

List Your Balance/game Issues That Are Making You Lose Interest In The Game.
#21
Posted 06 October 2013 - 03:57 PM
ECM - ECM is not very interesting, simply anti-missile bubble.
C-bill Earnings - I earn c-bills so slowly that it's hard to encourage myself to play when most optimal builds cost upwards of 10mil c-bills, depending.
Terrible hitboxes - Awesome anyone?
Convergence - I don't particularly care much about convergence, but ballistic weapons are so good because of it.
Ghost heat - I don't have much distaste for ghost heat but it makes energy heavy builds more undesirable. Also makes playing an Awesome even more awful.
#22
Posted 06 October 2013 - 04:28 PM
#23
Posted 06 October 2013 - 04:34 PM
#24
Posted 06 October 2013 - 04:43 PM
Xaositect, on 06 October 2013 - 04:28 PM, said:
Disconnected players indirectly troll you... being unable to ready and occasionally not register as disconnected until after the countdown.
#25
Posted 06 October 2013 - 04:53 PM
BS money sinks
extreme mc cost of... well anything at all
#26
Posted 06 October 2013 - 04:56 PM
#27
Posted 06 October 2013 - 05:51 PM
Enemy start point does not appear on map until it's discovered.
King of the cap point game mode.
Rework weapon convergence. Example. A Jagermech and Spider can stand chest to chest and the Jäger can shoot the Spider in the chest with Gauss Rifles. An amazing feet of dexterity with no elbows and a long barreled rifle.
#28
Posted 06 October 2013 - 07:23 PM
Lack of class / tonnage balancing between teams. Which would promote a far greater variety of mechs and gameplay.
HSR creating phantom damage and your client providing you with poor (laggy) information to make good decisions on. As in seeing an enemy mech turned side ways to you facing away, doing a peek and shoot, thinking you hit them without a chance to fire back at you before you regained cover, but a couple of seconds later you magically take a massive alpha damage from said mech, which you didnt see happen...which you thought couldnt have happened...he wasnt even aiming at you...and you were well behind cover and unhittable at that point. HSR is creating some very unintuitive situations. It doesnt intentionally do it, but you get tricked in certain situations.
Pop tarting, being the best way to engage in combat. Fully unload on an enemy, have little chance to be hit back, and if you are hit, you still most likely take a fraction of the damage, or take it to an area that is often non critical and not hit often afterwards (legs). Because with current HSR, though you think you unloaded on that jumping mechs center torso, you might not have in reality.
Taking damage to front of your mech when shot from behind and vice versa, even with energy weapons.
Hit detection is spotty. Probably a HSR issue.
Positional rubberbanding. Walking next to ally mechs, then getting teleported around each other cause the game cant figure who's where. Being in a brawl and getting rubber band teleported around each other and into terrain because the game cant f'ing figure out who's where. Your brawling - you are about to pull the trigger, you got the enemy mech lined up in front of you and *poof* he's behind you, or you're behind each other, or your face planted into a wall ... alpha wasted / shot wasted. Happens often in tight fights and when its the thing that kills you, its f'ing infuriating.
#29
Posted 06 October 2013 - 07:39 PM
#30
Posted 06 October 2013 - 07:57 PM
Imperius, on 06 October 2013 - 12:33 PM, said:
This is just a few in my opinion.
Got a deal.
25% of the games the best are with the normal players and the rest are the best with the best.
#31
Posted 06 October 2013 - 08:20 PM
Weight caps
Assault mode trends way too heavy and it makes things miserable for medium pilots. On top of that, the slow speed of assaults has a broader impact on the pace of the match. Assaults wont often flank or push because they're too slow to retreat. When none of the assaults move up, the heavies and mediums can't move up as easily. I'm usually stuck in my hunchback leading the charge because my atlas buddy is cowarding behind a rock waiting for someone else to go first.
When weight caps get introduced you fix a lot of the problems like 4-man atlas or 4-man spiders that have a tendency to muck up the weight matching. Also, depending on the weight they wind up using, it will make the game a little more mobile. Finally it makes assaults less common and mediums more common.
weight caps can't come fast enough imo.
#32
Posted 06 October 2013 - 08:25 PM
Imperius, on 06 October 2013 - 03:15 PM, said:
Welcome to the club...
#33
Posted 06 October 2013 - 08:29 PM
1. More game types! (Where's the respawn/drop system?)
2. U.I. 2.0 (It's coming soon I know)
3. Ghost Heat. C'mon seriously? Heat sinks are already too low as it's pretty impossible to run heat neutral. (my poor Awesome with 22 double figgin heat sinks can't fire 3 PPC's CHAINED for any length of time)
4. Role Warfare rewards. We still basically only reward for damage and kills. No real acknowledgement of scouting/support.
#34
Posted 06 October 2013 - 08:32 PM
Awesome - Hit boxes, Heat System and overall physical width hurt this mech.
Trebuchet - Way too massive for the tonnage. Definitely needs resizing.
Quickdraw - Same as the Trebuchet in it needs physical resizing. Gimped by heavy jump jet weight. Could use Medium class jump jets to offset this weakness.
Commando - "Lightest of the lights" at the moment. Extremely weak armor. Has the same speed restrictions which hamper it further.
Dragon - Huge CT hit box is a massive target. Too slow to make use of it unless you forgo weapons.
Kintaro - Way to large for it's tonnage. Needs resizing. Did have it's hard points fixed.
