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The Gauss / Particle Projection Directive - Feedback


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#961 Reno Blade

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Posted 05 August 2014 - 10:46 AM

View PostNygen Claw, on 05 August 2014 - 10:36 AM, said:


Interesting statement. Why people start to play football? Because they watch a match and want to try it. Does anybody who starts playing football complain about the difficulties? Does any newbies at football, does anybody from a football council come up with ideas to change the rules, even to make it easier for newbies?

Balancing have to be made from top to bottom. Collecting of datas to balance the game can only come from competitive games. Some suggestions in this thread might be good, some acceptably and some might be bad. But Mr. Inouye's are the worst!
Someone think brawling is impossible? It isn't. Someone think a Dire Whale is a problem? It is a oil-tanker and worth nothing without a team. Someone think PPC/Gauss, even pinpoint is the winner?
Is it really? Now, with fixed srm's, nerfed JJ, etc.?



With that logic, Paul give us the rules and we as the players should not complain, right?

I think all player type feedback need to be considered, but competitive players should not think they are something special because they can play by the curent rules.
Competitive players continually state they can adapt to changes and will "move on" to the next best meta, but how come they "cry" the loudest then?

Also if we consider something like 80% of the player base to be NON-competitive, we (or Paul) need to consider the impact to gameplay for this part of the playerbase and not only listen to the competitive 20%.
(numbers are rough estimates)

#962 P e n u m b r a

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Posted 05 August 2014 - 10:56 AM

View PostReno Blade, on 05 August 2014 - 10:46 AM, said:


With that logic, Paul give us the rules and we as the players should not complain, right?

I think all player type feedback need to be considered, but competitive players should not think they are something special because they can play by the curent rules.
Competitive players continually state they can adapt to changes and will "move on" to the next best meta, but how come they "cry" the loudest then?

Also if we consider something like 80% of the player base to be NON-competitive, we (or Paul) need to consider the impact to gameplay for this part of the playerbase and not only listen to the competitive 20%.
(numbers are rough estimates)


The numbers are only like that because all thats left is the diehard battletech guys the game has no pve its pvp so it should target that and thrive as a competitive game we need new players entering the game not people that have strong cognitive dissonance and use play for fun as coping mechanism because they feel entitled to be good at the game simply because they like the franchise if the game pulled in more players at least they would live in their under-dome ELO zone and they would be happy.

#963 Dragcos

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Posted 05 August 2014 - 11:03 AM

Posted Image
At this Range Projectile speed is not a problem...

But seriously Please do not nerf PPC speed that badly, not by 50%.... Please no...

The PPC is meant to be a direct fire energy weapon so it's speed at 1500 m/s is fine considering all the heat they produce, personally I do not think that they should ever go lower then 1080m/s.

Now Nerfing an any way to me seems bad restricting how players wish to play is bad. Personally I dislike the restrictions of the "weapon slots" but deal with it, personally I loved MW2 and the freedom it gave you when making a loadout.

In closing Love the game, Please don't use the nerf Tree on the GR - PPC combo.

#964 N Y G E N

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Posted 05 August 2014 - 11:03 AM

View PostReno Blade, on 05 August 2014 - 10:46 AM, said:


With that logic, Paul give us the rules and we as the players should not complain, right?

I think all player type feedback need to be considered, but competitive players should not think they are something special because they can play by the curent rules.
Competitive players continually state they can adapt to changes and will "move on" to the next best meta, but how come they "cry" the loudest then?

Also if we consider something like 80% of the player base to be NON-competitive, we (or Paul) need to consider the impact to gameplay for this part of the playerbase and not only listen to the competitive 20%.
(numbers are rough estimates)


It was not my intention to state competitive players are something special. And also I don't think competitive players can adapt to anything, but "good" players can do so! Question is: Would they?
What I would say is, that at the moment any suggestion to nerf the PPC/Gauss-Combo is needless, maybe except for the Dire Wolf, but specially the PGI-suggestions are overacted.
I do not compare saturday night PUG with scrimms and league matches. And there I cannot see any PPC/Gauss-combo ruling anymore.

Edited by Nygen Claw, 05 August 2014 - 11:08 AM.


#965 IraqiWalker

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Posted 05 August 2014 - 11:56 AM

View PostL e 0, on 05 August 2014 - 08:56 AM, said:


If you follow it how can you be so brutally oblivious to what's actually going on I dare you look at the games go type it in now 228 / swk / lords / sjr / gk go watch and tell me how many of those fights comes to a cluster ball brawl it is pretty much all of them! in other games that arguement is null the hp is not diff for each part but each part depletes the total health pool faster than other parts effectively killing what you shoot at faster thus rewards precision and pin point weapons you all have the same method of shooting so the issue is a l2p issue.


Almost none of those were brawls in CQC.

The l2p argument doesn't factor in here since the in CS:GO I can drop you in 2 seconds just by hitting center mass, or your arm. Dealing the same damage regardless of where I'm hitting. While the headshot is the exceptional section.

Re-watch the videos you recommended, and tell us what you see.


View PostNygen Claw, on 05 August 2014 - 10:36 AM, said:


Interesting statement. Why people start to play football? Because they watch a match and want to try it. Does anybody who starts playing football complain about the difficulties? Does any newbies at football, does anybody from a football council come up with ideas to change the rules, even to make it easier for newbies?

Balancing have to be made from top to bottom. Collecting of datas to balance the game can only come from competitive games. Some suggestions in this thread might be good, some acceptably and some might be bad. But Mr. Inouye's are the worst!
Someone think brawling is impossible? It isn't. Someone think a Dire Whale is a problem? It is an oil-tanker and worth nothing without a team. Someone think PPC/Gauss, even pinpoint is the winner?
Is it really? Now, with fixed srm's, nerfed JJ, etc.?

