesuga7

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Posted 22 July 2013 - 10:16 AM

View PostJman5, on 22 July 2013 - 09:49 AM, said:

Seismic Sensor is getting nerfed next week to a maximum range of 250 meters.

http://mwomercs.com/...02#entry2560002


Thank scot :ph34r:

View PostLugh, on 22 July 2013 - 10:12 AM, said:

I'm sorry but the seismic sensor has done nothing to impede freedom of movement. Most of the maps are played exactly the same way they were prior to the seismic sensor appearing on scene.

The only thing that has slightly changed is that there is a little dance involved before hard contact begins.



Frozen city tunnel , Forest Colony cave and River city brawling have all but dwindled with seismic sensor

remove it!

Edited by kesuga7, 22 July 2013 - 10:28 AM.


#14 Rippthrough

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Posted 22 July 2013 - 10:24 AM

And no flanking, no striking, no sneaking past. If seismic has done nothing, why is everyone using it?

Range nerf isn't enough.

Edited by Rippthrough, 22 July 2013 - 10:24 AM.


#15 Haji1096

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Posted 22 July 2013 - 10:27 AM

View PostLugh, on 22 July 2013 - 10:12 AM, said:

I'm sorry but the seismic sensor has done nothing to impede freedom of movement. Most of the maps are played exactly the same way they were prior to the seismic sensor appearing on scene.

The only thing that has slightly changed is that there is a little dance involved before hard contact begins.


Respectfully, I disagree.

With Seismic Sensor, LOS is no longer required to identify enemy movement, which makes cover irrelevant. There is no fog of war in the game, and you know what the other team is doing without taking even less.

Scouting and flanking matter even less now, with respect to the closed beta (which had its own problems).

Edited by Haji1096, 22 July 2013 - 10:27 AM.


#16 N a p e s

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Posted 22 July 2013 - 10:32 AM

The most interesting way to balance seismic that I've seen on the forums is to make it operational only when your own mech is not moving.

It makes it so that if you want to get somewhere you are left with a choice. Full speed ahead without warning of enemy movements but with the chance of getting the drop on an enemy or advance more slowly because of periodic full stops to check for enemy movements.

With the incoming limited range nerf itd make this a good module without being an all seeing eye.

#17 Rippthrough

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Posted 22 July 2013 - 10:46 AM

Don't give the location away, just have an indicator for detecting nearby siesmic.

There, I fixed it.
They know there's something nearby, but not how far or which direction.

View PostNapes339, on 22 July 2013 - 10:32 AM, said:

It makes it so that if you want to get somewhere you are left with a choice. Full speed ahead without warning of enemy movements but with the chance of getting the drop on an enemy or advance more slowly because of periodic full stops to check for enemy movements.


Just gives the advantage to the snipers even more.

#18 MaddMaxx

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Posted 22 July 2013 - 10:47 AM

What they should do is make it require 2 Modules slots for max use. Base unit is one slot, the upgrade is a second slot. With only 3 slots, how bad, for an example, do you really want that Seismic vs the ones you really need if you liked adding more accurate and quicker acquisition of enemy target ID's at range etc. etc. etc.

P.S. Yes it may seem to nerf the Stalker Chassis line (in particular) with them only having 2 Slots after being Elited, but WTH, an Assault Mech should not have to worry about such a trivial thing like getting snuck up one...right? :ph34r:

Edited by MaddMaxx, 22 July 2013 - 10:52 AM.


#19 Void Angel

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Posted 22 July 2013 - 10:57 AM

If you can't be bothered to even read the patch notes, OP, perhaps it is time for you to find another game. Posts like this make me wish certain people could sell their Founder's packages so they'd stop their endless complaining about a game they seem to feel they literaly own.

#20 MechWarrior849305

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Posted 22 July 2013 - 10:58 AM

You forgot ECMs, wich in pairs (or more at once) give total invulnerability to LRMs. So, if you have 8-man premade of D-DCs (wich is cheap exploit), so the enemy MUST NOT take any LRM mechs to have any chance to win. Or have 8-man premade of spiders to cap the base...

Edited by DuoAngel, 22 July 2013 - 10:59 AM.






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