Raven - Needs improvements to it's speed to offset the hit box "improvements"
Highlander - I personally feel it's too tall in comparison to the concept art. I expected a stockier shorter assault to lend credence to the Death From Above move.
Cicada - Too weak stock armor, overly reliant on XL engines to compete against lights.
Blackjack - seriously hampered by it's engine speed ratings. Weight limits build variety. A little too big for it's weight class.
Hunchback - 4G, 4H, 4P & 4J are gimped by their massive "shoot me" hunch. Improved with greater engine rating but still needs another look at.
Victor - Was ideally supposed to be the "ballistic heavy" assault. Gimped by developers fear of dual AC20/Dual Gauss. Could tweak the 9K to have an additional ballistic hard point in the right torso. This prevents the dual AC20 but gives the mech some greater uniqueness.
Generic Tweaks to Mechs:
Give mechs their own "design quirks" like from special table top rules. Like better heat dissipation for the Awesome on the AWS-8Q and AWS-9M using a "Combat Computer". Credit for this idea goes to General Taskeen and his thread.
These can be custom like armor bonuses to mechs that could use them like the Centurions Shield arm or the Hunchbacks hunch.
Other issues:
Hit detection needs to be fixed asap.
Seriously need weight restrictions in here asap. Way too many Heavy and Assault mechs in every match. Mediums are handicapped by their general faults (slow speed vs lights, low firepower vs heavy and assaults, nearly identical speeds compared to heavy mechs).
Followed by a new game mode. Rather then spend tons of time on a convoluted attack & defend mode create a mutation of conquest called.... King of the Hill!
Description:
Starting point is the middle. Doesn't take long to cap. Lasts for 30-50 points. The auto shuts down and the map randomly chooses the next point out of the 4 other stock conquest points and maybe adding in 2-3 additional ones.
The good old Deathmatch.
Description:
Standard FFA fair. Have map boundaries shrink with every mech killed to reduce movement area.
Other content:
Add in missing unique Battlemech Variants:
Commando COM-1C - Removes all missiles and replaces with an AC2. Retains the Medium Laser.
Commando COM-5S - Gives the Commando a Star League upgrade (Artemis, Endo, Ferro-Fribrous and CASE) Av. 3050
Centurion CN9-AH - Removes the 2 CT Medium lasers and AC10 and replaces with a AC20. Retains LRMs. Was previously in Mechwarrior Online. Should be an easy addition. Only Centurion without energy hard points.
Hunchback HBK-4N - Combines the 4H and 4J Models by having 1 AC5, 2 LRM5's and adding 2 Medium Lasers for a total of 5. (5 energy, 1 ballistic and 2 Missile hard points)
Cataphract CTF-3L - MASC variant. LBX10, ERPPC, 4 MPL and DHS. No Jump Jets. Available 3050.
#35
Posted 06 October 2013 - 08:32 PM
Mak54291, on 06 October 2013 - 07:57 PM, said:
Got a deal.
25% of the games the best are with the normal players and the rest are the best with the best.
No the ELO brackets should just work. I should never see trial mechs on my team while the whole other team is full of customized effective mechs. I do not know my ELO but I figure it must be high and it's all achieved in the pug environment. In my ILYA the only heavy and my primary mech I play I have 111 wins and 83 losses giving me a +50 ELO difference and a 57.22 winning percentage. 231 kills and 111 deaths 2.08 K/D ELO is supposed to go by weight class and this is the only heavy I play.
I will get matched with some of the worst players I've ever seen. Missing an Atlas at point blank, bunching up like a heard of sheep where no one can move or fall back if need be, running 9 laser hunchbacks and completely overheating after the first shot, the lights never scout, I know the K/D is a non factor I just added it to show I'm doing my part. I run Gauss x2 Medium Laser x3 Ilya. I always aim for cockpits and often get them, and if I miss it counts as a CT hit. I do sit back because I am not set up to brawl it is strictly a sniper build.
I thought ELO was supposed to match me with people on my skill level, against people of my level. That is not the case, because when I get matched with the players in trial mechs asking how do you use night vision and {Scrap} that's a here's your sign moment.
#36
Posted 06 October 2013 - 08:38 PM
#37
Posted 06 October 2013 - 08:39 PM
DeaconW, on 06 October 2013 - 08:25 PM, said:
Welcome to the club...
I've been in this club since closed beta, and have quit 2 times since I started playing this game. I love how at the launch the devs said this F2P game is made by the fans and wouldn't be possible if it was a pay $60 upfront game and you take what you get. Honestly they don't listen to re fans at all, we are constantly told "working as intended" and most fans have paid more than $60 for a game that is take what you get.
They haven't listened to half of our complaints.
#38
Posted 07 October 2013 - 01:06 AM
#39
Posted 07 October 2013 - 01:17 AM

#40
Posted 07 October 2013 - 02:07 AM
Energy weapon heat is too high (or rather the heat system is broken, depending on how you look at it).
LRM's are hugely UP as direct fire weapons and slightly OP as indirect fire weapons.
GECM isn't GECM.
Lights perform the mediums role.
Most maps are small, with way too much cover.
Weapon ranges are too short (except ballistics).
Mechlab causes 90% of the games problems (imo).
3pv in matches instead of testing grounds/tutorial.
Lack of a mandatory tutorial.
Oh yeah, and PGI's seeming inability to admit they may have done something wrong.
Edited by Wolfways, 07 October 2013 - 02:09 AM.
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