Explain Mwo's Biggest Gameplay Balance Issues In One Sentence
#161
Posted 14 September 2013 - 04:26 AM
#162
Posted 14 September 2013 - 06:51 AM
#163
Posted 14 September 2013 - 06:56 AM
Edited by Lupus Aurelius, 14 September 2013 - 06:57 AM.
#164
Posted 14 September 2013 - 07:55 AM
INEXPERIENCE!!
#165
Posted 14 September 2013 - 08:17 AM
#166
Posted 14 September 2013 - 08:20 AM
#167
Posted 14 September 2013 - 09:54 AM
#168
Posted 14 September 2013 - 10:13 AM
Story at 11.
#169
Posted 14 September 2013 - 11:32 AM
#171
Posted 14 September 2013 - 01:40 PM
#172
Posted 14 September 2013 - 01:41 PM
Teammembers.
#174
Posted 14 September 2013 - 01:54 PM
The Boz, on 12 September 2013 - 07:18 AM, said:
He was probably in the rear, being slow, watching his mentally challenged teammates die one by one because they can't be bothered to wait for the siege breaker.
But then again, that's MUCH better than having the siege breaker go in alone and die because the team doesn't follow the frakking Atlas into combat.
Lolz.
If only. Most of the time, it's people hanging back waiting for their team to soften them up before marching their mighty assault mech out to try to harvest kills.
This is a F2P online game. Skill, tactics, etc all take back seat to the precious need to protect epeen by statstacking in most cases.
#175
Posted 14 September 2013 - 03:16 PM
#176
Posted 14 September 2013 - 03:44 PM
AKA:
Too many vocal players are hard up begging for a random hit cone mechanic. BUT...
Its a horrible and unintuitive system idea. There is nothing more aggravating than taking the time to line up an excellent shot to hit a specific component (OR EVEN JUST HITTING THE MECH ITSELF), and then watching your shot randomly fly off to the periphery, just because the game rolled a random miss, and therefore said... F***U ... nice try, it would have been a fantastic shot, but ooops sorry, we're not giving it to you. Suck on that.
One of the core elements that makes this game fun and unique is you get to shoot where you aim. I mean such a novel concept but such a nice one.
All the freaks who cry about "realism" and "real life mechanics" and every other excuse they can come up with to justify a random hit roll .... they all forget the basic concept that this is a GAME. IT IS NOT real life. It is NOT a pure sim. It is a GAME.
A game that needs to be fun and intuitive. Not one that needs to be frustrating and aggravating in order to expound a touch of "realism". Again game does not equal real. Game equals game.
I simply would walk away immediately if they even considered something like that.
Edited by WarZ, 14 September 2013 - 03:48 PM.
#177
Posted 14 September 2013 - 04:22 PM
Why implement a weapon characteristic that simply no more exist if you know how to use a programm that many people won´t touch because it feels strange(for my person) to download a complete different programm to get an advantage in a game
#178
Posted 14 September 2013 - 05:25 PM
#179
Posted 15 September 2013 - 08:01 AM
80Bit, on 14 September 2013 - 09:54 AM, said:
That's because PGI will not allow private matches and leagues to learn and train . In the old MechWarrior games older vet pilots trained the new pilots in team warfare now its all gone to hellll so you have a bunch of trigger happy new players running in and dyeing in 60 seconds every match. (this guy)-->has it right as a lot of you do----->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 KingCobra, 15 September 2013 - 08:03 AM.
#180
Posted 15 September 2013 - 12:27 PM
Alistair Winter, on 12 September 2013 - 06:37 AM, said:
Ymmv. Most drops into Terra Therma for me will see one or more "ritual suicides" from players who still really dislike that map.
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