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Be Careful What You Wish For...


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#1 DaZur

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Posted 12 July 2015 - 09:08 PM

I must say I'm getting quite the laugh out of the deluge of tears brought on by the recent HSR improvement...

I find it hilarious that in one fell swoop the cries of indignation over pumping shot after shot into a mech with marginal damage has turned into wild declarations of TTK being too abrupt.

Like I said, be careful what you wish for... :lol:

Apparently improvement in hit registration is only good when it affects your target and not you?

Me? Yup... I'm taking my lumps. That said, it's pretty satisfying dropping mechs that previously would have laughed off the same shot prior to HSR.

#2 LordKnightFandragon

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Posted 12 July 2015 - 09:32 PM

No, hit reg improvements are fine. THey are step one. What its doing is really bringing to light how absolutely assinine the quirks, more dmg then heat lasers, massive heat scale and PPD shots are.

No, making the game work properly is awesome. Working hit reg, its fantastic. See, all these quirks and crap were brought on cuz of poor hit reg. Everyone firing so much and doing nothing, so everyone's mechs seemed UP, when in fact it was just hit reg is hosed. Now, hit reg works and were seeing how NOT UP everyones mechs are. BUt its also bringing to light a whole host of other issues. So, now that hit reg is working and if it stays working, we can get a proper gauge on weapon dmg/balance and PGI can make more accurate changes.

See, with working hit reg, 15-20 dmg is more then enough, otherwise, my WHK-P chain firing PPCs would be doing nothing. Sure, it takes a bit to drop a target, but it works. Really, it almost feels about right in terms of TTK. Were in big ass mechs with hundreds of points of armor. Yet, currently with quirks, group fire and high ass alphas, were melting each other in seconds like a human shooter. Faster TTK should come from group fire. Solo 1v1 mech combat should seem a little slow.

My Warhawk is running like 96 frontal CT armor, 60 some ST armor + quirks and its melting faster then ever. 1-2 shots and im seeing cores all over. When damage output is that damn high, then yes, something is wrong.

Edited by LordKnightFandragon, 12 July 2015 - 09:33 PM.


#3 bad arcade kitty

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Posted 12 July 2015 - 09:40 PM

i dunno where you take those 'seconds'

#4 Eider

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Posted 12 July 2015 - 09:45 PM

Seems fine to me, i kill just fine

#5 El Bandito

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Posted 12 July 2015 - 10:59 PM

Shorter TTK?

Posted Image

Edited by El Bandito, 12 July 2015 - 11:07 PM.


#6 Black Ivan

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Posted 12 July 2015 - 11:02 PM

I have only noticed improvements on slow moving targets. Fast Mechs like Firestarter, Spider and Locust are still hard to damage

#7 Pjwned

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Posted 12 July 2015 - 11:04 PM

It actually does highlight ridiculous power creep features that cause TTK to go down though, like modules & quirks & mech tree skills, and it means other things need to be addressed now that HSR is behaving a little better.

#8 TheCharlatan

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Posted 12 July 2015 - 11:14 PM

High TTK is what brought me to this game (well, that and BT mechs), if i want fast TTK there are hundreds of other games i can play.
That said, i'm really happy about the hitreg finally working better, and as many had said before: untill we had decent hitreg we could not balance weapons properly.
Now hitreg (maybe) works a lot better so we can talk about balancing the game and bringing the TTK back up.
In the meanwhile, i'll be running my lights and bursting open the backs of foolish dire wolves, thank you very much.
Hitreg can't help you if you can't see me. :ph34r:

#9 Kiiyor

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Posted 12 July 2015 - 11:19 PM

View PostBlack Ivan, on 12 July 2015 - 11:02 PM, said:

I have only noticed improvements on slow moving targets. Fast Mechs like Firestarter, Spider and Locust are still hard to damage


I'm the opposite: my biggest improvements are for fast movers, and it's very noticeable. I'm legging lights left right and center since the patch.

#10 xengk

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Posted 13 July 2015 - 07:31 AM

popping lights in mid-flight using PPC, something I haven't seen in ages.

#11 Sjorpha

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Posted 13 July 2015 - 07:45 AM

To be honest I haven't noticed much difference.

I kill just as fast as before, I die just as slow as before.

There are fewer outliers where you get strange moments of shots passing through mechs and such, that has improved, but I never had any problems racking up damage or killing mechs in general.

#12 GRiPSViGiL

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Posted 13 July 2015 - 07:49 AM

As much as I hate HSR if it is more consistent then good. Quirks shouldn't have been unnecessary. A really robust skill tree to allow us to quirk mechs ourselves would have done this game well. PGI and balance is LOLable.

True story: Balance is more a mystery to PGI than what happened to Amelia Earhart.

Edited by GRiPSViGiL, 13 July 2015 - 07:49 AM.


#13 MeiSooHaityu

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Posted 13 July 2015 - 08:06 AM

Very true. The new HSR is a double edged sword.

It has made it far more difficult to do well in my lights (especially my slow lights like the Panther and Urbie).

Regardless, hit registration needed to be fixed.

Hard mode just went up a notch. Now we as light players need to play a bit smarter. As a side affect, I wouldn't doubt if the light queue shrinks a bit more.