PS: Football is a game where only the keeper may touch the ball with his hands. ^^ Example:



Cute. Might want to drop the sarcasm when talking to people you don't know.

I'm from Iraq, I know what football is, been playing it since I was 4.

I also don't get the point from your reply.

What I was talking about, is that I don't need to be a player in the professional scene to know what goes on in it.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:


How can you claim to know game design yet be clueless about the systems in it? Go watch it again its mostly ER medium lasers and auto cannon across the board I am talking entire team load outs here ER large / gauss / ppc / srm / auto cannons get a fair usage and showing in these matches its situational, for Christ sake watch and look at the configs!

Game design courses are about pushing a product these days, I am pretty sure every PGI employee has a better bit of paper than the little class you are doing provides yet here you sit trying to tell them how to make the game oh how ironic. most of the best games these days are made by gamers for gamers hence league of legends / CS etc its not about making mechwarrior into that game its just a mentality and direction that you just cannot seem to grasp.

Why do you think pin point is bad when everyone aims the same way and it has been fine for many other games? its completely fair all the weapon systems I listed have their uses you only experience one part of the game and that is an open que where yes gauss ppc in that situation is the better weapon but honestly you can roll them with lasers or fast srm trucks if you use it right and no its not more skilled to use those weapons either. I have played games competitively do you not think i fight against gauss ppc enough to know its limitations id wager my game knowledge surpasses yours in just play testing and understanding the game alone its my duty to find the strongest weapons theory and tactics in order to win games and I am telling you its actually a very thin line at the minute that's about to be completely thrown away.


Oh, so now you're back pedaling? You said those engagements were brawls. Now you're listing long range weapons being used at range.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

You do realise how flawed a cone of fire system is right? Ill go ahead and point out the major flaw with your suggested system with the high time to kill we have in mwo it will promote getting right up close so the cone spread is minimized and proceeding to face plant into each other with high dps weapons that is just horrible.


Funny enough, he didn't mention a cone of fire system in his post. Why are we talking about this?

Also, yes, cone of fire is a bad idea. Speed impacted aiming is much better. You have to slow down below a certain threshold (say 85% of max speed) for your shots to be accurate. That would be a better system.

View PostL e 0, on 05 August 2014 - 10:56 AM, said:


The numbers are only like that because all thats left is the diehard battletech guys the game has no pve its pvp so it should target that and thrive as a competitive game we need new players entering the game not people that have strong cognitive dissonance and use play for fun as coping mechanism because they feel entitled to be good at the game simply because they like the franchise if the game pulled in more players at least they would live in their under-dome ELO zone and they would be happy.


Wow, just re-read that silly post.

You're assuming the the massive majority of the players are bad, while the fact of the matter is completely the opposite of that.

Oh yes, lower elo is bad, you'll see some terrible players there. However, the actual MW vets are usually not there, since they have years of experience with the game. Also, I hate to break the news to you, but this is not supposed to be an uber competitive game. This is a mechwarrior sim at best, and a complex shooter at worst.

The time to kill in this game is higher than average compared to most other games, but this isn't CoD. You're not fighting humans, you're fighting against mechs that can dish out a lot of damage, and take a lot of damage.

Also, for the record. Playing is supposed to be fun. If you think otherwise, then you really need to evaluate your psychological state. Competition and playing are 2 very different things.

View PostNygen Claw, on 05 August 2014 - 11:03 AM, said:


It was not my intention to state competitive players are something special. And also I don't think competitive players can adapt to anything, but "good" players can do so! Question is: Would they?
What I would say is, that at the moment any suggestion to nerf the PPC/Gauss-Combo is needless, maybe except for the Dire Wolf, but specially the PGI-suggestions are overacted.
I do not compare saturday night PUG with scrimms and league matches. And there I cannot see any PPC/Gauss-combo ruling anymore.


That's not how your response sounded.

I do agree that both nerf ideas are just awful. Especially considering it's one particular build, on one particular mech. Those nerfs will hurt all other non-offending mechs. Why not just introduce the Devastator??? That mech comes stock with 2gauss 2ppc. Give the IS the same build, and shut everyone up.;

#966 ReXspec

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Posted 05 August 2014 - 12:15 PM

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

How can you claim to know game design yet be clueless about the systems in it? Go watch it again its mostly ER medium lasers and auto cannon across the board I am talking entire team load outs here ER large / gauss / ppc / srm / auto cannons get a fair usage and showing in these matches its situational, for Christ sake watch and look at the configs!

I have, skippy. Unless you'd like to provide links of your own to prove me wrong, I won't do the research for you.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

Game design courses are about pushing a product these days, I am pretty sure every PGI employee has a better bit of paper than the little class you are doing provides yet here you sit trying to tell them how to make the game oh how ironic.

Really now? Is that what my Game Design course has taught? Are you or were you in my class? Please, tell me of your vast experience in the game design field, and PLEASE tell me how wrong I am in that regard. I'm sure that will be an intellectual gem.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

most of the best games these days are made by gamers for gamers hence league of legends

I agree with you on the first point, but not on the second. LoL is terrible. As is the game's community.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

/ CS etc its not about making mechwarrior into that game its just a mentality and direction that you just cannot seem to grasp.

What makes a game potentially competitive is the quality of it's design, not necessarily the content of the design thereof. A game does not need to copy games directly to be competitive. That isn't creative game development, that is straight-up ripping off content. Games don't need to rip-off content or concepts to be competitive. Try thinking creatively instead of trying to convince us that CS is the end-all, be-all of competitive games.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

Why do you think pin point is bad when everyone aims the same way and it has been fine for many other games?

