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The Easiest Way To Play Is The Most Effective = Mwo Fail


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#1 Jacobei

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Posted 21 August 2014 - 03:13 PM

Its simple the most effective mechs/weapons/etc... are also the easiest to use.

1. This is why P2W fails in general
2. It limits the game to a lobby shooter forever

That this time most of the weapons/mechs/etc that require more skill to play are nerfed to extinction on the battlefield.

#2 Lefty Lucy

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Posted 21 August 2014 - 03:15 PM

PP damage is still the most effective way to play, but it's a lot harder to hit a moving target with a PPC than it used to be... soooo yeah, that kind of disproves your point right there.

#3 Davers

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Posted 21 August 2014 - 03:15 PM

It would help if you gave some examples.

#4 Rampancy

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Posted 21 August 2014 - 03:15 PM

Wait what

I can't think of a single weapons system that doesn't get regularly used right now outside of the SPL/cSPL and the IS LB-10X

#5 Mothykins

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Posted 21 August 2014 - 03:19 PM

View PostRampancyTW, on 21 August 2014 - 03:15 PM, said:

Wait what

I can't think of a single weapons system that doesn't get regularly used right now outside of the SPL/cSPL and the IS LB-10X

I run Small Pulse Las on my Raven and my Locust. And the LBX-10 is on my K2...

They're used, so sorta invalidates that statement. You see them a lot more than you think.

#6 Bhael Fire

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Posted 21 August 2014 - 03:24 PM

The easiest way to play is to ignore what's going on in the battle and just charge head on into a group of enemies shooting anything that moves (or anything that is standing still for that matter).

#7 Felbombling

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Posted 21 August 2014 - 03:25 PM

I cannot agree with the OP. My Stormcrow builds are all set up to the standard hardpoints, and I can have fun with all of them. That means that I'm using all energy on one, a ballistic and three energy on another and five missile systems on the third. If that points to a problem in the game, I cannot see it.

#8 Jacobei

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Posted 21 August 2014 - 06:26 PM

I will admit.. I believe any players that cannot notice the easy=win they are not skilled enough.

Examples - there will always be a flamer to say they use them... I wish we could see players profile stats TO SEE how much truth is behind their statements. I would gladly show mine......!

#9 Biglead

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Posted 21 August 2014 - 06:31 PM

What in the hell is going on in this thread?

#10 Malcolm Vordermark

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Posted 21 August 2014 - 06:37 PM

Which weapons are we talking about again?

#11 Belorion

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Posted 21 August 2014 - 06:38 PM

I kinda get the impression that this is an anti LRM thread, but that hasn't been stated yet.

I don't see a whole lot of any one thing anymore.

So... yeah.

#12 Noesis

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Posted 21 August 2014 - 06:41 PM

#MURDERDEATHBALLPUGTRAUMAROFLSTOMPMOREDAKKABOOMGANK

#13 Kiiyor

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Posted 21 August 2014 - 06:47 PM

Things change with ELO too, OP. LRM's are far more effective against newer/badder players.

LRM players tend to hit a wall when they face better opponents. It's at this point where they probably wish they'd spent more time developing skills with direct fire weapons, but instead of doing so, they become more and more whiny when demanding their teammates hold locks.

#14 Jacobei

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Posted 21 August 2014 - 07:03 PM

This is my thread of FLAMES.... just add in anything LOL

Honestly I a talking MWO in general is making the easiest weapons/mechs/etc the most effective. Harder mechs/weapons/etc to use are also weaker and do not favor a more skilled playing style with a more effective weapon/mech/etc.

Examples of how skill = reward and how MWO is not. These are created as I am speaking overarching MWO and not one or two individual flavor of the month mech/weapon/etcs

1. A fixed torso on the highest damaging mech (the handcap requires specialise skill so the pilot has to use the disadvantage and advantage depending on skill) - Idont want a fixed torso mech its an example.

