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Ppc's Are The Meta Still 6 Months Later


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#41 darkchylde

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Posted 18 January 2014 - 05:07 PM

View Postdymlos2003, on 18 January 2014 - 04:35 PM, said:

How about you, the players, learn to play other builds. The only ones making the game boring are you guys.


Nothing is more boring then facing meta after meta after meta after meta - it's time we had some variety because it's a real shame that player's see the same mechs over and over again all using the same weapons. Does this make them overpowered? Not really but it does shine a light on the ones left in the dark.

#42 hellcatq

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Posted 18 January 2014 - 05:10 PM

How would making it so there is only a small part of the jump that allows weapons to be fired. Say the top 80%-100% of the jump. Make it more difficult for the jump snipers atleast- since that is really the main problem- Mech warrior has became more like snipe warrior.

I also think allowing us to choose between 12 or 8 mans might help too, heck I'd even like to see 4 mans maybe on the smaller maps. The big blob of so many mechs concentrating fire greatly influences that high range single point weapons rule. Really, about half of the mech I encounter have no idea how to play and have no skill except concentrate fire an hang in the group. It is terrible to see 4-5 mechs on one and they fail to kill it letting it run away, or sit there an overheat till his buddies come wipe them off.

#43 Nicholas Carlyle

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Posted 18 January 2014 - 05:43 PM

People really need to stop using the word nerf. It's a stupid word used to demonize adjusting weapons downward.

Adjusting weapons to fix balance is not a bad thing.

The bad things come from adjusting weapons in the wrong fashion. Whether it's things like the original lowering of the PPC's heat generation (terrible "upgrade"), or the more recent lowering of the AC/10's velocity (terrible "nerf").

Upgrading the other weapons will not suddenly fix the issues with the game. Sure, you will see a shift to a different combination of weapons. But the problem will still exist.

The problem is, when a game lacks respawn, the singular life you have, has to have meaning.

Now obviously, with no CW or any definable goals, your "one life" doesn't really matter in a larger scale.

But lets look at it from a smaller level, one match.

Without respawn, you have one chance to effect the game. When you die, it's over. The problem now is, we can put WAY too much damage into one spot. That's always the problem.

It was the problem with K2's, it was the problem with SplatCats, it was the problem with 4 PPC Stalkers, it was the problem with LRM boats during multiple times in the games beta.

As long as we are able to effectively put someone out of a match within 20ish seconds (mind you, I'm talking one mech vs. another mech, it gets faster the more "meta" mechs involved), people are always going to have issues.

The fixes to this is the fix originally put in by the original TT designers, most mechs have very varied loadouts. And the ones who didn't tended to have drawbacks (heat, ammo, armor value).

We have unlimited ammo, very specialized loadouts, maxed armor (where it matters) and a HUGE heat threshold. Oh and throw in that we all have much larger engines than we should.

It's a mess. But please, stop worrying about the word "nerf", it's dumb. We should worry about the word "adjust", as in, is PGI adjusting the weapon in the correct manner to help alleviate the problems we see? And then next thing we should worry about is...do we need to adjust the underlying mechanics before we start adjusting the weapons?

Lets be a smarter player base.

(And a special note to one Mr. Joseph Mallen who will probably come in spouting off about TT and how he's spent 30 years killing mechs in one turn on TT via many lucky random rolls. We need to evolve beyond TT which hasn't mattered in 10+ years, so please stop using that as the basis for all of your boring arguments).

Edited by Nicholas Carlyle, 18 January 2014 - 06:51 PM.


#44 Damocles69

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Posted 18 January 2014 - 05:45 PM

its not the weapons.

its jjs

please adjust those first (notice im not saying nerf, they do require some tweaks)

#45 Nicholas Carlyle

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Posted 18 January 2014 - 05:56 PM

View PostDamocles69, on 18 January 2014 - 05:45 PM, said:

its not the weapons.

its jjs

please adjust those first (notice im not saying nerf, they do require some tweaks)


See now someone is starting to understand the concept of fixing underlying mechanics before adjusting weapons.

The jump jet mechanics have been an issue for a while. PGI recognized this and adjusted the shake to make it very hard to pop-tart. But then caved to a bunch of liars complaining about motion sickness who latched on to the people who probably legitimately had issues (but were a small minority).

