Jump to content

List Your Balance/game Issues That Are Making You Lose Interest In The Game.


209 replies to this topic

#161 Greyboots

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 396 posts

Posted 12 December 2013 - 01:14 PM

Horrible heat system - Terrible imbalance between weapon types. ACs are supposed to have a heat benefit, not be able to ignore it.

Map heat interferes too much in loadout viability.

Role-based warfare inadequate: Complete loss in MWO. Not all roles are equally rewarded and the only "role-based weapons" are the LRM and to some extent the standard PPC.

Damage driven gameplay: Tactics are in the back-seat more and more with every patch. Soon they'll be looking out the back window wondering where they're going to be hanging on after the next patch.

Hardpopint system inadequate. It's blatantly obvious that the Hardpoint system can't control missile or energy weapon loadouts adequately. Each attempt to do so is just making the inadequacies in the heat system more and more apparent.

Game balance too delicate. The system lacks a robustness meaning small balance details turn into a huge impact on the game. It's destined to be ruled by "flavour of the month".

Note: I enjoy MWO. I just know right now that it's going to get right up my nose and I won't be enjoying it for as long as a game like this would normally encourage me to. The next patch may make one of my mechs obsolete OR it may make it OP and you can never tell which. Wishy-washy is the worst thing you can do in a game like this.

Steps need to be taken to make the game systems more robust if it ever hopes to survive in the long term. Beta is over. People will no longer put up with a lot of the things going on because they understand they are playing a beta product. The incessant shuffling is hurting the game far more than it's helping.

#162 Entail

    Member

  • PipPip
  • Ace Of Spades
  • 47 posts

Posted 12 December 2013 - 01:25 PM

Heat nerf kills this game. It should have been only used for ppc's.
Not sure if this is balance, but thw fact that you can't reconnect
after losing connection hurts this game.
Boy i have started poptarting and it is fun as hell but it creates
STALEMATES BECAUSE SHORT RANGE WEAPONS LIKE MACHINE GUNS, FLAMERS,
LBX, SRMS ARE GARBAGE. FIX SHORT RANGE WEAPONS PLEASE.
In games If both sides of forces poptart, now that's boring. If both sides wait for the
other team to rush in order to protect a battle front by poptarting..that's a stalemate and it's also boring.
COUNTERS PLEASE . Don't nerf poptarting though, it's a viable amd risky tactic.

Edited by Entail, 12 December 2013 - 01:28 PM.


#163 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 12 December 2013 - 01:42 PM

The alpha meta..... Mechs have varied loadouts to lay down firepower at any range for a reason. The dual AC20/gauss jager/cat was never meant to be and then there's the poptart AC+PPC thing....

Alpha strikes were meant to be last ditch hail mary's. Maybe a mechanic that says when 75% or more of weapons equipped when included is a weapon of damage with 8+ is fired simultaneously then ghost heat would add a 200% heat penalty. I know I'm going to get a lot of heat for that (lol, get it?) but I'm just throwing it out there.... That equation isn't perfect or complete, but its an example...


As an alternative idea, what about a static heat threshold. In TT (yes! evil TT) you have a cap of 30 heat.
Firing weapons, jumping, moving all generated heat. Firing an AC20+2xPPCs would generate 26 heat right off the bat. Now it would be a net heat with their formula for live heat management, but 26 out of 30 without even moving or jumping gets scarry......

I know the current threshold isn't 30 and varies with number of HS equipped....

Edited by cdlord, 12 December 2013 - 01:51 PM.


#164 ThunderHart

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 165 posts
  • LocationAtlanta, GA

Posted 12 December 2013 - 04:15 PM

Question like these. :ph34r:

#165 colt 45 killer

    Rookie

  • 2 posts

Posted 12 December 2013 - 05:38 PM

Some friends got me to try this game, and I'm already tempting myself with a completel uninstall and putting it behind me.

- The new spawn points often put one lance right near two enemy lances, if you're in this lance you should just Disconnect and launch again with a different mech. Seriously, this is one of the most moronic things I've ever seen DELIBERATLY added to a game.