That is a generalized statement. Mechwarrior is a different game. For example, sure, Mechwarrior possesses elements such as aiming, but possesses none of the elements that make aiming an actual challenge such as weapon recoil, slowed convergence, or crosshair deviations. With the way the game is now, it's not interesting, its a point-and-click adventure. Again, you are not controlling a special forces hardass in this game. You are basically controlling a walking tank with arms and legs. As such, you have to control a 'mech like a tank, and take some concepts of vehicle driving into consideration when piloting a 'mech. You can't play this game like an FPS. That will get you killed. Over, and over, and over again. Either that, or it creates abominations like the jump-sniper, low-risk, high-reward, "meta."


View PostL e 0, on 05 August 2014 - 10:43 AM, said:

its completely fair all the weapon systems I listed have their uses you only experience one part of the game and that is an open que where yes gauss ppc in that situation is the better weapon but honestly you can roll them with lasers or fast srm trucks if you use it right and no its not more skilled to use those weapons either. I have played games competitively do you not think i fight against gauss ppc enough to know its limitations id wager my game knowledge surpasses yours in just play testing and understanding the game alone its my duty to find the strongest weapons theory and tactics in order to win games and I am telling you its actually a very thin line at the minute that's about to be completely thrown away.

Please correct this piece of [scrap]. It makes no grammatical sense.

View PostL e 0, on 05 August 2014 - 10:43 AM, said:

You do realise how flawed a cone of fire system is right? Ill go ahead and point out the major flaw with your suggested system with the high time to kill we have in mwo it will promote getting right up close so the cone spread is minimized and proceeding to face plant into each other with high dps weapons that is just horrible.

Again, you're not thinking very creatively. A cross-hair deviation system, crosshair bobbing, or recoil system isn't "flawed". It's realistic, makes for greater immersion, and provides another element players have to adapt to. That proposed system basically forces players to take into account some very basic marksmanship concepts--to slow down, to aim, to compensate for weapon recoil, or crosshair bob. It's not perfect, but it would be a start.

Edited by ReXspec, 05 August 2014 - 12:26 PM.


#967 Verkhne

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Posted 05 August 2014 - 12:26 PM

A Hero Mech with PPCs this patch, based on past PGI behaviour seems to confirm an upcoming PPC nerf?? :(

#968 Chopsaw

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Posted 05 August 2014 - 12:28 PM

Best changes to guass you could make is:
  • Make the power-up toggle instead of expire. Once a guass' capacitors are charged, they're charged and need no further power source until discharged.
  • Make the increased chance that they'll crit active ONLY when they're actually charged. After all, isn't a discharged guass rifle just a bunch of inert wires and metal with ZERO potential energy stored anywhere?
Please don't mess with my PPCs' projectile speed. You've already taken lights away from me by refusing to unbork JJ's. My medium cicada sniper with dual PPC's already has enough (reasonable) limitations. Not the least is the fact that any team that actually takes notice of me just has to send ANY light to face hug me and I'm a gonner. HALVE my PPC projectile screen to fix a PPC/Guass combo? Once again, you're affecting builds that aren't part of the perceived problem MORE than the target builds. (just like with JJ's)

How about just fixing magic convergence? SOOOOOO many of the problems you've tried to fix with complicated systems go away when magic convergence goes away.

#969 IraqiWalker

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Posted 05 August 2014 - 12:29 PM

View PostReXspec, on 05 August 2014 - 12:15 PM, said:

I agree with you on the first point, but not on the second. LoL is terrible. As is the game's community.


I have to disagree with you there. Maybe 2 years ago, I would've agreed. However, the game has improved astronomically. Especially after the honor initiative was put in. Even the community has improved. As long as you're not in Bronze 5, you should be running into friendly players, and you'll see more cooperation from them than PuGs in this game.


The game itself is rather fantastic, the maps are always getting updated, the secondary objective are always relevant, and the champions, and their abilities are designed beautifully.

Edited by IraqiWalker, 05 August 2014 - 12:30 PM.


#970 ReXspec

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Posted 05 August 2014 - 12:34 PM

View PostIraqiWalker, on 05 August 2014 - 12:29 PM, said:


I have to disagree with you there. Maybe 2 years ago, I would've agreed. However, the game has improved astronomically. Especially after the honor initiative was put in. Even the community has improved. As long as you're not in Bronze 5, you should be running into friendly players, and you'll see more cooperation from them than PuGs in this game.


The game itself is rather fantastic, the maps are always getting updated, the secondary objective are always relevant, and the champions, and their abilities are designed beautifully.


I have yet to see any of what you said being proved as actual truth in my particular demographic as far as players go.

As for design, customizability, or gameplay balance mentality, I'll take DotA over LoL any day of the week. Simply because Valve has a mentality like this (at least as far as DotA goes).

That link is more for humor then anything else, but I think it illustrates Valve's balance mentality and Riot's balance mentality quite well.

Bringing back this topic to Paul's post, what he is setting up for is the PPC/AC5 combo to be the predominant weapons grouping (again) or dual gauss load-outs, if the 'mech can fit them. Either way, it's not truly fixing the problem. It's setting up for another bandage on a proverbial bullet wound, and creating the next flavor-of-the-month (kinda like Blizzard's mentality when it comes to balance).

Edited by ReXspec, 05 August 2014 - 12:47 PM.


#971 P e n u m b r a

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Posted 05 August 2014 - 12:48 PM

View PostReXspec, on 05 August 2014 - 12:15 PM, said:

I have, skippy. Unless you'd like to provide links of your own to prove me wrong, I won't do the research for you.