But it doesn't totally fix things.

#46 Chavette

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Posted 18 January 2014 - 07:53 PM

PPCs in mwo are what Rocket launcher was in Quake 3. Nothing wrong with that.

#47 nemesis271989

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Posted 18 January 2014 - 10:30 PM

Giving PPC splash damage instead will work

View PostChavette, on 18 January 2014 - 07:53 PM, said:

PPCs in mwo are what Rocket launcher was in Quake 3. Nothing wrong with that.



In Quake 3 we have double tap dodge and also Rocket speed was much slower so you could just make a step aside and you would be good.


Now, Imagine If I double tap dodge in my Atlas - LOL?

#48 YueFei

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Posted 19 January 2014 - 12:56 AM

Nerfing individual weapons for the sake of "solving" the issue with STACKS of weapons is not the answer, that throws the baby out with the bathwater.

Nobody complains about dual-PPC Catapult-K2. Now you wanna make PPCs splash/stream damage. Gonna make the K2, which was never OP, weaker.

Nobody complains about the single-AC/20 HBK. But because some people don't like dual-AC/20 Jager, or PPC+AC/20 builds, you nerf the AC/20 to fire in streams. That's *really* gonna hurt the AC/20 HBK.

Just like nobody really fears 1 or 2 Medium Lasers because those are DoT weapons. You need stacks of Medium Lasers to pose a credible threat.

The real issue is caused by STACKS of weaponry all hitting the same spot. No individual weapon is overpowered. It's just that our TTK is short because of precision damage from multiple weapons striking the same location, breaking the TT armor model. Some mechs having awful hitboxes also compounds this issue.

It's interesting to note that even in this environment of focused damage, some mechs are pretty durable, just because of good hitboxes and proper defensive piloting.

Since they're never gonna do anything with convergence (or implement Homeless Bill's solution), next best thing is hitbox changes. Too bad they didn't really deliver on that with the recent hitbox changes, despite practically having a blueprint handed to them by Carrioncrows. =/

#49 Falso

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Posted 20 January 2014 - 12:37 AM

Good thoughts all, I agree, "nerfing" isn't the solution, it's fixing the game mechanics, the main reason that the high pin-point damage of the AC & PPC meta is so effective, and that it's one of the few that aren't so negatively effected by HSR.

Decreasing the beam time on lasers, making PPC's a hit-scan weapon, are all good ideas.

It's just annoying that so many weapons are nearly worthless by comparison. The other reason is because you can "snap shoot" with the ballistic quality of PPC's, where as with lasers you have to face your enemy for 1 second to get full damage.

This wasn't a problem in beta. We have had much better weapon balance in the past. I understand why HSR is there, but it just hasn't been implemented properly. Skill should continue to reign supreme, I'd just like more options, what ever has made SRM's nearly worthless compared to where they should be, needs to change. Pulse Lasers are far less useful than they used to be, and HSR hasn't stopped hacks/cheats from happening. It has made it easier to get shot by "invisible" hits where you peak a corner, and turn back and a moment have damage.

I'm all about raising the effectiveness of other weapons, I just don't understand why PPC have been so dominate for so long, makes for very boring matches.

#50 Galenit

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Posted 20 January 2014 - 04:52 AM

View PostDamocles69, on 18 January 2014 - 05:45 PM, said:

its not the weapons.

its jjs

please adjust those first (notice im not saying nerf, they do require some tweaks)

Its a combination of jjs as we have them and weapons as we have them.

Adjusting jjs can solve the problem, adjusting weapons can solve it too.

The question is, what will do the most for the game and are other problems caused by one of causes and what effect will have it to other mechanics?

Adjusting ppcs will do nothing for the other pinpoint weapons used in jumpsniping.
Adjusting jjs can cause problems for lights with dot-weapons that are not part of the jj-sniper meta.

Its not that simple as you think ...


I think the jjs should be adjusted, it should be rewarding to have more then one.
I read somewhere about reticleshake and reducing it with every jumpjet.
That should do a lot for it with more heat for using jumpjets.

Then they can look at the weapons and do something about pinpointdamage.
Maybe with convergence or by weapontype, like giving ppcs splash and reducing ac´s to 2x range...