2. The hardest hitting weapons (and I don't mean in a single shot - in general) should be the hardest to use. Weapons that are easy to use should be weaker.

3. Large weapons and high tonnage should greatly limit speed an mobility + speeda mobility sould greatly limit tonnage and weapons.

4. Skill is promoted and developed in a game by creating elaborate things like above. But the game is pay to win/advice *what ever you want to call it. The game is promoting no skill = lobby shooter :D

A. No one that pays believe they should lose to someone who plays for free.
B. If the game depended on skill over money this would not be an issue.
C Free to play Pay to win seems to always create failure unless you pay for patches and not items. (patches are content and skill based and items are pay to win (MWO).

Edited by Jacobei, 21 August 2014 - 07:09 PM.


#15 Sandpit

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Posted 21 August 2014 - 07:14 PM

Posted Image
Posted Image

#16 John1352

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Posted 21 August 2014 - 07:17 PM

LRMs are effective because players like to cower behind a rock, then expose themselves one by one, each time getting targeted and fired at by the whole enemy team who are also cowering. When the cowering stops and the deathball is formed, the LRM mechs can't do damage fast/accurately enough to kill anyone before they are killed by direct fire.

The counter and counter-counter system is also too complicated. The effects of target deprivation should be naturally occuring and ECM should not hide IFF.

Edit because I didn't refresh page for too long:
Which weapons do you consider hardest hitting? Are lasers hard to use because you need to keep them on target? A 35 ton mech at full speed has ~10 tons for external heatsinks, weapons and jumpjets combined. Isn't that greatly limited enough?

Edited by John1352, 21 August 2014 - 07:22 PM.


#17 Malcolm Vordermark

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Posted 21 August 2014 - 07:31 PM

View PostJacobei, on 21 August 2014 - 07:03 PM, said:

Honestly I a talking MWO in general is making the easiest weapons/mechs/etc the most effective. Harder mechs/weapons/etc to use are also weaker and do not favor a more skilled playing style with a more effective weapon/mech/etc.


Right, but for those of us not privy to your thoughts, which are the easiest weapons/mechs and which are the harder mechs/weapons?

View PostJacobei, on 21 August 2014 - 07:03 PM, said:

1. A fixed torso on the highest damaging mech (the handcap requires specialise skill so the pilot has to use the disadvantage and advantage depending on skill) - Idont want a fixed torso mech its an example.


What is a "fixed torso" exactly? Are we talking about the reduction of the DW's CT from black hole status to just big?

View PostJacobei, on 21 August 2014 - 07:03 PM, said:

2. The hardest hitting weapons (and I don't mean in a single shot - in general) should be the hardest to use. Weapons that are easy to use should be weaker.


Which weapons are those? I think the UAC20 is technically the hardest hitting weapon able to put out 40 damage in something like 1.5 seconds but it is also a rather difficult weapon to use.

View PostJacobei, on 21 August 2014 - 07:03 PM, said:

3. Large weapons and high tonnage should greatly limit speed an mobility + speeda mobility sould greatly limit tonnage and weapons.


Considering that everyone runs at max tonnage this would make no difference unless someone wanted to go faster by running under the max tonnage for their mech.

#18 Carrion Hound

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Posted 21 August 2014 - 07:33 PM

Be a man and stop complaining.

#19 TB Freelancer

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Posted 21 August 2014 - 08:50 PM

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#20 Toffa

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Posted 21 August 2014 - 10:24 PM

OP.

Gonna need a bit more here mate. Still have no clue what you're trying to get at...

Each weapon system has it's advantages and disadvantages.

Could you please give a specific example of a weapon system you think is easy and why it's more effective? If you do I will copy/paste my stats for that weapon here and we can discuss...

Also, Could someone explain what a 'Lobby Shooter' is? I have visions of an 'on-rails' FPS lobby scene from The Matrix...

Cheers

Toffs
( '-')7



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