

I'm Back With Something Very Controversial To Say!
#1
Posted 09 January 2014 - 04:26 PM
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
Posted 09 January 2014 - 04:31 PM
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
Posted 09 January 2014 - 04:35 PM
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
Posted 09 January 2014 - 05:02 PM
#5
Posted 09 January 2014 - 05:07 PM

#6
Posted 09 January 2014 - 05:14 PM
#7
Posted 09 January 2014 - 06:47 PM
Edited by Sybreed, 09 January 2014 - 06:47 PM.
#8
Posted 09 January 2014 - 07:11 PM
Corbon Zackery, on 09 January 2014 - 04:35 PM, said:
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

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
Posted 09 January 2014 - 08:07 PM
#10
Posted 09 January 2014 - 08:34 PM
Either you get lumped with newbs or noobs
or you are doing a 12-0...
#11
Posted 10 January 2014 - 02:27 AM
Deathsani, on 09 January 2014 - 04:26 PM, said:
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
Posted 10 January 2014 - 02:54 AM
Corbon Zackery, on 09 January 2014 - 04:35 PM, said:
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!

#13
Posted 10 January 2014 - 02:57 AM
#14
Posted 10 January 2014 - 03:18 AM
But PGI/DEVs biggest problem is communication skills and maybe marketing strategies.
#15
Posted 10 January 2014 - 04:30 AM
DON'T PANIC!!!
See the difference?!

#16
Posted 10 January 2014 - 06:47 AM
Game is fun, enjoyable, obviously needs some tweeks here and there, but I keep playing cause I have fun when I do.
#17
Posted 10 January 2014 - 07:11 AM
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.
#19
Posted 10 January 2014 - 02:24 PM
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
Posted 10 January 2014 - 03:50 PM
Corbon Zackery, on 09 January 2014 - 04:35 PM, said:
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.

...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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