Patch Day Nov. 5Th is LIVE!
#341
Posted 06 November 2013 - 02:19 AM
Hero Catapult = ok
Champion Blackjack = great
Seismic Nerf = ok
UAV Reward = ok
Catapult Weapon Visuals = fail
Fire Selected Group" removed = epicfail
#342
Posted 06 November 2013 - 03:41 AM
DirePhoenix, on 05 November 2013 - 03:34 PM, said:
Yes for me (us) it is. I like to build all kind of different mechs. Sometimes with up to 6 different weapon groups, all with their own use during batle. Sometimes 3 groups for a cold map and the other 3 for a hotter map. Sometimes for firing a sequence of weapons say: "Fire LBX to blind target a bit, then lasers for precise dmg, then SRMs if target is still close." Ofcourse this can be achieved with different fire weapon group X buttons aswell, but i don't like that. Yes i use alpha-strike builds aswell at times, but to me they tend to get boring. Being able to swith between different groups is therefore a big thing for me and others. Please also note that alot of players (both new and old) have been used to scrolling through weapons in other FPS games from day one. Think of all the cars that have manual gearchanging and they would suddenly remove the stick (or better comparison: Flippers.) and put 6 buttons on the dashboard to shift gears. Imho, it would make no sense at all for the people that are used to shifting with flippers at the wheel.
Each player has their own playstyle, which is perfectly fine. But nerfing one group like this is not the way things should be in my opinion.
Regardless of the arguments above. Why would they remove an option like this? It's not like it is hurting anyone, or making the game unfair? I just fail to see the logic behind this. I do hope you and others understand why we are rather pissed at this removal of this option. So if you could protest with us, that would be awesome!
Regards,
J.
#343
Posted 06 November 2013 - 04:27 AM
Mad Pig, on 05 November 2013 - 11:44 PM, said:
I havent updated yet but others have said its still there, you just will have to goto the options and rebind it the way you want.
Personally, I bound my Left Shift key to the fire selected weapon group binding, and usually had group 6 selected with it. (for my ac's or any main torso weapon really but mainly for ac/20 on atlas, single erppcs on a torso etc etc) So it really wouldn't effect me as I would just rebind left shift to group 6.
However if it HAS been totally removed, as in you cannot rebind a key to it unless you recreate the actionmap linked to the command, that would be a little silly imo. There really is no reason to remove it. (if that is the case.......others have said its still there just not bound to mouse 1 anymore by default). Im sure many people use it in the default way.
I guess really, if it has not actually been removed, they should change the wording in the patch notes to
"Unbound Fire selected weapongroup from mouse 1. Mouse 1 now is bound to Fire Group 1. Mouse 2 is Fire Group 2. (Fire selected weapongroup now has no binding by default and to use it will have to have a key assigned in the options menu.) "
Edited by Fooooo, 06 November 2013 - 04:29 AM.
#344
Posted 06 November 2013 - 04:46 AM
#345
Posted 06 November 2013 - 05:12 AM
XtremWarrior, on 06 November 2013 - 12:59 AM, said:
It IS irreversible. It doesn't matter what's "written." You do not have the option for a "Fire Selected Weapons Group" key. It is gone. Go into the game and try it out.
Understand now?
How funny that you would be so quick to call the people who are actually being accurate, "no-brainers."
Edited by Bloodweaver, 06 November 2013 - 05:13 AM.
#346
Posted 06 November 2013 - 05:25 AM
Tomoth Amon, on 06 November 2013 - 04:46 AM, said:
See, this is the problem I have and was dreading.
UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.
UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.
I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.
For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.
#347
Posted 06 November 2013 - 05:33 AM
#348
Posted 06 November 2013 - 06:08 AM
NuclearPanda, on 06 November 2013 - 05:25 AM, said:
See, this is the problem I have and was dreading.
UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.
UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.
I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.
For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.
Oh I knew I would more than likely not make my money back on the uav's that I buy but if it helps me and my team win a victory and helps me level up some mechs I'm working on with bonus xp then hey I'm Kool and the Gang with it. But of course I was using uav's before we got the bonus c-bill and xp for using them. So I guess I am grateful for what little bit I do get from them.
Edited by Tomoth Amon, 06 November 2013 - 06:08 AM.
#349
Posted 06 November 2013 - 06:11 AM
#350
Posted 06 November 2013 - 06:21 AM
J4ck4l, on 06 November 2013 - 03:41 AM, said:
Because they want to enter console market. Consoles can't handle customisable controls. PIG either just wants to test game balance without advantages offered by selecting weapon groups on the fly before making console port, or they plan to run cross-platform servers and will gradually remove any advantages PC players can have over console players.
#351
Posted 06 November 2013 - 06:27 AM
#352
Posted 06 November 2013 - 06:31 AM
mechbane, on 06 November 2013 - 06:27 AM, said:
Its fast, it has jumpjets, custom paint and a 30% CBill boost. In my mind it'd be lethal with 2xLL's and 4xML's if piloted properly. Just my opinion.
#353
Posted 06 November 2013 - 06:32 AM
mechbane, on 06 November 2013 - 06:27 AM, said:
I'm finding it a lot of fun and getting good return on it. It does have JJs and double ams... so I guess that isn't a tweek?
Put a bigger engine in it.
#354
Posted 06 November 2013 - 06:38 AM
Those launchers on Catapults looks weird namely with 6xSSRM2...do we rly need those additional strap-ons for 6 tubes?Also I do not like that bay doors no longer hide all launchers.
Oh and nerfing Seismic sensor into oblivion <3 .No longer wall-hack.Yes please .
