#121
Posted 24 March 2014 - 01:18 PM
#122
Posted 24 March 2014 - 01:18 PM
#123
Posted 24 March 2014 - 01:19 PM
#124
Posted 24 March 2014 - 01:21 PM
Shredhead, on 24 March 2014 - 12:55 PM, said:
Against boats a SOLE AMS doesn't do much. Get a group of 4-5 together - and it'll put a dent in any LRM volley.
#125
Posted 24 March 2014 - 01:22 PM
#126
Posted 24 March 2014 - 01:24 PM
Corbon Zackery, on 24 March 2014 - 10:10 AM, said:
However, the damage has already been done to the community.
I think it would be better if you lowered the missiles back down to 120ms, and warmed up that public test server, and conducted your tests there instead of in a live running open license game.
I will tell you right now. I have no faith in the staffs ability to balance all the new Clan tech that will be going into the game.
I am also out of Premium time so I see you later on when you have sorted all this out.
I encourage everyone else who doesn't have premium time to do the same. We the community shouldn't have to spend weeks on Paul's little pet LRM blunder project being his lab rats.
just wow... yes lets use a test server that most players don't utilize or log into, so that a small MINORITY of players can have a say in the final product....or we can do it publicly and get it working right faster...
Edited by Kyle Lewis, 24 March 2014 - 01:26 PM.
#128
Posted 24 March 2014 - 01:26 PM
#129
Posted 24 March 2014 - 01:30 PM
Have you considered that due to the timing of your patch implementation, your data is too skewed to provide any reliable or meaningful results?
You patches the LRM buff while you had a LRMboat trial Stalker in rotation. (Also, you need to speed up the rotation on trials). This means no Cbill, no MC investment to quickly flood the battlefields with LRMs. Then, immediately after, you hold a faction tournament. This did two things: The usual Meta practitioners are using their poptarts in solo play, not premades, thus skewing results, as the remaining premades lean toward the FotM, AND for the ose who look for low hanging fruit, the obvious "ezmode" answer was to saddle up in the trial Stalker, yet again, artificially inflating LRM presence.
Perhaps you should also step back, and examine the loadout of the top performers across the boards in your tournaments, and notice the utter lack of LRM boats there.
Reacting before you have reliable data, is worse than not acting at all.
#130
Posted 24 March 2014 - 01:34 PM
Paul Inouye, on 24 March 2014 - 11:10 AM, said:
- Lower Elo players adapted to the changes much faster than the higher Elo players.
Interesting.
The former could have adapted by acting "shell shocked". (jk, jk )
And the latter did not have to, or they did not want to. Not wanting to would indicate that some people were correct on guessing who whined the loudest.
Paul Inouye, on 24 March 2014 - 11:10 AM, said:
- LRM use spiked hugely on the day of the change and has been dropping off slowly as time goes by.
That was expected.
Paul Inouye, on 24 March 2014 - 11:10 AM, said:
I don't believe you.
...
Seriously, though, thanks for the information.
Edited by Mystere, 24 March 2014 - 01:35 PM.
#131
Posted 24 March 2014 - 01:36 PM
now just need to buff SRM too
Edited by Mazzyplz, 24 March 2014 - 01:36 PM.
#132
Posted 24 March 2014 - 01:36 PM
Bishop Steiner, on 24 March 2014 - 01:30 PM, said:
Have you considered that due to the timing of your patch implementation, your data is too skewed to provide any reliable or meaningful results?
...
Reacting before you have reliable data, is worse than not acting at all.
You mean like getting your data about the frequency of solo drops when the social aspect of the UI was so broken as to make grouping an exercise in futility AND during an event where 5 wins gets you a free mech/mechbay.
Why would they pay attention to things like that?
#133
Posted 24 March 2014 - 01:44 PM
It was sure nice of you to test a weapon change and run a tournament at the same time. Do you guys even talk to each other or do you just sit around and think of ways to piss us off?
#134
Posted 24 March 2014 - 01:45 PM
FupDup, on 24 March 2014 - 11:12 AM, said:
#2, though, sounds pretty normal.
You make a bad assumption there Fup.... that "High Elo" actually equals better player.
Most of the High Elo is based off Win/Loss, remember? And the "winners" are those who ride Meta hardest. Aka, Poptarts, who have not had to invest in actual tactics for nearly a year. (Yes there are some poptarts who ARE very good players, but as with any group they are the minority). And team dynamics, aka premades factor into that more than individual skill, as 4 mediocre but coordinated players will own 4 really good but uncoordinated players almost every time. Since the introduction of Heavy Metal, it's find any form of concealment (not I don't say cover, more on that in a jiff) and play pogostick. Yes, some actually play a mobile poptart, but we are not talking about the cream here, let's face it.