Really now? Is that what my Game Design course has taught? Are you or were you in my class? Please, tell me of your vast experience in the game design field, and PLEASE tell me how wrong I am in that regard. I'm sure that will be an intellectual gem.


I agree with you on the first point, but not on the second. LoL is terrible. As is the game's community.


What makes a game potentially competitive is the quality of it's design, not necessarily the content of the design thereof. A game does not need to copy games directly to be competitive. That isn't creative game development, that is straight-up ripping off content. Games don't need to rip-off content or concepts to be competitive. Try thinking creatively instead of trying to convince us that CS is the end-all, be-all of competitive games.


That is a generalized statement. Mechwarrior is a different game. For example, sure, Mechwarrior possesses elements such as aiming, but possesses none of the elements that make aiming an actual challenge such as weapon recoil, slowed convergence, or crosshair deviations. With the way the game is now, it's not interesting, its a point-and-click adventure. Again, you are not controlling a special forces hardass in this game. You are basically controlling a walking tank with arms and legs. As such, you have to control a 'mech like a tank, and take some concepts of vehicle driving into consideration when piloting a 'mech. You can't play this game like an FPS. That will get you killed. Over, and over, and over again. Either that, or it creates abominations like the jump-sniper, low-risk, high-reward, "meta."



Please correct this piece of [scrap]. It makes no grammatical sense.


Again, you're not thinking very creatively. A cross-hair deviation system, crosshair bobbing, or recoil system isn't "flawed". It's realistic, makes for greater immersion, and provides another element players have to adapt to. That proposed system basically forces players to take into account some very basic marksmanship concepts--to slow down, to aim, to compensate for weapon recoil, or crosshair bob. It's not perfect, but it would be a start.


I end my case you are completely ignorant, SIM games have pretty much died off and are unpopular. Who cares about you're opinion you put everything into context of you'r own opinionated scrub mentality you may not like LoL but its one of the biggest F2P games out there as is CS if you cannot do market research and see why these are popular games because you are clouded by your own opinion then you should just quit that industry right now. My point is you are utterly terrible at this game and you do not fully grasp the concept of balance as you have never even used the weapons yourself in a controlled competitive team environment. The highest level of play are your best play testers and they will sniff out the unbalanced you also should know that if you are doing game design.

And really my point about PGI was about PGI not me? yes you are on a course hence you have not even finished it, yep no qualification there yet. id wager the people at PGI have actually obtained relative qualifications AND do have industry experience where you do not.
That whole extract there was a mockery of what you are doing, by saying you are on some random game design course. Apparently you know more whilst telling people who have MORE experience than yourself what to do complete hypocrisy.

the point is everyone uses the same aiming system most the weapons use it and they are projectile or laser its fair all round no one has a advantage its only player skill that is the difference and the exact thing you are trying to stomp on. The only other reason is if you are building a mech with weapons that have no synergy, but thats a build problem and also comes down to skill and understanding of said systems its just how it works even in real life you make out squads for certain roles you don't have a sniper using an assault rifle a rpg and a heavy machine gun at once and being effective at all...

And like i said any shooter the first few bullets hit at crosshair and yeah some are even one shot hit scan or 2 bullet kills compared to say mechwarriors 5 direct hits to one location that may i point out is not always a going to land there with rolling I.E player skill.

Edited by L e 0, 05 August 2014 - 12:53 PM.


#972 TheFuzzyBunny

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Posted 05 August 2014 - 12:52 PM

I don't think either of the current suggestion on the official table are the way to go. I put my suggestion in the suggestion section of the forums.

Right here:
http://mwomercs.com/...auss-ppc-issue/

#973 IraqiWalker

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Posted 05 August 2014 - 12:57 PM

View PostTheFuzzyBunny, on 05 August 2014 - 12:52 PM, said:

I don't think either of the current suggestion on the official table are the way to go. I put my suggestion in the suggestion section of the forums.

Right here:
http://mwomercs.com/...auss-ppc-issue/

Yeah, that suggestion is honestly just as bad, in terms of being overly complex, and not really addressing the issue, and impacts mechs that aren't the DWF. Not to mention it kills the Devastator before it even enters the game.

http://www.sarna.net/wiki/devastator

Edited by IraqiWalker, 05 August 2014 - 12:57 PM.


#974 n r g

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Posted 05 August 2014 - 01:01 PM

fail

Edited by E N E R G Y, 05 August 2014 - 01:30 PM.


#975 IraqiWalker

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Posted 05 August 2014 - 01:02 PM

View PostE N E R G Y, on 05 August 2014 - 01:01 PM, said:

Wut?


Energy. You might want to edit your post. I think the editor had a stroke.

Edited by IraqiWalker, 05 August 2014 - 01:03 PM.


#976 ReXspec

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Posted 05 August 2014 - 01:21 PM

View PostL e 0, on 05 August 2014 - 12:48 PM, said:

I end my case you are completely ignorant,

I'm ignorant, and yet you made some rather presumptuous statements about my schooling, my experience, and my right to protest or ability to give alternate suggestions to Paul's proposal?

Yeah, okay, skippy. See ya later then. This thread (or community, for that matter,) is probably better without you.

View PostL e 0, on 05 August 2014 - 12:48 PM, said:

Who cares about you're opinion you put everything into context of you'r own opinionated scrub mentality

"Scrub mentality" according to who or what evidence? You and your elitist attitude? Yeah, okay, Mr. Godfinger. Please, keep spewing unfounded crap about how I'm terrible at this game. I'm sure you will convince someone you are right with enough vitriol. Sure. P.G.I. may not care about my opinion, or those with opinions like mine, but I think that is because they have their own vision for the game and refuse to listen to anyone else. Not because any one of us are "unqualified" to complain about genuinely broken aspects of the game.

