Wolfways, on 23 July 2014 - 01:41 PM, said:
I don't understand why people think the maps are "open". Imo the majority of the maps are nothing but cover, which is why LRM's are so bad in MWO.
Look at Crimson Straight. You've got about 2/3rds of a map to use. Go out in the water and you're done. It is the same with Forrest Colony and River City. On Alpine, if you peak out over a ridge or skirt across the open, you're done. On Frozen City, the entire area below the western ridge (out into the "water") and back behind the open drop point is wasted space and part of the eastern edge of the map is eaten up by a cave (which makes no sense). What this does is force all pilots, regardless of mech weight, to make the decision to risk it and go across open ground or stay in small corridors. As a Light pilot, neither are especially good - open means you can get gunned down and closed corridors means a much better piloting skill and the chance of getting crushed amougnst the giants.
Sandpit, on 23 July 2014 - 09:01 PM, said:
I will chime in with something. The last couple of days I've deliberately dropped solo in a light mech. The wait times weren't any faster than dropping in an assault for me and the payout was a LOT less than what I get in mediums, heavies, and assaults, because the rewards for damage and kills is king.
Lights shouldn't have to do 600+ damage to earn as many cbills as an assault. Why would I WANT to take a mech that, on average, is going to make about half what I would make in a heavier mech. This is especially true when you consider that the ONLY thing to do is save money to buy the next mech.
And this is yet another part of the problem. Your wait times are short but you get paid crap cause your life span is so much shorter and you don't carry what is needed to do tons of damage. So, where is the incentive to play when the other options aren't actually in game.
cdlord, on 24 July 2014 - 04:02 AM, said:
PGI Should look into (or if they are, give us a bone) about providing a dynamic bonus of maybe 15% cbills for bringing the mech with the lowest percentage, 10% for the next lowest (or maybe 10% and 5%). Update it every 15m (with a timer so we can see it). For those with all their mechs mastered (hopefully me soon) and are just earning cbills patiently awaiting community warfare, this would incentivize piloting the less used classes to those purposes. Honestly, if I just want to grind some cbills, I'll take my DDC, not my Jenner....
I don't know if a dynamic bonus is needed or what. Personally, I wish the game would track what you damaged so that it would calculate end game rewards based on how much damage you did but, more importantly, the index of your weight vs what you damage. In my job - I do statistical work for one of the country's largest media corps, we do a lot of weight analyses, index work, R squared deep dives, etc to smooth out anomolies in data and to ensure that the data that we're looking is as pure as possible. Sadly, PGI's end game rewards are all flat lines in a vacuum because there is not different between an Atlas doing 500 damage with 2 kills and 8 assists along with 3 spotting assists and a Locust doing the same thing. What is worse, the end game experience is the exact same. Yet, the 20 ton Locust doesn't have near the weapons payloads nor the armor to survive. Speed is a major difference, yes, but you can't outrun a bullet against a great gunner.