Edited by KingCobra, 09 October 2013 - 02:05 PM.
"oh My God! It's An Atlas!"
#121
Posted 09 October 2013 - 02:04 PM
#122
Posted 09 October 2013 - 03:00 PM
KingCobra, on 09 October 2013 - 02:04 PM, said:
and when called out for proofs, change the subject. You don't work of the United States GOP perchance, do ya?
#123
Posted 09 October 2013 - 03:04 PM
#124
Posted 09 October 2013 - 03:35 PM
Escef, on 09 October 2013 - 03:04 PM, said:
i'm actually apolitical. I am just as willing to mock empty headed Dems as I am equally empty headed Reps. And anyone who actually buys into political parties thinking they actually give a {Scrap} about us, needs a head check, no matter their political leaning. Last I checked, in this "Shutdown" no Pols from either side are losing any money.
At least here where I live now, people don't try to pretend their politicians aren't corrupt greedy boogers.
#125
Posted 09 October 2013 - 03:37 PM
Edited by kiriage, 09 October 2013 - 03:39 PM.
#126
Posted 09 October 2013 - 03:56 PM
Alistair Winter, on 08 October 2013 - 02:28 PM, said:
Even in WoW, I remember a slightly raised heart beat during the early days, when the game was still new and you ran into an enemy player with epic PvP gear and some kind of fearsome PvP title.
In MWO, there's none of that. You'll see a team with 7 assault mechs and they'll probably still only do 200 damage each. Two of them are stock green Champion mechs, running around shooting randomly at buildings and trees. The guy that ends up doing top damage is a Spider with a PPC.
Of course, I'm a big advocate of equally powerful mech classes, as long as everyone is free to choose any mech without consequences. You'll often see me on the forum, arguing that light mechs and medium mechs need a buff. But in my heart of hearts, I wish certain assault mechs were just death incarnate, to the point where a whole team would panic at the mere sight of them. And I'm not just talking about assault mechs being powerful, but also the sense of dread when you know that they are probably piloted by some of the best pilots in the game.
We'll still have that with CW, I guess. Some merc companies will get a reputation for their skill. And anyone who's a member of the Wolf's Dragoons is going to be a big deal. But I still want to bump into an Atlas on the battlefield and just gasp "MY GOD!"
TL;DR - Blah, blah, nostalgia. Games were so much better when I was young. Since Wolfenstein, FPS games just aren't what they used to be.
While it is cool-sounding, I want you also to realize that every game you cite in this post and later ones are singleplayer games. You just can't have jawdropping, scary-as-hell OP enemies in multiplayer only games, because that's just not fun for either side (well, it's fun for the OP side for a while, but that doesn't last). Even games where there are huge scary enemies like Unreal Tournament's Leviathan have to have massive drawbacks like being heinously slow, and once you know how to take them on they're not that bad.
If you want a big scary Atlas, get PGI back on their singleplayer reboot of Mechwarrior 3025. Remember that trailer? You know, the one? Here, I'll link it for you.
Now that you're done watching how cool that is again, take a minute to think about how amazing it would be to run into that if you could save, plan ahead, and really wanted a challenge to overcome. Once you're done with that, think about if that was how MWO worked; you get blindsided by an Atlas, just instantly dead, nothing you can do about it. One of those sounds like fun, the other doesn't; losing the scariness of the big mechs was already done the moment PGI decided to go multiplayer.
#127
Posted 09 October 2013 - 04:45 PM
aniviron, on 09 October 2013 - 03:56 PM, said:
While it is cool-sounding, I want you also to realize that every game you cite in this post and later ones are singleplayer games. You just can't have jawdropping, scary-as-hell OP enemies in multiplayer only games, because that's just not fun for either side (well, it's fun for the OP side for a while, but that doesn't last). Even games where there are huge scary enemies like Unreal Tournament's Leviathan have to have massive drawbacks like being heinously slow, and once you know how to take them on they're not that bad.
If you want a big scary Atlas, get PGI back on their singleplayer reboot of Mechwarrior 3025. Remember that trailer? You know, the one? Here, I'll link it for you.