- Inability to pick which map to play / no dedicated servers / horrible matchmaking. Some maps are better for some mechs, **** me for wanting to pick right? The matchmaking might as well show a coin flip animation 90% of the time and either say " you loose " or " you win ", 10% of the time letting you actually play a game. The teams and map positions are stacked on so many of the maps that it is highly common to have one team take minimal casualties, and the other team be completely anihilated. It doesn't help this that you've now randomized the map spawns, some of those randomized locations put one team at a much greater disadvantage.

- The whole 'cockpit is a super low armoured insta kill hit' idea. I get it, you saw it in FPS's and thought it would be wonderfull. Well after I've waded through your assinine launch system and waddled my way to battle, dropping dead instantly is sure loads of fun ( Warning: May include sarcasm ).

- ****** up group launch system. First you have to ready as group leader, then go to social to launch. No, just NO. Also, unintuitive opposite buttons, who the **** even does that anymore? The text on the button means the exact opposite of the currently active state.

- On another note, how retardedly good ECM's are against a tag laser, and how ******* useless the tag laser is in general. So you give up one whole weapon, for a 'tagging' laser which doesn't work most of the time. You see that guy 500M away that you can see PLAIN AS DAY, you could shoot and hit him with a medium laser and do damage, but the tag laser gives back? de nada. Whats the point of the friggen tag laser if it has to be used near the lower end range of the LRMS's? Also, if I'm some 200M - 400M away from someone, and I tag them, why the hell does an ECM somehow block a direct laze?


- Last but not least, players get much better in this game with extra time played. Which is why I hate to see games playing along with the dumb trend of saving up equipment and upgrades ( read the higher ranked pilot and mech xp upgrades ) for long long long into the game. Let me get this straight, you want the game to be friendly to newer players, as such while they learn and have less skill they should also be disadgantaged by having shittier mechs that shoot slower, move slower, turn slower, accelerate slower, decelerate slower, ETC.

MWOL is a great base concept, but even that can't save it from some of the clusterfucked design principles at play here...

#166 DeadlyFred

    Member

  • PipPipPipPipPip
  • Storm
  • Storm
  • 123 posts

Posted 12 December 2013 - 06:25 PM

View Postcolt 45 killer, on 12 December 2013 - 05:38 PM, said:


- The whole 'cockpit is a super low armoured insta kill hit' idea. I get it, you saw it in FPS's and thought it would be wonderfull. Well after I've waded through your assinine launch system and waddled my way to battle, dropping dead instantly is sure loads of fun ( Warning: May include sarcasm ).

MWOL is a great base concept, but even that can't save it from some of the clusterfucked design principles at play here...


I'm pretty sure the Battletech tabletop game (where the locational armor values and many other game mechanics were derived from) preceeded any FPS which calculated headshot bonus damage.

#167 nitra

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,656 posts

Posted 12 December 2013 - 06:26 PM

not even sure why im bothering , but played a few games last night .

same ol problems.

scouts have no purpose, speed really plays no role in this game whats the point of a fast mech ? (i know the intended role but the game systems as a whole do little to support that role and trying to fufill that role places you at unreasonable risk for very little gain. ::

weapons only apply a damage number and have no meaningful differences that would make a player value one over the other. ( you would think ammo vs lasers would make a difference but its so understated it doesn't really make a diff what you pack your mech with as long as it doing 20 + damage alphas the closer to 40 the better. )

complete lack of vision in the modules (what happened there ??)

mechs . ever since the landscape hindered all mechs have become sluggish and more prone to being stuck its to the point now, their is no advantage to try and maneuver mechs on the field you just plant for cover and play peek a boo.

the only good thing about this is that at least jump jets provide you an advantage .


the whole meta of blob warfare is the only warfare becomes quite tiresome.

maps still no point in taking and holding ground.

in attempt to be positive they completed a mech based fps . with some strategic aspects . wish they would focus on that strategic aspect a bit more.