Edited by Galenit, 20 January 2014 - 04:58 AM.


#51 kapusta11

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Posted 20 January 2014 - 06:05 AM

Can someone explain what's wrong with 2xAC5+2xPPC Higlanders? 30 pinpoint damage, same as with twin Gauss (desync at long ranges, slower projectile speed). Why shoud I use garbage lasers if they suck? Your whining is the reason why Awesomes are not so awesome now and all energy+missile builds in general.

Edited by kapusta11, 20 January 2014 - 06:06 AM.


#52 Hellboy561

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Posted 20 January 2014 - 06:15 AM

Personally I've never understood why the ER PPC has no minimum range but the standard PPC does. I know I know because of lore and stuff, but it just makes no sense in this game that a long range weapon get a longer range AND no minimum range when it is made ER.

Also to add more vareity to the matches maybe they need to introduce MORE weapons! ER Medium Lasers anyone? Rotary ACs? You know there is loads of tech that should be out but isn't!. How are we gonna fight the clans without more DAKKA!!

#53 Sephlock

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Posted 20 January 2014 - 06:22 AM

View PostJohnnyWayne, on 18 January 2014 - 02:29 PM, said:

You want to remove the PPC? ECM still an issue?! DUDE! So much ******** and wasted characters for such nonesense.
This blurb inspired me. Since the Devs want ECM to be so powerful, why not make it so that ECM also has the "Blue Shield" effect :P? That would be hilarious, if nothing else.

#54 Falso

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Posted 20 January 2014 - 09:19 AM

View PostHellboy561, on 20 January 2014 - 06:15 AM, said:

Personally I've never understood why the ER PPC has no minimum range but the standard PPC does. I know I know because of lore and stuff, but it just makes no sense in this game that a long range weapon get a longer range AND no minimum range when it is made ER.

Also to add more vareity to the matches maybe they need to introduce MORE weapons! ER Medium Lasers anyone? Rotary ACs? You know there is loads of tech that should be out but isn't!. How are we gonna fight the clans without more DAKKA!!


Good point, there is a world of difference between this style of game and TT, and for the sake of balance, TT really doesn't need to be followed unless it makes sense.

We need more variety in the game at large, when the game becomes "bring one of 3 - 4 weapons types/mech builds" to win, there is a serious problem with balance and lack of variety.

I know that LRM's have been over-powered in the past, but right now they are so inferior compared to other weapons as not to be used, I like the fact that I can use skill with cover to defeat missile spam, and they shouldn't be skill less to use, but I can't remember when you really had to bring AMS in a 12-man, and it's been this way for 6 months+.

TT gives us a starting point, and the rest is trial and error. I really like Homeless Bill's ideas about weapons balance (what happened to the amazing post he had? I can't find it anymore ... maybe it was in the old Beta forums, I like his ideas on Elo too) I think unfortunately a big part of the problem is neglecting what is important to the community (i.e. weapons balance, CW & lobbies) and several "solutions" looking for a problem.

I applaud the attempt at trying to keep average matches from becoming a "PuG Stomp" as we had in Beta (Particularly Closed Beta) where it wasn't uncommon for the average team who just had coms to go against an entire team of unorganized players (read new and at a huge disadvantage experience wise) against a "premade" team of 8 who not only had voice coms, but some plan about what mechs to bring to do what role, good mech design, etc.

We have begged and pleaded for CW and lobbies, instead we get an overly complex and unwieldy Elo system which works great in a 1 Vs 1 chess match, but really can't properly address team dynamics.

The idea was to have similarly skilled players against the each other, and give a safe place for new players to go and not just get face rolled.

The reality is closer to mixing and matching teams attempting to make an average (never mind if that average is made with a very high Elo player combined with a very low Elo player to make an average score) but this really doesn't address the fact that being a team game, it's about the team working well together.

I had a fellow Skye Ranger frustrated about a recent match where no less than 3 players on his side had over 900 damage, and he couldn't understand why the other team had much less, and only one player with 500 damage and they won.

That can be explained by lots of different variables, but the simple fact that 3 players on his side had such an enormous amount of damage/kills usually indicates a very large gap between themselves and their teammates skill level.

