October Road Map - Feedback
#321
Posted 30 September 2014 - 12:38 AM
#322
Posted 30 September 2014 - 12:39 AM
IS CHOICE NOW AT RISK FROM THIS COMPANY?
THAT IS SITTING ON AN IP THAT COULD LAST AS LONG AS EVE OR ARE THEY JUST TO STUPID TO REALISE. YOU ARE TAKING FROM MWO NOT ADDING TO IT THE GAME HAS NO COMPLEXITY WITHIN ITS SELF AND EVEN WHEN IT DOES YOU DESTROY IT. REPARE AND REARM - BATTLFIELD SALVAGE THE LIST GOES ON.
This is an indication of what Is to come and an I will not be fooled, every Mech In this game is being altered to only be able to play the way PGI and the COD players want it to. Close range brawl, simplicity. Between this and the sneaky change to gauss convergence, an assumption but a compelling one. I am done I will try to get a refund of my wave 2 and will no longer financially support this game.
If I look forward to the Hell bringer It will end up a disappointment and be worth nothing a week after I get it, a combat ECM heavy haaaaaaaaaaaa in our dreams it will be useless.
I would encourage people to demand more from PGI the Mechs in your bays are yours and if you do not want heat sinks and jump jets why should you be forced to have them?
Edited by Seth Stin Exoría, 30 September 2014 - 12:42 AM.
#323
Posted 30 September 2014 - 12:39 AM
#324
Posted 30 September 2014 - 12:43 AM
Seth Stin Exoría, on 30 September 2014 - 12:39 AM, said:
IS CHOICE NOW AT RISK FROM THIS COMPANY?
THAT IS SITTING ON AN IP THAT COULD LAST AS LONG AS EVE OR ARE THEY JUST TO STUPID TO REALISE. YOU ARE TAKING FROM MWO NOT ADDING TO IT THE GAME HAS NO COMPLEXITY WITHIN ITS SELF AND EVEN WHEN IT DOES YOU DESTROY IT. REPARE AND REARM - BATTLFIELD SALVAGE THE LIST GOES ON.
This is an indication of what Is to come and an I will not be fooled, every Mech In this game is being altered to only be able to play the way PGI and the COD players want it to. Close range brawl, simplicity. Between this and a the sneaky change to gauss convergence, an assumption but a compelling one. I am done I will try to get a refund of my wave 2 and will no longer financially support this game.
If I look forward to the Hell bringer It will end up a disappointment and be worth nothing a week after I get it, a combat EC heavy haaaaaaaaaaaa in our dreams it will be useless.
I would encourage people to demand more from PGI the Mechs in your bays are yours and if you do not want heat sinks and jump jets why should you be forced to have them?
Whoa whoa whoa. I'll take a little bit of balance any day over OP mechs that don't have a place in a competitive game. Aside from that, your response makes it pretty obvious you either didn't read the news post, or have no idea what they are proposing.
#325
Posted 30 September 2014 - 12:45 AM
#326
Posted 30 September 2014 - 12:50 AM
And I also agree that many mechs (ie Timberwolf) will not worry too much about the loss of a few heatsinks when a side-torso is lost, certainly not if you only loose the shield side and no weapons. You could also consider the loss of all things speed related (speed & turn/yaw rate -x% or so) in additional to a +x% cooldown time on all energy weapons or somesuch (power output of the engine is compromised so... plausible).
Incidentally, I hope you have a new pair of pants for sale for the Summoner and Nova so that you can reduce the number of JJs...
Edited by The Great Unwashed, 30 September 2014 - 01:04 AM.
#327
Posted 30 September 2014 - 12:56 AM
Just be moving along now cya.
#329
Posted 30 September 2014 - 12:58 AM
I'm also impressed that you actually spread the mechs over five tiers of effectiveness instead of the usual, "this mech is good", "this mech is bad therefore let's give it a 5% bonus to X ability thingie and call it a day" fixing attitude. The game has now been around long enough for most of the regular players to recognize what mechs can do and what they cannot do or what they SHOULD be doing but they aren't. The telemetry collected will also help in this. Serious gameplay altering quirks are needed to make each variant worth playing, not just "+5% bonus to X ability". It will make them feel a bit more unique and actually make us WANT to pilot them and try them out to see that new "thingy", the new "shiny" at work. A 5% bonus in torso twist speed doesn't feel like something to make you want to pilot a mech to see it in action. A specific bonus in a specific role warfare ability though... now that's a reason to pilot a mech, see how it goes.
This roadmap post is giving me real hope for the future of this game because it seems that PGI is actually at the same page with the community for a change. Keep up the good work folks!!!
#330
Posted 30 September 2014 - 01:01 AM
Deathlike, on 29 September 2014 - 08:10 PM, said:
I hope this continues.
AMEN. I'd still nominate myself for the BD role, but Russ is doing decent job at it. More importantly, he is keeping in touch with the community regarding the changes.
Edited by El Bandito, 30 September 2014 - 01:04 AM.
#331
Posted 30 September 2014 - 01:10 AM
N0MAD, on 29 September 2014 - 03:17 PM, said:
Why was it heavy handed to lights when other mechs got same?, because they are fast? if anything there should be extra penalty for the speed advantage, but no.. hey you got a massive speed advantage so instead of like trying to make it skillful for a light pilot to jet around at 150kph lets just take away the damage cause you know it makes it even less skillful to drive.
