The Same Old Frustrating Disappointments.
#1
Posted 27 April 2015 - 08:30 PM
I took a break. Came back on a friends insistence only to find that it's still the same old frustrating stuff. The things that made me leave this game are all still there, still not fixed.
1. ECM - Just make it a longer lock on time. None of this Target no Target BS.
2. LRM's - Probably the number one thing to drive me away. From day 1 I started playing this game I have stated they needed a complete overhaul and just done flat out wrong. My opinion hasn't changed.
Why do all 10 missiles have to track, why can't we lrm's skill based? You hold the icon over the mech = more lrm's hit, you move the icon off the mech and missiles begin losing lock! Simple, easy. No more one click shopping.
3. SRM's - Done even more wrong. Not only do they not lock on, they get no x2 Range bonus like every other damn weapon in this game. And to make matters worse the Streak counter parts are a 100% lock on that never miss. Which wouldn't be a big deal if clans didn't pack up to 36 of them at a time.
See above on lock on's.
4. CW. Boring as hell. Worse is the spawning camping. Nothing like dropping into 8 clan mechs all surrounding you when you get dropped out. yeah. That's REAL FUN.
Why not do it like every other game out there an actually have a SAFE ZONE. Like a factory. Allied Players approach the doors and they open for them with several ways for the player to exit.
Or even make the spawn zone inaccessible by the other team.
5. Quirks. Boring. Fugly and completely misses what could be fantastic about this game. I could care less about the weapon quirks.
But the mobility quirks are completely wasted.
The Commando, Panther should have unrivaled agility. I am not talking about having a max engine. I am talking about quirks that are +100% turn speed, +100% accel / Decel, +200% jumpjet thrust. Quirks that free them up to take the tonnage for the build they were meant for.
Armor bonus's upwards of 20-40%. These mechs are renown for being tough lets make them tougher.
Things that make sense and make these mechs iconic with the role they were created for. I shouldn't have to take a max engine for every damn light mech I have just to be able to out turn a heavy mech.
Yes the Jenner can go fast is built to be a striker, but the panther should have the agility to smoke a jenner in the close confines of the city by being able to out maneuver and out jump the Jenner.
6. Consumables. So sick and tired of arty and airstrike. That's completely why I play a mech game, to get the hell beat out of you by a jet. Not even the enemy jet.
If consumables stay in the game they should have 2 conditions.
A. Make the Arty/Airstrike show up on everyone's radar. Someone drops a arty token, it pops up on the radar for everyone to see and get the hell out of dodge. I could care less about the redsmoke. That has always been a horrible idea, but radar is a must.
B. Make it so they person has to earn the right to use it. Get a kill? You can use your arty/airstrike now. Get 2 assist? Go ahead and use your arty/airstrike. Capture a point? Bingo, here you go.
Every fight in this game shouldn't begin with red smoke icons popping up everywhere. So silly.
7. Jump jets. Is there any point to explaining that a mech should jump? Not hover, not list lightly into the air. No?
8. Standard Structure / FF armor. -
STD structure should give 20% more HP to internals.
FF should allow the player the option of equipping up to 20% more armor points.
9. Engine.
Decouple Agility from Engine. A mech's agility should be adherent to the chassis and not reliant on the engine rating. Engine rating should just be speed with a tiny bonus to agility if at all. But mostly it should be pure chassis design.
That is all.
#2
Posted 27 April 2015 - 08:35 PM
Carrioncrows, on 27 April 2015 - 08:30 PM, said:
Why do all 10 missiles have to track, why can't we lrm's skill based? You hold the icon over the mech = more lrm's hit, you move the icon off the mech and missiles begin losing lock! Simple, easy. No more one click shopping.
because then the LRMs can't tell if you mean to arc over the wall to splat blindly into it. they're a support weapon, you're supposed to use it to help with someone else's target if you can't outrange them yourself.
#3
Posted 27 April 2015 - 08:37 PM
#4
Posted 27 April 2015 - 08:44 PM
I like some of what you're saying but the "just came back" threads are almost as bad as the "I'm quitting" threads
Edited by cSand, 27 April 2015 - 08:45 PM.
#5
Posted 27 April 2015 - 09:01 PM
#6
Posted 27 April 2015 - 09:40 PM
cSand, on 27 April 2015 - 08:44 PM, said:
I like some of what you're saying but the "just came back" threads are almost as bad as the "I'm quitting" threads
I.E. utterly pointless and no one cares.
Edited by Sigilum Sanctum, 27 April 2015 - 09:57 PM.
#7
Posted 27 April 2015 - 10:20 PM
2. This is because they do 1 damage to everywhere which is a really more about taking cover than anything else
3. SRMs could use a range boost at the cost of spread and streaks are worthless for anything but killing lights.
4. Agreed, clan war is boring as hell.
5. Quirks are a work in progress so we'll just have to see what happens
6. UAV counters ECM which is #1 and I agree that arty and air are crap.
7. Agreed, Hoverjets are nonsense.
8. Yes FF and Standard could use a buffing badly
9. Engine agility is not something I'm concerned about and that is why we have agility quirks.
Edited by Xetelian, 27 April 2015 - 10:22 PM.