View PostL e 0, on 05 August 2014 - 12:48 PM, said:

you may not like LoL but its one of the biggest F2P games out there. My point is you are utterly terrible at this game and you do not fully grasp the concept of balance as you have never even used the weapons yourself in a controlled competitive team environment.

Neither do you. And you're arrogant to boot. Please stop looking like a hypocrite. You might just prove me, and a few other people right.

View PostL e 0, on 05 August 2014 - 12:48 PM, said:

And really my point about PGI was about PGI not me? yes you are on a course hence you have not even finished it, yep no qualification there yet. id wager the people at PGI have actually obtained relative qualifications AND do have industry experience where you do not.
That whole extract there was a mockery of what you are doing by saying you are on some random game design course you know more whilst telling people who have MORE experience than yourself what to do complete hypocrisy.

Yes, given P.G.I.'s triple AAA game line-up such as "Duke Nukem Forever" or this, or THIS (amongst MANY other abominations) we are clearly NOT qualified to question any of their design decisions or balance choices. God forbid anyone brings any sense to the table! -gasp-

View PostL e 0, on 05 August 2014 - 12:48 PM, said:

the point is everyone uses the same aiming system most the weapons use it and they are projectile or laser its fair all round no one has a advantage its only player skill that is the difference and the exact thing you are trying to stomp on. The only other reason is if you are building a mech with weapons that have no synergy, but thats a build problem and also comes down to skill and understanding of said systems its just how it works even in real life you make out squads for certain roles you don't have a sniper using an assault rifle a rpg and a heavy machine gun at once and being effective at all...

You are comparing infantry combat to 'mech combat, which is your first problem. If we're striving for realism in a vehicular combat simulator, it behooves us to make the game true to vehicular combat and not infantry combat. Again, Mechwarrior WILL NEVER BE CS:GO. Put that idea that it will out of your damn head.


View PostL e 0, on 05 August 2014 - 12:48 PM, said:

And like i said any shooter the first few bullets hit at crosshair and yeah some are even one shot hit scan or 2 bullet kills compared to say mechwarriors 5 direct hits to one location that may i point out is not always a going to land there with rolling I.E player skill.

A test of player skill is accounting for actual ballistics, the bullet's flight path, and where your crosshair will end up while moving or before, during, and after recoil.

With the way Mechwarrior has such system set up right now, there is no ballistics or weapon systems that are even close to reasonably realistic--let alone balanced or true to the weapon's original purpose.

You know how the dual gauss/ppc was countered on table-top? Fast-moving 'mechs who poked at long range distances with an AC-2 or AC-5. But, because those two projectile weapons speeds and ranges have been nerfed, there is nothing to effectively counter the devastating 60 point alpha that a Dire Wolf can offer with it's Dual PPC and Dual Gauss. Not to mention, in MW3 you had crosshair bob, deviation, and recoil to deal with when firing a heavy weapon system.

That isn't the case in this game.

#977 TheFuzzyBunny

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Posted 05 August 2014 - 01:24 PM

View PostIraqiWalker, on 05 August 2014 - 12:57 PM, said:

Yeah, that suggestion is honestly just as bad, in terms of being overly complex, and not really addressing the issue, and impacts mechs that aren't the DWF. Not to mention it kills the Devastator before it even enters the game.

http://www.sarna.net/wiki/devastator


I don't agree on the killing of the Devastator at all. It'll simply function like every other double Gauss double PPC build, which is just fine.

As for the complexity it's actually less for the player. There is no extra buttons to press and hold while watching a charge meter. All you have to do is note your charge meter on your Gauss. If it's full, fire, if not, wait.

#978 ReXspec

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Posted 05 August 2014 - 01:25 PM

View PostE N E R G Y, on 05 August 2014 - 01:01 PM, said:

Dat formatting.


You may want to re-post that, Energy. Because all I got was some serious formatting errors, presumptuous c*ck waving, and asinine/pseudo-philosophical flatulence.

Edited by ReXspec, 05 August 2014 - 01:27 PM.


#979 n r g

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Posted 05 August 2014 - 01:29 PM

View PostReXspec, on 05 August 2014 - 05:41 AM, said:


Sniping is a low risk, high reward strategy that will always look more appealing to new players because they need to exhibit very little risk to themselves in order to put the most damage on a target. That is already an established fact.

It is also an established fact that brawling is much more dangerous and takes more skill because, you not only need to aim well enough keep your opponents head down while you're closing the distance, but you need to know how to spread damaged over the rest of your body once the distance is closed, while keeping fire on your opponent.

An archer's job is not as dangerous as a knight's, because the archer can sit behind the front lines and pick targets off with impunity. If the archer faces a threat of someone closing the distance, he can simply re-position, and keep himself away from a potential threat. It's really not that hard.

Again, sniping takes skill in two categories of piloting in mechwarrior: Aiming and positioning. Brawling takes skill in four categories: Aiming, positioning, boxing, and movement. Those are the facts. The opinion you are bringing to the table is the opinion of someone who hugs the "meta" for dear life, and then seizures when he realizes that a single playstyle is not viable in EVERY scenario anymore.



We don't agree with this nerf proposal as much as you do, dude. I don't want to see a powerful combination such as a dual Gauss/ER PPC go down the drain because of a SEVERELY nerfed projectile speed, and a clunky weapons lock. There are ways to introduce balance to that combo without outright nerfing it like Paul is proposing to do. You've seen hundreds of reasonable suggestions to do so on this thread alone. Let's keep the suggestions flowing rather then simply white-knighting that particular playstyle with nothing but bluster and a rant against the players/developers, eh?



