At What Point Did Mwo Stop Being Fun?
#41
Posted 01 October 2014 - 06:05 AM
#42
Posted 01 October 2014 - 06:05 AM
Now I hardly log on anymore. I have 39 Mechs sitting about..
The game was pretty awesome until the Clan invasion.
Then balance went to hell.
I tried again a week ago. Its worse then it was right after Clan invasion.
Its some kinda of DW / TW OP hell now.
#43
Posted 01 October 2014 - 06:06 AM
sneeking, on 01 October 2014 - 06:00 AM, said:
Sunday's are also bike ride days as well so stock matches gotta compeat with this thing for my time.
Glad you got to try the stock league saturday matches! Also, that bike looks like it has better armor than a locust lol.
#44
Posted 01 October 2014 - 06:07 AM
Corrado, on 01 October 2014 - 06:05 AM, said:
In all fairness though, you can pick the game types you want to launch into. You can make it so Skirmish no longer exists for you.
Just saying that I wouldn't let one game type I can cut out ruin a game for me.
#45
Posted 01 October 2014 - 06:11 AM
MeiSooHaityu, on 01 October 2014 - 06:07 AM, said:
Just saying that I wouldn't let one game type I can cut out ruin a game for me.
I think he was just talking about the spawns specific to skirmish mode. That's the part I agreed with at least. Some patch cycles the spawns can be good, others they are gawdawful.
#46
Posted 01 October 2014 - 06:12 AM
Wolfways, on 01 October 2014 - 02:56 AM, said:
As for tactics. If you are playing in the solo queue never expects tactics to be used. You could take charge and hope others listen, or just pretend your team are bad AI mechs only there to soak some damage for you.
Not so, Often small group tactics can be the worst and herding pugs can be a lot simpler.
As an example just came off a game whereby both teams stood on opposite sides of the saddle for about 4-5 minutes, all listening to the one "commander" whos only instructions were to group up and wait for them to come over the top.
During this time our lights could've made it around the side/through tunnel and spotted for LRMs. Or we could've dropped back a bit further into the tall buildings and waited there in cover (instead of next to the silos with zero cover.
No there was what some people (a terrifyingly large number of group players also ) seem to believe is teamwork. Being "tactical" by standing still and hoping the enemy is stupid enough to come one at a time and give a steamroll to you.
Lo' and behold the enemy team came blazing over the top split into two sides, they encircled our blob whilst smashing down airstrikes and artillery and completely annihilated everyone.
"GG close"... Apparently standing still like a ******** welk is close!
Small groups have been facing up against pugs for too long and because of that the consensus is still to blob up and hope the other team give enough people one by one to win.
Throw that atop a completely unused pointless command system and any tactical play has been beaten out of the playerbase, long standing ones especially.
Same thing seems to happen with a lot of big groups v small groups now for the same reason.
It's not a case of "teamwork is op lulz" its a case of there is no very little tactics and teamwork in groups and very little to encourage it in pugs.
No pre planning outside a chat box, nothing but bigger blobs rolling over smaller blobs without the tools to work together.
#47
Posted 01 October 2014 - 06:14 AM
lockwoodx, on 01 October 2014 - 06:11 AM, said:
I think he was just talking about the spawns specific to skirmish mode. That's the part I agreed with at least. Some patch cycles the spawns can be good, others they are gawdawful.
Well, I can agree with that. Caustic and River City can be rough spawn point wise right off the start.
Still though, Assault and Skirmish are very similar currently. He could always filter out Skirmish and play with the more spawn friendly Assault mode.
He shouldn't have to do that, but he could until PGI irons out the spawns on some maps
Edited by MeiSooHaityu, 01 October 2014 - 06:16 AM.
#48
Posted 01 October 2014 - 06:19 AM
Solo queue....too easy.
Group queue? Turns into "don't bring a mech below 70 or everything will be dead before you get there".
That and needing to play people from 1of2 different teams for it to even matter. There is no where near enough parity in mwo.
#49
Posted 01 October 2014 - 06:30 AM
#50
Posted 01 October 2014 - 06:35 AM
3rdworld, on 01 October 2014 - 06:19 AM, said:
Solo queue....too easy.
Group queue? Turns into "don't bring a mech below 70 or everything will be dead before you get there".
That and needing to play people from 1of2 different teams for it to even matter. There is no where near enough parity in mwo.
Funny being that I said way back when they shouldnt monetize cland so they wouldnt have to nerf them and then we'd have a challenge to fight
but noone understood how I could ever want to fight a superior force
#51
Posted 01 October 2014 - 06:37 AM
1) Hitreg. Somewhere around clan release it wasnt all that bad. Buckington fix was nice for SRMs, lasers were ok and ACs too. Since then it has gotten worse. Totally random in its behavious. Some matches it works fine, some its like rolling the dice. Registering damage not at all, in absolutely impossible-to-hit locations or even double.
2) Solo-drop teams. At an increasing rate, MM seems to put average players in absolute terribad teams. They scatter around and/or move into places where they get ground up without getting a chance to return fire. Theres games where the only 1-3 kills are made by one player and he did more damage than the 10 worst players combined. About three minutes into the game its already 0-4 or worse. Not fun to play. Neither in such a team nor on the other just walking over em.