There are days when you just can't get a break, and you are on the side that gets rolled in a 4-man, and other days, you get to be the steam roller.

This also encourages sync dropping to try and stack the Elo average in your favor. I don't generally like this idea, but I can completely understand those who are tired of being paired with new players and loosing matches more than not as a result, resorting to such measures.

I don't believe this is any less frustrating to the new player that is paired with top Elo players and gets rolled because the other side has a higher true average than a few high Elo balanced by several low Elo in the same team.

This also limits your "pool" of competitors. Now speaking on 12-man, why is it that it takes over 30sec to a minute many times just to "fail to find a match" and because of the Elo first, Match maker second, the vast majority of matches have an unbalanced drop weight? (this also happens a lot in 4-man.) Another huge frustrating side effect, is this somehow results in often seeing the same three maps over and over and over again for hours on end!

It's really no fun to be stuck in the same 3 maps against the same 3 teams, weather you are the Steam Roller or the Rolled.

Skill still is the main ingredient, and in 12-man weight isn't half as important as how you play, but all things being equal, most matches where there is a huge weight difference (300+ tons) one side or the other has a big advantage.

There is a reason so many of the player run tournaments MATCH WEIGHT.

We used to have a iron clad MM in Beta, why can't we have that now? I would be just fine with the idea of matching classes, i.e. just match class, not exact weight, i.e. Cicada = Hunchback, Victor = Atlas or w/e class for class.

Now enter Skirmish Mode, and combine that with a horrible lack of MM, Elo not working as intended, and now it's TDM.

I contend that much of the reason you are having extremely long wait times to get a match in 12-man in particular is the very small amount of people playing 12-man.

Why is that? Why is the new player not going there? Elo and MM? Weapons Balance? To be honest I don't know, I have been playing long enough that I am somewhere in the middle to high bracket, and when I am teamed up with enough players in the really high Elo, it takes me out of my Elo range and puts me against people that can do everything I do, just much, much better.

I have a cousin (23yrs old) that LOVED Mechwarrior Online. Even when he was getting face-rolled in the beginning, grinding things out in a trial mech (he just started playing over Christmas when he visited us), he even bought a couple of hero mechs, then after 1 - 2 weeks he disappeared.

I took him in and showed him the basics, gave him some advice on some builds to try, introduced him to mechspecs, etc. and we had some great fun in a few matches, but he got frustrated early on because of how the matches were nearly all one sided.

I found that if he was in a group of much newer players, closer to his skill level (4-man) he had the best chance at a game that might be close.

If he had myself and a couple other people with him who have played forever, his experience changed dramatically.

Typically either he wouldn't get a chance to shoot things before they died, or half the team would go do silly things and die leaving 4-5 of us to take on the rest of the enemy.

Neither of these situations were encouraging, and he has since left the game.

My nephew who loves MWO hasn't played since around a year ago is just too frustrated with the grind (he is 16, and doesn't have the same passion many of us older guys do about the IP) and unable to play against his peers, but at best he could be one in 4 higher Elo players, and at least have a 30% chance of not being the rolled team, but this was just too frustrating for him too and he's no longer interested.

TL:DR

We need these things for the new player experience more than anything. PGI is trying, and I applaud their efforts, I just think they are forgetting the basics and trying to do too many fancy things instead of fixing what is wrong.

1) Match weight first, Elo second (make this more of an team average based on the individual, don't match a brand new player in a trial mech with top Elo players, it only makes things less fun for all involved).

2) Balance weapons as well as we have in the past (It was never perfect, but it was much more balanced! bring back knock-down! Give mechs like the Awesome a place by balancing weapons! These things made MWO unique and more fun!)

3) Community Warfare. (We don't need more hero mechs, we need more reasons to keep playing give us rewards for taking out opposing faction teams in ALL matches, not just 12-man, give us a reason to keep grinding once we already have nearly every mech and have mastered them all, in a word, loot!)

It's been great fun, but we are having the hardest time just keeping people playing, the turn-over and burn-out rate is tremendous.

I for one love MWO, I'm not going anywhere, but currently with no "end-game" we just have what most games had as an add-on feature as our main content, not the only thing to play.

Lets focus on 1 or 2 of those three and half of the complaints will go away.