Again, Mechwarrior is not CS:GO, nor is it an FPS. The day Mechwarrior becomes a first-person, twitch shooter like Counter-strike is the day Hell freezes over.

Plus, you do know all the controversy and design mentality/balance considerations that went into the transition from the weapons in CS:S to the weapons in CS:GO, right?

In CS:S, snipers were king in that game because you just needed to be good in two aspects of gameplay (much like snipers in Mechwarrior Online right now): Aiming and positioning. To make matters worse, the devs at Valve made snipers utterly lack much of the skill that real world snipers have to incorporate to do their job well. In reality, this is what snipers have to account for when picking a target (and this is coming from an Infantryman from the 173D ABCT, 1-503D, so I'd like to think I'm at least somewhat knowledgeable on this subject): Knowing the eye-relief on a scope and being able to account for that eye-relief in as little time as possible (realistically, finding the correct eye-relief on a 10 - 20x scope takes about two seconds), finding the correct sighting appropriate to the range of the target and gaining a proper sight picture, compensating for the bullets travel path/time to the target, and compensating for the targets movement.

ALL OF THOSE FACTORS are what are supposed to go into sniping. In CS:S Valve chopped down those factors into nothing by making the eye-relief time practically nill, by making bullet travel-time instant, and making the bullet itself hitscan with nothing but a simple, barely randomized cone-of-fire manipulating the shots.

CS:GO slightly alleviated this problem by introducing "crosshair blur" by moving, but still, sniping is stupid easy in that game because you're still firing a weapon with no eye-relief compensation, no bullet-travel time, no sighting or ranging a target. In essence, the AWP is a one-shot laser with a slightly blurry and shaky scope when moving.

Even the devs at Valve conceded that the sniper had WAYYYYYYYYYY too much pull in both public and competitive matches. Which is why comptetitive matches only allow one AWP per game now. Not to mention, it is part of the reason why Minh "Gooseman" Le LEFT the developers of CS at Valve because he wanted to create a balanced Tac-ops shooter on his own.

WE DON'T WANT MECHWARRIOR TO TURN INTO CS:GO, E N E R G Y.

If you're expecting Mechwarrior to, one day, be CS:GO then you may want to quit now, because it will NEVER be that way. Not because P.G.I. doesn't want this game to be competitive, but because at least most of the players and P.G.I. know the design differences between a 31st century, vehicular combat simulator, and a twitch FPS shooter.



Oh my dear Christ... are you screwing with us right now? You've GOT to be screwing with us.

I'll say this again, and it will be the LAST time I'll say it: MECHWARRIOR IS NOT AN FPS.

This franchise has always been advertised as a "31st Century battlefield, vehicular-combat simulator."

That does not translate into: "tac-ops, first-person-shooter."

Srsly. GET OFF the notion that Mechwarrior is an FPS, and that it will EVER be equivalent to the design flop that is CS:GO.

Put that thought as far away as possible from your mind and at least PRETEND we're piloting giant, stompy robots with a lot of armor and huge guns. We're NOT playing human Spec-ops soldiers who can take out an opponent with a few good "plinks" to the chest.




You're wanting to turn this game into CS:GO. That's the bottom line of your tirade, right? But you can't recognize that there are fundamental design differences between this game, and CS:GO. CS:GO IS NOT the end-all, be all, of competitive games. I cannot believe that you are implying that CS:GO is the end-all, be-all of competitive games.

Again, we don't agree with Paul's design proposals or decisions as much as you do, but at least we're trying to introduce some sort of balance into that equation by introducing very simple mechanics which will serve to further immerse the player in the game, while simultaneously balancing the gameplay styles and load-outs that are available to players.

As I said before, we don't WANT to eliminate sniping from this game, but we don't WANT to make it THE DOMINANT style of gameplay. In fact, ideally Mechwarrior is supposed to be a game a rock, paper, scissors. There is not supposed to be any one dominant style of play, there are supposed to be a variety of rediculous gameplay styles and load-outs--each with there own unique challenges/upsides.

If you want to take that away, and turn Mechwarrior into a unilateral, repetitive, "meta-war," then we don't want you here. I will not subscribe to P.G.I.'s "meta." I will not subscribe to yours. I will choose a variety of styles that plays best to my strengths rather then hugging a dominant playstyle for dear life and continuously defend it with bluster and tirades. All for the sake of modeling one completely different game into another.


1. Sniping is a low risk, high reward strategy that will always look more appealing to new players because they need to exhibit very little risk to themselves in order to put the most damage on a target. That is already an established fact."

- That's not a fact. Actually, anyone who has taken a basic philosophy class knows that it can be argued whether there are any facts; at all in reality, or rather just an infinite vastness of perceptions of humans that claim them to be facts, to create stability in their mind, and give structure to this, seemingly, "structureless" world. Sniping is just another playstyle in the infinite pool of playstyles, that can be described or categorized by the human in question, an infinite number of times, using an infinite amount of adjectives from an infinite amount of words/languages.

2. It is also an established fact that brawling is much more dangerous and takes more skill because, you not only need to aim well enough keep your opponents head down while you're closing the distance, but you need to know how to spread damaged over the rest of your body once the distance is closed, while keeping fire on your opponent."

