

Concerns With A Response
#21
Posted 03 October 2013 - 05:08 PM
#22
Posted 03 October 2013 - 05:42 PM
#23
Posted 03 October 2013 - 05:50 PM
#24
Posted 03 October 2013 - 05:52 PM
Because "Hit Registration", "ECM", Mech Hitbox size", AND "Weapon Convergence", would all indirectly be addressed by removing ECM entirely or making it so that all it does is shield you from radar (no silly lock on jamming effect).
As to how exactly that would accomplish all those things... I'll leave that up to your imaginations

#25
Posted 03 October 2013 - 06:00 PM
MadPanda, on 03 October 2013 - 05:50 PM, said:
The reason i didnt make it multiple choice was simple because I want you to pick a major concern that you have not just a bunch you want fixed, that and it will give us more stats in the end as it is 1 vote per member.
Elli Gujar, on 03 October 2013 - 05:42 PM, said:
I added 2 of your concerns
Edited by Wilhelm Fraek, 03 October 2013 - 06:09 PM.
#26
Posted 03 October 2013 - 07:10 PM
How passionate are you about this game?
How much are you willing to help the devs?
If you are truly serious about this, may I make 2 suggestions?
- Start your own Features Tracker.
Give the devs a single focused index for them to gather our best ideas.
Create and off threads and find out what the community consensus is on each subject matter (hitboxes, speed cap, weapon convergence, slope detection mode).
I suggest you ignore the balance changes stuff, there will be so many people complaining about that already.
For example:
I'm closely following the development of Planetary Annihilation and the community has really stepped up.
We have gathered our voices and we put our time where our mouth is.
Here is a Features Tracker we have done:
https://forums.ubere...list-2-0.44950/
Notes Status, what we'd like to see including our top comments with the best description, and the dev's response. - Make a poll that we can prioritize for each item.
Yes, we all want the hit detection fixed and ghost heat gone, but what if that takes 372 dev hours to do?
What if the next thing on the list can be done in 3 hours by a simple numbers tweak in the code such as redoing the hitbox on the hunchback.
For example, my personal gripes is about the jump jets.
Giving us forward thrust probably requires a lot of coding.
But increasing the vertical acceleration? Probably not so much.
#27
Posted 03 October 2013 - 07:49 PM
culverin, on 03 October 2013 - 07:10 PM, said:
Giving us forward thrust probably requires a lot of coding.
But increasing the vertical acceleration? Probably not so much.
If you want better vertical acceleration on your jump, all you need to do is mount more jump jets. A 7-JJ QKD can go pretty dang high, and I imagine an 8-JJ Spider can go even higher.
#28
Posted 03 October 2013 - 07:58 PM
#29
Posted 03 October 2013 - 08:36 PM
MadPanda, on 03 October 2013 - 05:50 PM, said:
Drasari, on 03 October 2013 - 07:58 PM, said:
Im going to seem like an *** after the reasoning i game madpanda but I enabled multiple choice
#30
Posted 03 October 2013 - 08:42 PM
NOTHING can be balanced correctly until weapons do the correct damage every time. Not this 0-100% of dmg we have now.
Tonight on Alpine in my K2 I shot a hunchback in the back with 24 LL shots, from less then 100M. It got yellow exposed internals on his back. I have them on chainfire, I tote 4 of them on that mech. Yes, it was in motion, the hunchie was trying to run for some cover but I was able to keep up with him. Yes the dmg spread to all 3 sections. 24x9= 216 dmg. Hunchback has a maximum of 338. I did 216 dmg, to its back.
People say SRM arent that great. Of course not. I shot a kintaro with 2 full salvos from my jager A. I have 2x SRM4 and 2x SRM6. thats SRM20, times 2 dmg is 40 dmg. Thats 80 Dmg, to its back as it ran away. I got yellow armor on him. On his back. Later i was on Terra therma. I had lost one side torso. I fired 15 AC2 rounds, and 5 full salvos of SRM10 into the face of an orange armor catapult A1. 20 times 5 is 100, 15 times 2 is 30= 130 dmg, and I did not strip the rest of the armor off. Then my team mate came around the bend and shot it with 1 alpha of some lasers and streaks and killed it.
