Deathlike, on 11 April 2015 - 03:01 PM, said:
I had airstrikes and arty, but I've learned to deal with it. I hated it when it was boosted 400% unceremoniously on the Phoenix Pack release. If you don't want to use it, fine... but you better put up or shut up if you don't want to rely on them to succeed (in which case, whining about losing generally suggests being bad). You could argue balancing it, but you can't claim "pay to win" when it's really just losing more C-bills if you are not using them well.
No, I don't have to put up or shut up. It's breaking the game *I* want to enjoy.
Matches in both public and CW qeue are literally determined by who uses consumables more & most effectively - matches can be won and lost by single UAVs, let alone 12+ airstrikes while camping a chokepoint.
And it's still pay to win. Just because you might possibly screw it up, doesn't change anything about that fact. A game gimmick doesn't have to have a guaranteed 100% success rate in order to be "paytowin". If you really don't understand that, go look into "gold ammo" over on World of Tanks and how many year's worth of debate and grief has gone on about it.
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However, if you stink @ identifying and shooting UAVs... that is ultimately on you. The only real reason they exist is because of ECM... and no other reason honestly.
Myself aside, most players generally don't spent time looking up. Not to mention smoke, hills, buildings, or whatnot can make it impossible to see or shoot down said UAVs.
And using ECM as justification for it is a poor excuse - one OP part of the game doesn't justify another OP gimmick to come in and try to counterbalance it.
UAVs should be nerfed/removed,
and at the same time, ECM should be changed over from "Angel" to basic "Guardian" ECM that we saw back in MW4.
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That's on PGI, not on the players. The inability to properly quirk stuff isn't a player issue... since the players will expose the behaviors... whether you agree with it or not. Instead of just saying "quirks are bad", you should be more constructive about that, but I have yet to see that.
Constructive? OK:
- remove all cooldown & heat quirks
- switch/replace quirks on mechs that justifiably need the help
(according to performance-by-tonnage, not some fake arbitrary tiering system) to things like range, velocity, burn time, spread - nothing that affects DPS or HPS (heat per second), with the exclusion of jam chance
Seems rather simple an obvious to me. Any quirks that affect DPS or HPS instantly throw all weapon balance out of the window. There's plenty ways to make 'bad' mechs viable without giving them god-mode quirks that allow them to use half the tonnage to pump out the same damage as a mech more than twice its own weight. (And when those quirks exist on some of the heaviest mechs in the game...ugh)
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This is mostly a PGI created issue (mostly on the map creation side, but also on the spawn mechanics side as well), but also partly a player skill/understanding/aggression/working together issue. Many of that can be solved, but it's up to the players to work together to succeed... regardless of the terrible state of many maps.
Yes and no. Players can struggle and try to work around problems, sure, but there's a huge limit on what a player can do within a flawed system.
You are correct that fixes so that there is no spawncamping has to come from PGI; to those who say that's impossible, I say you have a severe lack of imagination.
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Actually... you're not using them right. The better players don't complain because they can shoot lights. How about practice shooting them? That is step #1 into getting better. I don't think you adhere to that basic premise that all good players try to at least follow. If you can't shoot them sufficiently, learn to "get gud".
I followed the pack back in the day, that's a little different from me choosing consciously to light rush as the best thing I can possibly do with a light mech.
And last I checked, even the best players still complain about lights because the speed-related lagshield is quite real. Add jumpjet bunnyhop manipulation on top of that, and it becomes a complete crapshot every time you shoot at that light mech.
And really, I think I could use a little less practice, personally. Just about every pug match you go into, and certainly guaranteed for at least 1 wave in CW from all but the most reputable groups - you have to
try to NOT get practice shooting at light mechs.
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You're totally forgetting about the durability of XL engines compared to what the IS has an alternatives. This increases Clan TTK while indirectly reducing IS TTK. I don't know about you, but forgetting vital information depreciates your argument.
I was not claiming that Clan Mechs have no advantages.
I was claiming that they are not inherently OP. They have plenty disadvantages, too - the main point, which you have adroitly ignored, was that the perception of clan imbalance is largely created by CERMLs and c-Streaks being too powerful for too little tonnage.
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So... you using bad mechs is good indicator of balance? Oh boy!