- Again, not a fact. Furthermore, for the rest of this dissection, I would refer to my opinions of this game, as merely that, just opinions or rather the way I perceive this game. With that being said, I personally think it takes a more complete competition player to play at range, or what the casual base calls "sniping". I believe this because, actually, sniping doesn't even have to be at range (you can "snipe" with medium lasers at 300m in a light for that matter). It's more of a philosophy, rather than purely based off of "familiar" long range weapons that the community recognizes, i.e. large lasers, ppcs, guass.... It merely has to do with the idea of taking your shot and returning to cover, to expose the least amount of target to your enemy. Now, the reason it is associated with long range is because the better shooter you are, you can use the range between you and your opponent to your advantage. So essentially, adding "range" to your arsenal, only accentuates this philosophy; you can shoot, get under cover, and if the range is far enough, and you trained your shot, you will have a higher % hitting your shot while your enemy will not (unless your enemy has trained like you). This is seemingly much more complex obviously, than rushing your opponent, and exposing you entire mech or character model (valid in all shooter type games). Obviously, brawling, is essentially the opposite of this tactic, and inherently flawed. I know you state the brawlers turn their torso, but it's incorrect to assume only brawlers do that - snipers do that as-well, even at 800m to avoid incoming shots. And let's be honest, it requires much more prediction and a bigger dice roll to lag shoot PPC shots at 800m vs. something at 100-200m. It's very easy to miss that shot at ~700m and why it takes a bit longer to practice/train to work your "long range" gameplay. You talk a lot about "low risk/high reward" but I do not think you understand the risks of firing a weapon with 2PPC and 1Guass. First, the PPCs are incredibly hot compared to a comparable brawler build with SRMS and AC20. Furthermore, the guass is finite and can only be fired so many times before you run out of ammo. If you miss, you are not just losing out on ammo, but also attaining immense heat penalties. All the while, the brawler is steaming into you/rushing you, with no penalties whatsoever, and has the ability to spam you at 200m with much more heat efficient weapons. The only reason why half of players are able to use these loadouts effectively, is due to skill. It's funny then, because now you are not nerfing the weapons, rather the disguised skill behind those familiar load-outs, that are actually worthless, without an intelligent, skilled pilot. I say "work" because we are not "limited" to long range gameplay. Most of CSJ, and I am confident that most SJr or LORDS would absolutely wreck the average player on these forums who gloats about "brawling". Once again, you simply overlook the player skill aspect/factor into the equation, and fail to recognize while you will always be beat- always, by the more intelligent player, regardless of mech selection or loadout. I go into this further in my conclusion.

3. "An archer's job is not as dangerous as a knight's, because the archer can sit behind the front lines and pick targets off with impunity. If the archer faces a threat of someone closing the distance, he can simply re-position, and keep himself away from a potential threat. It's really not that hard."

- Subjective. It can be argued that the "knights" is less dangerous (to use your metaphor). In MechWarrior Online, there are already multiple features that makes this game different that the latest installment of MechWarrior (MW4), and actually caters to brawlers, not snipers. The heat scale is much higher in this game (making it harder to fight at range and continually fire whilst a brawler is closing the distance), weapons like ppcs and their ghost heat(again, the main weapon of a sniper is completely limited due to heat, allowing brawlers to close the distance), mechs now have exo-armor, making it more difficult to pull off 1v2, 1v3, or 1v4+ engagements (these were totally possible in MW4), the guass has a charge (just another attack at the sniper in MWO), and of course the jump jet heat and vertical thrust nerf (a literal attempt to bring us snipers on your "playing field level" so to speak). Oh, and this is obviously not including the proposed particle velocity nerf on the PPC or the PPC/guass limiter. Gee, who has been the target of more nerfs in MWO, the "sniper" or the "brawler"? (if we are to categorize things I suppose, I really hate categorizing, it just dilutes the dynamic aspects of the subject in question).

4. "Again, sniping takes skill in two categories of piloting in mechwarrior: Aiming and positioning. Brawling takes skill in four categories: Aiming, positioning, boxing, and movement. Those are the facts. The opinion you are bringing to the table is the opinion of someone who hugs the meta for dear life, and then seizures when he realizes that a single play-style is not viable in EVERY scenario anymore."

- These categories are all made up, personally I don't agree with them. You can dissect any play-style and categorize it as you like. For example, by your logic, I could say that light spotting takes more skill because it requires "X" amount of categories: 1) positioning 2) flanking 3)intelligence 4) avoiding being killed 5) risky combat 6) firing on the move 7) strategist for the team 8) high risk/low reward

Second of all, I rarely ever used "meta". I've been using lasers for the past few months. Lasers will be the new "meta" soon, as your pea-brain categorizes it. We at CSJ, nor any competition player, ever really plays around with these words, because we know the game fluctuates constantly, and what the "casual" base perceives as meta, may not be meta at all actually.... Actually , since we're on the topic, most of the time, the meta is actually just the scapegoat for the casual base is getting "owned" by at the moment. The AWP/AK47 in CS, The M16A3 in BF3, the .50cal in MW2, same goes for even MOBAS or RTS - you see, everything in the Universe in one, all humans, all matter ... interconnected. Thus, everything is universal. One could argue a hologram.

5. "I'll say this again, and it will be the LAST time I'll say it: MECHWARRIOR IS NOT AN FPS."

- MechWarrior can be whatever it wants to be. Just because MechWarrior may be labeled as a simulation or RPG does NOT mean it can't have FPS elements, that's silly. You are focusing much too much on "facts" and "categories", and limiting many things due to your imaginary labels. It's not different than someone in society who essentially labels and categories people, oblivious to the idea of individuality and the ambiguous nature of reality.

6. "You're wanting to turn this game into CS:GO. That's the bottom line of your tirade, right? But you can't recognize that there are fundamental design differences between this game, and CS:GO. CS:GO IS NOT the end-all, be all, of competitive games. I cannot believe that you are implying that CS:GO is the end-all, be-all of competitive games."

