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Explain Mwo's Biggest Gameplay Balance Issues In One Sentence


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#101 TOGSolid

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Posted 12 September 2013 - 04:27 PM

View PostEndo Steel, on 12 September 2013 - 01:14 PM, said:




Sorry, let me clarify. I have three friends whose computers can run the game, and they would try it if they could join the same game that I am in instead of being matched with random strangers. Back in the day we used to have Mechwarrior 4 LAN parties at my house and it was amazing.

That's what 4 mans are for?

#102 Skinflowers

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Posted 12 September 2013 - 04:52 PM

One sentence?

"It stopped being a sim and became a shooter."

That do?

#103 80sGlamRockSensation David Bowie

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Posted 12 September 2013 - 05:07 PM

"Information Warfare"

LRMs are total {Scrap}, bandaided by ECM that does not follow anywhere near inside the ballpark of how any other MechWarrior games or BT described / implemented it; Streaks using the same lock-on mechanic as LRMs (Use Streak + Artemis!), Bandaided by BAP that hard counters ECM with little other purpose, followed by utter worthless NARCs, placeholder command console...

...etc.

View PostDimento Graven, on 12 September 2013 - 08:13 AM, said:

Single sentence, eh? One that describes the 'biggest gameplay balance issues'...

Until this ugly disparity is resolved:
Posted Image
MWO will ALWAYS have significant balance issues.

ALWAYS.



Aughhhhh! Yes I want, please! This would fix so many things with the game instantly.


While I'm at it, Third Biggest would be lack of collisions, Knockdowns, DFA, and those damn invincible trees and lack of intractable objects (I know there are a few "objects" in each map that are destructible).


Close fourth would be game modes. When did you guys (PGI) say you were going to have that asymmetrical static base defense/offense with AI turrets?

Edited by mwhighlander, 12 September 2013 - 05:16 PM.


#104 Tempered

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Posted 12 September 2013 - 05:26 PM

I would say "online" is the biggest imbalance. Once you throw a few people together in a game, some one comes out on top. Those that don't win will always see things as imbalanced. If you want balance, you need a single player game.

Edited by Tempered, 12 September 2013 - 05:28 PM.


#105 GalaxyBluestar

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Posted 12 September 2013 - 05:34 PM

2 game modes of deathmatch encourages narrow-minded simplistic game play for speedy frontloading high damage single shot mechs only, any other build, tactic etc other than blob up your spamming focus fire is obsolete and has been a source for game balance problems ever since this game’s inception.

#106 PappySmurf

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Posted 12 September 2013 - 05:34 PM

Armor is like butter hitboxes are way to big on most mechs maneuvering is a bittch/crappp open live chat is missing and private matches competitive leagues are not present game modes and CW are missing and the matchmaker is a joke HSR is a joke. P.S and you cant even save your mech configurations in mechlab? P.S2 the joystick support sucks assssss.

Edited by PappySmurf, 12 September 2013 - 05:39 PM.


#107 TOGSolid

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Posted 12 September 2013 - 05:42 PM

View PostSkinflowers, on 12 September 2013 - 04:52 PM, said:

One sentence?

"It stopped being a sim and became a shooter."

That do?

Spoiler: It was never a sim to begin with.

#108 ryoma

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Posted 12 September 2013 - 05:46 PM

The devs are balancing this game from a bottom skill perspective instead of top skill perspective.

http://mwomercs.com/...ent-level-play/

#109 PappySmurf

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Posted 12 September 2013 - 05:46 PM

View PostTOGSolid, on 12 September 2013 - 05:42 PM, said:

Spoiler: It was never a sim to begin with.


Spoiler2: it never was MechWarrior to begin with.And until they add I n what I posted it never will be. :)

#110 ryoma

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Posted 12 September 2013 - 05:55 PM

Wow, the community managers really know how to incite a community don't they? They just did another round of signature clean ups.

Maybe if they spent as much time communicating community concerns to the devs instead of antagonizing the community the game would be in a better place and we wouldn't need signatures like mine.

#111 BlackIronTarkus

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Posted 12 September 2013 - 05:56 PM

Mech scaling and unbalanced center torsos are what I believe the biggest balance problem lately.

#112 TOGSolid

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Posted 12 September 2013 - 06:00 PM

View PostPappySmurf, on 12 September 2013 - 05:46 PM, said:


Spoiler2: it never was MechWarrior to begin with.And until they add I n what I posted it never will be. :)

Half of what you said comments more on your personal skill level than on reality. Mechs can take a beating in this game as long as you don't stand in the open like Tony Montana hopped up on twenty kilos of coke.

Regardless, nothing that you said would make this game a sim. Adding in TT heat scale effects, getting rid of perfect convergence with a simple to understand, Counter-Strike style aiming system that rewards good tactics and positioning, and putting a proper knockdown system back in that also takes into account terrain types and can cause you to fall over if you try to turn a corner at 150 KPH on an icy path are what is needed to pull this back into being a sim.


Quote

Wow, the community managers really know how to incite a community don't they? They just did another round of signature clean ups.

Then stop making ****** signatures?

Edited by TOGSolid, 12 September 2013 - 06:01 PM.


