

In Before Patch
#21
Posted 09 September 2013 - 03:19 PM
#22
Posted 09 September 2013 - 03:31 PM
Almond Brown, on 09 September 2013 - 10:48 AM, said:
The only "endless cycle" around here is the cycle of "stupid Polls" and disguised digs at the Dev at ever turn. This Forum community has shown its true immaturity (save a mere few) and PGI has responded with well deserved silence in response. So, yes, keep those stupid Polls and veiled innuendo incoming. It seems to be working in the Forum Communities favor, NOT!
I wouldn't worry, PGI doesn't have to read the forums since its the minority of players posting, so they'll never read stupid polls or insults. If you want your ideas heard, become the community manager and cherry pick what you'd like to show the devs.
#23
Posted 09 September 2013 - 03:33 PM
The real problem remains that the Mechs are too weak for 2xRecharge. They could fix everything and restore Battletech related MechWarrior gameplay by either going back to normal recharge rates or making the Mechs tough enough to withstand 2xRecharge. Everyone would like either of those courses better than the "mystery nerf of the week" they are serving us now.
#25
Posted 09 September 2013 - 03:40 PM
Livewyr, on 09 September 2013 - 06:12 AM, said:
The game might actually be pretty close to balanced weapon wise.
Weapon EFFECTS and MECHANICS however, still need work. My 80 ton mech should not be having violent convulsions from LRM5's, 10s, and AC2s...
The Heat-scale also needs adjusted (since it won't be removed) 3 LRM10s is not anywhere near a devastating alpha strike...
+1
#26
Posted 09 September 2013 - 03:40 PM
I am a rebel so I usually stay away from the cookie cutter FOTM builds.
#27
Posted 09 September 2013 - 04:31 PM

After I am defeated in matches I flip around until I find a player with a Gauss Rifle and I have never seen anyone use it. The ammo counter never changes and I never hear it fire. Today I watched someone fighting a mech at 500 meters with Medium Lasers. They had a Gauss Rifle, the ammo count was 30, they never fired it. Never fired it the whole match obviously. Died with full Gauss ammo bins.
The ghost heat thing is a little mean spirited too, but it's affecting everyone, new players and ace players alike. The Gauss nerf is affecting new players mostly and allows a few experts to use it. Get rid of it. There has to be something better that works for all players. The Gauss Rifle has the lowest DPS per ton of any ballistic already, normally the adjustment for the Gauss would be to increase the recharge time by 1 or 2 seconds.
Oh well, you got the high DPS dakka-dakka guns now that never miss Light mechs. Just spray rounds in the direction of any Light mech and pffft, smoking wreckage.
I don't know, but MWO about one year ago looked and played like MechWarrior, now it's more like Quake. I can't get over how everyone who is new to MechWarrior calls a simple Group-fire a High Alpha Damage. And then we get Ghost Heat to block simple group-fire, aka High Alpha Damage. Mechs fire weapons in groups, not one at a time. Check your HUD in your Mech, the weapons are broken down into firing groups. That's core MechWarrior gameplay everywhere but in MWO's current version.
It's such convoluted game balance. MWO adds 2xRecharge, Mechs blow up too fast so rather than make the Mechs tougher or do away with 2xRecharge they add Ghost Heat to block the 2xRecharge that the game can't support. That doesn't make it bad gameplay, but I want MechWarrior gameplay. Can we start getting back to that please?
Edited by Lightfoot, 09 September 2013 - 04:38 PM.
#28
Posted 09 September 2013 - 04:56 PM
#29
Posted 09 September 2013 - 06:12 PM
#30
Posted 09 September 2013 - 06:49 PM
Livewyr, on 09 September 2013 - 06:12 AM, said:
The game might actually be pretty close to balanced weapon wise.
Weapon EFFECTS and MECHANICS however, still need work. My 80 ton mech should not be having violent convulsions from LRM5's, 10s, and AC2s...
The Heat-scale also needs adjusted (since it won't be removed) 3 LRM10s is not anywhere near a devastating alpha strike...
I can't like this enough and is spot on for the most part. All PGI needs to do is make small miner tweaks to UAC jam, and possibly extend the Gauss hold charge duration from 1.25 sec to a full 2 sec and reduce the cycle time from 4 sec to 3.25 sec. Very small stuff like that and weapons would be for the most part balanced. Which is something I thought I would never say.
From there PGI needs to keep working on hit detection and mech hit boxes for some of the mechs.
More bug fixes are always good.
Another map or two and movement fixes so people don't get hung up on pebbles.
I would also mention better match maker and such but that will hopefully come with UI2.0
A third game mode would also be nice, something like Star Conflicts Force Recon game mode would be pretty neat.
Oh, also, more tutorials.
As long as PGI continues with hit detection, hit boxes, another map and better mech movement, bug fixes, and another helpful tutorial, I dare say I am feeling kinda optimistic... just kinda.
#31
Posted 09 September 2013 - 07:03 PM

#33
Posted 10 September 2013 - 07:02 AM
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