#55 BlackDrakon

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Posted 20 January 2014 - 10:06 AM

The big problem here is the lack of damage per missile and splash damage from SRM's.

Before this meta, the high risk/high reward of using SRMs were balanced, if you could get in less than 270 meters to a sniper he will pay the price, you will need though, intelligence, and situational awereness to move into cover to eat the distance between both.

Skirmisher lances could do it, start mayhem, and then the brawler lance could get in close and finish the leftovers. Right now, with the lack of damage and the GOD AWFULL Hit detection from SRM's, we are forced to use the meta, coz the risk/reward with SRM's is not balanced enough to take a place in the meta.

If we get 2.5 damage per missile + splash damage + Fix on hit detection, the game will autobalance itself, bringing a place for medium mechs with missile hardpoints and brawlers back into the fight. Right now, is just not worth to use them.

#56 Joseph Mallan

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Posted 21 January 2014 - 06:18 AM

PPC most powerful Energy Weapon. Good weight, solid punch, hot but manageable... Sounds like the Weapon I had on most my Mechs for the last 30 years!

#57 Nicholas Carlyle

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Posted 21 January 2014 - 06:46 AM

View PostJoseph Mallan, on 21 January 2014 - 06:18 AM, said:

PPC most powerful Energy Weapon. Good weight, solid punch, hot but manageable... Sounds like the Weapon I had on most my Mechs for the last 30 years!



And there you have it folks, Joseph "I PLAYED TT FOR 30 YEARS SO IT MUST BE RIGHT" Mallan.

Lets give him a round of applause for his keen insight, instead of focusing on what we need to do in MECHWARRIOR ONLINE, and making sure that MECHWARRIOR ONLINE is balanced, we can focus on his exploits in TT over the last 30 years.

Hey Joe, why don't you regale us with a story of how you one-shotted everyone with lucky rolls and how that translates to this game?

#58 Joseph Mallan

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Posted 21 January 2014 - 06:57 AM

What we need to do in MW:O is grow a pair and accept dying gracefully like Khan Ignotus did when he rounded a corner and died in an eye blink in an Alpha from my Atlas!Why people are so hung up on how they die in a game bewilders me! Sad days when we can't accept that weapons are made to hurt if not kill people in these games. Die like a man, and hit launch at te end of the match why don'tcha.

#59 wanderer

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Posted 21 January 2014 - 07:00 AM

It ain't hard, people.

The problem- and it has been a problem with any weapon in MWO that manages it - is that the ability to easily focus a large amount of damage on a single spot faster than anyone can spread that damage is optimal, because we all know that when you can, coring someone is easymode.

Lasers used to be able to do this. They now have longer burn times, allowing someone to turn to actively disperse the damage, and movement generally passively does this save for near-zero angles of deflection.

AC's don't even need much. Even making their full damage delivery be over .4 to .6 duration (ie, burst) will mean enough of a defensive change that 'Mechs will survive considerably more of hammering. PPC's dealing damage splash instead of pinpoint fixes them in much the same way, as again more armor is presented to absorb damage.

You know what used to be considered the most broken combo in tabletop, one that actually got the rules changed to prevent?

Aimed shots to specific locations that could deal large amounts of accurate, pinpoint damage- or in TT terms, Clan pulse lasers with a targeting computer. In MWO terms, it's front-loaded,pinpoint strikes from combination of PPC and AC fire.

Fix it, PGI.

#60 Nicholas Carlyle

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Posted 21 January 2014 - 07:01 AM

View PostJoseph Mallan, on 21 January 2014 - 06:57 AM, said:

What we need to do in MW:O is grow a pair and accept dying gracefully like Khan Ignotus did when he rounded a corner and died in an eye blink in an Alpha from my Atlas!Why people are so hung up on how they die in a game bewilders me! Sad days when we can't accept that weapons are made to hurt if not kill people in these games. Die like a man, and hit launch at te end of the match why don'tcha.


Yeah you aren't looking at it from the perspective that we need to create fun game play that promotes keeping and fostering new players.

Without a respawn mechanic (which I'm against), we need to create a situation where your one life can be meaningful without having to worry about one mech killing you with a well placed dual PPC/AC/20 shot when you round a corner.

I'm over you and your stupid TT analogies.





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