#168 Vampire_

    Member

  • PipPip
  • Knight Errant
  • Knight Errant
  • 23 posts

Posted 12 December 2013 - 06:52 PM

Matchmaking--I seem to end up in way too many one-sided matches. Either my team steamrolls the other or gets steamrolled. Those few games that do get intense and closely-fought are definitely fun, though.

Current Meta--I love playing with lasers. I currently run an Atlas with 4 Large Lasers. It's a blast to play and I don't have to worry about ammo explosions. However, I'm always being outclassed by an absurd margin by people who spam AC20s. I'll round the corner then BOOM BOOM BOOM BOOM my screen is shaking all over the place and I'm at critical damage. It's kind of a pain in the ***.

Light mechs--too survivable for their speed and damage IMO. Just a thought, but they should have to worry about getting smacked with a load of damage. As it stands they can take a few too many hits.

#169 Madara Uchiha

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • 166 posts

Posted 12 December 2013 - 07:00 PM

hmmm balance issues..well ghost heat is killing me, but thats really my only issue in terms of balance, however i find the cb earnings a tad too low, i almost feel like i have to buy premium time just to make my efforts worth the time...also, im losing interest cuse when you really look at it, its the same **** over and over...no new modes, no new anything expect mechs really since maps take forever to release. Im almost starting to doubt if 2.0 and CW are really even gonna be worth it...what would blow is if,, CW is just a tweaked assault mode with some graphs...which i wouldnt be surpised if it is. I guess in another 2 years we will find out.

#170 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 12 December 2013 - 07:04 PM

View Postcolt 45 killer, on 12 December 2013 - 05:38 PM, said:

Some friends got me to try this game, and I'm already tempting myself with a completel uninstall and putting it behind me.

- The new spawn points often put one lance right near two enemy lances, if you're in this lance you should just Disconnect and launch again with a different mech. Seriously, this is one of the most moronic things I've ever seen DELIBERATLY added to a game.

- Inability to pick which map to play / no dedicated servers / horrible matchmaking. Some maps are better for some mechs, **** me for wanting to pick right? The matchmaking might as well show a coin flip animation 90% of the time and either say " you loose " or " you win ", 10% of the time letting you actually play a game. The teams and map positions are stacked on so many of the maps that it is highly common to have one team take minimal casualties, and the other team be completely anihilated. It doesn't help this that you've now randomized the map spawns, some of those randomized locations put one team at a much greater disadvantage.

- The whole 'cockpit is a super low armoured insta kill hit' idea. I get it, you saw it in FPS's and thought it would be wonderfull. Well after I've waded through your assinine launch system and waddled my way to battle, dropping dead instantly is sure loads of fun ( Warning: May include sarcasm ).

- ****** up group launch system. First you have to ready as group leader, then go to social to launch. No, just NO. Also, unintuitive opposite buttons, who the **** even does that anymore? The text on the button means the exact opposite of the currently active state.

- On another note, how retardedly good ECM's are against a tag laser, and how ******* useless the tag laser is in general. So you give up one whole weapon, for a 'tagging' laser which doesn't work most of the time. You see that guy 500M away that you can see PLAIN AS DAY, you could shoot and hit him with a medium laser and do damage, but the tag laser gives back? de nada. Whats the point of the friggen tag laser if it has to be used near the lower end range of the LRMS's? Also, if I'm some 200M - 400M away from someone, and I tag them, why the hell does an ECM somehow block a direct laze?


- Last but not least, players get much better in this game with extra time played. Which is why I hate to see games playing along with the dumb trend of saving up equipment and upgrades ( read the higher ranked pilot and mech xp upgrades ) for long long long into the game. Let me get this straight, you want the game to be friendly to newer players, as such while they learn and have less skill they should also be disadgantaged by having shittier mechs that shoot slower, move slower, turn slower, accelerate slower, decelerate slower, ETC.

MWOL is a great base concept, but even that can't save it from some of the clusterfucked design principles at play here...


I don't even know what to say after reading this post.

Tag reaches to 750m, which LRMs reach 1000m. Tag is not supposed to do damage, and it is very useful for LRMs. Narc on the other hand is absolutely useless. Tag is called TARGET ACQUISITION GEAR, so it's not supposed to do damage.

