Best Predictions For Patch Game Play Effects.
#1
Posted 01 July 2014 - 12:47 AM
#2
Posted 01 July 2014 - 12:51 AM
Meta-Cheese will be even more deadlier with Gauss and PPC being able to critical.
Edited by Raiyuken, 01 July 2014 - 12:52 AM.
#3
Posted 01 July 2014 - 12:52 AM
Maybe some agility nerfs to the Timber Wolf, since the S variant can jump snipe now and we learned from the Victor that means you must lose agility in brawling (while leaving it very capable of poptarting which is what people complain about). Maybe it will turn like a Dire Wolf now .
#4
Posted 01 July 2014 - 01:00 AM
Edited by El Bandito, 01 July 2014 - 01:00 AM.
#5
Posted 01 July 2014 - 01:03 AM
Tincan Nightmare, on 01 July 2014 - 12:52 AM, said:
And we learned from Cataphract that it doesn't have to. Do your research properly!
#6
Posted 01 July 2014 - 01:45 AM
Raiyuken, on 01 July 2014 - 12:51 AM, said:
Meta-Cheese will be even more deadlier with Gauss and PPC being able to critical.
El Bandito, on 01 July 2014 - 01:00 AM, said:
Though not first, I second those :-)
I give it 3 to 1 chance that the matchmaker will be broken and reversed to pre-patch matchmaker within 3 hours.
In the off chance it does work, nothing will change in the long run. For a few days, or even a couple weeks, matches will become a bit more interesting and TTK will go up -just like the week after the Clan Invasion- since people will be bringing out their non-meta variants and builds to test the new system. Then everyone will fall back to their PPC/AC or PPC/Gauss builds and everything will be the same again.
#7
Posted 01 July 2014 - 01:48 AM
More paints/camos is a possibility and If so they will prob be clan camos.
From now on there is always the possibility of more omnipods like the rest of the C variant kitfox. But I dont think we will see them so soon
0% chance of fleas as usual
Edited by MonkeyCheese, 01 July 2014 - 01:48 AM.
#8
Posted 01 July 2014 - 02:42 AM
#9
Posted 01 July 2014 - 02:58 AM
Funkadelic Mayhem, on 01 July 2014 - 02:42 AM, said:
They'd just make the star a playable map where everyone's heat just constantly rises until they melt
Edited by Troutmonkey, 01 July 2014 - 02:58 AM.
#10
Posted 01 July 2014 - 04:18 AM
1 ) 3/3/3/3 will be a complete flop. Not because it doesn't work for balancing, but because it will fail with the sever load like it did before. It will be followed closely by a statement that "we knew it was broken but released it anyway. A hotfix will be coming soon. Soon."
2 ) The JumpJet fix ( adding heat and damage to legs) will be met with a solid wall of whine. All the new players that spent time learning how to poptart a Victor or Highlander will be crying that everything in the game is OP compared to them now.
3) The HSR will be unable to deal with all the "fixes" put in and will revert back to only registering about 30% of the damage you cause, if you're lucky.
#11
Posted 01 July 2014 - 04:32 AM
3/3/3/3 will not balance anything because it relies on player buy-in (participation) and not enough are willing to give up their Heavy and Assault mechs so the "release valves" will kick in and you'll see 6-8 Heavy or Assaults in each class. Given the preponderance of Clan Timberwolves my expectation is that it will lean more towards Heavies. Looking at the damage charts in the other thread, I believe this too will favor the Clans more than the IS.
TL:DR : PGI will hose this implementation per SOP and will spend several days "hot fixing" crap until we are back to where we were pre-patch with the exception of something new to spend money on in the form of paint, camo patterns or Hero Mechs (or a combination of the above).
#12
Posted 01 July 2014 - 05:39 AM
#13
Posted 01 July 2014 - 05:49 AM
All because PGI still refuses to believe that actually providing missions with objective that require multiple types of mechs to be effective (i.e. role ******* warfare) is the best way to get variety and that arbitrary restriction is about the worst, Still.