Now that you're done watching how cool that is again, take a minute to think about how amazing it would be to run into that if you could save, plan ahead, and really wanted a challenge to overcome. Once you're done with that, think about if that was how MWO worked; you get blindsided by an Atlas, just instantly dead, nothing you can do about it. One of those sounds like fun, the other doesn't; losing the scariness of the big mechs was already done the moment PGI decided to go multiplayer.
I think this all sadly falls down to the player using it that creates the "oh ****" factor, its just like when you were playing a match in CS. If there was a player using an awp what made it scary was could he actually use it? Nothing scarier then having a 2-1 advantage and he drops 1 in a split second, thats scary. with this game there really isnt a huge individual player skill, Im not saying that there are not good players but i think the customization and in game factors remove the individual player name.
I dont know if i said it right.
My point being if you jumped into a match and went oh **** its "aniviron" (sorry dont know what mech you play) then im worried about the mech that said player is known for.
What we need for that is to give players the ability to set their mech apart(for pugs mostly) and in matches (house colors,Merc colors) that sort of thing
Then we get these matches where we know that player or that clan not because of the player name but the mech itself, that would create the fear factor for me anyway, going up against a player who I know is damm good with an Atlas.
There is my coffee fuel idea
#128
Posted 09 October 2013 - 04:51 PM
The complete lack of a metagame has pidgeonholed PGI on the other direction though. Frankly, R&R was a lackluster mechanic, however, in order to have assymetric power in the battles, some kind of external check might be needed. I just don't see PGI going that way though, I think they are much more minded in making this an e-sport with tight balance than a simulation game.
#129
Posted 09 October 2013 - 04:55 PM
Nubirak, on 09 October 2013 - 04:51 PM, said:
The complete lack of a metagame has pidgeonholed PGI on the other direction though. Frankly, R&R was a lackluster mechanic, however, in order to have assymetric power in the battles, some kind of external check might be needed. I just don't see PGI going that way though, I think they are much more minded in making this an e-sport with tight balance than a simulation game.
Edit:
I'm not sure how many people here play Warthunder, but you can find this sentiment there (they have a R&R mechanic), sometimes you scout a plane that is two or three tiers above you and you know it's going to be a tough fight, but it adds thrill to the game. Also, some mechanic to make more powerful mechs more rare doesn't need to be restrictive, skilled, experienced players may be able to purchase the mech more often, but persistent newbs could also save some matches for it. In Warthunder I can make the repair cost for the highest tier plane in 3 matches, which would be quite tolerable in MWO.
#130
Posted 09 October 2013 - 05:07 PM
Wilhelm Fraek, on 09 October 2013 - 04:45 PM, said:
I dont know if i said it right.
My point being if you jumped into a match and went oh **** its "aniviron" (sorry dont know what mech you play) then im worried about the mech that said player is known for.
What we need for that is to give players the ability to set their mech apart(for pugs mostly) and in matches (house colors,Merc colors) that sort of thing
Then we get these matches where we know that player or that clan not because of the player name but the mech itself, that would create the fear factor for me anyway, going up against a player who I know is damm good with an Atlas.
There is my coffee fuel idea
That is kind of my point though- the AWP is an excellent example of an unbalanced weapon that can make games unfun. While a good player with an AWP will generally defeat two lesser players without AWPs easily, so will a decent player be able to beat two better players simply because he has better gear. At higher levels of play (at least in source and 1.6) the only thing ever stopping everyone from taking an AWP/deagle loadout every single round was the cost. MWO has no such balancing method, and so implementing very powerful gear like the AWP in a game like MWO would backfire pretty badly, as there is no more risk to dying in a bad mech than a good one; you only get one life, regardless.
I also can't help but feel that part of the reason people tend not to be scared of individual pilots in this game is that what passes for tactics in every single pug match is "don't you dare leave the giant metal death ball." This means that it's rare to ever get into a 1v1 fight at all unless you're a light (in which case the battle is decided entirely by who has more streak srms) and it's hard to be afraid of someone when you and your 250 tons of backup are target firing them. No matter how good they are, there's not a lot you can do about that.
