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I'm Back With Something Very Controversial To Say!


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#1 Deathsani

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Posted 09 January 2014 - 04:26 PM

Everything is...fine. It isn't perfect but I have a ton of fun. I don't think that the game needs to be massively overhauled. I didn't believe the guass mechanic, the ac tweeks, speed shifts, and ghost heat would work but they sort of do. All cobbled together like it is, the balance creates a fun environment for low to mid level elo players (as I think I might be) while providing a little arena for the high elo folks to play the latest game algorithm against one another. I have seen more builds in the last few days than I have in weeks prior.

I do believe there are some serious shortcomings in PGI's communication and development schedule. And damage control...and and and. But I like the core mechanics of this game and I don't think I have played anything as engaging as this iteration.

Anybody think the same?

#2 Varent

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Posted 09 January 2014 - 04:31 PM

minor tweaks needed to alot of things.

Is it fun.... hmm... Yes? I actually have fun myself however at the same time I can see the need for a few minor changes. Nothing major.

Jump jets provide way to much mobility for there weight and size.

#3 Corbon Zackery

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Posted 09 January 2014 - 04:35 PM

How its fun when the matchmaker puts 6 guys on your team who score less than 100 points of damage.

I came to play a 12 on 12 match not to baby sit 6 noobs who panic at the first LRM launch.

Edited by Corbon Zackery, 09 January 2014 - 04:36 PM.


#4 Mycrus

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Posted 09 January 2014 - 05:02 PM

I still play some drops a night.... I don't play as often that I do... pgi Just needs to get their act together...

#5 Corvus Antaka

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Posted 09 January 2014 - 05:07 PM

I agree, outside the lame jumpjets and lack of collisions/DFA :D

#6 xCico

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Posted 09 January 2014 - 05:14 PM

Plot twist: He missed game and forum.

#7 Sybreed

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Posted 09 January 2014 - 06:47 PM

For me, it's not that balance isn't perfect (well, it isn't), it's that there are core decisions PGI took that I simply don't agree with. There are mechanics and such that I would have done completely differently and as such, I'll never be satisfied with MWO since the problems are at the core.

Edited by Sybreed, 09 January 2014 - 06:47 PM.


#8 Alex Warden

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Posted 09 January 2014 - 07:11 PM

View PostCorbon Zackery, on 09 January 2014 - 04:35 PM, said:

How its fun when the matchmaker puts 6 guys on your team who score less than 100 points of damage.

I came to play a 12 on 12 match not to baby sit 6 noobs who panic at the first LRM launch.


General - Corbon Zackery<dead>: "NOOBTEAM, Y AMA DEAD??"

jk, but seriously though: deal with it...all online games are the same in that matter... there will be newer players, casuals with not much training etc...or just a different understanding for "bravery" than others :D

and there will be super-killer-elite-pros (or more precisely: some ppl with a bad ability for self-reflection) who call them out as "noobs" and such... has always been that way, will ever be that way...

Edited by Alex Warden, 09 January 2014 - 07:20 PM.


#9 A banana in the tailpipe

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Posted 09 January 2014 - 08:07 PM

The matchmaker is still terribad due to the insanely low population this game has. Balance is fairly ok tho.

#10 Mycrus

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Posted 09 January 2014 - 08:34 PM

Mm

Either you get lumped with newbs or noobs

or you are doing a 12-0...

#11 Greyboots

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Posted 10 January 2014 - 02:27 AM

View PostDeathsani, on 09 January 2014 - 04:26 PM, said:

Everything is...fine. It isn't perfect but I have a ton of fun. I don't think that the game needs to be massively overhauled. I didn't believe the guass mechanic, the ac tweeks, speed shifts, and ghost heat would work but they sort of do. All cobbled together like it is, the balance creates a fun environment for low to mid level elo players (as I think I might be) while providing a little arena for the high elo folks to play the latest game algorithm against one another. I have seen more builds in the last few days than I have in weeks prior.

I do believe there are some serious shortcomings in PGI's communication and development schedule. And damage control...and and and. But I like the core mechanics of this game and I don't think I have played anything as engaging as this iteration.

Anybody think the same?


Yes, the game is actually pretty close to good, rather than just "fine".

If they'd get a handle on their net code and server prediction software so stuff hits when it's supposed to they could get on with the fine-tuning that's needed it would be 10 times better. If the matchmaker actually built balanced games too they'd have something really good here.

