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The Game Is Unplayable (Non 12 Man)


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#1 Snuggles Time

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Posted 18 March 2014 - 11:44 PM

The Good:
The new achievement system is really fun and pretty awesome! keep that going please

The bad:
LRM's are now broken and overpowered, even if their respective damage was reduced and AMS range increased to compensate. Before the last patch LRMs did 432 kph, now they have a speed of 630 kph.
  • The speed increase to the LRMs was way to much, they have gone from one extreme to the other. An increase in speed was needed but in the way of a 10-15 kph increase. Or even make an LRM module that would do that.
  • Being able to hit speed tweaked light mechs at 850 plus meters with all of the missiles in a volley, while they are running at full speed is just wrong, the only viable light mechs now are the ECM variants.
  • The argument could be made that light mechs are the counter to LRM boats and that a good mech pilot can close the distance on any LRM boat. While this is a true statement, when around half of the team is comprised of missile boats (typically heavies and assaults) and with the current state of LRMS, mathematically it is not possible to be able to counter that amount of LRM boats and close the gap, stay close and punch out their back armor/legs and live.
  • Playing any mech without ECM is almost a death sentence, you have to stay underneath an allies ECM bubble, which in theory should promote team work, however I can not control what other people bring to the match and in many cases our PUG team doesn't drop with any ECM mechs. Also if the tried and true murder ball tactic isn't working (because arti-strikes are pounding everyone smart enough to stay under ECM) and the pilot decides to try anything cunning, leaving the ECM bubble in the middle of a brawl is an insta-death.
  • The trial assault should not be a missile boat, make it an atlas or a highlander, even a victor but in the current state of the game a LRM50 stalker with it's own tag out performs average/decent pilots nine out of ten times
Suggestions on how to fix this:
  • Reduce the speed of LRM's from the current value by at least 35kph
  • Switch the trial assault to a non-LRM based mech until the LRM issue gets resolved
  • Change the AMS range to match the speed reduction.

Edited by Snuggles Time, 19 March 2014 - 12:48 AM.


#2 mr Arion

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Posted 19 March 2014 - 12:19 AM

Quote

Being able to hit speed tweaked light mechs at 850 plus meters with all of the missiles in a volley, while they are running at full speed is just wrong, the only viable light mechs now are the ECM variants.


Where did you read that? On the the restroom? If all of the missiles in a volley will hit the light he will be killed instantly. This is not happening. For once something can hit the light and they are all pissed off.

Edited by mr Arion, 19 March 2014 - 12:21 AM.


#3 Ironwithin

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Posted 19 March 2014 - 12:26 AM

Projectile speeds in MWO are measured in m/s (meters per second) not k/h (kilometers per hour).
This means before the last patch LRMs did 432kph, now they have a speed of 630kph.

It is too early to tell if that change will affect the meta much. Yes, right now everybody and their grandmother is running around in LRM-boats. That's because they are "new" and therefore "exciting". Give it a week or two, then we'll see.

#4 HarlekinEO

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Posted 19 March 2014 - 12:30 AM

I played yesterday an ECM Light. There are pretty much Tags, so you cant count it as playable. But thats not the worse thing. The big problem are rather lrms from towers, which can fly above 1000m range. People starting now to dig into the base. The attacking team is in big disadvantage, because is hard to get LRM Boats now pants down (without support, because Towers do the work and they hitting by far too good, if I compare with other Battle Tech games.)

Just want to mention: I have no problem with the buffed Lrms, since there are ways to avoid. But the sum of bug, buffed lrms & too strong towers (at least in my opinion) make the problem. If you handle it this way, you should make a destroyable base, so digging into the base is no more feature and you are more likely forced to defend before the base... and distrupt enemys shooting at.
Also Im speaking for Assault Mode only, dont play others modes as often.

Edited by HarlekinEO, 19 March 2014 - 12:31 AM.


#5 Snuggles Time

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Posted 19 March 2014 - 12:45 AM

View Postmr Arion, on 19 March 2014 - 12:19 AM, said:


Where did you read that? On the the restroom? If all of the missiles in a volley will hit the light he will be killed instantly. This is not happening. For once something can hit the light and they are all pissed off.


This is something I've observed in game and it is repeatable, you should try it out some time.

View PostIronwithin, on 19 March 2014 - 12:26 AM, said:

Projectile speeds in MWO are measured in m/s (meters per second) not k/h (kilometers per hour).
This means before the last patch LRMs did 432kph, now they have a speed of 630kph.

It is too early to tell if that change will affect the meta much. Yes, right now everybody and their grandmother is running around in LRM-boats. That's because they are "new" and therefore "exciting". Give it a week or two, then we'll see.


Thank you very much I will edit my post to match

Edited by Snuggles Time, 19 March 2014 - 12:45 AM.


#6 ShinVector

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Posted 19 March 2014 - 12:57 AM

The same problem all over again...
3 LRM boats maybe can be dealt with...
But the moment you have 5-6 LRM boats... The game becomes trash...

I think almost impossible to coordinate people to rush them to death in normal SOLO PUG.

Edited by ShinVector, 19 March 2014 - 12:58 AM.






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