Straw Poll Part Ii: What Issues In The Game Bother Me The Most Right Now?
#21
Posted 02 October 2013 - 03:23 AM
The former is an abomination, and the later should really have been fully implemented long before now given the funding this game has received from the community.
#22
Posted 02 October 2013 - 05:32 AM
Pat Kell, on 02 October 2013 - 01:32 AM, said:
http://mwomercs.com/...from-tt-to-mwo/
#23
Posted 02 October 2013 - 07:16 AM
Wolfways, on 02 October 2013 - 05:32 AM, said:
This game was not balanced in tabletop. Lights were not as good as assaults. Every mech in this game is SUPPOSED to be as important to securing win conditions as every other. That was not the case in tabletop. If you want to be the best because you are in the biggest mech and you want no disadvantages, go back to your board game.
#24
Posted 02 October 2013 - 07:37 AM
PEEFsmash, on 02 October 2013 - 07:16 AM, said:
This game was not balanced in tabletop. Lights were not as good as assaults. Every mech in this game is SUPPOSED to be as important to securing win conditions as every other. That was not the case in tabletop. If you want to be the best because you are in the biggest mech and you want no disadvantages, go back to your board game.
Either you didn't read it or you're just trolling.
I do think it's funny though that you jump to defend even the slightest thing you consider bad being said about lights and assume that whoever said it doesn't play lights and just wants their bigger mech to be the best. Keep up the good work
#25
Posted 02 October 2013 - 07:45 AM
Wolfways, on 02 October 2013 - 07:37 AM, said:
I do think it's funny though that you jump to defend even the slightest thing you consider bad being said about lights and assume that whoever said it doesn't play lights and just wants their bigger mech to be the best. Keep up the good work
No, I read it, and it was a genuinely terrible, theorycrafted (not fact-crafted) post.
You have completely and utterly failed to recognize the actual reason that Mediums are bad: Heavy mechs do it better. Heavies are about the same size as mediums, but carry more firepower, more armor, and can move just as fast. They outclass mediums in every way. The solution here is to make mediums a bit smaller and a bit faster, and make heavies and assaults a bit slower, especially regarding arm articulation speed and torso twist speed. Nerfing lights won't help mediums, and will just push heavy and assault mechs to further dominance (which you would know is the case if you actually played high-level competitive 12-mans where balance issues are at their most apparent.
#26
Posted 02 October 2013 - 07:50 AM
Issues still ongoing. Regression since initial implementation still present. Patch to patch improvements have been minimal and any good that one patch does tends to be undone come the following patch.
Absolutely nothing else matters to any great extent if shooting in your shooting game doesn't work.
#27
Posted 02 October 2013 - 08:01 AM
also hit registration should just be a standard in video games especially one that is 100% online. its like if i made a game about typing the words you hear but i messed up when paring the sound files so when it says "type the word, hypothesis" its playing the wrong sound and the word you are supposed to type is actually "leviathan".
#28
Posted 02 October 2013 - 11:43 AM
I think the larger issue of overall mech and weapon balance is a far more important and a larger thing to fix. Though PGI's current bandaid apporach of going through each weapon type 1 by one in a reoccuring list nerfing/buffing as they go is just silly. The mechanics need changing/fixing first. I.e chassis hardpoitn limits, chassis bonuses, armor tweeks, THEN individual weapon balance.
#29
Posted 02 October 2013 - 12:05 PM
#30
Posted 02 October 2013 - 12:08 PM
I don't like the jump jet mechanics.
They aren't realistic, and they aren't really skill based, or fun.
I'm pretty much sliding up a mountain slope right now and "dragging" my mechs toes all the way up the slope. Not having control of forward/reverse thrust also feels really crippling.
It would really make hopping up from the water in River City bearable.
#31
Posted 02 October 2013 - 12:14 PM
So much focused damage that armor in other locations just doesn't matter. When you fire multiples of the same weapon, they just all convergence onto a single point.
Where is the MechWarrior in that?
#32
Posted 02 October 2013 - 12:51 PM
an extra 60 second wait every drop. Over 10,000 matches, 10,000 minutes, thats 166 hours of lost time for nothing.
Matchmaker and lack of tonnage limits.
#33
Posted 02 October 2013 - 01:16 PM
The hitreg is also a very important thing. I often lose a lag or arm without noticing the damage. Neither sound nor visually. Maybe hits to the internal structure could have more/better feedback.
ArmageddonKnight, on 02 October 2013 - 11:43 AM, said:
I think the larger issue of overall mech and weapon balance is a far more important and a larger thing to fix. Though PGI's current bandaid apporach of going through each weapon type 1 by one in a reoccuring list nerfing/buffing as they go is just silly. The mechanics need changing/fixing first. I.e chassis hardpoitn limits, chassis bonuses, armor tweeks, THEN individual weapon balance.
I'm not a fan of the overdone balancing. Light mechs seem to be as strong as heavy. Also have an AC2 not to be as strong as an AC20. Stretch the weapons DPS range would also make the heavy mechs stronger. The last step would be an other drop configuration 1-2 assault, 2-3 light, 3-4 heavy and 4-6 medium. But this is only my wishful thinking I know not every one want to play in a normal mech
#34
Posted 02 October 2013 - 04:57 PM
#35
Posted 02 October 2013 - 09:56 PM
Unsurprisingly second is balance issues.
Third IS mildly surprising, so, are these people entitled whiners who are being cheap, or is there really a problem with MWO's money grind? Why has this topped your concerns list? Let's hear it!
#36
Posted 02 October 2013 - 10:33 PM
Running an older cpu with a fast gpu. Hoping for DX11 to fix the bad fps drop issue.
Hit reg is up there but I am so, used to it since I play at 250ms. I don't care as much as it has always been bad and worst during Closed Beta.
#37
Posted 02 October 2013 - 11:31 PM
#38
Posted 03 October 2013 - 08:53 AM
- Metagame is lacking
Now I know map voting is on the way, but it won't solve all of this problem, it will just make you optimise your build for the community favourites. What I would like to see is that you could save builds for your mechs in mechlab, and while you would first choose the mech you queue with, you could choose from your builds when you know where you'll be dropping.
edit: business protip for PGI: you could sell additional build slots for some emcees
- Teamplay features are lacking
While chat works, why can't we have a quickmenu for some common communications since there is no VOIP?
Also, people could act according to their role a whole lot easier if targeted & recognized mechs would show up with a weight class icon on the minimap.
- Assault game mode needs some tweaking
- Hitbox issues, esp. spider
- Lack of euro servers
- Newly introduced ready button
- All systems YES JERK THAT JOYSTICK BABY
Edited by Ramla, 03 October 2013 - 08:57 AM.
#39
Posted 03 October 2013 - 08:59 AM
Specification: "All of the above"
Shame "All of the above" option is missing...
#40
Posted 03 October 2013 - 09:59 AM
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