

My Assault Mech Seems To Be Malfunctioning...
#1
Posted 27 June 2014 - 12:55 PM
#2
Posted 27 June 2014 - 01:08 PM
Davoke, on 27 June 2014 - 12:55 PM, said:
Don't worry. The fact that you notice this merely indicates that you are still sane.

It's not an assault mech problem. It's a meta problem. No matter what you do, what type of mech you play the dominant meta is camping and sniping. If you are not a sniper or light mech there is actually very little for you to do in the opening phases of a match. If your team pushes aggressively then you can join in and blast things, but if they won't you have to wait. You can't poke the enemy snipers or try to make a move on your own. You just take too much damage.
If you play in a lance, you can do much more as a coordinated lance CAN lead a push and advance the game, but if you're solo there is pretty much nothing you can do to alter the flow of the match.
This is the same in heavies and mediums as well. But the bigger the mech, the more pronounced this effect is. You can sometimes get away with doing some crazy flanking and closing the distance in a medium mech, just because you're smaller and faster and most people don't focus on you that much.
This is one of the reasons why leveling my brawling Timber Wolf has been such a frustrating experience. You just have to be soooo passive for so long in most matches.
EDIT: When I say meta I don't mean the loadouts but the way people play matches in MWO. So many players I see play very passively and have little understanding of how to actually win the match, what to do. It doesn't matter if there are a million snipers in the match or none, people still play with incredible indecision and a total lack of teamwork. So few people will actually pay attention to the map and try to support others.
Edited by Marmon Rzohr, 27 June 2014 - 01:12 PM.
#3
Posted 27 June 2014 - 01:14 PM
Will probably be tweaked a bit soon.
#4
Posted 27 June 2014 - 01:17 PM
#5
Posted 27 June 2014 - 01:17 PM
Marmon Rzohr, on 27 June 2014 - 01:08 PM, said:
Don't worry. The fact that you notice this merely indicates that you are still sane.

It's not an assault mech problem. It's a meta problem. No matter what you do, what type of mech you play the dominant meta is camping and sniping. If you are not a sniper or light mech there is actually very little for you to do in the opening phases of a match. If your team pushes aggressively then you can join in and blast things, but if they won't you have to wait. You can't poke the enemy snipers or try to make a move on your own. You just take too much damage.
If you play in a lance, you can do much more as a coordinated lance CAN lead a push and advance the game, but if you're solo there is pretty much nothing you can do to alter the flow of the match.
This is the same in heavies and mediums as well. But the bigger the mech, the more pronounced this effect is. You can sometimes get away with doing some crazy flanking and closing the distance in a medium mech, just because you're smaller and faster and most people don't focus on you that much.
This is one of the reasons why leveling my brawling Timber Wolf has been such a frustrating experience. You just have to be soooo passive for so long in most matches.
EDIT: When I say meta I don't mean the loadouts but the way people play matches in MWO. So many players I see play very passively and have little understanding of how to actually win the match, what to do. It doesn't matter if there are a million snipers in the match or none, people still play with incredible indecision and a total lack of teamwork. So few people will actually pay attention to the map and try to support others.
I agree with every word you posted.
#6
Posted 27 June 2014 - 07:14 PM
#7
Posted 27 June 2014 - 07:23 PM
#8
Posted 27 June 2014 - 07:41 PM

#9
Posted 27 June 2014 - 07:41 PM
Here are some crude examples, inspired by this thread and I hope this will continue.
Then give its Omnipods more negative quirks as necessary after adjusting their hitboxes if that type of thing could work.
#10
Posted 27 June 2014 - 08:05 PM
It makes me miss the pre-HSR days, when hitting something with an AC required Skill, Luck, Low-Ping (mine is 250+) and the alignment of the stars. But at least people had to get out and fight, and actually had the chance to do so!
#11
Posted 27 June 2014 - 08:07 PM
And yes pinpoint damage is still very much a problem and the bane of assault mechs. All IS autocannons need to be burst. And IS PPCs need to be 6.67+3.33 splash damage. Gauss also needs a reduction in pinpoint damage... either make it 10+5 splash or 10 damage + some kindve armor piercing mechanic.
By taking those steps, that 30 damage pinpoint everyone is so afraid of on the Dragon Slayer would be reduced to a very reasonable 16.67 pinpoint at most. Pinpoint damage reduction is key to making assaults competitively viable.
Edited by Khobai, 27 June 2014 - 08:20 PM.
#12
Posted 27 June 2014 - 08:39 PM
In Tabletop.... Hang on, hear me out for just a moment.... but, in Tabletop, all these damage values were based around a random allocation table, and turns equating to 10secs of real time. Not only did PGI reduce the "Turn Time" to 4 secs (instantly making all TT damage values 2.5x better), they then increased the firing rate yet AGAIN on the smaller weapon systems. They then doubled the armor value to "compensate". The problem is, that although the Damage and Defense are supposedly balanced, we still have the issue between the TT Allocation chart, and the FPS All Weapons on the Crosshair. The TT armor values, even doubled, could never stand up to the kind of strain that gets applied to them in a FPS setting, because they were designed for random distribution.
The only way to truly get that true Assault Mech (or even just giant stompy robot) feel back into the game, is to either rework the targeting mechanics so that getting all of your weapons to line up takes a few seconds on target, or to completely rebuild all the weapon values (effectively Nerf to them death, from orbit, with nukes) so that TTK is increased, and damage output is dramatically Decreased.
#13
Posted 27 June 2014 - 08:50 PM
Thunder Child, on 27 June 2014 - 08:39 PM, said:
In Tabletop.... Hang on, hear me out for just a moment.... but, in Tabletop, all these damage values were based around a random allocation table, and turns equating to 10secs of real time. Not only did PGI reduce the "Turn Time" to 4 secs (instantly making all TT damage values 2.5x better), they then increased the firing rate yet AGAIN on the smaller weapon systems. They then doubled the armor value to "compensate". The problem is, that although the Damage and Defense are supposedly balanced, we still have the issue between the TT Allocation chart, and the FPS All Weapons on the Crosshair. The TT armor values, even doubled, could never stand up to the kind of strain that gets applied to them in a FPS setting, because they were designed for random distribution.
The only way to truly get that true Assault Mech (or even just giant stompy robot) feel back into the game, is to either rework the targeting mechanics so that getting all of your weapons to line up takes a few seconds on target, or to completely rebuild all the weapon values (effectively Nerf to them death, from orbit, with nukes) so that TTK is increased, and damage output is dramatically Decreased.
I agree.
It certainly is a tough nut to crack with where we are now, but I hope that our discussions can at least help give the ideas on where we can take MWO towards a better balance for the future.
And I mean that Clan AC weapons feel like they are heading in the right direction, providing opportunities to continue reducing FLD within the context of current weapons so that MWO can remain fun and challenging as we progress through the Battle Tech timeline.
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