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Score The Patch Based On These Points


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#1 Alistair Winter

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Posted 29 July 2014 - 12:56 PM

Here's 10 of the most important changes in the recent patch.

1: New module slot system
2: Module slot exceptions for certain mechs
3: Autorefill
4: Clan weapon modules
5: Fall damage balancing
6: Mech quirks
7: New player ELO reduced
8: LRM shake reduced
9: Performance fixes:
10: Bug fixes

I score it.... 8/10

1: Good. I like the idea.
2: Bad. The exceptions don't make sense. For example, the AWS-8Q, which is normally a PPC or laser boat, has extra weapon modules (useless) and reduced mech modules (big handicap). It's already an underwhelming mech, and this is a nerf that makes no sense.
3: Good.
4: Bad. But then again, I hate all weapon modules. The AMS is the only one worth getting, AFAIK.
5:
6: Good. I haven't played the AWS-8Q in a long time, but heat management seems better now.
7: Good. Need more of this.
8: Good.
9: So far so good.
10: Good.

#2 Tristan Winter

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Posted 29 July 2014 - 01:44 PM

8/10

#3 DONTOR

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Posted 29 July 2014 - 01:54 PM

1. 1
2. 1
3. 100
4. .5
5. .5
6. 1
7. 1
8. 1
9. 1
10. 1

so total= 108/10

auto refill FTW.

Edited by DONTOR, 29 July 2014 - 01:54 PM.


#4 Jabilo

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Posted 29 July 2014 - 01:55 PM

7

#5 TB Freelancer

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Posted 29 July 2014 - 01:56 PM

Counting #1...1/10. #1 is a tax designed to lower earnings per hour with a cbill sink, will lead to more spam than I care to see and overall will result in hundreds of QQ posts and rightly so because it was a poorly thought out, piss poor implementation.

Not counting #1, 7/10.

#6 Alistair Winter

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Posted 29 July 2014 - 02:33 PM

View PostTB Freelancer, on 29 July 2014 - 01:56 PM, said:

Counting #1...1/10. #1 is a tax designed to lower earnings per hour with a cbill sink, will lead to more spam than I care to see and overall will result in hundreds of QQ posts and rightly so because it was a poorly thought out, piss poor implementation.

Not counting #1, 7/10.

Well, it didn't really change anything. Competitive players were already spamming strikes. And people in the underhive can hardly afford the 80k c-bill sink per match.

I do think it's terrible that UAV, artillery and airstrike are consumables available for every mech in the game, instead of being limited to scout mechs and mechs with command console. I really do wish we had role warfare. But the biggest change from #1 is actually that people don't need to spend 100 million C-bills to have all the vital modules for their favourite mechs. And weapon modules are currently a waste of money, so if you don't want them, you're better off anyway.

#7 Agent 0 Fortune

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Posted 29 July 2014 - 05:33 PM

As patches go this one rates a C-
Module changes are a big minus, bug fixes are a minimum effort. I feel the new player experience + quirks were barely enough to raise the grade from a D.

#8 Primetimex

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Posted 29 July 2014 - 05:41 PM

Every patch save for the SRM fix and Clan mechs is a big F - every single time - last time it was mech critical loadout error - and still is - I'd have to strip a lot or most of my IS mechs and rebuild now I have to do the same with this module fracas......

#9 Yokaiko

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Posted 29 July 2014 - 05:44 PM

2/10

More consumable then mech slots.

Weapon slots? LOL weapon mods are beyond terrible for the most part.

Fall damage still sucks, JJs still completely miss the script, things are rubber banding all over the damn place.

LRM impulse changes, meh, how the hell do people NOT figure out how to fire through damage. Its not being able to see throught the explosion effects that sucks.

#10 TB Freelancer

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Posted 29 July 2014 - 08:22 PM

View PostAlistair Winter, on 29 July 2014 - 02:33 PM, said:

I do think it's terrible that UAV, artillery and airstrike are consumables available for every mech in the game, instead of being limited to scout mechs and mechs with command console. I really do wish we had role warfare. But the biggest change from #1 is actually that people don't need to spend 100 million C-bills to have all the vital modules for their favourite mechs. And weapon modules are currently a waste of money, so if you don't want them, you're better off anyway.


I've got no issues with any of the consumables in of themselves, only that they are available to every chassis in the game regardless of weight class, the roll it was intended for, or anything.

I see it as an underhanded and intentional act on PGI's part to tax players. It wasn't a game play decision as far as I see it. It was a business one. A business decision that knowingly introduced negative game play elements because the monetary spin-offs it would likely generate outweighed the adverse effects it will have on game play.

