mania3c, on 30 December 2013 - 10:28 PM, said:
In the end...you and people like you may be right.. ACs may be indeed overtuned..problem is..we can't prove it yet..not with current data we have and surely not with analysis you and some other people are trying to do.. We need different data for this..and I believe only PGI has that. Unless they will provide us these data, we are just guessing. or we could try organize light/medium matches.. and test it for ourselves ..but I don't see this happening anytime soon.
What different data are you looking for? It would be great if it was broke down by mech, which I think may be what you are talking about, but making the best use out of the data at hand is what you have to do until more data is available. You can't discount results based upon data just because you think it should be broken down more.
mania3c, on 31 December 2013 - 02:02 AM, said:
I like Ultra AC mechanics ..but you are right there is space for better diversity.. I am not so geeky about battletech ..but aren't there more AC types? like Rotary ACs for example?
There is the "standard" autocannon, rotary (multi-barrel, like a Gatling gun), LBX (known for being able to fire both HEAP and cluster rounds, like a shotgun can), and ultra.
Varent, on 31 December 2013 - 08:38 AM, said:
No, hes legitimatly worried.
Here is why.
Games live and die (longevity wise) on there ability to attract 'pro' and 'elite' gamers willing to stream, do guild wars, compete, etc etc. You may argue that there are plenty of games out there that have longevity. I would argue name a shooter with true longevity (wich mwo is a shooter). Most shooters in todays world rely on simply running around and shooting with very little true skill involved.
Halo and the CoD/MW games have been around for a very long time. While I don't play them (my son does), there is a very high level of skill involved whether you are new or veteran. The learning curve is steep in multiplayer and you will have competition from beginning to end. The fact that they have made many sequels to each of these games, with virtually the exact same "content" as every other online shooter before it shows that there is a huge player base that cares about the action and challenge, not so much the content. I'm not one of those people, but they have quite a bit of longevity and success despite my feelings for the playstyle.
Varent, on 31 December 2013 - 08:38 AM, said:
You can argue all you want about "pop tarts" but the fact remains the people using them at higher elo are very skilled players.
Direct fire weapons allow skill to show.
Stream weapons do not allow skill to show.
At least not to the same level.
So the question is this. Why would you want to do something that would kill off the skill cap level in the playerbase?
To make it more... fair? Do we want to make sure little johnny who came in 7th place gets a trophy too? Or do we instead want to teach little johnny how to get better at the game as a whole?
It takes more skill to get the same amount of damage from a laser than it does from a front-loaded weapon like an AC/PPC. I'm not sure why you would think otherwise. Front-loaded weapons require very little skill, actually, as they are fire and forget - what you point at gets the full damage to that section in one hit. Beam weapons, on the other hand, not only require that point and click skill, but they also require a steady hand and compensation for continued movement from both parties for the entire beam duration. It is virtually impossible to get 100% of the beams damage in the same hitbox unless both parties are standing still, which will happen in the training grounds often enough, but almost never in an actual match.
Varent, on 31 December 2013 - 08:38 AM, said:
My prediction is that if they truly make ac and ppc into stream weapons and take away all true direct fire from the game then it will turn into call of duty.
A few people logging in for some quick laughs before the entire community dies in about a year. There is a reason they come out with a new call of duty every year or so... They need to because people get bored and leave.
Personally id rather not see that happen to mwo but sure... go ahead guys... work towards that 'balance' and kill off the true high end skill cap just so the lesser players can feel better about themselves and 'think' they are good when in fact the overall skill cap was simply lowered to accomodate them. The death of mwo right there....
Think of it this way: back in my day, the big shooter was 007: Goldeneye. It was the first time you could have FOUR friends playing the same game, and it was tons of fun. The problem was there were some really annoying powerful weapons available, including the Golden Gun itself, that made playing it pretty pointless if you didn't have one yourself. So, you either raced to get the one super gun before everyone else and racked up as many kills as you could before you finally got overwhelmed by everyone else, or you changed the game mode to not include those weapons. It was actually what ruined the game longevity wise, because other, more balanced games came out soon after that.
Varent, on 31 December 2013 - 09:24 AM, said:
Multiple actions going on at once.
The action of torso twisting quickly and efficently is a hard skill to learn in and of itself isnce every mech has different arm heights that demand you turn just a little differently. Taking that time to instead hold on target takes this out entirely since you basically just sit there absorbing blows.
I think a better action is how does holding on target exhbit more skill then doing true multitasking and micro actions all at once?
Lol, that's funny. You think having to hold on target longer between torso twists and other micro actions means it takes less skill. In actuality, it takes more skill because you have a much longer time on target, making every shot you fire that much more dangerous for yourself.