

Questions
#1
Posted 09 September 2013 - 11:30 PM
I am back from long time off.
Does owned mechs need repair after matches ?
Does we have to pay to resupply ammos after matches ?
If I remember correctly, these are required back in closed beta.
Thanks
#2
Posted 09 September 2013 - 11:32 PM
#3
Posted 10 September 2013 - 12:35 AM
How does this fair compare to playing lighter mechs ?
#4
Posted 10 September 2013 - 01:06 AM
You can do very well in a Light Mech if you are a good Pilot.
#5
Posted 10 September 2013 - 01:16 AM
I'm sad that R&R is gone, it pretty much eliminates mediums as the highly feasible mechs they are.
Edited by Stormwolf, 10 September 2013 - 01:17 AM.
#6
Posted 10 September 2013 - 01:59 AM
It all comes down to mobility really. Heavy and assault mechs may have the firepower, but they require a lot of work to be effective, since positioning is very important, and finding yourself in a bad spot in a slow mech can be a disaster.
As for R&R, that's really the only way to do it. It's a neat concept, when you have to think of your cost vs profit, but it only works if there's a risk of losing money on it. Otherwise, it becomes a simple tax. And there's no way to make the risk vs reward calculation without some indication of expected profits.
Then there are people, who quickly complained that premium players could afford to run the more expensive, "better" mechs more often, and accused the game of being P2W. That wasn't the case, but there are fewer ways to configure a 'low upkeep' mech, than there are ways of making the cutting-edge loadout, not just worrying about the increased vulnerability of XL engines. So repair costs are gone for good it seems.
#7
Posted 10 September 2013 - 02:24 AM
ShockATC, on 10 September 2013 - 01:06 AM, said:
You can do very well in a Light Mech if you are a good Pilot.
While you might do well in Lights. You will make the most C-bills in Heavies & Assaults, and Lights are some of the hardest chassis to play well (they have to work a lot more for their damage too).
The only time I see lights do average to high damage is when one team is full of complete donkeys that can't hit a barn at 10 feet. I know their role isn't purely damage, but it effects your C-bill income if you don't do a lot of if.
Edited by Earl White, 10 September 2013 - 02:24 AM.
#8
Posted 10 September 2013 - 02:31 AM
#9
Posted 10 September 2013 - 02:36 AM
mailin, on 10 September 2013 - 02:31 AM, said:
I was running a stock Centurion, I never had any problems with maintaining it. Even more so when the cash reserves of other people were starting to run out due to all the expensive XL engines that needed repairs.
#10
Posted 10 September 2013 - 07:01 AM
They are considering a durability system for the near future where (presumably) items will wear out over time and need to be replaced, but that's in the "discussing it as a possibility" phase and may never happen. It was mentioned in the latest NGNG interview with Bryan.
#11
Posted 10 September 2013 - 07:49 AM
Earl White, on 10 September 2013 - 02:24 AM, said:
I still do quite well in Lights, even when the enemy team isn't derp-tastic. If you know how to play 'em you can earn just as much as an Assault.
#12
Posted 10 September 2013 - 10:28 AM
Light
easy to make good profit.
Med
makes ok profit.
Heavy
need to play well to make some profit
still break even if not play okay
may lose some money if play very badly
Assault
need to play okay to break even
lose money if play badly
Hero mech
even when play very badly, they should all at least break even ( I don't see this is P2W )
the income model is mostly result of damages and kills while others are not big factor of income, so this favors the high damage mechs, and without maintanence cost it favors even more toward some type of mech which is somewhat BIAS game structure balance
there should be something to keep players on how to play well in matches to make enough profit to maintain their mech
as for the resupply, there shouldn't be free 75% resupply, players shall pay for each single round they buy
however, they shall not be force to buy a ton of ammo even they used only 1 round
lets say 27K per 1 ton of SRM ammo, 1 round should be only 270
or players can buy extra spare ammo, and resupply when they are needed
#13
Posted 10 September 2013 - 10:32 AM
DEMAX51, on 10 September 2013 - 07:49 AM, said:
I still do quite well in Lights, even when the enemy team isn't derp-tastic. If you know how to play 'em you can earn just as much as an Assault.
How many of good light mech pilots are there in MWO ?
I am certainly not 1 of them.
How much percentage of players are good light mech pilots ?
It would be better to look at the data/stats in overall picture rather than few.