As I said, its an intentional cbill sink to make grind worse and compel any average player who sticks with the game to make a choice between trying to be competitive and earning at less than 1/3 the 'normal' rate, or grind up cbills at a competitive disadvantage with the only way to do both being to spend real money. I believe that's what they are counting on. People feeling compelled to spend money.

Sure there are players who can buy mechs, gear, consumables, etc. without spending a dime, but those guys aren't even remotely average.

Edited by TB Freelancer, 29 July 2014 - 08:24 PM.


#11 Mycrus

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Posted 29 July 2014 - 08:55 PM

F-

trolls community on sli implementation

#12 Filane

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Posted 30 July 2014 - 03:00 AM

My score is 7/10, and my favorite improvements are reduced ELO for new players and consumable auto-refill. But the desync issue is still plaguing the game.

#13 Willard Phule

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Posted 30 July 2014 - 03:19 AM

1: New module slot system - Eh. OK, I suppose, it lets me keep what I had before AND lets me bring an air strike.

2: Module slot exceptions for certain mechs - Dunno. Haven't played any IS mechs in a while. If it makes the new players whine, I'm all for it.

3: Autorefill- Like it. Speeds up the cbill grind.

4: Clan weapon modules - Pointless, except for the AMS ones. If you want extended range, use a Targeting Computer. No additional heat for that.

5: Fall damage balancing - Dunno. I know how to jump. Damage was never an issue. If you can't feather your jets for landing, then I suppose you kind of deserve to lose your legs. I'm sure they explain all of this in the new player tutorial. I mean, what kind of company would produce a difficult to learn and understand game without any kind of meaningful tutorial system for new players? That's kind of cutting your own throat business-wise, right?

6: Mech quirks - Nice to see the Awesome get a little love. Could care less about the Centurian or the Hunchback. They're just moving targets anyway.

7: New player ELO reduced - Good in theory, have yet to see it effect anything in practice. No hard explanation was given as to where they are being placed other than "lower Elo score." For all we know, they were started 50 points lower than previously, which amounts to nothing. Keep in mind this was NOT applied retroactively. The Derps we've been carrying for the last few weeks are still there in the mid-range and we're still carrying them. At least now, in theory, we won't have to worry about the next wave of mouthbreathers the marketing department suckers into joining the game.

8: LRM shake reduced - It was? Cool. That's a good thing. I just use Radar Dep and cover, but I suppose it'll help those guys that can't get the concept of "cover and concealment."

9: Performance fixes: - If you say so. HSR is still borked. Rubberbanding happens about as frequently.

10: Bug fixes - Again, if you say so.


So...4/10. Hey, that's a 100% improvement over the last three patches.

#14 PhoenixFire55

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Posted 30 July 2014 - 03:33 AM

1: New module slot system - Horrendous. All hail artillery spam.
2: Module slot exceptions for certain mechs - Read above.
3: Autorefill - Not working.
4: Clan weapon modules - Still useless.
5: Fall damage balancing - lol Balancing? More like random number genertating.
6: Mech quirks - Dumb. Bandaid balancing. As usual.
7: New player ELO reduced - Only took a year. Now all they need to do is figure out how to make game fun and we are golden.
8: LRM shake reduced - Not nearly enough.
9: Performance fixes - None.
10: Bug fixes - None.

1/10.

#15 Impyrium

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Posted 30 July 2014 - 03:47 AM

Phoenix, you obviously haven't run a Centurion or Awesome since the new quirks, have you? I guarantee you an Awesome is now much more dangerous.

I give the patch 8/10.

#16 PhoenixFire55

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Posted 30 July 2014 - 04:04 AM

View PostAUSwarrior24, on 30 July 2014 - 03:47 AM, said:

Phoenix, you obviously haven't run a Centurion or Awesome since the new quirks, have you? I guarantee you an Awesome is now much more dangerous.

I give the patch 8/10.


As I'm sure is apparent from my signature, the Awesome is my favorite IS mech. And FYI, I ran a brawler 8R with SRMs just yesterday and plan on testing the 8Q today. As for Centurions, we run them in league matches every week.

So, I'm not sure what your point is, but my was that our dear devs should look for proper ways of balancing mechs in game instead of 'lets make this better because its bad' like they do for 2 years. Because just like every trend, "meta" changes every day. Will they be revoking these same quirks if an Awesome suddenly becomes new metamech?

BT is balanced without quirks and modules, we don't need quirks and modules, we need a devs team with a clue to make us "A BattleTech Game"TM.





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