Distance Between Team Spawnpoints
#1
Posted 03 December 2013 - 02:59 PM
Today, I open the announcement section and also Paul's
updates with great expectation.
And they were actually met. Great posts and things look interesting.
Then I play.
Our lance spawns 2.4KM away from the 8 other players, they seem to spawn about 1KM
from themselves.
They start walking,
Then we see 6-8 red triangles on the map.
The first lance encounters the complete opposite team and
gets mowed down.
They the second lance gets mowed down.
Then out lance kills 5 and get... Mowed down.
The initial lance only had about 150 damage in the 4 of them.
Second match? Exactly the same. First lance, second lance and boom.
I do not know HOW you test this stuff, but you need to change your
testing systems because this is asinine.
I will take a break untill this is fixed.
Thank you and regards.
#2
Posted 03 December 2013 - 03:34 PM
#3
Posted 03 December 2013 - 03:37 PM
Edited by AdamBaines, 03 December 2013 - 03:38 PM.
#4
Posted 03 December 2013 - 03:38 PM
MasterGoa, on 03 December 2013 - 02:59 PM, said:
Today, I open the announcement section and also Paul's
updates with great expectation.
And they were actually met. Great posts and things look interesting.
Then I play.
Our lance spawns 2.4KM away from the 8 other players, they seem to spawn about 1KM
from themselves.
They start walking,
Then we see 6-8 red triangles on the map.
The first lance encounters the complete opposite team and
gets mowed down.
They the second lance gets mowed down.
Then out lance kills 5 and get... Mowed down.
The initial lance only had about 150 damage in the 4 of them.
Second match? Exactly the same. First lance, second lance and boom.
I do not know HOW you test this stuff, but you need to change your
testing systems because this is asinine.
I will take a break untill this is fixed.
Thank you and regards.
Please make a milestone out of this. Terra Therma and River City play in an awful mode, the first.. all happens what you said, the second, there's no tactical choice to go river/citadel or upper or lower. Tourmaline 1 lance is right in the teeth of the enemy.
Splitting the lances is an extremely bad idea, especially considering the matchmaker that fails @ balancing even classes. And I took the mid-tier MC package after those command chair posts, I'm already regretting to have done so as well.
#7
Posted 03 December 2013 - 03:41 PM
MasterGoa, on 03 December 2013 - 02:59 PM, said:
Today, I open the announcement section and also Paul's
updates with great expectation.
And they were actually met. Great posts and things look interesting.
Then I play.
Our lance spawns 2.4KM away from the 8 other players, they seem to spawn about 1KM
from themselves.
They start walking,
Then we see 6-8 red triangles on the map.
The first lance encounters the complete opposite team and
gets mowed down.
They the second lance gets mowed down.
Then out lance kills 5 and get... Mowed down.
The initial lance only had about 150 damage in the 4 of them.
Second match? Exactly the same. First lance, second lance and boom.
I do not know HOW you test this stuff, but you need to change your
testing systems because this is asinine.
I will take a break untill this is fixed.
Thank you and regards.
PGI dont test all his BS stuff...then put in new spawnpoints ..patch..and lie to us..nothing more!!!!...no brain ..no test...no money....thats the PGI way
#8
Posted 03 December 2013 - 04:53 PM
Noxcuse, on 03 December 2013 - 03:41 PM, said:
PGI dont test all his BS stuff...then put in new spawnpoints ..patch..and lie to us..nothing more!!!!...no brain ..no test...no money....thats the PGI way
Even though I think your statement is waaaaaay in accurate as I do software QA for a living...I could not help but think of my favorite meme of all time.
Edited by AdamBaines, 03 December 2013 - 04:53 PM.
#9
Posted 03 December 2013 - 04:58 PM
Edited by Diego Angelus, 03 December 2013 - 04:59 PM.
#10
Posted 03 December 2013 - 05:09 PM
#11
Posted 03 December 2013 - 06:02 PM
#12
Posted 03 December 2013 - 10:00 PM
AdamBaines, on 03 December 2013 - 03:37 PM, said:
Yes, this is how a democracy works.
However, if I had only crossed a single player that likes the new
spawns, your post would have some validity. It has neither validity nor substance.
Just like posting a picture. Cut'n'paste is very easy...
Edited by MasterGoa, 03 December 2013 - 10:01 PM.
#13
Posted 03 December 2013 - 10:10 PM
If you happen to drop very close to each other, most likely a fight has started, and there will automatically be a disadvantage (I'm not sure who is at the disadvantage yet)... since the tonnages probably don't even match up evenly between the two closest groups (who will be able to spot each other in less than 15 seconds after the fight starts), the fight will be a tad more lopsided much earlier and more roflstomps would occur.
15 seconds isn't actually enough to regroup on some maps. That's the core issue.
The conceptual idea is good. The execution is left to be desired.
Edited by Deathlike, 03 December 2013 - 10:11 PM.
#14
Posted 03 December 2013 - 10:31 PM
So I guess what I'm saying, is that I'll have the Prime Rib.
#15
Posted 03 December 2013 - 11:19 PM
Roadbeer, on 03 December 2013 - 10:31 PM, said:
So I guess what I'm saying, is that I'll have the Prime Rib.
Yeah, i enjoyed the 4 hours i played of it. Took out my ol Dragon and did some good damage with it. The Hitbox change was flat out amazing. It didn't sound like much in the Notes, but i feel almost as durable as i do in my Zomturions.
Hell, that last match after coring a Highlander and finding myself face to face with the entire rest of the enemy team, with lasers and missiles coming at me from every damn direction, i lost both arms, all the armor off my entire 'Mech and every internal remaining was bright red before they finally cored me after taking off my leg.
I didn't get that much mileage out of my Dragons before, That was just exhilarating. Didn't even care that i died, i distracted 9 enemy 'Mechs into jumping into the river to chase a disarmed Dragon. Felt good man.
#16
Posted 04 December 2013 - 02:38 AM
It seems like even if you take command and rearrange the lances, the spawn point is set to the default random lance configuration the game chose for you. That means my scout lance will be spread all over, mixed with my assault and my support lance.
Half my assaults might end up in advanced positions, far away from support. My scouts might end at the backyard close to base. This requires a reorganization period that the enemy can exploit and introduces a random element, as If I am lucky enough to have my fast movers deployed in forward position I can have them harass the enemy while they reorganize. Or maybe Im lucky enough to have my direct fire support Mechs spawn close to the middle with great lines of fire, and they can snipe the enemy while they try to rally together.
Im not saying its good or bad. I think though that once pre-launch lances can be configured, this will make much more sense; right now the "luck of the battle" just took even more importance.
Edited by Will HellFire, 04 December 2013 - 02:40 AM.
#17
Posted 04 December 2013 - 04:35 AM
Will HellFire, on 04 December 2013 - 02:38 AM, said:
That's okay. There's no longer a team to scout for, or to support. You're lucky if you even have a lance.
#18
Posted 04 December 2013 - 04:46 AM
Please do not change this. Maybe people will start actually playing together!
Please make the Lances drop together as in the Prematch sreen prepared, that is a Bug that needs to be fixed I think.
#19
Posted 04 December 2013 - 05:21 AM
AdamBaines, on 03 December 2013 - 04:53 PM, said:
<snip>
DUDE.. epic Meme.
I'm a sofware developer, and yes, sometimes I have made changes with very little time for testing and held my breath while I "chucked it over the wall".
Sometimes it actually works. Unfortunately, the "feature police" are ready to bop PGI over the head for any modification made to MWO gameplay.
#20
Posted 04 December 2013 - 05:51 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users