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Weapon Balance Changes - What Are They? - Feedback


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#321 Wintersdark

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Posted 03 June 2014 - 06:43 AM

View PostFupDup, on 03 June 2014 - 06:41 AM, said:

The 90% threshold rule for the guy getting shot already does that by itself. Once the target gets to 90% heat, he can't receive any more heat from Flamers.

Yup. I didn't say it was a good mechanic, or a necessary one, just that it was the "reason" flamers do that.

#322 Warge

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Posted 03 June 2014 - 07:03 AM

MPLs were hot? lol

#323 Joseph Mallan

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Posted 03 June 2014 - 07:29 AM

View PostEnzlaved, on 02 June 2014 - 11:56 AM, said:

Posted Image

so much for MWO right now

Not to mention you faced 7 Assaults v your 3. So Out gunned and out massed. Now out gunned you can DO something about, out massed... well MM is random as all git!

#324 Biaxialrain

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Posted 03 June 2014 - 07:49 AM

What the hell is wrong with camping?

If you capture and hold a strategic position that gives you a tactical advantage why disparage it by calling it "camping"?

Knowing what a good position is requires thinking which seems to be discouraged with all the high speed mechs, jump jets, cookie cutter builds, etc....

Shouldn't that be a goal in the "thinking man's shooter"?

Also, couldn't agree more with Enzlaved's post above. Is the goal to have everyone playing the same one or two mechs with the same loadout?

Edited by Biaxialrain, 03 June 2014 - 07:55 AM.


#325 Wintersdark

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Posted 03 June 2014 - 08:19 AM

View PostBiaxialrain, on 03 June 2014 - 07:49 AM, said:

Also, couldn't agree more with Enzlaved's post above. Is the goal to have everyone playing the same one or two mechs with the same loadout?

This is inevitable at high end play. No matter what, you're going to find things boil down to the "best" loadout, even if the difference between best and everything else is absurdly small.

See: MMO's. A given build will dominate, even if it's only .5% better than the next best, which is then viewed as crap.

#326 Thrudvangar

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Posted 03 June 2014 - 09:16 AM

View PostJoseph Mallan, on 03 June 2014 - 07:29 AM, said:

Not to mention you faced 7 Assaults v your 3. So Out gunned and out massed. Now out gunned you can DO something about, out massed... well MM is random as all git!



yeah you're right of course, but, believe this screenshot or not (and it was like that, just forget to hit F12 ingame), it was the worst match i've ever had... ;) my team was all down in a valley and the just jump-sniped over a ridge/saddle heheh no chance.

but it showed and proved what i was saying again..

unfortunately my last reply from this morning got deleted or lost in the forum nirvana...

#327 Fonzie260

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Posted 03 June 2014 - 09:47 AM

View PostPaul Inouye, on 28 May 2014 - 04:14 PM, said:


I've seen this thrown around a few times now so let me respond to it.

There are a total of 9 different builds of MWO on my machine... all at varying stages of completion of new features.

In 7 of these specialized builds, I can turn on specific debug tools that allow me to see exactly what's happening in the game simulation which is something you will never be able to determine in production (live build). I can also dynamically tune things as the game is running in these builds which is also something that is impossible to do on the live servers.

I do play the game, just not on production where I don't have the tools that let me see exactly what's going on in the game engine. Plus I do randomly play now and then on production and I do spectate players quite a bit when I'm not at work.

And remember, PGI is not a huge company where I sit in my office isolated from the team and just messing about doing this or that. I'm very hands on with the dev team and don't have a lot of time to head up features and play the game during the average workday.



Dude you guys are rocking it.... don't let these little nerds attempt to tell you anything other than that..... Keep up the good work guys.

#328 Heffay

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Posted 03 June 2014 - 10:02 AM

View PostWintersdark, on 03 June 2014 - 08:19 AM, said:

This is inevitable at high end play. No matter what, you're going to find things boil down to the "best" loadout, even if the difference between best and everything else is absurdly small.

See: MMO's. A given build will dominate, even if it's only .5% better than the next best, which is then viewed as crap.


RMP! Nerf RMP!!!

#329 Gordon Gecko

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Posted 03 June 2014 - 10:31 AM

Excellent work guys. These modifications make sense. Please take a look at scaling back LRM's next. Every night its LRM aggedon and it is getting a bit old. A lot of players have left since the LRMs were buffed, thanks.

Looking forward to taking out my SRM6x3 Highlander!

Edited by Gordon Gecko, 03 June 2014 - 10:32 AM.


#330 Werewolf486 ScorpS

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Posted 03 June 2014 - 10:32 AM

MAJOR ISSUE WITH THIS PATCH!!!

I respectfully request that when you select "Owned" mechs that that is all that is shown. I DO NOT WANT TO SEE THE DAMN TRIAL MECHS!! I have 30 mechs, I refuse to buy a Trial mech and never pilot them so please take the clutter out!

#331 Wintersdark

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Posted 03 June 2014 - 10:42 AM

Yeah, it's really annoying for me too. I own 50 mechs, so this pushes me to 62 entries. As I own all the mechs we have trials for, it's also a hazard to accidentally click the trial instead of my own damn mech, and then end up launching in a weird trial.

