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Upcoming Patch - Feedback


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#321 Icebergdx

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Posted 24 June 2014 - 07:07 PM

The groups were fun, with only one major issue Odd numbered groups and groups over 4 were difficult to get matched (3,5,6,7,8,9). 2 man, 4 man and 10 man groups were easier to match.

Wait times for the hard groups were in excess of 3 minutes, and a couple of times over 5 minutes just to see how long it was taking.

Did not notice any major effects from targeting comp, other than a slight increase in zoom.

Fall damage seemed really OP (Taking a Kit Fox with max leg armor to orange armor from a 10m drop... Really????

Edited by Icebergdx, 24 June 2014 - 07:10 PM.


#322 Deathlike

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Posted 24 June 2014 - 07:17 PM

View PostCimarb, on 24 June 2014 - 05:22 PM, said:

I get your meaning - and those of Wintersdark - but look at it this way: JJs are an advantage, just like high-mounted weapons, arms, and many other things. It is very true that JJs are a bit too much of an advantage in general, but they are working on fixing that.

Get on PT (if you aren't already) and give Russ the feedback about the non-JJ mechs. I can tell you from the few matches I just did in a Dire Wolf that this falling thing isn't an issue for it. I haven't tried a Locust, which I should, but probably won't. I have also tried a Timber Wolf and Nova, both of which have no problem with jumping safely, but push the spacebar for too long and it hurts.


I did that, and determined that Lights got the short end of the stick. I don't feel the need for that leg module for any mechs OTHER THAN LIGHTS. It's too much going in one direction... similar to when people were complaining back in open beta about the leg damage the light mechs got in general... even a short jump is a asking for trouble more often than not. Mediums, Heavies, and Assaults... the leg damage was rather inconsequential (outside of skimping on leg armor).

#323 Sarsaparilla Kid

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Posted 24 June 2014 - 07:55 PM

View PostDeathlike, on 24 June 2014 - 07:17 PM, said:


I did that, and determined that Lights got the short end of the stick. I don't feel the need for that leg module for any mechs OTHER THAN LIGHTS. It's too much going in one direction... similar to when people were complaining back in open beta about the leg damage the light mechs got in general... even a short jump is a asking for trouble more often than not. Mediums, Heavies, and Assaults... the leg damage was rather inconsequential (outside of skimping on leg armor).


I have to agree with you, Deathlike...even after taking your suggestion and trying the Shock Absorbance module, my Jenner's legs were taking damage just dropping down off the middle ledge near the creek in Canyon. I didn't try to cushion that fall, thinking it wouldn't result in damage, but it did. Any light mechs without JJs will have critical legs in short order...one of mine went critical after jumping around that ledge a few times. The damage on lights is too much, and falling is harder to avoid since speed is life for an IS light.

#324 Wildflame

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Posted 24 June 2014 - 08:36 PM

It concerns me that my initial fear that lights would be disproportionately affected by fall damage appears to have been justified.

I would like to add my recommendation for an opt-in for solo drops into groups. How else can I meet strategy-minded groups of players? I can't imagine the playerbase of solo-but-wants-a-group-fight is all that great, so you're not taking away too drastically from the main queue, while simultaneously increasing the flexibility of the group matchmaking - solving the Problem of Eleven (and odd-size groups generally).

#325 l33tworks

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Posted 24 June 2014 - 08:41 PM

What I thought lights would hardly notice a change according to some dev post? You mean Legs are getting blown off just by falling?

When piloting lights you tend to use all your jump for combat purposes and then let the mechs legs sort out the landing.

#326 TamerSA

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Posted 24 June 2014 - 10:27 PM

View PostSinisterSocks, on 24 June 2014 - 06:39 PM, said:

Also I am pretty disappointed in the community. I would think all of you guys would be on here and maybe most of you are but the numbers are really low. (search is taking forever) You guys that didnt get into the test have no room to complain about anything. We see PGI trying and giving us this chance but we have to use it.


You are forgetting one minor detail.... timezone. I'd love to be part of testing, but my timezone and the fact that I have to work to earn a living during the day prevents me from participating most of the time.

#327 p4r4g0n

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Posted 24 June 2014 - 11:29 PM

View PostSinisterSocks, on 24 June 2014 - 06:39 PM, said:

Been trying to run a few matches. So far I am still seeing Team rolls. 12-2 the last match. I dont know if that was a group thing or just really bad playing.