It's just a matter of time. Unfortunately the question is "how long is too long" in that regard. Players of games like these are often very intolerant of stagnation and off to "the next best thing" when the game moves too slowly to keep them interested.

#12 OneEyed Jack

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Posted 10 January 2014 - 02:54 AM

View PostCorbon Zackery, on 09 January 2014 - 04:35 PM, said:

How its fun when the matchmaker puts 6 guys on your team who score less than 100 points of damage.

I came to play a 12 on 12 match not to baby sit 6 noobs who panic at the first LRM launch.

But lurms are skerrah! :D There's, like, no wai to pertect yerself ferm 'em!

#13 XX Sulla XX

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Posted 10 January 2014 - 02:57 AM

I agree it is fun. I play a lot of matches and unless I am playing 12 mans there is an OK variety of mechs and loadouts. I also agree its not perfect but I am sure they understand that.

#14 Lupin

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Posted 10 January 2014 - 03:18 AM

Match Maker and lack of things to achieve is the reason I play less.
But PGI/DEVs biggest problem is communication skills and maybe marketing strategies.

#15 Joseph Mallan

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Posted 10 January 2014 - 04:30 AM

You should have started your Post with;
DON'T PANIC!!!

See the difference?!
^_^

#16 Father Tork

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Posted 10 January 2014 - 06:47 AM

I mostly agree with OP.

Game is fun, enjoyable, obviously needs some tweeks here and there, but I keep playing cause I have fun when I do.

#17 SniperCon

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Posted 10 January 2014 - 07:11 AM

I agree completely with OP with one exception. Hit registration needs to be fixed. It is unacceptable to hit your target and do nothing. Fortunately, it's not so broken as to make the game unplayable.

I don't understand the complaints about matchmaker leading to lopsided battles. Matchmaker by definition leads to less lopsided battles (compared to no match maker). I steamroll 1/3 games, get steamrolled 1/3 games, and have 1/3 close games are first world problems. There was a time when 8 man pro team premades would queue against 8 random noobs.

#18 Phromethius

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Posted 10 January 2014 - 01:58 PM

View PostJoseph Mallan, on 10 January 2014 - 04:30 AM, said:

You should have started your Post with;
DON'T PANIC!!!

See the difference?!
:ph34r:


/edit The Guide entry "Mechwarrior Online"
"Mostly Harmless"
/submit

#19 Coralld

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Posted 10 January 2014 - 02:24 PM

I agree with the OP and most people here, the game its self is fun, very fun in fact, speaking for my self any way. And like many people have said already is that what the game needs to make it at least twice as good is getting hit detection fixed up, especially for missiles, LRMs and SRMs suffer because for some reason the game has a hard time with them, even SSRMs have issues. At the very least reduce the falloff of ACs, reduce beam duration of PL weapons further, fix JJs so that poptarting isant a valid tactic (Never was in lore or TT because you couldn't hit anything at range unless you were very lucky) and do something about the Match Maker.

If PGI does these things then game play would be where it should be for the most part. Then PGI can get more work done on making mechs more diverse with their pilot trees and be able to get more people working on CW.

#20 Clit Beastwood

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Posted 10 January 2014 - 03:50 PM

View PostCorbon Zackery, on 09 January 2014 - 04:35 PM, said:

How its fun when the matchmaker puts 6 guys on your team who score less than 100 points of damage.

I came to play a 12 on 12 match not to baby sit 6 noobs who panic at the first LRM launch.


It's even less fun than being on the opposite team and killing 6 people that were shooting lrms at 30 meters, ml's at 1000+, etc. :ph34r:

...but they have to learn somehow. My wife won't even let me drop with her because she knows I'd protect her while she's learning - and I have a lot of respect for that. I just told her - when you drop, follow alpha lance. It's almost always a coordinated group, shoot what they shoot at. Don't get in front of them. Don't be in the way. It's working fairly well so far. When I drop now as part of a 4man, I ask in text chat who's a pug, then invite them to roll with my lance. It's been working brilliantly. The drops in which I get respondents saying "ok! will tag along!" have become 12-3 stomps. I decided to pug it out, asked whos a premade, stuck with them and encouraged the other pugs to do so. Know what? Our team was on the winning side of the 12-x stomps. People *want* to coordinate, just give 'em a nudge.





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