The Implementation Of Clan Mechs From Table Top To Pc Game
#1
Posted 31 July 2014 - 04:44 PM
#2
Posted 31 July 2014 - 04:48 PM
#3
Posted 31 July 2014 - 04:52 PM
Who are you and why should we care what you think if you don't care enough to actually articulate it?
#4
Posted 31 July 2014 - 04:55 PM
#6
Posted 31 July 2014 - 04:56 PM
#9
Posted 31 July 2014 - 05:16 PM
Jiang Wei, on 31 July 2014 - 04:56 PM, said:
Good point. This picture explains to me that you're angry because something about Clan 'Mechs doesn't suit your liking, and now you're grumpy and want to post on the forums because you're desperate for attention... even though you're fully aware that no one is going to agree with you. Oh, and you believe us physic because surely we must be able to understand what your actual gripe is from such a very pathetic, immature gif.
#10
Posted 31 July 2014 - 05:20 PM
Gallowglas, on 31 July 2014 - 05:10 PM, said:
How they should have been introduced? Hmm.... lets see. I would start by not trying to conform to BT values. It doesnt work.
I also would have looked at past mechwarrior games and examined how those developers handled balance, and take note of where they did it right, and where they did it wrong.
PGI didnt do that. They wanted to make it THEIR way. So this is what we got. A steaming pile of poop. It even looks like poop too, with the color pallette they used....
Lets take a look at another game created using the same graphics engine.. Archeage. That game is aprox 1,000,000 times bigger in scale, and looks about 20 times better in color pallette. That game looks very beautiful and colorful. Why does MWO look like crap? And why is the actual gaming area, if you add up all the area from all the maps in the game currently, equal to about .0000000001 % of the entire Archeage game world?(which doesnt even have zones!!!)
It seems to me that all of PGI's artists and programmers are a bit overpaid. OR.... this game is actually still in beta, but it was released early just so they could do a money grab.
I feel sorry for anyone who spent money on this game.
Edited by Jiang Wei, 31 July 2014 - 05:34 PM.
#11
Posted 31 July 2014 - 05:23 PM
#12
Posted 31 July 2014 - 05:31 PM
Jiang Wei, on 31 July 2014 - 05:20 PM, said:
It's simple, really - they didn't. Clan tech was laughably overpowered in every single previous mechwarrior game. At least PGI gave it a try. I'm still on the fence if they were successful or nor. Time wil tell when I can get my own grubby mitts on some clan mechs.
#13
Posted 31 July 2014 - 05:38 PM
Circles End, on 31 July 2014 - 05:31 PM, said:
PGI was very successful in taking advantage of battletech fans. Very very successful.. They scammed us all really good. Well... not me. I didnt pay a dime for this, nor would I, its garbage.
Edited by Jiang Wei, 31 July 2014 - 05:38 PM.
#14
Posted 31 July 2014 - 05:48 PM
Jiang Wei, on 31 July 2014 - 05:20 PM, said:
How they should have been introduced? Hmm.... lets see. I would start by not trying to conform to BT values. It doesnt work.
I also would have looked at past mechwarrior games and examined how those developers handled balance, and take note of where they did it right, and where they did it wrong.
PGI didnt do that. They wanted to make it THEIR way. So this is what we got. A steaming pile of poop.
To even imply that PGI tries to conform with TT rules is laughable, so essentially you have already contradicted yourself. You want to stay away from TT? The game you're playing is a perfect example of staying away from TT, which is why we have things like godmode ECM, ghost heat, gauss charge, etc. Nearly every nerf implemented has been designed to counter-act a flaw that was needlessly created in the first place.
For example, the Nova is supposed to have no torso twist, or an extremely limited one at best. That works as a balancing feature because it means the Nova has to directly face any opponent. PGI decided to give the Nova a torso twist, and lo and behold, it's stock loadout ends up being too powerful, so they design a ghost heat penalty that was essentially for the Nova itself.
A lot of rules in TT cannot be directly carried over to a PC game, so it ends up being the developer's choice as to how they interpret those rules.
When it comes to previous MW games, most of the TT numbers are pretty standard when it comes to weapon ranges, cooldown, heat, etc. The parts that end up being open to interpretation are the various penalties, turns, and movement rules, which is what gives each MW game its own flavor. PGI decided to go beyond mere interpretation with many systems (especially the heat system), and instead created multiple new systems that didn't work with canon mech and weapon values.
There's only 2 ways to really solve the balance issues with the game.
1. They continue chasing the nerf bunny for eternity as each change to weapons and mechs create a new meta that ends up being exploited until it's finally nerfed.
2. They redesign the systems that are the root cause of the balance issues, such as heat, ECM, sensors, jump jets, mech armor, weapon cooldowns, etc.
So far they've been sticking to option 1 pretty consistently. Option 2 requires (at this point) a near complete overhaul, and that's very, very unlikely to happen. So enjoy the constant ride of meta builds and nerfs. It will continue for the foreseeable future.
Edited by Aresye, 31 July 2014 - 05:49 PM.
#15
Posted 31 July 2014 - 06:55 PM
Oh, wait...
#16
Posted 31 July 2014 - 07:14 PM
#17
Posted 31 July 2014 - 09:13 PM
I almost miss the elitist forum intelligentsia...
#18
Posted 31 July 2014 - 11:06 PM
In conclusion, I will reiterate that Archeage is a steaming pile of garbage that tries to copy everything WOW did just like a dozen other titles that are offering the same thing.
#19
Posted 01 August 2014 - 10:29 AM
#20
Posted 01 August 2014 - 02:03 PM
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