Also I am pretty disappointed in the community. I would think all of you guys would be on here and maybe most of you are but the numbers are really low. (search is taking forever) You guys that didnt get into the test have no room to complain about anything. We see PGI trying and giving us this chance but we have to use it.


It doesn't help when the public test is scheduled to cater to the NA players mainly and lasts only 4 hours. Compound that with the short advance notice and inability to patch the client at least a day prior to the public test and the low numbers are anything but unexpected by the community.

Not sure what PGI was expecting but if they were expecting bigger numbers, at the very least, they really should re-think allowing people at least 24 hours to patch the Public Test client before the scheduled public test.

#328 YueFei

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Posted 25 June 2014 - 12:11 AM

View Postl33tworks, on 24 June 2014 - 08:41 PM, said:

What I thought lights would hardly notice a change according to some dev post? You mean Legs are getting blown off just by falling?

When piloting lights you tend to use all your jump for combat purposes and then let the mechs legs sort out the landing.


It's because Light mechs run faster. So they'll fall farther when they drop off a ledge.

Imagine a sloped line, representing a slope that abuts a cliff edge you're running off of.

A slower mech travels in a parabolic arc, travels only 10 meters forward, and thus only falls 5 meters, and suffers minimal leg damage.

A faster mech travels in an arc, goes forward 40 meters, and ends up falling 20 meters, suffering significant leg damage.

The *only* goal of fall-damage revamp should be to avoid punishing Light mechs disproportionately. I'm not surprised to see that even now, PGI cannot into math.

#329 Kyle Wright

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Posted 25 June 2014 - 12:17 AM

As someone on a comp team the only thing I worry about is comp teams in general running groups out of the ques. Big Bad wolves of Golden Keshik as well as SJR, SwK, Lords, BSK, etc I'm sure will look at this as a way to practice groups without needing a full 12. Why this becomes a issue is similar to last nights 12-mans where there were a lot of team that we just out right stomped all the while SJR beat the schnikes out of us. Unless they match teams by average elo or something you are going to have unhappy players that will get clubbed like baby seals because they just simply can not compete. That's what really worries me the most. Groups that have no concept of teamwork, current tactics, and the meta used in them will suffer 12-0 after12-0. They will then scream about cheese builds. While comp players yell back you jumped in the ring I'll prepared and got owned.

#330 OneEyed Jack

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Posted 25 June 2014 - 12:25 AM

View PostTorgun, on 23 June 2014 - 11:11 AM, said:

I foresee a lot of guys that just want to play with their 9-10 friends to have fun, (not to have a huge edge against the opponents, of course not!), will suddenly gladly play separately in a couple 3-4 man premades instead.

They'll just be risking getting dumped in the group queue with a smaller group.

#331 Willothius

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Posted 25 June 2014 - 02:10 AM

View PostMuonNeutrino, on 23 June 2014 - 11:07 AM, said:


Any is too often. I do not want to play with large groups of people in the public queue. If I wanted that, I would be on a team and dropping in the 12s queue. 10+2 vs 12 is only one of the possible bad outcomes. I don't want to be in any 2+2+4+4 vs 10+2, or 6+2+4 vs 8+4, or 2+2+3+5 vs 4+4+4 games either, or anything like that. Groups of players have a massively disproportionately high chance of being filled with poptarts and other assorted unpleasant meta mechs and/or unpleasant meta pilots. I do not want to play with them.


If all goes right, the 3/3/3/3 will ALSO be implemented by then, so you'll never encounter more than the allowed number of Meta-Poptarts anyway.. Not saying it won't be an issue, but just wait and see how this will play out..

Personally, I'm not sure if implementing both the 3/3/3/3 and MM change at once is smart, because of, well, PGI's history of bugging up things, but also the inability to see the effect one system has separately..

#332 StealthSlicer

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Posted 25 June 2014 - 02:18 AM

Does our opinion matter much anymore? I mean, seriously? See, whenever an opinion doesn't conform, the "PGI Attack Dog Squad" of the community attempts to whine critiques out of the forums or PGI just ignores the comment if it doesn't conform to their grand plan or if it points out a hole in it (Such as the recent C-AC vs C-UAC "Fault".). To be honest, the PGI Attack Dog squad has been gaining ground over players who shut up and deal with the annoying elements of the game and just behave like a proper pilot by sucking it up and moving on. At this point "Feedback" just comes down to who screams the loudest over who makes the most sensible point.

So, that just begs the question: Do you really want feedback if you're not bothered to even acknowlage it and will just do as you wish PGI?