Now how cover vs concealment factors in? Hard Cover has to be relatively sharp angled, and TALL. Canyon Network, some crystal spires in Tourmaline, tall Buildings, etc. To clear those as a popptart required investing in more than 1 JJ. Most Poptarts ran the minimal number need to pop. Thus, since LRms have not been an issue since LRMageddon, the trend was toward concealment (such as the low buildings or rolling lip of the caldera in Caustic), which provided direct fire protection, but were easy to clear when one "popped".
Since the LRM buff, and with NARC, that concealment is now useless in most cases vs LRMs. Most People have either been too stubborn to rethink their Poptart builds or haven¡'t had time (kneejerk easier to beg for LRM nerf), or for the good pilots, simply started using hard cover again, and moved on.
Edited by Bishop Steiner, 24 March 2014 - 01:46 PM.
#135
Posted 24 March 2014 - 01:46 PM
Paul Inouye, on 24 March 2014 - 09:21 AM, said:
It was important to watch the speed impact in gameplay for at least a week to see the actual change in overall gameplay. As you may or may not know, I do have the ability to remotely monitor specific and random games being played. I spent a large portion of my time last week monitoring gameplay of players of all Elo ranges. There were some interesting finds to say the least in terms of how players adapted to the speed change.
I thank you for watching. I have to know something though. What was your snack of choice while monitoring these games?
Edited by AMT527, 24 March 2014 - 01:47 PM.
#136
Posted 24 March 2014 - 01:48 PM
Someone compared LRMs to PPCs in this Thread. That is in no Way comparable as a Missile Boat can sit save and in Cover and the Pilot needs absolutely no Skill and does not need to expose himself.
A PPC Sniper at least needs to get out of Cover to a Degree and needs to be able to hit a moving Target. Sometimes he hits but some Shots might miss.
So one Problem is the indirect Fire indeed and that LRMS follow the Target. The Mechanic.
Shooting on Sight is okey and should not be a Problem though.
And a PPC does less Damage on longer Range than Missiles who always do same Damage, no Matter the Range. So what we need is a System that limits the Amount of Missile Boats per Team to maximum 2 of them.
Or better limit the maximum Amount of LRMS for each Team.
Like there should not be 12 Assault Mechs in a Team there should not be 11 Missile Boats and one TAG/NARC Light Mech.
And plz disable the ECM Counter from the NARC Beacon.
Everything else is just fine.
Edited by Joe Decker, 24 March 2014 - 01:55 PM.
#137
Posted 24 March 2014 - 01:52 PM
I think what made the buff so bad in play...was the AMS range buff, which causes AMS to now spray and pray in a wider arc, wasting ammo and being LESS effective than before.
Combine that with it just turning off it seems when it wants to on some mechs, and the LRM buff became yet another bane. Oh, the "it shoots through schools" feature is still very annoying. You know what I mean, when your AMS goes off while in tunnels, caves, under bridges...pretty much anywhere it's a total waste. Can we get AMS to have a line of sight requirement for activation maybe? Anything to make it seem more capable than a Thalidomide baby.
Other than that, I had no issues really, they seemed too fast...but if AMS worked better, it would not have been a big problem.
Twice, however, my dual AMS Firestarter experienced AMS shutdown in mid-game. It was working fine in both cases until about 500 or so rnds in...then just stopped working.
At one point I tried to position my little mech between assaults with no AMS to be useful...I watched as both died within 100m of me under a torrent of LRMs w/ my AMS doing Blake knows what. It sure wasn't shooting missiles down. That was about when the "Why do I bother?" feeling rushed over me and I just walked away.
#139
Posted 24 March 2014 - 01:55 PM
Tw1stedMonkey, on 24 March 2014 - 09:45 AM, said:
So basically you want Artemis and TAG to not do what they are meant to do? Riiiight. Makes perfect sense.
#140
Posted 24 March 2014 - 01:56 PM
Paul Inouye, on 24 March 2014 - 11:10 AM, said:
- Lower Elo players adapted to the changes much faster than the higher Elo players.
- LRM use spiked hugely on the day of the change and has been dropping off slowly as time goes by.
Meaning low ELO jumped into LRM boats and high ELO didn't? What do you mean by adapt?
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