- Do you even play competitive? I'd wager to put you don't even play competitive Mechwarrior online, nor ever have in any other series. It's hard to respond to that comment because it's so blatantly ignorant and incorrect. Of course MechWarrior involves robots and gauss rifles and CounterStrike AKs and soldiers, but if you read what I wrote I clearly indicated it was the games core values that set it apart from many other games in this era, FPS or NOT, and that every gaming company could only wish to have the success they've had for so many years, let alone the competitive scene or fan base. Obviously, there are others as-well, i.e. Dota 2 It's always possible to make comparisons because despite the games being different, they at the core, are the same.

7. "Srsly. GET OFF the notion that Mechwarrior is an FPS, and that it will EVER be equivalent to the design flop that is CS:GO."

- You're actually insulting the CS:GO community with that comment, referring to a game that hosts tournaments with over $100,000k+ prizes, huge NA/EU scene, a 200,000 player base, second only to Dota 2 (who is #1), and gameplay that MWO could only ever dream of attaining.

8. "As I said before, we don't WANT to eliminate sniping from this game, but we don't WANT to make it THE DOMINANT style of gameplay. In fact, ideally Mechwarrior is supposed to be a game a rock, paper, scissors. There is not supposed to be any one dominant style of play, there are supposed to be a variety of ridiculous gameplay styles and load-outs--each with there own unique challenges/upsides."

- Sniping is merely a style of play. Shooting and getting behind cover. It's done in any game. ANY GAME. You're not trying to eliminate "sniping", you indirectly trying to eliminate a strategy done in almost any competitive online game and doing so by trying to nerf all weapons and functions that aid to it. I would argue it's actually intelligent game-play (i.e. who stands in the open and shoots and stays in the open to take return fire?). It's OK, I know you aren't aware of what you are doing, I'm sure this is your first online PC game, and possibly MechWarrior is the only game you have ever touched in your life. You also probably read the Battletech books as-well.

9. "CS:GO slightly alleviated this problem by introducing "crosshair blur" by moving, but still, sniping is stupid easy in that game because you're still firing a weapon with no eye-relief compensation, no bullet-travel time, no sighting or ranging a target. In essence, the AWP is a one-shot laser with a slightly blurry and shaky scope when moving."

- "Stupidly easy". Want to play some CSGO? Let me guess, you're a gold nova aren't you? Again, another comment so completely absurd, that it's hard to reply to. I can only wonder whether your trying to just impress someone or hope that no one of the MWO forums is knowledgeable on any of these topics, because it's as if you're making stuff up about games that you do not understand at all.

10. "You claim to know the full dynamics of this game, and claim to know what is best for the game based on what? Your tournament ratings? I hate to break it to ya, buddy, but, as I stated earlier, you and your ilk shouldn't be the supreme authority when it comes to balancing changes in this game. Not only because you lack experience and developmental knowledge of games, but because your perspective of gameplay strategy in Mechwarrior is exceedingly narrow."

- Oh, and we should listen to you? Some "beta tester" community college reject? You don't even have the first person experience in terms of gaming regarding game dynamics. Let me ask you something - have you ever "figured" a game out" Have you ever mastered or have been "good" at a game? I can tell you right now your grasp on MechWarrior, especially for having played all those older versions (or did you?) is weak at best. Maybe you SHOULD download CS:GO, and get a taste of real competition, maybe expand your cosmic horizons a bit. I mean, it is your career, isn't it?

11. "We don't agree with this nerf proposal as much as you do, dude. I don't want to see a powerful combination such as a dual Gauss/ER PPC go down the drain because of a SEVERELY nerfed projectile speed, and a clunky weapons lock. There are ways to introduce balance to that combo without outright nerfing it like Paul is proposing to do. You've seen hundreds of reasonable suggestions to do so on this thread alone. Let's keep the suggestions flowing rather then simply white-knighting that particular playstyle with nothing but bluster and a rant against the players/developers, eh?"

- I'm not white-knighting a particular playstyle. This is good though, I will use this to conclude my dissection:

In conclusion, regardless of this trivial "meta" fodder conversation, or even the ppc/projectile/guass upcoming nerf - - It won't make any difference. Yep, that's right, I said it. It won't. I know it. All the best players in this game know it. Want to know why? It's because for the longest time, and even know, the casual base or other unintelligable gamers fail to recognize the intelligence behind competitive and skilled gameplay. You point your fingers at the "face" value, seemingly visible scapegoats, like mechs (i.e. dragonslayer/highlander) or weapons (i.e. ppc/guass) or tactics (i.e. pop sniping with JJ's), but you never realize behind all that is an intelligent, competition grade gamer who will, will, find another suitable tactic as soon as the current is diminished. Evolution 101 my friends, kill or be killed. If tomorrow, sniping is killed off, you will see a new style of play by the same top players (i.e. LORDS, SJR, CSJ, etc..) and it will be dubbed the "new meta". Thus, the cycle will continue.

This conversation will go on therefor once again, as it has for years. We at CSJ know how trivial it is, I guess you could say we are just "passing time" by engaging in this silly arguments back in forth, that go essentially no were. It's like debating religion and claiming who's god is "more real" or "better". Trivial, yes, trivial.

Edited by E N E R G Y, 05 August 2014 - 03:17 PM.


#980 HammerMaster

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Posted 05 August 2014 - 01:33 PM

View PostSandpit, on 04 August 2014 - 06:31 PM, said:

trust me when I say it 100 times better than the original trial mechs.

Champ mechs are good, not all of them are new player friendly though


^this
5 ER LL isn't nearly as "quick" to kill a mech as 3 Gauss or any other current meta build. Convergence fixes all of that though.


My point is, had mechs been stock and balanced properly. You would not have needed "GOOD" champion mechs to get by in. That is the abomintation.





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