Don't get me wrong, I love the game how it is (Mostly), but I fear money and what the devs thing is best is becoming more of a focus than actual sense or community requests.

Edited by StealthSlicer, 25 June 2014 - 02:20 AM.


#333 warner2

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Posted 25 June 2014 - 04:19 AM

Quote

All players in a group will be happy to learn that the “'Mech Select” button from the private match window has made its way into the group window. So now, quick selecting of 'mechs along with consumable management will be much more convenient while in a group.


I'd prefer the reverse. When in a lobby the "Mech Select" button is OK but I can't go into mechlab to change my 'mech. Why not? I have to leave lobby and ask someone for a re-invite. I need to be able to access mechlab whilst in a lobby.

Conversely I hope the ability to go to mechlab when in a group has not been removed at the same time as adding the "Mech Select" button to the group window. That cannot happen.

#334 warner2

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Posted 25 June 2014 - 04:29 AM

BTW the idea that a group of 2-4 should be able to choose to drop "solo queue only" like some people are asking for doesn't sound right. Such a group is basically asking to guarantee to go up against one other group plus solo players. In other words, the easiest way to play. It's an option where you would be allowed to guarantee the odds of winning are as high as possible for your group of 4 playing solo queue only (basically this is how it is now, too).

#335 Kutfroat

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Posted 25 June 2014 - 05:11 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.


lol...when solo players said this all we heard was: "l2p, play meta builds or lose, join a clan and get voicecom"...so no. 3 and 4 mans should be forced in the 12 man queue. 2 player groups can be left in the soloque as fillers.

#336 Cricket504

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Posted 25 June 2014 - 05:42 AM

After spending an hour in the test I liked what I was seeing. Nice tweaks to the UI. Match maker seamed to do well. The big thing I'm seeing is the leg damage. Yea, there's going to be a lot of crying about lights taking a hit and the poptarts getting a nerf. But lights needed some work. The loadouts there using should not even be possible.

#337 Willothius

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Posted 25 June 2014 - 07:40 AM

Don't really know where to put this, so:

Can we have the Chat Window remain active during connecting? So we can chat with friends while we wait.. Seems like an easy implementation too, as you can already keep typing in the background.. You just can't press enter :-/

#338 Pygar

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Posted 25 June 2014 - 07:40 AM

View PostEgomane, on 23 June 2014 - 11:49 AM, said:

It's still a more stressfull and therfore less fun environment. At least for me! I want to be able to derp around a little without being punished for it immediatly. I can do that in pugs and usually do. If I do it with competetive teams on the other side I'll watch most of my games from the sidelines or need to adapt to the stressfull playing style. I can guarantee you that the later is not going to happen.

Edit:
I will give the system a fair chance, but I have reaons to doubt that I'll like it. Maybe I get surprised!


As long as I don't get dropped against HoL every time, I'll be ok. Missed the test so I'll have to wait and see.

#339 Cimarb

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Posted 25 June 2014 - 07:58 AM

View PostWillothius, on 25 June 2014 - 07:40 AM, said:

Don't really know where to put this, so:

Can we have the Chat Window remain active during connecting? So we can chat with friends while we wait.. Seems like an easy implementation too, as you can already keep typing in the background.. You just can't press enter :-/

I believe it was Matthew Craig that posted earlier this week (or late last week) that they were working on things like that. The example he used was chatting in a match causing you to stop moving, since the key bind is still in effect when you type. Do a search for his name and you should be able to find the post pretty easily. (Edit: found it - http://mwomercs.com/...ost__p__3502049)

Edited by Cimarb, 25 June 2014 - 08:02 AM.


#340 Sarsaparilla Kid

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Posted 25 June 2014 - 08:17 AM

View Postwarner2, on 25 June 2014 - 04:29 AM, said:

BTW the idea that a group of 2-4 should be able to choose to drop "solo queue only" like some people are asking for doesn't sound right. Such a group is basically asking to guarantee to go up against one other group plus solo players. In other words, the easiest way to play. It's an option where you would be allowed to guarantee the odds of winning are as high as possible for your group of 4 playing solo queue only (basically this is how it is now, too).


I disagree with the 4-man and 8 solo pugs group means easy wins...many times a 4-man will have total scrubs below and they can't carry hard enough. Often, one pug lance will charge the enemy on their own, thanks to how far the new spawn points are from each other, and die before they can be helped, and then it turns into a roll after that for being down 4 at the very start. You can't herd the solo pugs as well, where at least if you dropped with another one or two groups, they are more likely to be on comms and better coordinated.





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