#14
Posted 10 September 2013 - 10:34 AM
Devil God, on 10 September 2013 - 10:32 AM, said:
How many of good light mech pilots are there in MWO ?
I am certainly not 1 of them.
How much percentage of players are good light mech pilots ?
It would be better to look at the data/stats in overall picture rather than few.
They've also said recently they plan to add more ways for Lights and Mediums to earn c-bills, and that they're going to be making adjustments to Light 'Mechs to make them more viable (the same way they made adjustments to Mediums recently).
#15
Posted 10 September 2013 - 01:43 PM
qki, on 10 September 2013 - 01:59 AM, said:
It all comes down to mobility really. Heavy and assault mechs may have the firepower, but they require a lot of work to be effective, since positioning is very important, and finding yourself in a bad spot in a slow mech can be a disaster.
As for R&R, that's really the only way to do it. It's a neat concept, when you have to think of your cost vs profit, but it only works if there's a risk of losing money on it. Otherwise, it becomes a simple tax. And there's no way to make the risk vs reward calculation without some indication of expected profits.
Then there are people, who quickly complained that premium players could afford to run the more expensive, "better" mechs more often, and accused the game of being P2W. That wasn't the case, but there are fewer ways to configure a 'low upkeep' mech, than there are ways of making the cutting-edge loadout, not just worrying about the increased vulnerability of XL engines. So repair costs are gone for good it seems.
There were such issues with things like that. One of the reasons this was the case, however, was the system charged you for everything, including normal stuff. When you add the expense of normal stuff + the good stuff it was too much.
Now, what if the normal stuff was somewhat free? Say repair of all non-upgraded components (standard structure, standard armor, standard engine, single heatsinks, regular PPCs, AC/10, AC/5s, etc.) is free and you can have up to 4 tons of ammo for each kind of weapon free (LRMs count as one, SRMs count as one, Streaks in its variations count as one, AC/2 AC/5 AC/10 etc. count as separate but AC/10 and LB-10 count as one for reasons below).
And the rare stuff is not free: Say Ferro armor (pay to repair for what's damaged, cheap), Endo Steel (only pay when structure is damaged, EXPENSIVE), double heatsinks (pay when damaged or destroyed), Artemis (on damaged missile weapons), ER PPC (Rare Tech), LB-10x (Reason: Lost Tech, CAN/SHOULD fire AC/10 ammo as well), XL engine (obvious reasons).
For any ammunition beyond the "4 tons for each weapon type" rule, you pay for what you've spent of it. Say you spent a little bit of the 5th ton, you pay for that. You spent 7 tons of ammo, you pay for 3 because your faction refuses to pay it for you when you're so wasteful.
It's a fairly solid idea as an entry level balancing tool. It had been said in the past that loyalty points are supposed to allow us to gain ranks within our factions, which then improve our income.
Higher rank = more income = better equipment = affordable repair bills.
Lower rank = lousy income (kinda like now) = 'standard' equipment = no repair bills = normal grind without being punished.
Of course you slap on the high tech {Scrap} early, and it's gonna hurt financially.
....Ah, what they could have done with the system. Oh well.
A problem with this though, unless double heatsinks actually work like double heatsinks, to use MWO's DHS is to be pay to win if they are put under repair and rearm.
Stormwolf, on 10 September 2013 - 01:16 AM, said:
I'm sad that R&R is gone, it pretty much eliminates mediums as the highly feasible mechs they are.
I miss it too. Its removal doesn't eliminate mediums as feasible mechs, but it eliminates mediums as the "workhorse" of any battlefield as no one has a real purpose for using them.
Edited by Koniving, 12 September 2013 - 11:16 AM.
#16
Posted 10 September 2013 - 03:43 PM
#17
Posted 10 September 2013 - 04:41 PM
Darwins Dog, on 10 September 2013 - 07:01 AM, said:
Based on every other F2P game I've tried out (and I had a thing going on where I played a new F2P MMO every week) something like weapons wearing down over time does absolutely nothing positive. It scares away new players, it keeps returning players from getting back into the game, it needlessly adds more burden onto the player making it more grindy, it can leave you in a limbo of perpetual sucking-at-the-game, and every single time I encountered the function it adds a feeling of P2W, as weapons you bought with real-game money would not degrade - every single time it was there.