#332 Sp3ctre18

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Posted 03 June 2014 - 11:18 AM

View PostGyrok, on 28 May 2014 - 04:53 PM, said:


Needs to be dropped to 30 damage per shell, that way one round will not cockpit a mech...surely that is not too much to ask.


"Hey enemy, if you drop bombs on us, can you PLEASE try to NOT actually hit us straight on? Please drop the bomb on a less critical part of me. kthxbai."

Yup! Not a lot to ask at all!

Posted Image

I hate when people want to lose realism in a SIM game. Quick deaths happen. This is war. -.-

I'm good with all changes except the AC and arty strike ones. I don't see what's wrong with the long-range AC. It's great that we have a couple of weapns that can spook people at long range and help prevent someone spotting from too far without being checked. Keeps me on my toes as well.

Similar, it's a freaking ARTILLERY STRIKE. I don't know what TT / BT canon is, so I'm not speaking from that but from the just the concept of it, and the fact that they cost FORTY THOUSAND C-BILLS or MC, OF COURSE you want it to hurt! I've been head-shotted my arty strikes. So what? That's a game, that's a match, that's war! Don't lower the damage. Maybe increase spread and splash, that's fine, but the damage is fine. IT NEEDS TO BE WORTH THE PRICE - and the expensive shells in those guns. ;)

Edited by Sp3ctre18, 03 June 2014 - 11:19 AM.


#333 Sp3ctre18

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Posted 03 June 2014 - 11:27 AM

View PostMerchant, on 28 May 2014 - 04:45 PM, said:

Paul,

LRMs: Since there have been some comments about Indirect Fire, how about using the MW2 means of letting players make their own arc as described on this page. The specific section:

"
Quote
Let the targeting reticle sit near an enemy for a moment and when it turns red, it means you've got a lock. After a lock is achieved, you can twist your torso in a different direction, allowing you to fire at enemies over cliffs and around buildings"

This would make LRMs more of a skill based weapon.


YES YES YES YES YES!!

Mechwarrior 3 had the same system. As far as I'm concerned, they're the only games that fired LRM's RIGHT.

It just makes sense. I think in both games, you could only point the reticle away for firing. Once you hit fire, you have to return the reticle to keep the lock. We need this in MWO, not this dumb firing to I-don't-know-where-the-computer-wants-to-fire.

#334 PraetorGix

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Posted 03 June 2014 - 12:22 PM

I like these numbers, especially on the SRM's. Good job on this one!

View PostSp3ctre18, on 03 June 2014 - 11:27 AM, said:


YES YES YES YES YES!!

Mechwarrior 3 had the same system. As far as I'm concerned, they're the only games that fired LRM's RIGHT.

It just makes sense. I think in both games, you could only point the reticle away for firing. Once you hit fire, you have to return the reticle to keep the lock. We need this in MWO, not this dumb firing to I-don't-know-where-the-computer-wants-to-fire.


You sure it doesn't work at all? I do exactly this when using LRMs behind a hill. And not because I remembered about MW2, just do it out of instinct and I honestly see a difference.

#335 TripMeUp

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Posted 03 June 2014 - 01:27 PM

"area denile system"... must be some sort of Canuck English.

Edited by TripMeUp, 03 June 2014 - 01:31 PM.


#336 Rampage Starfire Hall

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Posted 03 June 2014 - 02:28 PM

The Range reduction is nice, but the DPS/Rate of fire, and the screen shake means the meta will remain AC Focused. Lasers need a wholesale DPS buff of around 20-30%

Lack of Ammunition constraints do not make up for the Splashing of damage around during the DoT, and the fact that a Large Laser has 33% Less DPS than an AC/5 is nonsensical.

#337 Ward Serpentine

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Posted 03 June 2014 - 07:50 PM

View PostNikolai Lubkiewicz, on 28 May 2014 - 02:41 PM, said:

Last on this list is Air Strike and Artillery Strike. The intention of these has always been an area denile system for getting enemies to not camp in a single spot. It is working but the amount of damage is still a bit high and even noted in the current tournament as being a little over powered. The following changes have been made:



Picking nits here, but it's denial, not denile. That is a river in Egypt ;)

Edited by Ward Serpentine, 03 June 2014 - 08:05 PM.


#338 Ward Serpentine

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Posted 03 June 2014 - 08:03 PM

View PostEnzlaved, on 02 June 2014 - 11:56 AM, said:

Posted Image

so much for MWO right now


And look, the new Champion Shadow Hawk is two AC/5s and a PPC. Encouraging the meta...

Edited by Ward Serpentine, 03 June 2014 - 08:04 PM.


#339 Kmieciu

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Posted 03 June 2014 - 10:44 PM

View PostPaul Inouye, on 28 May 2014 - 04:14 PM, said:


Spoiler


Hey Paul - you forgot about LBX range.

#340 Dr HaxZaw

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Posted 03 June 2014 - 11:31 PM

Am I the only person still sick to death of getting cored by one of these:

Posted Image





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