August 6Th - 12V12 Patch!
#41
Posted 06 August 2013 - 10:44 AM
#42
Posted 06 August 2013 - 10:44 AM
InnerSphereNews, on 06 August 2013 - 09:40 AM, said:
Dont really understand the logic behind reducing rewards. Sure there are more mechs to kill/ get assists on, but there are also more mechs on your own team killing mechs you are never going to see. Played a few rounds, and Ive already noticed a decent amount less Cbills from roughly the same performance.
#43
Posted 06 August 2013 - 10:45 AM
MaddMaxx, on 06 August 2013 - 10:37 AM, said:
Classic MWO Forum rhetoric.
If "no one uses them in the first place", then how in Hades would any penalty decrease the amount of their use? LOL! (Holy Smokes Batman)
Quite obviously some people are sick in the head and still use them, waiting for the patch that will make them better, or imagining they have a "niche role" where the weapon system is useful. It's like pretending the Dragon has any place on the battlefield now that the Quickdraw (basically a Dragon with jumpjets and better hitboxes and better hardpoints) exists, although some people still use them because they imagine it will be a useful mech again any day now. Changes like this mean that even the holdouts will abandon them.
#44
Posted 06 August 2013 - 10:49 AM
Chronojam, on 06 August 2013 - 10:45 AM, said:
Quite obviously some people are sick in the head and still use them, waiting for the patch that will make them better, or imagining they have a "niche role" where the weapon system is useful. It's like pretending the Dragon has any place on the battlefield now that the Quickdraw (basically a Dragon with jumpjets and better hitboxes and better hardpoints) exists, although some people still use them because they imagine it will be a useful mech again any day now. Changes like this mean that even the holdouts will abandon them.
well that, and some times an SRM 6 just don't fit because of weight or crits.
#45
Posted 06 August 2013 - 10:49 AM
Chronojam, on 06 August 2013 - 10:45 AM, said:
Tell that to the Quickdraw's giant freaking legs and much easier-to-core side torsos making XLs dangerous. Also where are it's ballistic slots?
Jump jets, definitely. Quickdraw is more maneuverable. The rest is much more debatable.
#46
Posted 06 August 2013 - 10:52 AM
#47
Posted 06 August 2013 - 10:54 AM
#48
Posted 06 August 2013 - 10:55 AM
#49
Posted 06 August 2013 - 10:57 AM
It's 2013 and we don't even have DX11 and we don't have SLI Profiles.
Instead of implementing new, unneeded crap, please fix issues first.
#50
Posted 06 August 2013 - 10:59 AM
InnerSphereNews, on 06 August 2013 - 09:40 AM, said:
CB rewards have been adjusted to compensate for the additional 4 players on the battlefield
Who in the hell thought this was a good idea? Yes the enemy team has 4 more mechs for you to kill and do damage to but your team also has 4 more mechs that can deal damage and kill the enemy team therefore you will still most likely end up with the same amount of damage done in 12v12 compared to 8v8. I know during the tests I didn't get any significant increase in my damage done and cbills earned I don't know about anyone else but this just seems like people are going to earn less money overall now. I have played 2 games and both games I've seen less money earned for the same performance before this patch.
Edited by seymourbalzac, 06 August 2013 - 11:00 AM.
#51
Posted 06 August 2013 - 10:59 AM
Blitzkriegg, on 06 August 2013 - 10:44 AM, said:
Dont really understand the logic behind reducing rewards. Sure there are more mechs to kill/ get assists on, but there are also more mechs on your own team killing mechs you are never going to see. Played a few rounds, and Ive already noticed a decent amount less Cbills from roughly the same performance.
Yeah I don't like this either.
#52
Posted 06 August 2013 - 11:00 AM
seymourbalzac, on 06 August 2013 - 10:59 AM, said:
Who in the hell thought this was a good idea? Yes the enemy team has 4 more mechs for you to kill and do damage to but your team also has 4 more mechs that can deal damage and kill the enemy team therefore you will still most likely end up with the same amount of damage done in 12v12 compared to 8v8. I know during the tests I didn't get any significant increase in my damage done and cbills earned I don't know about anyone else but this just seems like people are going to earn less money overall now. I have played 2 games and both games I've seen less money earned for the same performance before this patch.
Agreed. This was a stupid decision, and it should be reverted.
#53
Posted 06 August 2013 - 11:03 AM
#54
Posted 06 August 2013 - 11:04 AM
Cathy, on 06 August 2013 - 10:25 AM, said:
I'm just shaking my head in disbelief, that this is implemented before weighting sync drops has been added tested and gone live..
Still its not my pay check in the line here..
What about 12 atomic primitives vs a 12 man group?
#55
Posted 06 August 2013 - 11:07 AM
#56
Posted 06 August 2013 - 11:07 AM
This is a great patch, seriusly. No sarcasm.
#57
Posted 06 August 2013 - 11:07 AM
Horrace, on 06 August 2013 - 11:06 AM, said:
Yep, other than being a lil buggy, it was a fun, mostly balanced game, then.
#58
Posted 06 August 2013 - 11:09 AM
... you HAVE to have even more luck with your teammembers, you HAVE to have more luck cause its a mathematical formula if or when you gonna die and in 12vs12 someone WILL sooner or later have the luck to see you first ....I guess you get the idea .... you really cant outskill them in this game - which to some degree I like as it creates a skill on its own BUT this gets lost if add too many factors in this formula ( in this case players ) - which 12vs12 to me is ....
Sorry for the rant , I really enjoy this game but Id like to see a little more skill over randomness .....just a little
#59
Posted 06 August 2013 - 11:11 AM
#60
Posted 06 August 2013 - 11:12 AM
Blitzkriegg, on 06 August 2013 - 10:44 AM, said:
Dont really understand the logic behind reducing rewards. Sure there are more mechs to kill/ get assists on, but there are also more mechs on your own team killing mechs you are never going to see. Played a few rounds, and Ive already noticed a decent amount less Cbills from roughly the same performance.
Yeah this was my experience in test as well. In general the fact that there were now 12 mechs didn't change a thing. My damage and kill numbers remainded virtually the same, maybe even lower due to the fact mechs died much quicker giving me less time to damage them. I ended up making about 30-40k less each match so this is going to be a significant increase to the grind.
Also more than a bit upset about PPC and ER PPC. They were already almost too hot for their weight investment to begin with, not I have a strong feeling that mounting them is going to be a bad decision due to the excess heat.
Also don't think that 12 vs 12 was ready. I saw a huge performance drop in test. Went from 50-60 fps to 25-30 fps which sucks consdiering I just spent $160 on a video card that would allow me to get 50-60 fps on high in the 8 vs 8 environment.
Oh and 2x on XP only? Really? I mean a bonus is a bonus but it is only useful during a very short window when your unlocking efficiencies on a new mech and it really isn't hard to unlock efficiencies. Also progression in this game is much more based on C-bill accumulation so you can buy a new mech, than needing XP for anything. Why not a 2x bonus to C-bill? What are you hoping this will encourage more people to convert easy to earn XP to GXP? Doubt that will happen.
Edited by Viktor Drake, 06 August 2013 - 11:16 AM.
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