#8
Posted 27 April 2015 - 10:50 PM
"This game is rubbish. Here's a list of my favourite mechs, why don't they have 100% turn rate & agility quirks?"
Although, having said that, the point you make (panther is supposed to have unrivalled agility, etc) is supportive of the idea (which I am also in favour of) that we should forget 'double armour' 'double structure' etc and just scrap TT stats altogether. Mech stats should be written to make the mech 'feel' like it does in the lore, regardless of the actual numbers.
Edited by Senor Cataclysmo, 27 April 2015 - 10:54 PM.
#9
Posted 27 April 2015 - 10:52 PM
2. Interesting, but meh. Sounds like MechAssault, which was fine for consoles, pretty terrible by PC standards. I wouldn't mind trying it though.
3. Disagree.
4. Agreed.
5. I hate quirks too. But your ideas for them are ridiculous & would be even worse.
6. I also hate consumables. Thing is, MechWarrior & Battletech already have substitutes that we're supposed to have, but don't, for reasons unknown:
- Coolant flush
- Long Tom artillery ballistics
- Arrow IV missile tubes
- We already have many, many light mechs that are supposed to be doing the scout & information warfare role of UAVs.
8. I kinda like those ideas, though not sure the standard structure one is necessary or canonical.
9. Sooooomewhat agree. It could use visiting in the future.
#10
Posted 28 April 2015 - 01:59 AM
It just seems like a big rant for I hate this one little thing here and this one little thing over there. I will say the CW complaint is valid (especially when he is PUGing or playing with a buddy or two), but I'm not sure I can understand why the rant over things like...consumables should be done like Call of Duty???
I don't know, in any case, Call of Duty: BlOps 3 is coming out soon, that might better suite his play style and tastes.
#11
Posted 28 April 2015 - 02:38 AM
The Urbie is a great example, it would be much less painful to play stock if it had light mech agility regardless of speed. And in reverse mechs like TW etc should have agility befitting their high tonnage regardless of being fast. It would be a great change for balancing heavy vs light mechs, and to make heavy mechs feel heavier.
The rest of the post though...well...no comment.
Edited by Sjorpha, 28 April 2015 - 02:39 AM.
#12
Posted 28 April 2015 - 02:43 AM
These are things that bother me as well.
#13
Posted 28 April 2015 - 02:58 AM
Carrioncrows, on 27 April 2015 - 08:30 PM, said:
Yeah, it's not like aerospace combat has been a part of Battletech since 1986 or anything.
#14
Posted 28 April 2015 - 03:02 AM
Mister D, on 28 April 2015 - 02:43 AM, said:
These are things that bother me as well.
I agree that some of it is gripe level. I'm always one that would like to see improvement. These are minor gripes though (IMO anyway), and the drama on which the OP presents it is more of the reason I roll my eyes.
To say that the game is frustrating to the point of being tedious because SRMs don't have x2 range or weapon quirks are boring and wrong and should be armor/agility based seems REALLY overdramatic. That's just me though I suppose.
#15
Posted 28 April 2015 - 03:27 AM
Senor Cataclysmo, on 27 April 2015 - 10:50 PM, said:
"This game is rubbish. Here's a list of my favourite mechs, why don't they have 100% turn rate & agility quirks?"
Although, having said that, the point you make (panther is supposed to have unrivalled agility, etc) is supportive of the idea (which I am also in favour of) that we should forget 'double armour' 'double structure' etc and just scrap TT stats altogether. Mech stats should be written to make the mech 'feel' like it does in the lore, regardless of the actual numbers.
#16
Posted 28 April 2015 - 03:46 AM
"The design was originally commissioned in 2739 at the behest of the Star League to provide fire support for other light, fast-moving 'Mech units..." - sarna.net
The Panther is a non-light pilot's light. It plays like a Medium mech with less armor but quicker speed and agility. The Panther is an agile fire support mech. Play the Panther like a traditional light, and you're going to have a bad time.
Edited by MeiSooHaityu, 28 April 2015 - 03:47 AM.
#17
Posted 28 April 2015 - 03:49 AM
#18
Posted 28 April 2015 - 04:05 AM
#19
Posted 28 April 2015 - 04:06 AM
Joseph Mallan, on 28 April 2015 - 03:49 AM, said:
Exactly. It is designed to move quick enough to keep up with faster moving mechs to provide fire support. That's actually how it plays in MWO too. It is agile enough for its roll, but not unrivaled agility for a light. It let's the regular lights be the crazy fast agile ones, it just keeps up and pegs the light mech's targets with ERPPCs.
#20
Posted 28 April 2015 - 04:09 AM
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