#113 Crazy Billy Joe Bob

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Posted 12 September 2013 - 06:04 PM

The ELO drops mix Solo with Pre-mades that makes a huge imbalance because the current game does NOT have a built in VOICE IP chat mode, and since all premades have Voice-IP is very powerfull tool in combat.

(In WWII the Germans introduced radio tank units, and the rest is history in tank warfare.)

Edited by Crazy Billy Joe Bob, 12 September 2013 - 06:06 PM.


#114 Fut

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Posted 12 September 2013 - 06:07 PM

View PostDimento Graven, on 12 September 2013 - 08:13 AM, said:

Single sentence, eh? One that describes the 'biggest gameplay balance issues'...

I can do that, AND, my sentence will include past, present, and future balance issues, UNTIL PGI wakes the F up, pulls their heads out of their butts, fires their current product manage who OBVIOUSLY knows little about BattleTech, its lore, and knows probably even less about all the previous iterations of the computer versions of the game.

Here's my sentence:

MWO lacks a REAL heat affects table.

You can't take something that was SO significant to balance in the TT versions that it has been printed on EVERY 'mech sheet for the past 30 years, and has been present in almost EVERY OTHER computer version of quality, and expect to be able to have balance.

It was a moronic, pants-on-head sofa-king-we-tarred-it move to NOT have it from the on set that damn near EVERY balance issue can be tied back to NOT having it.

Why should lights and other fast 'mechs be able to move at TOP speed riding 99.9% heat capacity?

Why should a 'mech be able to rapid fire between 4 and 6 PPC's and ONLY suffer a temporary shut down, occasionally?

Why should 'mechs be able to be at 99.9% heat and be able to fire 2 PPC's and a gauss with pin point accuracy at a target over a mile away, consistently?

So on and so forth.

Until this ugly disparity is resolved:
Posted Image
MWO will ALWAYS have significant balance issues.

ALWAYS.


Hard to argue with this.

#115 ryoma

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Posted 12 September 2013 - 06:12 PM

I wouldn't call that signature ******. It perfectly relays my feelings about th decisions made by the devs over the last few months involving the implementation of Ghost Heat and 3PV.

Ghost Heat adds a complicated and honestly ****** element to mech design and gameplay.

3PV is heavily imbalanced yet the devs somehow decide that it's almost perfectly balanced.

#116 MisterFiveSeven

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Posted 12 September 2013 - 06:29 PM

View PostTOGSolid, on 12 September 2013 - 06:00 PM, said:

Half of what you said comments more on your personal skill level than on reality. Mechs can take a beating in this game as long as you don't stand in the open like Tony Montana hopped up on twenty kilos of coke.

Regardless, nothing that you said would make this game a sim. Adding in TT heat scale effects, getting rid of perfect convergence with a simple to understand, Counter-Strike style aiming system that rewards good tactics and positioning, and putting a proper knockdown system back in that also takes into account terrain types and can cause you to fall over if you try to turn a corner at 150 KPH on an icy path are what is needed to pull this back into being a sim.



Then stop making ****** signatures?


Your antagonism is astounding. The fact that you even respond to this thread based on its premise (please read the OP again) leads me to believe that you feel sincerely aggrieved by people hating on your beloved game and are incapable of restraint. I don't necessarily disagree with some of what you say, but you have to admit you're beating your head against a wall (but I still disagree plenty :)).

OT:
MWO is not mechwarrior online, just stompy robot deathmatch.

^Fix this, and all other sins are forgiven.

#117 Kaijin

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Posted 12 September 2013 - 06:32 PM

View PostDimento Graven, on 12 September 2013 - 08:51 AM, said:

Disagree. The current hard point restrictions aren't lore based at all. Original TT you could equip any weapon, any location as long as you had crit slots and tonnage available.

I understand the need for implementing the current crit slot system, but adding an even more restrictive one would be HORRIFICALLY bad for MWO, long term.


TT is Solaris, basically. As MWO has promised with Community Warfare to be much bigger than just arena combat on the game world - Companies of mechs going at each other for territory control, that falls to the lore or the novels and Mechwarrior, in which custom deviations from stock mechs in the militaries of the Inner Sphere were extremely rare. Only the clan mechs were so widely customizable by virtue of their modular design. I don't know if MPBT:Solaris was before your time, but we ran nothing but stock in that game and had a blast....and turned that arena game into our own Inner Sphere wars, vying over territory.

My one sentence.

PIG's near limitless customization of mechs, combined with a high heat threshold & low heat dissapation, and the pinpoint accuracy of ballistic weapons vs the excessive duration of beam weapons, vs. the astounding inaccuracy of missiles, has taken an IP that was rich with a variety of mechs and mech roles, and turned it into a very limited cookie-cutter build game, rendering it completely boring.

#118 valkyrie

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Posted 12 September 2013 - 06:38 PM

Shame this isn't "MWO's biggest issues in one sentence" or I could sum it up in three letters: PGI.

#119 Hexenhammer

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Posted 12 September 2013 - 06:38 PM

Big promises
High hopes
Still waiting.

#120 GalaxyBluestar

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Posted 12 September 2013 - 06:38 PM

View PostTOGSolid, on 12 September 2013 - 06:00 PM, said:

Then stop making ****** signatures?


i guess this guy approved of the forum rearrangement back in april.

Posted Image





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