Wow this thread has been flying lately... 4-5 pages while I recooperated from yesterday's posting...
Craig Steele, on 06 January 2014 - 06:47 PM, said:
CoD and BF4 also have respawns. Get shot in the head, wait your time and get back in there.
MWO is not that game. Once your dead your dead, back to your 2 minute search / load screens for a new match.
atm, this issue of pin point alpha one shotting mechs is meaning many players spend more time watching the load screen and walking to the skirmish line than fighting.
I don't care what IP you use, old or young gamers want more than load screens and pressing "w".
This is one of the issues I have with front loaded damage. I know hitting is skill based, but there is a large amount of luck involved as well, with your skill/luck as an anonymous person directly relating to my skill/luck avoiding that hit. Basically, a lucky stray bullet can take me out as soon as I enter combat, irregardless of my own actual skill, as I have no possible way to spread damage if it connects.
Sandpit, on 06 January 2014 - 07:14 PM, said:
I jsut don't agree here and again I think it's somewhat subjective. I don't think burst fire or convergence (except what I mentioned earlier) will fix what you're talking about though
I read so much since I clicked "multiquote" I can't actually remember what you were talking about... Sure wish it quoted the whole post, not just your part of it...
Varent, on 06 January 2014 - 07:28 PM, said:
I still feel the solution would be moderating jump jets, prevent the damage alot of teams take coming in without reprisal and you change the dynamic of brawling extensively. This would make groups feel alot more effective overall in different roles.
That said and reinforcing another point... we need the ability to test ideas on the test servers more often....
Jump jets have nothing to do with front-loaded damage, other than making good use of it. Removing/changing jump jets will not affect front-loaded damage.
I definitely agree with you about testing, though. Maybe if we say it enough PGI will get the point.... Lol, who am I kidding?...
Sandpit, on 06 January 2014 - 07:28 PM, said:
Yea but it's also like saying i did 600 damage! I did great!
Uhm it was spread out over 12 mechs though.....
as opposed to
I only did 350 damage
It was all to one mech though
Which one was actually more effective?
This is exactly the reason front-loaded damage is immensely more powerful than duration/spread systems: all damage to one location is dramatically better than some damage spread to several locations.
Varent, on 06 January 2014 - 07:31 PM, said:
Im not sure how to feel about the fact that you actually wanted to go count them? What would concern me more is ive seen very few of these names in game.... and I play ALOT in multiple elos since I run with alot of groups of newer players to help teach them.
I would hope to see at least a few of the names posting here in game but I see very very few... wich leads me to believe alot of these posts are being made by players that dont actually play alot...
I play every single night, with few exceptions (tornado, ISP outage, etc), for at least a couple hours. Well more than my wife prefers, apparently...but she's a good sport about it, lol. I have never once saw your name, but I have to admit I don't particularly pay attention to who is playing most times. As you have said you often play 12-man or in a group helping new people, I would be willing to bet that is why. I only drop solo, and while I am not a high ELO player, I'm also not quite a noob anymore - I would say I am safely in the middle somewhere.
I am at just around 2,500 matches, having been playing since May 12 of last year, which is 240 days. That means I am averaging about 10.5 matches per day.
Varent, on 06 January 2014 - 07:51 PM, said:
So are you playing less simply for your lack of joy regarding the game and your want for chanage and is that why your here? Why do you post and what motivates you?
I suppose thats what im getting at. Alot of people seem to post here for changes that would make them play more and while that is a good thing they should also understand that the game needs to move in a direction that will get the MOST to play, even if that majority seeks a play style that might not appeal to some people that is the direction all companies need to move in to make profit. Its simply a fact. Personally I want that. I want to see the most players possible playing a game I enjoy even if some of those changes are things I dont want personally.
I agree completely. We just happen to think different things will be better to make that happen. 3PV was implemented to make the game more appealing to "mainstream" fans, so I don't always think that is a good thing, but once the fires died down, 3PV didn't make the game worse like everyone screamed, and I think your "side" is doing the same screaming about burst-fire ballistics. My goodness... Did I just compare burst to 3PV??? Ugh, I need to go wash my hands now...
Sandpit, on 07 January 2014 - 06:50 AM, said:
Ok just a question.idea:
If convergence and burst fire mechanics were completely 100% off the table. Moses himself posted on the forums saying it will not happen.
What would you guys do to help balance the weapon classes?
I ask it this way because honestly that's really the huge sticking points between the two "sides" that I see. It's not even that I am saying they couldnt' use a little love or tweaking, I just do not like the idea of burst fire or losing convergence. So, if those were simply not optional, what other ideas do you have?
I'm just asking to maybe get someone to come up with some different ideas that maybe more can agree upon. The more that agree upon the idea, the more likely it is you can get PGI to say "Hey, these guys have a good idea with a lot of support, we should take a look at this and dedicate some of our limited resources to it"
I would agree with you to an extent Joe but there are a few discrepancies in weapon classes right now that could be balanced out a bit better. There is definitely the "easy button" crowd wanting everything dumbed down though but I don't see that in the last several pages on this thread. most of those lost interest when we started having a serious discussion and stopped feeding the trolls for the most part
That's a good question, but hard for me to answer. Burst is the exact thing I would like implemented, as I think it will address the issues without causing any extraneous damage. Of all the other suggestions, some of them have been a good start - such as fixing the range modifier discrepancy and a global cooldown - but neither address the front-loaded issue itself. I would have to say those are my votes if we had to take burst off the table, though.
Having answered yours, though, say they DO implement burst fire ballistics: How would YOU like to see it implemented? How would you make it palatable if you were given the order to make burst fire happen?