There is no balance adjustment to make when things act in this manner. It is broken. You can not balance broken. You have to fix broken first, then you can balance it after.
#31
Posted 03 October 2013 - 09:04 PM
- Weapon Convergence
- Heat Mechanics (how heat is implemented, how it's dissipated, now DHS different in location, ect)
- Hardpoint Mechanics (no other quantifiers to limit specific large sizes)
Chain firing 2x AC/2s is a good example. For some reason, PGI thinks that you *MUST* alpha strike them or your using the AC/2's as a way to grief. This puts a huge damper on playing my BJ-1.
Hardpoint issues related to invalidating some mechs in the game, like the AWS-8Q and HBK-4G. AWS-8Q should be the only mech that can equip 3 or 4 PPCs. The HBK-4G should be the only medium mech to be able to equip an AC/20. Things like this add variety and usefulness to a mech while also keeping the original role the mech is built for.
But, the worst offender, in my opinion, is all weapons aiming and hitting the exact same point and location when fired. This is one reason why players boat is because it's MUCH easier to get all your damage to hit a single location when they have all the same or similar firing characteristics. It also leads to mechs dying WAY too quickly. And with everything so accurate and pin point, people just aim for torso sections because it's easy to take out a mech that way. It's so un-MechWarrior like.
***EDIT: I voted for ECM also because it's completely overpowering the meta game also. Makes LRMs useless in the competitive scene due to completely nullifying their use. It also makes equipment have to do odd things, like BAP to counter ECM and PGI being afraid NARC would be overpowered if it lasts 30s without a "damage" timer.***
Edited by Zyllos, 03 October 2013 - 09:07 PM.
#32
Posted 03 October 2013 - 09:50 PM
At the current state of the game, ballistics are clearly favored. Besides the med laser most energy weapons need an overhaul. In general they simply produce way too much heat to be competitive. Take a Stalker for example, as an Assault mech, it has the tonnage to mount even the heaviest energy weapons. Yet due to the current heat system it cannot mount much of them without the heat going over the top.
The large laser for example is the a big energy weapon that requires the least amount of heat in comparison with the other big energy weapons. Yet it produces so much heat, you can barley use it, and thanks to the ghost heat system you cant even fire 3 of them at once (4 of them should be permitted - 2 for ppcs is fine).
I think there are too issues here, energy weapons producing way to much heat in comparison and the broken heat sink system. We need working and viable single heatsinks - for big energy boats to deal with heat. It should cost them but it should work.
#33
Posted 04 October 2013 - 04:56 AM
http://mwomercs.com/...58#entry2810058
#34
Posted 04 October 2013 - 05:21 AM
Garth Erlam, on 03 October 2013 - 03:02 PM, said:
In fact, someone posted the jumpjet forward thrust as an example of a player requested change. Also: Hunchback larger engines, Centurion larger engines, ERLL heat reduction, PPC heat increase, etc etc.
You forgot srm buff which we were actively polled on, but I guess thats covered in the etc's
#35
Posted 04 October 2013 - 05:28 AM
#36
Posted 04 October 2013 - 05:35 AM
-Hitreg (especially on certain mechs, Cents, Spiders)
-Matchmaking/ELO: due to my elo it's unacceptable I have to wait a quarter of hour to find someone that matches my mech of choice and player level, gathering often 5 or 6 failed to find a match screens. This also considering the recent cbill nerf it's unacceptable, I wonder who has invested in PT how he's not in rage.
