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#261 Shimmering Sword

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Posted 23 June 2014 - 11:29 PM

View PostGoatHILL, on 23 June 2014 - 10:46 PM, said:

Sounds ok. But its to little to late.


So you've already made up your mind that MWO is a lost game, that you don't want to play. Why are you still here?

Nice work PGI, you're doing so well that even the forum adicted haters can't come up with proper complaints.

#262 D34K

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Posted 23 June 2014 - 11:30 PM

Just to add my voice to the people who have already pointed out to PGI (here and elsewhere) that the damage penalty on jump jets will not have the desired effect. The good players do not jump high; in fact they jump as low as possible, with most movement being lateral rather than vertical. This penalty will hurt the players who use jump jets occasionally, tactically, or to manoeuvre.

The jump sniping meta, for better players, remains. As a fan of jump sniping lights and mediums, PGI just made everything easier for me.

#263 Roadbeer

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Posted 23 June 2014 - 11:39 PM

View PostShimmering Sword, on 23 June 2014 - 11:29 PM, said:


Nice work PGI, you're doing so well that even the forum adicted haters can't come up with proper complaints.

Lulz,
Large groups temporarily removed (570+ days ago)
"CW 90 days after Closed BETA"
"1st person is SACROSANCT"
"Aggressive weapon balancing"
"You're on an Island"
"CW a couple months after Launch"
"Weapons are in a good place"
"The Island comment is now part of Battletech Lore"
"We didn't make a change to missiles"
"mic drop (after throwing a tantrum)"

#264 Kilo 40

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Posted 24 June 2014 - 12:12 AM

View PostRoadbeer, on 23 June 2014 - 11:39 PM, said:

Lulz,
Large groups temporarily removed (570+ days ago)
"CW 90 days after Closed BETA"
"1st person is SACROSANCT"
"Aggressive weapon balancing"
"You're on an Island"
"CW a couple months after Launch"
"Weapons are in a good place"
"The Island comment is now part of Battletech Lore"
"We didn't make a change to missiles"
"mic drop (after throwing a tantrum)"


lulz indeed.
"I'm getting what I complained about, loudly and as often as possible, but I'm still going to complain!"

so what's up next on you're agenda? My guess is now you're going to start saying "but...I want to play with exactly 10 of my friends!!"

#265 Asmosis

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Posted 24 June 2014 - 12:45 AM

View PostMuonNeutrino, on 23 June 2014 - 10:57 AM, said:

Ugh. I know I am going to be in the distinct minority here, but this absolutely royally sucks balls. I DO NOT WANT TO GET DRAGGED INTO THE 12 QUEUE JUST BECAUSE I WANT TO PLAY WITH A BUDDY! If me and my buddy are screwing around in silly mechs like (gasp!) assaults that aren't victors or heavies that aren't cataphracts/timber wolves, I do not want to become the 2-man filler in a 10v12 tryhard match! Please, please, please give 2-4 groups the change to opt out of being dragged into the 'groups' queue. If this goes in, I will never be playing in a group again; it just won't be worth it.


The irony in this post is hilarious.

"but I don't want to play against bigger premade groups, its unfair!!" :ph34r: :) :wacko:

#266 Stella Starslayer

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Posted 24 June 2014 - 12:50 AM

I think one fix to the "one jump jet" issue, could be that having a mech equipped with jump jets thrusts exponentially. The amount of thrust would be the same regardless of number. However, the amount of fuel you have is determined by the number of JJs.

(numbers here are placeholders, and can be changed to suit the needs of the game.)

Say a Highlander (Class I Jump Jet) today could equip 1 jump jet and jump 7m into the air at the cost of 2 tons. By equpping 2 more JJ, he gains a total of 12m more in height ( due to the first JJ in every mech being 1m more efficient for some reason) at the cost of 4 tons that could be used for heat sinks to fire lasers/srms/ppcs more often over the same ridge. You are paying 4 tons and all you are avoiding is 2 more seconds of running to a bit higher on the hill.

But say the change was, for the Highlander (Class I Jump Jet). Thrusting yields 3 extra meters of lift (L) per second. 1 Jump Jet gives 1 Second of thrust. 1 Jump Jet would gain you a total height of 3m. Not high enough to actually snipe, but somewhat useful enough to maneuver in a brawl. Sacrificing 4 more tons, for 2 jump jets would make your thrust last for 3 seconds instead, and gives you a max height of 21 Meters, which would be enough to jump as high as you need to jump-snipe, while still having just enough fuel to cushion your fall with the fall damage change. In this case, the 4 tons would be very worth it for a jump sniper, but to a brawling 733C with an AC20, 2 ML, and 3 SRM6+Arti, the one jump jet is plenty to maneuver in combat.

I probably messed up the math somewhere in there, but i think the point remains. The amount of thrust per second as per chassis, and the number of seconds per JJ can be changed as per JJ class, so you don't end up with a Spider 5V with a 700 meter jump or something. In my calculations I found increasing the fuel per JJ increased the exponentiality, and increasing the thrust per second, made it more of a steady climb.

#267 -Natural Selection-

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Posted 24 June 2014 - 12:50 AM

4+ groups..

A tear starts to form,

Let the slow clap begin

#268 Zolaz

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Posted 24 June 2014 - 01:08 AM

Matchmaker ... groups larger than 4!!!

Posted Image

#269 Stormwolfe13

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Posted 24 June 2014 - 01:13 AM

View PostcSand, on 23 June 2014 - 11:34 AM, said:

I want to make something clear to everyone here:
WE asked for a lot of these features and PGI listened implemented them
If they don't work.... it is our fault not theirs.