#131
Posted 09 October 2013 - 05:10 PM
Nubirak, on 09 October 2013 - 04:55 PM, said:
Edit:
I'm not sure how many people here play Warthunder, but you can find this sentiment there (they have a R&R mechanic), sometimes you scout a plane that is two or three tiers above you and you know it's going to be a tough fight, but it adds thrill to the game. Also, some mechanic to make more powerful mechs more rare doesn't need to be restrictive, skilled, experienced players may be able to purchase the mech more often, but persistent newbs could also save some matches for it. In Warthunder I can make the repair cost for the highest tier plane in 3 matches, which would be quite tolerable in MWO.
Very good idea as a mater of fact I fell head over heals in love with WarThunder it is truly a fun challenging game. It has its faults but is overshadowed by all the attention to detail and just plain fun. MWO at the very start of closed beta could have become a simulation/arcade game like WarThunder by duel game play mods for Arcade like Mechwarrior3-4 were and hardcore simulation play like MW2 was. PGI or the dev team just lost sight of what MechWarrior truly was as a game and what the fans wanted. If I were to tell you there is a way to capture data from the mwo server and the mwo client analyze the raw data would you believe me then about the armor? weapons over damage amounts from what is actually shown? The key to doing this is from my years working on AC-WEB designing and developing mods for World Of Warcraft. Go there to the site learn how to do all the things yourself. You might even learn how to make your own MWO servers and client. http://www.ac-web.or...ums/content.php
#132
Posted 09 October 2013 - 05:37 PM
aniviron, on 09 October 2013 - 05:07 PM, said:
That is kind of my point though- the AWP is an excellent example of an unbalanced weapon that can make games unfun. While a good player with an AWP will generally defeat two lesser players without AWPs easily, so will a decent player be able to beat two better players simply because he has better gear. At higher levels of play (at least in source and 1.6) the only thing ever stopping everyone from taking an AWP/deagle loadout every single round was the cost. MWO has no such balancing method, and so implementing very powerful gear like the AWP in a game like MWO would backfire pretty badly, as there is no more risk to dying in a bad mech than a good one; you only get one life, regardless.
I also can't help but feel that part of the reason people tend not to be scared of individual pilots in this game is that what passes for tactics in every single pug match is "don't you dare leave the giant metal death ball." This means that it's rare to ever get into a 1v1 fight at all unless you're a light (in which case the battle is decided entirely by who has more streak srms) and it's hard to be afraid of someone when you and your 250 tons of backup are target firing them. No matter how good they are, there's not a lot you can do about that.
Yes but what Im saying is PGI could easily add a balance rish/reward system for such weapons, for one fix the gauss from its current state. I dont mean the charge up I happen to like how it usualy saves me from a wasted shot. Make the ammo heavier in the higher damage weapons for one, this would make things like the ac/20, a risk/reward weapon, higher damage lower ammo count, cant just fire away for an entire match make the shots count.
The awp was my example because in the competitive matchs we only ever allowed 1 player to take it and that was if we had atleast a 1 round advantage. The awp was expensive,very easy to find the player, you could tell exacly what the weapon was after the first shot. it could lose you the round or win it, depended on the player using it.
Off point here but I think the game has moved to much towards ballistic weapons in general, there is no real disadvange to using them and grabbing as much ammo as youre mech can fit, ballistics need a risk/reward factor as do the energy
stronger the energy weapon,higher heat,higher recharge time, more powerful ballistic, heavier ammo, longer reloads or cycling times.
This right now is a mech arcade shooter, I really hope this at one point turns into arma with mechs, they need to put hardpoint restrictions, it makes no sense to have certain equipement on some mechs, how does a spider support a large laser and have the same output as a stalker using a larger laser?
Different classes need to have some class specific weapons or addons. idk in the battletech guys on here can confirm or not
but were the weapons and equipement available to all mech sizes or were some restricted by weight and other factors.
#133
Posted 09 October 2013 - 06:23 PM
Wilhelm Fraek, on 09 October 2013 - 05:37 PM, said:
Yes but what Im saying is PGI could easily add a balance rish/reward system for such weapons, for one fix the gauss from its current state. I dont mean the charge up I happen to like how it usualy saves me from a wasted shot. Make the ammo heavier in the higher damage weapons for one, this would make things like the ac/20, a risk/reward weapon, higher damage lower ammo count, cant just fire away for an entire match make the shots count.