Edited by Agent of Change, 01 July 2014 - 07:36 AM.
#14
Posted 01 July 2014 - 05:59 AM
Willard Phule, on 01 July 2014 - 04:18 AM, said:
I predict the jumpjet fix of adding heat will not go through. I imagine PGI will quote something along the lines of "it'd only exacerbate the problem of the single jumpjet greatest thrust issue."
(Russ mentioned it, they want to fix [and with damn good reason] the one JJ = lots of thrust issue. Problem is a HUGE amount of that is the mech has a jumping animation before the thrust which gets the mech to take off.)
-----------
Now, on a personal issue...
If jumpjets had a delay to 'charge up' when you pressed the button, followed by a powerful launch burning half your fuel, and the rest is for cushioning your landing or keeping you in the air longer...
Said delay would fix the "tap space to be invincible" issue with HSR, giving the game time to prepare it for calculations.
It'd fix the poptart issue (you're going up and forward and it's a leap not a stationary hover).
It'd make the jumpjets useful for mobility.
A single jumpjet would give you a miniscule hop, good for climbing sudden humps or the occasional pebble.
Several might be good enough to leap onto a typical building.
Lots plus leaping from one building to the next might get you on top of tall buildings.
Just a thought.
Edited by Koniving, 01 July 2014 - 06:00 AM.
#15
Posted 01 July 2014 - 06:02 AM
The Mk. I Targeting Computer becomes the best selling piece of equipment in the Universe.
Nobody bothers with the Command Console.
3/3/3/3, if it works, brings back a metric butt load of players who left due to the long standing possibility of PuG stomping. MechWarrior: Online finally has the closest thing to a balanced matchmaker it has ever seen.
Heralded as a positive change and a hindrance to jump snipers, the new jumping modifications have a noticeable impact on the pop-a-Mech jump sniping meta.
Wednesday, approximately 2:02pm Pacific Time
With barely 30% of the player base patched and ready to go, players continue to freak out over the long wait times between matches and demand PGI revert back to the old matchmaker.
Wednesday, approximately 4:48pm Pacific Time
PGI caves in and relaxes the Matchmaker. A team of twelve Dire Wolf Mechs lose 12-3 to a mixed team... all fifteen Mechs that died are found to be Dire Wolf chassis and are cored CT when they die. It happened... screenshot evidence attached.
Wednesday, approximately 8:35pm Pacific Time
The professional jump snipers figure it out, and start removing jump jets from their Mechs, back to pre-patch levels.
Wednesday, approximately 8:51pm Pacific Time
People start freaking out about the jump snipe meta.
Wednesday, approximately 9:12pm Pacific Time... and beyond
PGI slowly starts to lose all the players who came back thinking the 3/3/3/3 and jump jet changes were going to make things bearable.
#16
Posted 01 July 2014 - 06:19 AM
Broken legs will be much more common for all mechs. Canyon will be decried as unplayable because it will be near impossible for mechs without jump jets to navigate without spending 5 minutes looking for a 'safe' place to get up or down. And many will still end up breaking their legs the first time they dive down a hill to escape an encroaching wall of poptarts.
#17
Posted 01 July 2014 - 06:23 AM
#18
Posted 01 July 2014 - 06:25 AM
Prezimonto, on 01 July 2014 - 06:23 AM, said:
The will do something after the patch.
http://mwomercs.com/...ommand-console/
#19
#20
Posted 01 July 2014 - 06:33 AM
If the new fall damage makes it, then it will effect everyone but jump snipers.
targeting computers will be raged at being op
Command consoles will generally be considered a waste of time.
I shall fold my arms and look smug and go play something else, waiting for something worthwhile to be added in MWO to get my attention, enough to want to try it.
These would include
Public server IS mechs only matches.
public server stock is matches.
the game to have something to do other than arena fights.
A redesign of what mechs can carry as load outs, reducing the ability to boat or poptart so PGI stop nerffing the hell out of jump capable brawling assault mech builds.
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