Where it has a huge impact is actually on the non JJ lights. I levelled all 5 locusts to mastery this month and loathed maps like Canyon as travelling at 170km you have no way to feather your fall even on a minor slope. On a drop that wouldn't be bad for a heavy or assault due to its armour and structure a locust takes severe damage. Its compounded by the fact that if you try to slow you'll get one volleyed as speed is literally your only armour.
PS: Try playing non jump jet/ecm lights currently before complaining about them please.
Seth Stin Exoría, on 30 September 2014 - 12:39 AM, said:
IS CHOICE NOW AT RISK FROM THIS COMPANY?
THAT IS SITTING ON AN IP THAT COULD LAST AS LONG AS EVE OR ARE THEY JUST TO STUPID TO REALISE. YOU ARE TAKING FROM MWO NOT ADDING TO IT THE GAME HAS NO COMPLEXITY WITHIN ITS SELF AND EVEN WHEN IT DOES YOU DESTROY IT. REPARE AND REARM - BATTLFIELD SALVAGE THE LIST GOES ON.
This is an indication of what Is to come and an I will not be fooled, every Mech In this game is being altered to only be able to play the way PGI and the COD players want it to. Close range brawl, simplicity. Between this and the sneaky change to gauss convergence, an assumption but a compelling one. I am done I will try to get a refund of my wave 2 and will no longer financially support this game.
If I look forward to the Hell bringer It will end up a disappointment and be worth nothing a week after I get it, a combat ECM heavy haaaaaaaaaaaa in our dreams it will be useless.
I would encourage people to demand more from PGI the Mechs in your bays are yours and if you do not want heat sinks and jump jets why should you be forced to have them?
Just note I am laughing at your rambling, rage filled and gibberish post.
#332
Posted 30 September 2014 - 01:14 AM
Edited by Modo44, 30 September 2014 - 01:15 AM.
#333
Posted 30 September 2014 - 01:22 AM
Thank you for posting a roadmap of changes to come.
Thank you for providing feedback and answers to a few questions.
Thank you for addressing some things that needed to be addressed.
Hope in the future you can look at the speed from XL Clan engines when a ST is destroyed too.
Now as to my comments on this:
1 - 20% heat reduction -> seems too low, most mechs will fire half the amount of weapons when a ST is destroyed, so I don't think 20% will make any real difference.
2 - JJ's -> these needed to be revised and will still need a revision in the future after the changes, but seems you guys are going in the right direction.
3 - Fall Damage -> This was to be expected, a few tweaks here and there to make sense regarding the tonnage. I do think 46 is a bit much for the lights, 42 could be better, but that's me and time will tell if the numbers are correct or not.
4 - Omnimech fixed JJ -> This made sense to me. Although I don't use Clans, it's just a way to make things a bit more balanced between both Heavy class mechs.
All the other stuff we will have to wait and see how they pan out, but they also sound good to me.
Thank you for the post, for the roadmap, for the feedback to a few answers.
Again, Thanks guys!
#334
Posted 30 September 2014 - 01:28 AM
#335
Posted 30 September 2014 - 01:54 AM
#336
Posted 30 September 2014 - 02:04 AM
For the moment PGI are doing their work well. Many of us know the reason why and maybe it is questionable if it'll stay as it is now. But for the moment everything is fine and you guys seem not to know when it's enough.
The whines about a powerfull mech, which is going to get nerfed, show where some problems are still remaining: In the community.
#338
Posted 30 September 2014 - 02:14 AM
And thank you for all these quick answeres in here! (Thanks to "find content" we can find all these sweet replies very fast)
I didn't check the past 17 pages, so please excuse me, if this was mentioned before:
This part might be not correct:
Quote
I have instructed the team to make a small adjustment to fall damage for Medium and Light class 'Mechs. Currently Medium, Heavy, and Assault class 'Mechs all take falling damage at 35 m/s, with Light class 'Mechs starting at 38 m/s. After some more testing, we have decided to leave Heavy and Assault class'Mechs as they stand, but we will be slightly increasing Medium class 'Mechs to 39 m/s and increasing Lights to 46 m/s.
In the July 29 patch it was last updated to:
http://mwomercs.com/...07-29-jul-2014/
Quote
While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
- Light 'Mechs start taking damage at 37 m/s
- Medium 'Mechs start taking damage at 34 m/s
- Heavy 'Mechs start taking damage at 32 m/s
- Assault 'Mechs start taking damage at 30 m/s
Either one of the numbers is not correct.
But I'm looking forward to these changes.
ALL of em look good!
Thank you!
Edited by Reno Blade, 30 September 2014 - 02:17 AM.
#339
Posted 30 September 2014 - 02:42 AM
Here's hoping for unnerfed Victors in the IS quirk pass.
#340
Posted 30 September 2014 - 03:05 AM
Feedback:
I do not really have much to say about the Clan changes as I play IS only. The penalty for side torso destruction sounds pretty mild to me (will probably have little impact because the mech will lose many weapons with the ST destruction)... but small steps are probably better than overnerfing.
Fall damage and JJ updates sound very good.
Reward system updates sound intriguing. Improvement of role warfare importance + more reasons to hop into medium/light mechs = awesome
I am most excited about the IS quirk system: I think making different chassis variants more unique is a wonderful idea. Right now many variants are just too similar for me to bother with them. A good quirk system might well mix that up and give me reasons to consider mech variants I have so far dismissed as just not different enough to be worth my time/money.
Once again thank you very much for the roadmap and the much improved communication over the last few weeks. Please keep it up!
Edit: gramarrr
Edited by somanov, 30 September 2014 - 03:11 AM.
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