The new spawns are something that should be just dealt with, join together in a team and hope for the best. PGI should change them back until they can figure solid spawns.

UI 2.0 should help with the user friendliness of the game's interface. Hopefully anyway.

The fact that even the champion trials are actually very powerful when used well counters your last argument. The game is something that you can gain lots of experience over time. And since you already have friends that play the game as well, it shouldn't be bad and you can overcome the MXP/GXP grind, and also the C-bill grind. If not, theres always the option of MC.

Hopefully I got everything covered.

#171 Tezcatli

    Member

  • PipPipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 1,494 posts

Posted 12 December 2013 - 07:07 PM

ECM is my biggest pet peeve. It's completely skews the balance of a match unfairly in the favor of the ECM user. Jump jets are a close second, but not enough that I would stop playing the game.

The other thing is that mechs aren't as unique as they should be. I think they should add a unique proficiency in the pilot tree for each Mech. As well as a unique module for each mech. I've seen their original idea for pilot module things. But I think modules right now are too expensive and frivolously add a profane level of grind.

#172 DeadlyFred

    Member

  • PipPipPipPipPip
  • Storm
  • Storm
  • 123 posts

Posted 12 December 2013 - 07:10 PM

View PostMAW, on 12 December 2013 - 06:52 PM, said:


Light mechs--too survivable for their speed and damage IMO. Just a thought, but they should have to worry about getting smacked with a load of damage. As it stands they can take a few too many hits.


Honest question here: HAVE you ever run a light? I only ask because I can't imagine anyone who has being under the illusion that they can take ANY sort of punishment at all, because they really can not. Unless you're running a Spider, which seem to just be weirdly immune to death.

#173 colt 45 killer

    Rookie

  • 2 posts

Posted 12 December 2013 - 07:40 PM

View Postluxebo, on 12 December 2013 - 07:04 PM, said:


I don't even know what to say after reading this post.

Tag reaches to 750m, which LRMs reach 1000m. Tag is not supposed to do damage, and it is very useful for LRMs. Narc on the other hand is absolutely useless. Tag is called TARGET ACQUISITION GEAR, so it's not supposed to do damage.

The new spawns are something that should be just dealt with, join together in a team and hope for the best. PGI should change them back until they can figure solid spawns.

UI 2.0 should help with the user friendliness of the game's interface. Hopefully anyway.

The fact that even the champion trials are actually very powerful when used well counters your last argument. The game is something that you can gain lots of experience over time. And since you already have friends that play the game as well, it shouldn't be bad and you can overcome the MXP/GXP grind, and also the C-bill grind. If not, theres always the option of MC.

Hopefully I got everything covered.


I'm afraid you've misunderstood....

The whole point of a tag laser is to identify and lock on to enemies quicker so you can dispatch LRM's. If you try to tag laze an exposed enemy mech that has not yet been spotted ( no red triangle ) the tag laser will NOT do that in my experience over a distance of ~400M. The tag laser WILL put a proper reticle on a pre-spotted mechs up to the full 750M. Suppose I see a mech standing in a field at some 700M away, he's perfectly in range for LRMS, but he ins't yet spotted. So I try the tag laser and get back nothing, still not spotted. I can try targeting him but that also does nothing, and firing a meduim laser to do damage (which would spot cause a spot, as does dealing any damage) wont spot in this case because it is out of range. Hence that target at 700M is impervious to your weapon systems while it should be right in your ideal combat range. You'll notice that most often on the very large snow maps. I was saying that tagging lasers should also be able to spot enemies, perhaps even up to greater ranges than they currently work as tagging lasers.