3) The instant converging PPFLD combination of gauss/erppc. Every corner you turn is a gamble. Might be one that a 50dmg alpha is already aimed at. Or not. Someone has to take a look. Lucky: nothing happend. Unlucky: There goes a better part of your ST/CT armor. Or its instagib for weaker mechs and the ones that already lost some armor.
I personally switched to either playing a dual gauss cat and/or not going around corners first. Works well. Fun? No.
The JJ nerf didnt make it any more enjoyable to play either.
After grinding out DWs to see how they perform mastered Ill most likely take a very long break from MWO.
Edited by occusoj, 01 October 2014 - 06:39 AM.
#52
Posted 01 October 2014 - 06:44 AM
Two awesome matches yesterday when I had my head on straight dropping with 3 merc guild mates.
Call a non-standard play on River City and got the others to follow, headed off the typical counter clockwise circle in upper city, popped a UAV and arty right in the center of their push and they scattered into the waiting arms of 3 lances. Could have just went D-line...
Canyon Network, enemy has over committed to C4/D4 in assault trading shots with our big ball by the base. Our lance makes a base rush after taking out an LRM boat and the turrets. Win.
If you aren't playing group queue then yes, it is just a mess.
#53
Posted 01 October 2014 - 06:52 AM
Probably ever since this creeped into my mind. Which would probably be around "launch" and seemed more of a possibility when facing some teams. Not that it's really going on or at least not in any real numbers, but once the idea that this game could somehow be impure gets a foothold, too many deaths are tinged with some doubt. I think it's probably that way with any MMO.
Otherwise, I have grown overly bored with the continual death march grind. I very much enjoy finally seeing a new map, but it seems like that is just a race to figure out who can exploit it first. Without some kind of goal or variation on game play, launching the client feels almost like I'm logging on just to get my cheap fix and feel bad about it afterward, as in there were so many other things I could have done that would have been productive or fun.
Finally, repeatedly facing off with Clans has pretty much ruined the fun I continued to have as an IS pilot. I was looking forward to getting into Clan mechs, but now I feel like if I did so I would be cheating somehow. I definitely never expected that and it's been disappointing to say the least.
#54
Posted 01 October 2014 - 06:55 AM
UnsafePilot, on 01 October 2014 - 06:01 AM, said:
There's not a single game in this franchise that I'd have played without loadout customization. All the way back to TT that's always been a huge part of the fun.
100% agree wouldnt even touch this game without fully customizeable mechs.
#55
Posted 01 October 2014 - 07:00 AM
Even a lot of the mech balance issues would go away if Alphas didn't magically hit the exact same location. It has taken all the skill, and fun out of the game.
#56
Posted 01 October 2014 - 07:14 AM
The first one is when it started to being unfun.
It started at the time when knockdowns were removed, r&r was removed and ECM introduced. It all happened in a pretty short amount of time. With knockdowns the value of good piloting skills left the game. With r&r the primary weight balance tool for mediums left the game. With ECM combat became pretty much unbalancable and continues to be like that to this day.
Each one IMO dealt the fun aspect of the game a serious blow, but all three of them together were devastating.
The second one is when it stopped being fun altogether.
In all seriousness: When the war horns were introduced.
I know, I know, MWO is not Battletech and has not really been for a long time. But at least for a time I could still pretend it is.
But once Clan mechs started to emit ugly "BWAAA-BWA-BWA-BWA-BWO" sounds I could no long pretend. It is just impossible. These things and the clan warrior mentality are just so incompatible.
And what made it really worse: From a game standpoint they were absolutley without use nor necessity.
#57
Posted 01 October 2014 - 07:16 AM
UnsafePilot, on 01 October 2014 - 06:01 AM, said:
There's not a single game in this franchise that I'd have played without loadout customization. All the way back to TT that's always been a huge part of the fun.
The original MechWarrior did not have the ability to customize your mech. However, how different would this game play if community warfare was restricted to stock load outs? It would be interesting to see what chassis would be considered which tier.
#58
Posted 01 October 2014 - 07:22 AM
Jetfire, on 01 October 2014 - 06:44 AM, said:
Two awesome matches yesterday when I had my head on straight dropping with 3 merc guild mates.
Call a non-standard play on River City and got the others to follow, headed off the typical counter clockwise circle in upper city, popped a UAV and arty right in the center of their push and they scattered into the waiting arms of 3 lances. Could have just went D-line...
Canyon Network, enemy has over committed to C4/D4 in assault trading shots with our big ball by the base. Our lance makes a base rush after taking out an LRM boat and the turrets. Win.
If you aren't playing group queue then yes, it is just a mess.
Yes, nerf teamwork
#59
Posted 01 October 2014 - 07:24 AM
Gerhardt Jorgensson, on 01 October 2014 - 07:16 AM, said:
The original mechwarrior has always sounded pretty terrible to me; I started on TT and moved on to PC with MW2.
Gerhardt Jorgensson, on 01 October 2014 - 07:16 AM, said:
Seems to me like this would be a death sentence for the IS side.
#60
Posted 01 October 2014 - 07:48 AM
Gerhardt Jorgensson, on 01 October 2014 - 07:16 AM, said:
Considering most heroes come with advanced tech....
I'll give you a guess.
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