

Ready Button Is Annoying!
#41
Posted 02 October 2013 - 06:22 AM
#42
Posted 02 October 2013 - 06:22 AM
#44
Posted 02 October 2013 - 06:31 AM
But I'm pretty sure, I've waited the same time every match until it started.
Edited by Tarzilman, 02 October 2013 - 06:32 AM.
#45
Posted 02 October 2013 - 06:36 AM
#46
Posted 02 October 2013 - 06:41 AM

At least they could have tested if there are some bugs...
Maybe they are not paid much

Edited by tigerija, 02 October 2013 - 06:41 AM.
#47
Posted 02 October 2013 - 06:44 AM
it actually means commanders can give orders and take command without having to lag beinhd there team.
AND, it means the team can wait instead of starting the match a man down.
#48
Posted 02 October 2013 - 06:44 AM
Edited by Ridersofdoom, 02 October 2013 - 06:45 AM.
#49
Posted 02 October 2013 - 07:10 AM
Quote
While this might actually be a valid point, it's also a moot one, IMO. How many people actually play 12v12 premades? I tried to do it a few nights with folks on TS and it was an absolute PITA. Getting your own group organized alone is a nightmare (poor guy running it reminded me of a Kindergarten-teacher) plus you practically never find another 12-man unless you are very lucky or have another 12-man synching with you.
I've played maybe, errr, 2200 matches thus far and I can count the 12-man-premades I was in on one, maybe two hands.
So implementing something because it's useful for 12-man premades would be like converting 95% of the US gas-stations to "electrical only" (removing all the gas-/diesel-pumps), because that would be really helpful for people who drive electric cars.
S.
#50
Posted 02 October 2013 - 10:55 AM
So much for "The thinking man's shooter".
LMAO.
#51
Posted 02 October 2013 - 11:31 AM
#52
Posted 02 October 2013 - 03:31 PM
Quote
How does a 1 min countdown prior to game-start help with anything? "Talk tactics" .. yeah, right.
Like I said earlier: All the "tactics" that are ever talked in this game during the waiting session are:
1. Random greetings
2. Random insults
3. Random sexual innuendo
4. Spam
and, most importantly,
5. Cries of people yelling at the one or two guys who haven't readied up yet.
I'm all for steep learning curves, tactical gameplay, coordination and teamplay. But you sure as hell aren't gonna get it into a game like this by adding a pointless countdown before mission start.
S.
#53
Posted 03 October 2013 - 09:16 AM
Arcaist, on 02 October 2013 - 12:54 AM, said:
If you want instant action, play CoD or sumthin like that.
Some people actually want that time to set up groups, talk about a tactic and stuff.
Well, any group that knows what its doing would have planned that stuff BEFORE they click launch.
I dont get why this game needs the ready button. Werent you ready when you pressed launch in the main menu? Did you press launch and went to take a ****?
It is as if it was made for people to be annoying, or for grinding to take more time.
#54
Posted 04 October 2013 - 01:31 AM
Seraj, on 03 October 2013 - 09:16 AM, said:
Exactly.
Quote
Oh great.. instead of a useless button you can use to annoy people through your inaction, you want a button to *actively* annoy people?
As I've said before somewhere else:
Why not include a fart-sound-button while you're at it? Or a button to raise every team-mate's heat-level by 50%? Or one that will randomly eject team-mates from their Mechs?

S.
Edited by 1Sascha, 04 October 2013 - 01:35 AM.
#55
Posted 04 October 2013 - 01:36 AM
1Sascha, on 02 October 2013 - 03:31 PM, said:
How does a 1 min countdown prior to game-start help with anything? "Talk tactics" .. yeah, right.
Like I said earlier: All the "tactics" that are ever talked in this game during the waiting session are:
1. Random greetings
2. Random insults
3. Random sexual innuendo
4. Spam
and, most importantly,
5. Cries of people yelling at the one or two guys who haven't readied up yet.
I'm all for steep learning curves, tactical gameplay, coordination and teamplay. But you sure as hell aren't gonna get it into a game like this by adding a pointless countdown before mission start.
S.
Which exactly prooves my point: "thinking Man's Shooter" my ***. Without true objective driven gamemodes in which killing the opposition is NOT the fastest/best way to win the match (or better yet NOT an automatic win at all) there is not much need for tactic/strategy nor thinking much.
All this is right now is a paced down utterly slow and boring deathmatch shooter. This insight struck me like lightning when I started to play Counter Strike competitively again last week out of boredom after having not done this in more than 4 years. And though CS can hardly be called tactical anymore compared to stuff like Arma or Desert Combat (the mode for BF 1942) you need more brains in that game to succceed than in MWO.
Edited by Jason Parker, 04 October 2013 - 01:37 AM.
#56
Posted 04 October 2013 - 01:39 AM
#57
Posted 04 October 2013 - 01:50 AM
1. There is no "deeper meaning" to any of the battles. What you do in combat doesn't really influence anything, besides your own XP and CBill-account. And even if you suck, you'll still get money and XP, so what's the point? Another point are the playmodes which are incredibly straight-forward and don't leave much room for any tactical finesse. Just look at what CS or TF2 have to offer in the play-mode department. Both are miles ahead of MWONL, IMO.
2. There is no cohesion between players in PUG-matches. Simply because you're thrown in on a random map, in a build that may or may not fit and with a bunch of random guys with hardly any reason to communicate with them. Once you despawn, they're gone anyway. In CS you're usually playing on a server you like with regulars who you get to know after a while. And the incredibly useless radio bar that'll vanish after a few seconds doesn't help either.
3. This is a free-to-play game. No need to even buy anything to jump right in and
As I've said before: How should or could a pointless feature like the ready-button/1-min wait overcome all the deficiencies that MWONL has in the tactical/strategic department? As it is now, it's just a nuisance and coupled with the "grab command while waiting"-feature it can get outright annoying.
S.
Edited by 1Sascha, 04 October 2013 - 03:12 AM.
#58
Posted 04 October 2013 - 08:28 AM
TheRealMerican, on 01 October 2013 - 01:37 PM, said:
thats really annoying!!!
remove it please
Yep and I'm being that annoying person from now on until they remove the button or fix the functionality.
I log into the game to play, I ready up to play, I join a group, I ready up in a group every round, I launch the group (which btw, why does the leader need to ready up???), then I have to ready up in the game again.
At every point, I'm saying I want to play; and these developers have learned the true process of redundancy.
Yes I know this will annoy people, and yes I know you'll all rage and probably FF me at times. However, I'm demonstrating how stupid this implementation is forcing everyone to wait for one person, over 1 minute at a time (the timer resets at the last ready up at times)
Edited by WaKK0, 04 October 2013 - 08:29 AM.
#59
Posted 15 October 2013 - 12:24 AM
#60
Posted 15 October 2013 - 04:05 AM
Wenn pressed it should turn green.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users