Randomizing the location of the team spawn? Ok fine. Drop me in a heavy, with a lance of light mechs 1km from the team yet only 500m from 8 enemy mechs? I hope we can agree that's somewhat gamebreaking for the unlucky fodder, and also severely hampers the game ballance for both teams. (As I said, might as well throw the match right there, because down 2-3 mechs off the hop is a ~95% chance of loosing)

Some champion trials are ok, I'm really quite fond of the Blackjack. The Highlander on the other hand is probably a decent mech if you purchase and modify it, but it's a backwards build now. Long range extra heat lasers, mixed with streak srms. I was mostly referring to purchasing and upgrading mechs, although it still does apply to the default mechs, my own built mechs have much better cooling and don't overheat nearly as much. Champion mechs also do not come with any of the mech upgrades such as the faster heat dissipation, more max heat, more speed, more turnining, more arm flex, etc...

Edited by colt 45 killer, 12 December 2013 - 07:42 PM.


#174 Vampire_

    Member

  • PipPip
  • Knight Errant
  • Knight Errant
  • 23 posts

Posted 13 December 2013 - 08:05 AM

View PostDeadlyFred, on 12 December 2013 - 07:10 PM, said:


Honest question here: HAVE you ever run a light? I only ask because I can't imagine anyone who has being under the illusion that they can take ANY sort of punishment at all, because they really can not. Unless you're running a Spider, which seem to just be weirdly immune to death.



Maybe I'm just fighting an ungodly number of spiders. Or maybe it'***** detection.

Edited by MAW, 13 December 2013 - 08:07 AM.


#175 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 13 December 2013 - 08:16 AM

I see some balance issues (matchmaking, heat/damage of certain weapons), but none of them makes me lose interest in MWO.

#176 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 13 December 2013 - 08:17 AM

Existing balance issues are not enough to make me lose interest in the game.

What does bug me though is the vast amount of whiners that comprise the player base.

#177 Huntsman

    Member

  • PipPipPipPipPipPipPip
  • 646 posts

Posted 13 December 2013 - 07:56 PM

The list of what is making me lose interest in MWO (I've gone from playing 20 hours per week to maybe 2 hours per week):

- the lack of utility in CQB weapons

- weakly implemented and boring game modes

- the length of time to bring community warfare and the clans into the game

- the statement from the devs that the clans, unlike they were in prior MW games, won't be more powerful than their IS counterparts, just different. The clan units are more powerful,and weakening them is what I perceive to be a lazy method of balancing them. It also mutes my excitement, and I'm no longer really looking forward to their already long overdue release.

Edited by Huntsman, 13 December 2013 - 07:56 PM.


#178 DeadlyFred

    Member

  • PipPipPipPipPip
  • Storm
  • Storm
  • 123 posts

Posted 14 December 2013 - 12:03 AM

How can you "balance" something which you readily claim would be patently better if included? If X is better than Y in every conceivable way then they are not balanced, X is better than Y. So you consider it lazy that they would attempt to integrate clan tech in a balanced way, rather than just tossing it in with all its OP glory in relation to the IS tech? No sense is made in this argument.

#179 D A T A

    Member

  • PipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 897 posts
  • LocationCasamassima, Bari, south Italy

Posted 14 December 2013 - 01:39 AM

-Lack of game modes
-Lack of the possibility to build a personal base on a personal planet and to buy AI with a % of skill to put in your mechs in order to defend it from other players that decide to assault it
-Ghost heat
-Too low armor
-ppc\gauss desync
-collision system completely bugged and nonsense
-rewards FAR TOO LOW
-GAME COMPLETELY OVERPRICED: like all games, i want to spend 40 euros ( 55-60 dollars i think)and buy the game itself, with all mechs possible, LIKE ALL OTHER GAMES, here, to buy everything, 5000 five thousand dollars are not enought, this is silly and riddicolous.



- LACK
OF
TOURNMENTS
LACK OF 1VS1, 2VS2 MODE

Edited by IL MECHWARRIOR, 14 December 2013 - 01:52 AM.


#180 xMEPHISTOx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,396 posts

Posted 14 December 2013 - 02:37 AM

Quote

List Your Balance Issues That Are Making You Lose Interest In The Game.


I have no issues presently with balance with exception maybe being SRM's being so bad. Other than that the balance in the game is better than it has at any other point.
I am however losing some interest due to the lack of CW's and no hope for seeing it in full implementation anytime soon.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users