I do not care about key remaping since I used fire selected group for froup 1 anyways and I think every1 is able to remap weapons/keybinding how it works for them...they had to use that key on any bind for any weapons or not? .
Overall good patch Imho.
#355
Posted 06 November 2013 - 06:44 AM
Fooooo, on 06 November 2013 - 04:27 AM, said:
Hilarious how you're taking one segment of the playerbase's word for this when both you and they have not confirmed the truth on your own - the FACT is that the Fire Selected was REMOVED, and the remap comment in the notes was that Fire Weapon Group One is remappable.
Checking the facts is HARD!
Morang, on 06 November 2013 - 06:21 AM, said:
Copy-pasted from Patch Feedback:
The irony is that anyone who claims this was done to make it portable to consoles didn't think through what they were saying before they said it, because the one key per group system is completely unusable on a console.
Don't believe me? Go look at a playstation controller. Note the two thumbsticks, and the number and placement of buttons. Four buttons for the right thumb, and two top triggers for each pointer finger. So, eight buttons total. That means 6 of those dedicated to Pretty Goddamm Incompetent's new brainless weapon firing scheme.
There's a problem there. See it? It has to do with the thumbs...
If you said, those four thumb buttons are unusable you would be correct. Remember - MW would need BOTH thumbstick controls, meaning that those four thumb buttons won't be used in-game. So that leaves the top triggers, at which point the only firing scheme available would be this - two triggers to select weapon group and one to fire.
Irony isn't that none of you thought of that... it's a sad fact that most don't think things through before they speak. No, the irony is that the only way to play MW:O on a console is the control scheme Pretty Goddamm Inane just killed.
Edited by Sir Roland MXIII, 06 November 2013 - 06:45 AM.
#356
Posted 06 November 2013 - 07:03 AM
NuclearPanda, on 06 November 2013 - 05:25 AM, said:
See, this is the problem I have and was dreading.
UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.
UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.
I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.
For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.
This is my thoughts exactly. I am having enough trouble grinding cbills as it is and it is even harder when I play a light mech. No I don't expect it to be a money maker but I don't really want to throw money away either. Its just not worth it.
S
#357
Posted 06 November 2013 - 07:27 AM
Sir Roland MXIII, on 06 November 2013 - 06:44 AM, said:
If you said, those four thumb buttons are unusable you would be correct. Remember - MW would need BOTH thumbstick controls, meaning that those four thumb buttons won't be used in-game. So that leaves the top triggers, at which point the only firing scheme available would be this - two triggers to select weapon group and one to fire.
They probably wouldn't use the four thumb buttons to fire additional weapon groups. It'll be for things like coolant flush, UAV and Airstrike/artillery strike. The bumpers can be used to switch weapon groups. Not sure how they'll do jump jets... maybe left control push down, and when activated it goes into arm lock mode and the right controller changes aspect? No torso twisting in the air. Or maybe one of the bumpers can be jump jets, and the other scrolls the triggers through weapon groups.
Not a very clear way on how to include all the functions of the current client into a controller. Even if this is the plan, there are more things to do than the controller allows.
#358
Posted 06 November 2013 - 07:28 AM
Vela Terentius, on 05 November 2013 - 11:43 AM, said:
So, engineering expert.. how does a battlemech work in real life again???
#359
Posted 06 November 2013 - 07:33 AM
MWHawke, on 06 November 2013 - 07:28 AM, said:
The game shouldn't be balanced or developed on the real world. The gameplay should dictate design, and having modules that are complex and situational makes for good gameplay. If they have benefits with limitations in various circumstances, then it'll provide good players a way to have an additional advantage over someone who just sees a red dot on their screen and reacts.
#360
Posted 06 November 2013 - 08:32 AM
J4ck4l, on 06 November 2013 - 03:41 AM, said:
Yes for me (us) it is. I like to build all kind of different mechs. Sometimes with up to 6 different weapon groups, all with their own use during batle. Sometimes 3 groups for a cold map and the other 3 for a hotter map. Sometimes for firing a sequence of weapons say: "Fire LBX to blind target a bit, then lasers for precise dmg, then SRMs if target is still close." Ofcourse this can be achieved with different fire weapon group X buttons aswell, but i don't like that. Yes i use alpha-strike builds aswell at times, but to me they tend to get boring. Being able to swith between different groups is therefore a big thing for me and others. Please also note that alot of players (both new and old) have been used to scrolling through weapons in other FPS games from day one. Think of all the cars that have manual gearchanging and they would suddenly remove the stick (or better comparison: Flippers.) and put 6 buttons on the dashboard to shift gears. Imho, it would make no sense at all for the people that are used to shifting with flippers at the wheel.
Each player has their own playstyle, which is perfectly fine. But nerfing one group like this is not the way things should be in my opinion.
Regardless of the arguments above. Why would they remove an option like this? It's not like it is hurting anyone, or making the game unfair? I just fail to see the logic behind this. I do hope you and others understand why we are rather pissed at this removal of this option. So if you could protest with us, that would be awesome!
Regards,
J.
Switching weapon groups is not like switching gears. In cars you have to go through gears sequentially. You don't have to fire or switch weapon groups sequentially
Your way: firing Group 1 and switching to and firing Group 3 takes 4 steps (regardless of using arrow keys or 'Select Next Group' button):
- 1) Fire Selected Group (Group 1)
- 2) Select Next Group (Group 2)
- 3) Select Next Group (Group 3)
- 4) Fire Selected Group (Group 3)
- 1) Fire Group 1
- 2) Fire Group 3
Edited by DirePhoenix, 06 November 2013 - 08:46 AM.
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