Re-arm and reload is a neat concept, yeah, but it'll hurt the game. Just because its a neat idea, doesn't mean it'll do anything good for the game *cough* 1:1 timeline *cough*. Gameplay needs come first - not tabletop rules or "cool" ideas.
Edited by MarsAtlas, 10 September 2013 - 05:03 PM.
#18
Posted 10 September 2013 - 08:01 PM
MarsAtlas, on 10 September 2013 - 04:41 PM, said:
I have never had so much time. Age of Conan alone takes 95% of my gaming time, and all other games, for the sole exception of less than five titles are worth my attention (which I do not play anyway). Dedication is the key. Pick one title and stick to it.
Why did I try Mechwarrior Online? I am an old fan of the series.
Edited by lunticasylum, 10 September 2013 - 08:02 PM.
#19
Posted 10 September 2013 - 11:01 PM
MarsAtlas, on 10 September 2013 - 04:41 PM, said:
Based on every other F2P game I've tried out (and I had a thing going on where I played a new F2P MMO every week) something like weapons wearing down over time does absolutely nothing positive. It scares away new players, it keeps returning players from getting back into the game, it needlessly adds more burden onto the player making it more grindy, it can leave you in a limbo of perpetual sucking-at-the-game, and every single time I encountered the function it adds a feeling of P2W, as weapons you bought with real-game money would not degrade - every single time it was there.
Re-arm and reload is a neat concept, yeah, but it'll hurt the game. Just because its a neat idea, doesn't mean it'll do anything good for the game *cough* 1:1 timeline *cough*. Gameplay needs come first - not tabletop rules or "cool" ideas.
R&R is not just a neat concept, it is one of gameplay balance feature, at least, I believe is necessary, and it makes sense.
Tiger tanks was the most feared back in WW2, but it was slow and hard to maintain.
However, M4 Sherman had crappy armor and 75mm can't even pen German tanks front armor, but it was the main workhorse because it was easy build and maintain.
Why don't nations who design tanks don't make heavy tanks these day, but main battle tanks ( upgrade of medium tanks ) ? Because big and slow is only a target, and no matter how much armor you have, there will still be a point when it breaks.
What about making light class XL engines for lights, so they can have lower repair cost just for lights ?
How about giving 2 months "newbie time" to new players ? So they can have free R&R while they try to learn the game.
Can we give some bonus to heavy and assault tanks for the damage they take when they "got the attention" ?
Things don't always work perfectly, but if we are willing try and make changes, there will be chance to find some happy mediums even it may not be perfect.
There are so many different things we can try to improve gameplay balance, and that is much better than keep making different kinds of premium mechs.
Edited by Devil God, 10 September 2013 - 11:04 PM.
#20
Posted 11 September 2013 - 09:04 AM
lunticasylum, on 10 September 2013 - 08:01 PM, said:
Why did I try Mechwarrior Online? I am an old fan of the series.
I wasn't doing it to look for a game I'd like, I was doing it because I was interested in the concept of a free-to-play game, and wanted to see how well they were implemented. For the most part, it was rather poorly. I'm playing MWO because I'm a big fan of the Battletech universe and the MechWarrior games, and I would've started months ago if I had internet at home.
Devil God, on 10 September 2013 - 11:01 PM, said:
R&R is not just a neat concept, it is one of gameplay balance feature, at least, I believe is necessary, and it makes sense.
Tiger tanks was the most feared back in WW2, but it was slow and hard to maintain.
However, M4 Sherman had crappy armor and 75mm can't even pen German tanks front armor, but it was the main workhorse because it was easy build and maintain.
Why don't nations who design tanks don't make heavy tanks these day, but main battle tanks ( upgrade of medium tanks ) ? Because big and slow is only a target, and no matter how much armor you have, there will still be a point when it breaks.
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How about giving 2 months "newbie time" to new players ? So they can have free R&R while they try to learn the game.
Can we give some bonus to heavy and assault tanks for the damage they take when they "got the attention" ?
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I already see medium mechs fielded quite often. Rather than taxing players and forcing the death of MWO by creating is a barren wasteland, how about instead we, you know, just buff the medium mechs? No threads popping up every hour saying "Its literally not worth my time to play." No players leave en-masse because the game has become an addictive chore rather than an actually fruitful use of time spent. Maybe a few threads whining about "nerf this, buff that", but metagame sorts out the majority of gameplay kinks without even needing developer interference.
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