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If Pgi/devs Could Have A Free Pass

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#1 Ph30nix

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Posted 26 April 2014 - 06:48 AM

What do you think they would pick?

By free pass i mean they could choose any one problem with the game, issue the players are pissed about or rage about even if its not a real issue and it just goes POOF.

It is no longer an issue it either never happens again (bugs) or people develop a mental block and never notice it again. I don't mean they just completely ignore it like they seem to do some things (at least from OUR view).

#2 FupDup

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Posted 26 April 2014 - 06:57 AM

Probably CW.

#3 BLOOD WOLF

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Posted 26 April 2014 - 07:00 AM

CW. Since october 2013 they have been hard at work and this game has seen a turnaround. So yea, untill they do something insane, i give them pass.

#4 Lightfoot

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Posted 26 April 2014 - 08:07 AM

What I would pick:

Ghost Heat and DHS 1.4. They do not fix Mechs that are too weak to be in Battletech. Clans will prove this is so since they will either be so nerfed they are no longer Clan mechs or they will always win. In either case the correct solution is to make the Mechs tougher so they can field the intended weapon loadouts without the game exploding. You can nerf things out of the game but this does not force players to play your way. Players take what is given and make it into something else so you want to maintain as much Battletech normal operation for Mechs as possible. Ghost Heat will not affect the Clan configs even if it does stop massed Lasers or such so they will rule MWO's eggshell Battlemechs, and easily.

CW will force itself into the game ASAP because it will actually make MWO into an MMORPG, bit by bit. Each bit will add another layer and who knows they may even add Dropship Assault mode with a Hrothgar or Overlord. Wouldn't that be cool.

Edited by Lightfoot, 26 April 2014 - 08:12 AM.


#5 Josef Nader

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Posted 26 April 2014 - 08:08 AM

Ghost heat. For what it's worth, it does its job admirably and fixes a few specific problems with the balancing of the game. Folks are unreasonably mad about it just because it doesn't have any precedent in Battletech. The only real concern is communicating the mechanic in game, which could be fixed with some work.

#6 Mcgral18

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Posted 26 April 2014 - 08:22 AM

View PostJosef Nader, on 26 April 2014 - 08:08 AM, said:

Ghost heat. For what it's worth, it does its job admirably and fixes a few specific problems with the balancing of the game. Folks are unreasonably mad about it just because it doesn't have any precedent in Battletech. The only real concern is communicating the mechanic in game, which could be fixed with some work.


It "fixes" a few, while ignoring a half dozen. It was a poor implementation.

At least the mechlab has a warning now, although it doesn't seem to include different SRM types (As in, 3 6s and a 4 won't give you the warning, but you still get ghost heat.)

#7 Josef Nader

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Posted 26 April 2014 - 08:26 AM

I explained this in great detail in another thread, but ghost heat isn't meant to stop alpha striking with a combination of weapons, its meant to stop alpha striking with a single weapon type. This forces you to manage different firing behaviors and makes single weapon boats more difficult to manage. In that regard, Ghost Heat works fine.

Edited by Josef Nader, 26 April 2014 - 08:28 AM.


#8 LoneMaverick

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Posted 26 April 2014 - 08:28 AM

Does this mean something actually gets magically fixed/produced, or just the community magically doesn't give a crap about it anymore?

Either way, it'd definitely be either CW, would love to actually have a point to all this deathmatching.

Or "gameplay balance" if ECM, FLD, GH, and all that could be wrapped up into a nice little bundle, but hell I'd be happy with any of those getting fixes.

#9 Mcgral18

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Posted 26 April 2014 - 08:30 AM

View PostJosef Nader, on 26 April 2014 - 08:26 AM, said:

I explained this in great detail in another thread, but ghost heat isn't meant to stop alpha striking with a combination of weapons, its meant to stop alpha striking with a single weapon type. This forces you to manage different firing behaviors and makes single weapon boats more difficult to manage. In that regard, Ghost Heat works fine.


And it does nothing to the underlying issues.

#10 Roadbeer

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Posted 26 April 2014 - 08:31 AM

3PV, such rage, such little impact.
I think they'd take a pass on the poor communication and the ill will it generated

#11 Flaming oblivion

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Posted 26 April 2014 - 08:36 AM

Ok there are a few that spring to mind

1)Never mentioned CW till it was ready

2)Never introduced the premade system

3)Never introduced the ELO system

4) Never changed battles from 8v8 to 12v12 without dramatic improvements to balance / matchmaking and maps (if anything they should of made matches smaller.)

Probably more its all that springs to mind now though

#12 EgoSlayer

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Posted 26 April 2014 - 08:36 AM

View PostJosef Nader, on 26 April 2014 - 08:26 AM, said:

I explained this in great detail in another thread, but ghost heat isn't meant to stop alpha striking with a combination of weapons, its meant to stop alpha striking with a single weapon type. This forces you to manage different firing behaviors and makes single weapon boats more difficult to manage. In that regard, Ghost Heat works fine.


Except that isn't what it was meant to fix, and it doesn't fix it. Paul Inouye, the game designer, stated Ghost Heat (heat scale is his official name for it) is to fix High Alpha damage. His exact words, go listen to the NGNG Mechs Devs and Beer # 15 pod cast. So, you're wrong on both counts. Confirmation Bias doesn't make it right.

On Topic: One magic wand Fix - Game/weapon balance.

Edited by EgoSlayer, 26 April 2014 - 08:40 AM.


#13 Roadbeer

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Posted 26 April 2014 - 08:46 AM

View PostFlaming oblivion, on 26 April 2014 - 08:36 AM, said:

2)Never introduced the premade system

Posted Image

#14 Revorn

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Posted 26 April 2014 - 08:51 AM

Pugs only vs Pugs only Mode. :)

#15 Flaming oblivion

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Posted 26 April 2014 - 08:54 AM

View PostRoadbeer, on 26 April 2014 - 08:46 AM, said:

Posted Image


Looks like a skunk . I'm tempted to remark on how fitting a skunk is as representation for pre mades but I wont :) . Its not the players fault PGI gave them such a easy exploit.

#16 Roadbeer

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Posted 26 April 2014 - 08:55 AM

View PostFlaming oblivion, on 26 April 2014 - 08:54 AM, said:


Looks like a skunk . I'm tempted to remark on how fitting a skunk is as representation for pre mades but I wont :)

:( I don't even...

View PostFlaming oblivion, on 26 April 2014 - 08:54 AM, said:

. Its not the players fault PGI gave them such a easy exploit.

I lol'd

Seeing as how you've been here around 2 weeks, I don't even think you know what a premade is, much less what system you think their "exploiting"

Edited by Roadbeer, 26 April 2014 - 08:57 AM.


#17 Flaming oblivion

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Posted 26 April 2014 - 08:57 AM

Looks like a good idea but everything about it when you really get into it stinks.

#18 Divine Retribution

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Posted 26 April 2014 - 09:43 AM

I'd go with a fundamental and troublesome game mechanic: hit registration/HSR. All the effort into HSR with mixed results, ongoing problems with hit registration, causing damage to the wrong components, and SRMs requiring a special mention; what if that huge portion (pretty much the basis of the game) of the game just functioned flawlessly...

You see where something hit, and that's the component that takes damage. Every time. But if it had worked from the beginning we'd all have just complained more about something else instead.

#19 TimePeriod

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Posted 26 April 2014 - 09:46 AM

Premade vs Premade and I would throw my money at them. Get them the hell out of pugs.





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