While I agree with the first part (bravo PGI for listening) I strongly disagree with the 2nd part of that statement. While I admit the possibility that a suggested feature idea might just be a bad one one must consider how the idea is implemented as well. Many a good Idea has been poorly executed/twisted/perverted by PGI in the past. While I remain hopeful that this will not be the case and that the ideas will be implemented properly if past performance by PGI is any indicator we can not automatically assume it will be so.

Edited by Stormwolfe13, 24 June 2014 - 01:19 AM.


#270 Lily from animove

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Posted 24 June 2014 - 01:40 AM

interesting times coming, would like to see the falldamage numbers, they sem still to be too low for lights, imagine all the double PPC ECM Kitfoxes. Not even the JJ heat system would make them worry I guess.

#271 TamerSA

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Posted 24 June 2014 - 02:12 AM

Should be a nice patch. I for one have been waiting in anticipation for the 4x3 constraint since it was announced.

As for group and solo queues, basically the same complaint as most other people so far. Although I mostly drop solo, there will be occasions where I like to play a game or two with a friend in a group of 2. It's more just to drop in the same matches than a coordinated effort really, and for this reason I'd also probably not enjoy games against groups of 12.

There is probably room to fix that. I've seen some people say they'd like to solo drop into group matches... I'm sure there are challenges with this, but maybe allowing any sized group from 1 - 4 to choose between solo and grouped might not be the worst idea.

#272 Karl Streiger

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Posted 24 June 2014 - 02:16 AM

View PostLily from animove, on 24 June 2014 - 01:40 AM, said:

interesting times coming, would like to see the falldamage numbers, they sem still to be too low for lights, imagine all the double PPC ECM Kitfoxes. Not even the JJ heat system would make them worry I guess.

While its near impossible to hit him - they won't deal much damage.... so of course the nerf shouldn't have an effect:
SDR-5D :wacko:
KFX-S :)

#273 Vandul

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Posted 24 June 2014 - 03:02 AM

Good lord, will people ever stop complaining? If you are solo and get picked up by a 8-10 man team, your chances just signficantly improved unless you run off to get your face pushed in.

10+2 vs 12? Sure, there will be some lopsided games, but I believe it will very quickly even out as the 'sweet spot' between pugs and teams is leveled.

This is pretty darned good news from this team. I was rather expecting some quiet weeks after the push of the clans.

Lets just hope they deliver.

#274 Evil Ed

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Posted 24 June 2014 - 03:21 AM

As a member of a unit that's always have multiple 4-mans running and 12-man practice every night during EU/NA prime time this is huge! No more waiting for the 12th guy to show up, no more infinite search for a match! Life in units just got very nice!

I see no reason allowing premades in the solo queue. If you are premade you play against other premades - simple as that. Solo players should have option boxes for which queues they want to play in. I'd love to be filler in an 11-man premade (and probably ask for TS-info so i can join them only for this match).

#275 Evil Ed

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Posted 24 June 2014 - 03:39 AM

Regarding fall damage: Please remember the tiny mechs! Locusts and Commandos can not survive with increased fall damage! If they have to trottle down, find alternative routes etc. they lose the little edge the 170kph gives them. It's debatable if sub-30 tons mechs should suffer from falling damage at all.

Edited by Evil Ed, 24 June 2014 - 03:44 AM.


#276 Leroifou

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Posted 24 June 2014 - 04:16 AM

I wholeheartedly approve of this. Our 12-man nights have more often than not just turned into 1v1 tournaments either because we didn't have exactly 12 or there was just no one in the 12 queue.

If 12s are winning a disproportionate amount of the time then they could give up an ELO handicap to even things up (i.e. other team could be made up of multiple smaller but higher ELO groups).

As far as solos and 2-4 groups, they should have the option of choosing which queue they want to be in. There doesn't seem to be a particularly compelling reason not to give them that option...

#277 Sears

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Posted 24 June 2014 - 04:29 AM

I also think there should be an option for solo players to opt in to the group queue. It's something I would do. Even if it was on a side with an 11 man premade, having an extra 'mech would only help. Also gives the solo player a bit more of a hand in the group play when CW rolls out.

#278 GoatHILL

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Posted 24 June 2014 - 04:33 AM

Do I think the game is lost? That depends on your point of view. I don't think it will ever be what we the Founders wanted and what we were told it was going to be but it will go on for a while anyway.

But the main reason I don't log in much anymore is most of my friends have left. We regularly had @ 100 people on our TS nightly 6 months ago 25 is a good night now and half of those are playing something else.

#279 Karl Marlow

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Posted 24 June 2014 - 04:58 AM

View PostSable, on 23 June 2014 - 11:15 AM, said:

Everything sounds good although i do have some questions about the fall damage/jumpjet topic. WIll Highlanders receive bonus perks to reduce fall damage as they were designed to crush mechs (Death From Above) manuevers?


In TT a DFA attack does alot of damage to your legs. assuming you don't fall down. In which case it does alot of damage to your own mech. The enemy mech takes WAY more damage of course and it is all on the punch table which really increases the odds of head hits. Plus it makes the enemy fall down and take even more damage from that. Lots of good but doing damage to your own legs is all part of it.

#280 AlmightyAeng

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Posted 24 June 2014 - 06:26 AM

View PostEvil Ed, on 24 June 2014 - 03:39 AM, said:

Regarding fall damage: Please remember the tiny mechs! Locusts and Commandos can not survive with increased fall damage! If they have to trottle down, find alternative routes etc. they lose the little edge the 170kph gives them. It's debatable if sub-30 tons mechs should suffer from falling damage at all.


SCALAR. Locusts and Commandos, being the itty bittiest of the itty bitties...should be fine.

And if there's a slight increase, and it's an issue for you...equip the module that reduces fall damage by an additional 80% (otherwise known as the mandatory poptart module).

Edited by Ghost Badger, 24 June 2014 - 06:27 AM.






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