The awp was my example because in the competitive matchs we only ever allowed 1 player to take it and that was if we had atleast a 1 round advantage. The awp was expensive,very easy to find the player, you could tell exacly what the weapon was after the first shot. it could lose you the round or win it, depended on the player using it.
Off point here but I think the game has moved to much towards ballistic weapons in general, there is no real disadvange to using them and grabbing as much ammo as youre mech can fit, ballistics need a risk/reward factor as do the energy
stronger the energy weapon,higher heat,higher recharge time, more powerful ballistic, heavier ammo, longer reloads or cycling times.
This right now is a mech arcade shooter, I really hope this at one point turns into arma with mechs, they need to put hardpoint restrictions, it makes no sense to have certain equipement on some mechs, how does a spider support a large laser and have the same output as a stalker using a larger laser?
Different classes need to have some class specific weapons or addons. idk in the battletech guys on here can confirm or not
but were the weapons and equipement available to all mech sizes or were some restricted by weight and other factors.
True; but while ballistics are OP right now, they aren't the end-all be-all; you certainly see them mixed with other weapons (the meta-compliant 2xPPC 2xAC5 highlander comes to mind right now). My earlier posts were more about how it's bad to have mechs that are scary even when piloted poorly; while I feel that ballistics are pretty scary even in the hands of an unskilled user right now, weapon balance is nowhere near as fixed in this game as it is in a game like CS, and the metagame changes every month with balance passes.
I also feel very strongly that ballistics are only so very good right now for two reasons, both of which are only tangentially related to the damage and heat numbers they produce. The first is that HSR for lasers and especially for missiles has become terrible once again. While ballistics certainly have their fair share of misses that should be hits, SRMs are almost not worth using at this point, LRMs are a joke due to ECM, and lasers are dealing only a fraction of the damage they should be against any non-stationary target. If the netcode were brought up to snuff (or just rolled back to the days of early Open Beta) I'd speculate there would be a lot more build diversity.
The second thing keeping ballistics afloat is the fact that they're not affected by ghost heat; and the only one that is, the AC20, isn't seen nearly as often as the 2, 5, and 10, none of which have heat penalties. This leads to a system where players are punished very heavily for taking energy or missiles in quantity and fulfilling a specialized role that only missiles or lasers/ppcs can fill, whereas the player is free to load up an equal tonnage setup of ballistics and suffers no heat penalties whatsoever. Why would you ever take a weapon system that punishes you for using it optimally (i.e. in groups) when you can take a different weapon system that was balanced to be just as good as the first, but doesn't punish you for using it optimally? This means that either ballistics need ghost heat, or the other weapons need their restrictions eased or removed.
#134
Posted 10 October 2013 - 12:47 AM
aniviron, on 09 October 2013 - 03:56 PM, said:
You'll notice that one of my examples was from World of Warcraft, where PvP gear was always a big issue. Of course, WoW isn't exactly the pinnacle of gaming that all new games should try to emulate. But I would like to see the equivalent of PvP gear in MWO, in the sense that some variants, weapons and/or other gear had to be earned. In WoW, the way to get good gear was to grind and farm, and I'm not a fan of that. I would prefer to see a kind of skill-based criteria, like a number of challenges in order to earn the right to use certain mechs, for example. Let's say you need to score at least 5 kills in a match with any Atlas variant as a challenge in order to qualify for the Atlas D-DC. Or score 1000 damage. Or get a score of 100 and above.
Set some goals with more focus on skill, things that can be accomplished in just a few games if you're good enough. Not goals like "500 wins in Assault mode", that force players to grind for gear.
aniviron, on 09 October 2013 - 03:56 PM, said:
Very kind, aniviron, but I actually linked to this in the OP. So yeah, I remember it.
aniviron, on 09 October 2013 - 03:56 PM, said:
You can never take away the element of chance, or the chance of instant death from a game like MWO. There's always going to be the chance of running into 5-10 enemy mechs around the corner, because you're playing against intelligent and experienced gamers, and they'll often have scouted ahead and laid some kind of plan to surprise you. Not to mention that, if PUGing, your teammates can be quite reliable, so if you make the mistake of overestimating your teammates, you'll often end up dead very fast.