How far out of context did you have to reach to type that sentence with a straight face?
My answer to Ghost Badger on how & why I chose to join a clan faction - to demonstrate that it was not, in fact, because "well clan mechs are sooo obviously OP that i'm gonna jump on the bandwagon" - had nothing, at all, to do with "balance" indication.
Though while we're at it, I'll point out if I can succeed in CW with those "bad mechs" and without the gimmicky aid of consumable spam, what does that say about you players who *must* follow the meta to the letter with all your superquirk metacheese and gimmickry galore? Hmph.
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The question really isn't what you're stating... it's more like "do you actually understand how to play the game?" From the answers/questions you are providing... I doubt it.
Now you're just getting lazy and jumping on the adhominem bandwagon, huh?
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Every single time people actually explain game mechanics incorrectly, it fosters all sorts of incorrect conclusions and whatnot. Instead of complaining about things that are broken (mind you, there's a lot that's broken),
Hey, an honest admission! Seems like the first from the other side of the fence here.
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how about you take the time to learn how to succeed? It doesn't mean "exploiting" things, it means actually taking the time and effort, and skill to get better. Once you do that, people will take you seriously... because to everyone that doesn't agree with your viewpoint.. you can't even prove you understand how certain things work. How do you properly debate things that you don't have a grasp on? You might as well claim IS/Clan is OP... just because the "sky is falling". But hey... whatever makes you feel better I guess.
I've already posted my stats if you have doubts that I don't know how success is achieved in this game. I wouldn't be here expressing my opinions if I hadn't invested hundreds of hours in the game, playing mechs of all types, classes, and experiencing each weapon and witnessing the effects of the many variables on how the game goes.
Just because I chose to forgo unit tags does not automatically mean I am inexperienced or ignorant of what is affecting the game I've been playing.
And please, "sky is falling"? Aren't there enough straw men hoisted elsewhere in this thread?
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I hate to say this... but if a group loses 12-0 in the first wave... more often than not, they are usually in for a roflstomp. This has been demonstrated in non-CW play... and it works just as well in CW with 48 mechs on each side. It begs the question... could this 12-0 stomp have been prevented? The answer is yes, but with the caveat that every player has to get better, play better, and work together as a team. Failing to do so just allows spawn camping to accelerate the process. GOOD TEAMS do not get spawn camped... they just DO the spawn camping. It doesn't matter which side you are on for this.
Ultimately, the moral of this story is "learn to get better" or continue to repeat prior history.
1. It's very unlikely for a match to start out 12 - 0.
2. "Get good" is not the fix-all solution if the game itself is flawed. Unless it's undeniably balanced and fair, true competition will never exist - and without that, "getting good" is a moot point, because ability in the game is replaced by a fake perception of superiority created by exploting as many flaws as possible all at once.
3. How can you possibly tell if a team is "good" or "bad" if a spawncamp is involved?
A spawncamp prevents players from actually playing the game - doesn't allow them to spawn, maneuver, or enter combat. It specifically nullifies the existence of any relative skill between the two teams.
For all you know, if spawncamping was not possible, the 'losing' team would walk all over the team that's doing the spawncamp.
I've said this before, I will say it again:
Spawncamps are NOT a forgone, natural conclusion to a one-sided match.
They are the
cause of one-sided matches.
It does not "accelerate" a forgone conclusion - it
creates one.
It's an exploit. Teams do it because it means they don't have to get good. *THAT* is the real moral of the story.
But as you yourself have admitted, ultimately it's not up to us players - I can berate and chide chumps like the NVKA bandwagon all night and day, and it won't change a thing, even assuming I can possibly change the minds of players out there.
The only way to fix things for good to make the game playable for *all* concerned - not just units willing to exploit as much as possible to get a few jollies - is for the developers, PGI, to step up, step in, and repair, remove, add, change anything and everything they need to create the intended product.
And if at this point, you're going to try to argue that PGI, let alone any game developer in their right mind, would intentionally create one-sided gimmicks that disrupt the game entirely - the spawncamp merely being the most offensive gimmick of many - then I believe you are being willfully delusional in the hopes of personal gain and that there's no further point trying to reason with you.
Edited by Telmasa, 12 April 2015 - 02:59 AM.