-Mech hitbox and sizes:
Awesomes, Hunchback's hunch, Trebs, Quickdraws, Stalkers, Catapults, Orions, Dragons.. All need scaling passes and/or hitbox adjustements or REAL BONUSES like 10% armor on HBK hunchs or Dragons' CT, Awesomes should get a lifted heat penalty to shoot 3 PPC freely, along with another bump to engine limits for 8 series.
-Ghost Heat/Hardpoint mechanics.
Ghost heat must go. Restrict hardpoints. Period.
-Slope Slopesize detection: it's unacceptable to get stuck by a small bump for 10 centimeters when my mech has leg joints!!!!!!!!!!!!!!!!!!!
-SRM viability: when spash is going to be reintroduced? If not, please get SRMs back to the previous pulse flight pattern. At least when you get up close you can concentrate your salvoes in specific areas of the enemy mech so it pays off if you have the guts to go within 150m from any targe, NOT like it is now, it feels wrong in every way.
#37
Posted 04 October 2013 - 06:28 AM
Garth Erlam, on 03 October 2013 - 03:02 PM, said:
In fact, someone posted the jumpjet forward thrust as an example of a player requested change. Also: Hunchback larger engines, Centurion larger engines, ERLL heat reduction, PPC heat increase, etc etc.
should we look this? jumpjump movement, was put in because of the horrible u randomly stop at 45 degrees then u just jump up. wasn't a community wanted it, it was y did the devs not look at movement system before. mediums with larger engines, at the time this was done the meta was all assaults, heavys and lights. there needed to be a reason to take such mediums the around base increase in everything was nice but was needed to bring mechs into play. this is another i'm sure devs had random stats saying meduims where being taken, y is community complaining. wep heat, er ll was never taken. heat was bumped down and up many times just to mess with us players. ppc, i'm just going to leave a lol here.
#38
Posted 04 October 2013 - 06:36 AM
#39
Posted 04 October 2013 - 07:19 AM
Zyllos, on 03 October 2013 - 09:04 PM, said:
- Weapon Convergence
- Heat Mechanics (how heat is implemented, how it's dissipated, now DHS different in location, ect)
- Hardpoint Mechanics (no other quantifiers to limit specific large sizes)
Chain firing 2x AC/2s is a good example. For some reason, PGI thinks that you *MUST* alpha strike them or your using the AC/2's as a way to grief. This puts a huge damper on playing my BJ-1.
Hardpoint issues related to invalidating some mechs in the game, like the AWS-8Q and HBK-4G. AWS-8Q should be the only mech that can equip 3 or 4 PPCs. The HBK-4G should be the only medium mech to be able to equip an AC/20. Things like this add variety and usefulness to a mech while also keeping the original role the mech is built for.
But, the worst offender, in my opinion, is all weapons aiming and hitting the exact same point and location when fired. This is one reason why players boat is because it's MUCH easier to get all your damage to hit a single location when they have all the same or similar firing characteristics. It also leads to mechs dying WAY too quickly. And with everything so accurate and pin point, people just aim for torso sections because it's easy to take out a mech that way. It's so un-MechWarrior like.
***EDIT: I voted for ECM also because it's completely overpowering the meta game also. Makes LRMs useless in the competitive scene due to completely nullifying their use. It also makes equipment have to do odd things, like BAP to counter ECM and PGI being afraid NARC would be overpowered if it lasts 30s without a "damage" timer.***
Can you elaborate on that a bit?
#40
Posted 04 October 2013 - 07:28 AM
Quote

This is all I have to say for why we need Hardpoint restrictions.
Fut, on 04 October 2013 - 07:19 AM, said:
Can you elaborate on that a bit?
There was a post somewhere, I can't remember where now, that one of the PGI developers said that "Chain firing AC/2s provides no DPS benefit, so must be used to grief with shake." This is why PGI has implemented Ghost Heat in such a way where chain firing AC/2s causes extra heat but not alpha striking them.
Edited by Zyllos, 04 October 2013 - 07:29 AM.
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