(Twice in the last couple of days, I've run into two lances of heavy / assault mech with no warning, because they were standing in the middle of our position, but only one or two had been targeted by our team, and no one had thought to warn the rest of us that we were under attack. No ECM, no stealthy light packs. Just a bunch of Jagers and Atlases that casually strolled into our midst)
Anyway, you can never take away that element of multiplayer games. If you're playing Capture the flag in Quake, and you're defending one of two routes between the enemy and your flag, then there's always the chance that you will be overrun by a surprise attack and killed very quickly. That's part of the game. If you take that away, we're back to Napoleonic trench warfare.
The thing that got me hooked on online multiplayer to begin with, was the feeling of vulnerability and mortality in CounterStrike. You were just waiting for that AWP round or AK-47 burst in your back. When I first started playing online, I was almost scared to death every time I died. Especially since CS had no music, very few ambient sounds, and there was so much sneaking involved. In MWO, death is rarely so sudden, so it's not quite as scary. Even in a Raven, I can bump into an Atlas, take a full alpha on the nose and survive. It's not often you go instantly from 100% to 0%.
But I never had a problem with instant death in computer games. I actually find it more frustrating when I die a long and inevitable death from a constant LRM and AC2 barrage, shaking my cockpit while I desperately try to get some kind of aim through the clouds of smoke and fire. It's not as fun when you're just spectating your own death for 30 seconds.
Nubirak, on 09 October 2013 - 04:51 PM, said:
The complete lack of a metagame has pidgeonholed PGI on the other direction though. Frankly, R&R was a lackluster mechanic, however, in order to have assymetric power in the battles, some kind of external check might be needed. I just don't see PGI going that way though, I think they are much more minded in making this an e-sport with tight balance than a simulation game.
Agreed on all counts, but although I don't think R&R was perfect, I do think it was better than the current state of carelessness and no consequences.
aniviron, on 09 October 2013 - 05:07 PM, said:
And of course, this was my suggestion for a potential MWO hardcore mode. Buy stock mechs before each battle, like weapons before each match in CS. You die in CS, you lose your AWP rifle and probably don't have enough money to buy a new one with kevlar and desert eagle at the same time. You die in MWO hardcore mode, you lose your assault mech and you're only left with enough money to buy a medium or heavy at best.
Of course, the problem with this model is that PGI can't make money on sellings mechs for MC. Meh, I'd pay MC for a monthly subscription to hardcore mode if I could.
aniviron, on 09 October 2013 - 05:07 PM, said:
Agreed.
#135
Posted 10 October 2013 - 12:48 AM
Personally I don't fear atlases now. Presently i play a jag and i can take 1v1 with any atlas..in 200 games in my jag i encountered only a couple of times good pilots in an atlas, that made me sweat a little in the battle...rest of them are just targets for racking up for damage and points...the problem is not the mech itself but the piloting. And this is not reduced only to atlas pilots...a lot of players have no idea how toi play in a team and how to react to the game situations.
#136
Posted 10 October 2013 - 04:03 AM
But anyway, wait until clan mechs come in. You WILL be seeing that kind of talk when a Masacari or Dire Wolf comes around the corner facing you.
#137
Posted 10 October 2013 - 04:08 AM
Dirkdaring, on 10 October 2013 - 04:03 AM, said:
are you sure that you ran an Atlas - not a JM6-A?
#139
Posted 10 October 2013 - 06:35 AM
http://
#140
Posted 10 October 2013 - 06:41 AM
Wolfways, on 10 October 2013 - 06:35 AM, said:
Just a thought...
No way for me to qualify your Elo obviously... but one point to consider is that there has been a massive influx of new players since release and as such, considering the reduced c-bill net and the cost of light mechs... does it not stand to reason that purely from a statistical standpoint, assuming your Elo is fairly middle-of-the-road, you might simply be matched within this pool of new-players grinding their way to my productive mechs?
Edited by DaZur, 10 October 2013 - 06:42 AM.
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