Technical Update - June 2014 - Feedback
#21
Posted 23 June 2014 - 02:53 PM
(The tree thing really irks me)
#24
Posted 23 June 2014 - 03:26 PM
Edited by Hellen Wheels, 23 June 2014 - 03:31 PM.
#25
Posted 23 June 2014 - 03:43 PM
Could you PLEASE look into performance decaying with thermal vision? When I play the game for long periods of time, thermal vision performance decays over that period of time. The longer I play, the more performance is lost. This is not affecting all maps in the same way, but Frozen City tends to be the typical culprit though. PLEASE strongly look into that.
Edited by Deathlike, 23 June 2014 - 03:43 PM.
#26
Posted 23 June 2014 - 04:46 PM
Second: Glad that progress is being made on several generally desirable items (ie private matches & SRMs)
Looking forward:
The push to make tangible progress on Community Warfare is appreciated but an equally important pillar of the game is Role Warfare. The advantage being that it is plausible to make quicker progress on Role Warfare than Community Warfare.
The JumpJet fixes (thrust per jumpjet and falling damage) will help provide a moderate reason for lighter mechs but the game still suffers from being overwhelmingly dominated by firepower.
The reason 3/3/3/3 has to be imposed is because the rest of the game does not make that a sensible choice on its own. The good news is that having 3/3/3/3 in place will provide a concrete gameplay reason to make that a viable balance.
The example I use is that my ECM Commando with nothing but TAG & NARC working with 1 or 2 LRM boats was death incarnate but I made trivial CBills & XP whenever I ran it. It was a perfect example of a Role-based Mech selection & loadout but the game punished me harshly for taking it because I didn't do any direct damage.
As I said, I'm hoping that many people being forced to run lights & mediums will help push the design team to provide a reward system not overwhelmingly personal damage-centric.
Hax
#27
Posted 23 June 2014 - 04:58 PM
#28
Posted 23 June 2014 - 06:36 PM
Matthew Craig, on 23 June 2014 - 01:08 PM, said:
Sadly, you'd likely have to rewrite the maps to get truly destroyable terrain.
I'd still love to be able to properly level smaller buildings, the radio towers, etc. etc.
#29
Posted 23 June 2014 - 07:22 PM
EDIT: LOVE the new solo queue. Thanks!
Edited by Bhael Fire, 01 August 2014 - 07:37 AM.
#30
Posted 23 June 2014 - 07:26 PM
Bhael Fire, on 23 June 2014 - 07:22 PM, said:
This. I can't tell you how many players with terrible attitudes drop in four man's to destroy pug matches. It's obnoxious and it's just plain ruining the experience of the game for some people.
Edited by Techorse, 23 June 2014 - 07:29 PM.
#31
Posted 23 June 2014 - 07:40 PM
Matthew Craig, on 23 June 2014 - 01:08 PM, said:
Can you please tell us, are any optimization ever planned for non nV users? We see you have time to sink in 3D Vision, but some love for the part of the user-base that runs AMD would be appreciated too.
#32
Posted 23 June 2014 - 07:42 PM
#33
Posted 23 June 2014 - 07:51 PM
Bhael Fire, on 23 June 2014 - 07:22 PM, said:
Although...
I wish you guys would stop calling it a "Solo Queue" when you allow groups in it. A single 4-man premade can completely dominate the sway of the match...even if the other team has a 4-man.
Just stop beating around the bush and give us what we WANT:
SOLO ONLY (NO GROUPS!)
GROUPS (2-12) + SOLO
SOLO ONLY: Allow solo players to choose if they want to play against groups (with a "Hazard Pay" c-bill/xp bonus) or only play against other solo players. Adding an option for players to choose to play "solo only" should not be complicated in the least. And giving solo players an incentive to play in the group queue will help balance it out (i.e., Risk/Reward mechanic ftw).
GROUPS+SOLO: Use logical filtering when matching grouped players (i.e. no 12-mans vs a 4-man and 8 solos). Try to match 1:1 with groups and fill in the rest with solo players that have opted in. Slight discrepancies in Elo can be fine-tuned with handicaps when placing solo players.
Just please make that happen. PLEASE. Other games have had great success with this format. There's absolutely no good reason not to implement this...aside from just being stubborn. <_<
http://mwomercs.com/...sizes-and-more/
Says here Pugs are seperate from group play
#34
Posted 23 June 2014 - 08:08 PM
Naduk, on 23 June 2014 - 07:51 PM, said:
Did you read it carefully?
Quote
There will be premades in the "solo" queue...it's an oxymoron....they need to stop calling it solo queue if they are placing GROUPS in it. No wonder players are [redacted] confused about what's going on in this game...
Edited by Marvyn Dodgers, 29 June 2014 - 10:45 AM.
Language
#35
Posted 23 June 2014 - 08:22 PM
Quote
That sounds great! I'm assuming by 'Battlegrid' you also mean the Scorecard (Tab key) and Chat box as well? Nothing worse than trying to type a quick warning to my team and watch my Firestarter decelerate from 150kph to 0 as I type, that's practically suicide.
Keep up the good work, you guys have really been hitting the midnight oil pretty hard lately with great results. Thanks for the update!
#36
Posted 23 June 2014 - 08:30 PM
Bhael Fire, on 23 June 2014 - 08:08 PM, said:
Did you read it carefully?
There will be premades in the "solo" queue...it's an oxymoron....they need to stop calling it solo queue if they are placing GROUPS in it. No wonder players are [redacted] confused about what's going on in this game...
Wrong feedback thread dude. Post your comments on the new MM here: http://mwomercs.com/...patch-feedback/
Edited by Marvyn Dodgers, 29 June 2014 - 10:46 AM.
Language in quote
#37
Posted 23 June 2014 - 09:17 PM
This gives you finer control around the center. This a better adjustment than a plain senstivity adjustment, which simply applies a cutoff to the max input value.
Another input adjustment that will allow players to tweak an absolute control to their own liking would be a axis saturation control. Which is a transformation that functions to alter the min and max input outputs of a the stick. It differs from a sensitivity setting which limits the output to a fixed number.
For example, a mech which can turn 180 degrees. With a sensitivity setting of .5, if the joystick is fully deflected, say to a reporting position of 256, The mech will only turn 90 degrees, as the sensitivity adjustment caps the output to 128. A saturation change to .5, means that at 128 reporting position of the stick turns the mech 180 degrees. As the 128 is transformed to 256. This can be helpful because it means one doesn't full deflect the stick to rotate the mech.
Which would be nice for light and fast mechs. As you would tend to operate those mech with the stick fully deflected (torso fully turned). Which would be uncomfortable and a real wrist breaker.
Edited by Grits N Gravy, 23 June 2014 - 09:20 PM.
#38
Posted 23 June 2014 - 09:27 PM
I posted in the Karl Berg thread here: http://mwomercs.com/...ost__p__3492499
Quote
There's also a discrepancy with the C-SRMs. All IS-SRMs are .11 impulse. Clan impulse is as follows for SRMs:
C-SRM2-.19
C-SRM4-.11
C-SRM6-.19
All streaks are normalized at .040.
#40
Posted 23 June 2014 - 10:33 PM
Nikolai Lubkiewicz, on 23 June 2014 - 12:18 PM, said:
I will mail you cookies.
*holds up baking supplies*
Seriously though, who do I send cookies for this?
2560x1440 120FPS on my Yamakasi Catleap will be delightful
Even if I have to run in full window to get that high framerate. IIRC I had issues with fullscreen and 120hz not playing nice together.
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