It's a bit of a bummer that the first mech a new player can possibly afford is also the toughest most unforgiving class in the game. The new HSR isn't going to help that any (regardless of the HSR update needing to be done).

#14 Mister Blastman

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Posted 13 July 2015 - 08:37 AM

I haven't noticed much improvement in hit registration. I'm still doing full 50 - 70 pt laser alphas into 'mechs and they barely turn orange.

#15 stjobe

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Posted 13 July 2015 - 08:46 AM

View PostMeiSooHaityu, on 13 July 2015 - 08:06 AM, said:

It's a bit of a bummer that the first mech a new player can possibly afford is also the toughest most unforgiving class in the game. The new HSR isn't going to help that any (regardless of the HSR update needing to be done).

Kinda goes hand-in-hand with PGI's insistence of throwing newbies dropping in their trial 'mechs for the first time in with three-year veterans in fully tricked-out and mastered 'mechs.

I mean, if they think that is okay, what is a little hard-mode for your first 'mech purchase?

I swear, they couldn't make the game harder to get into if they actually tried.

#16 MeiSooHaityu

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Posted 13 July 2015 - 08:58 AM

View Poststjobe, on 13 July 2015 - 08:46 AM, said:

Kinda goes hand-in-hand with PGI's insistence of throwing newbies dropping in their trial 'mechs for the first time in with three-year veterans in fully tricked-out and mastered 'mechs.

I mean, if they think that is okay, what is a little hard-mode for your first 'mech purchase?

I swear, they couldn't make the game harder to get into if they actually tried.


I generally try and give PGI a benefit of a doubt on a lot of things, but this is a decision that leaves me scratching my head a bit.

Maybe the cadet bonus should be removed. Instead when a new player starts the game for the first time, they need to pick one mech from a hand full of "starter mechs" to start with. Give the new players options so that the community won't recognize the one mech as a starter mech and be able to single out noobs.

Its an idea anyway. The cadet bonus is nice, but you still need to hope someone sticks with the game long enough to collect it.

Bit off topic but...
P.S. Also feel there should be a starter Queue. Only new players play against new players (could even be smaller teams like 4 vs 4). Once they play over X amount of games, they are in to the general queue.

#17 LordKnightFandragon

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Posted 13 July 2015 - 09:28 AM

View PostMeiSooHaityu, on 13 July 2015 - 08:58 AM, said:

I generally try and give PGI a benefit of a doubt on a lot of things, but this is a decision that leaves me scratching my head a bit.

Maybe the cadet bonus should be removed. Instead when a new player starts the game for the first time, they need to pick one mech from a hand full of "starter mechs" to start with. Give the new players options so that the community won't recognize the one mech as a starter mech and be able to single out noobs.



Id rather they just give us 25 million and let us pick our mech out of any of them in the game.

#18 MeiSooHaityu

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Posted 13 July 2015 - 09:36 AM

View PostLordKnightFandragon, on 13 July 2015 - 09:28 AM, said:



Id rather they just give us 25 million and let us pick our mech out of any of them in the game.


I thought about that.

However, a new player picks a light mech "Hey, that Locust looks cool and I have money left over", it's really hard for him/her to play, they leave the game permanently.

When really green players don't know any better, it might not be a bad idea if the first (essentially free mech) was limited to a handful of generally ok or competent mechs.

It's hard for a new player to make a good educated decision on a good mech with such limited experience with the title. That is the only reason I suggested that.

#19 LordKnightFandragon

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Posted 13 July 2015 - 09:37 AM

View PostMeiSooHaityu, on 13 July 2015 - 09:36 AM, said:

I thought about that.

However, a new player picks a light mech "Hey, that Locust looks cool and I have money left over", it's really hard for him/her to play, they leave the game permanently.

When really green players don't know any better, it might not be a bad idea if the first (essentially free mech) was limited to a handful of generally ok or competent mechs.

It's hard for a new player to make a good educated decision on a good mech with such limited experience with the title. That is the only reason I suggested that.



Also, toss in 100% resale rate fo newbies in thier first 50 games, cuz yeah, id set the "cadet" period higher then current 25 games.

#20 stjobe

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Posted 13 July 2015 - 09:39 AM

View PostMeiSooHaityu, on 13 July 2015 - 09:36 AM, said:

I thought about that.

However, a new player picks a light mech "Hey, that Locust looks cool and I have money left over", it's really hard for him/her to play, they leave the game permanently.

When really green players don't know any better, it might not be a bad idea if the first (essentially free mech) was limited to a handful of generally ok or competent mechs.

It's hard for a new player to make a good educated decision on a good mech with such limited experience with the title. That is the only reason I suggested that.

Perhaps PGI should implement the Chameleon:

Quote

Since the Terran Hegemony introduced it in 2510, the Chameleon has been the premiere training BattleMech for light- and medium-BattleMech Mechwarriors. In fact, with its role away from the battlefield (except in the most desperate of circumstances), the Chameleon has suffered relatively little attrition. Combined with its continuous production on Hesperus II, the Chameleon is one of the most common BattleMechs. Even in the 31st century, the Chameleon is widely used at academies and training cadres throughout the Inner Sphere.

The Chameleon was designed to help a new MechWarrior master the skills of maneuvering and heat management, with a top speed of 97.2 kph and a jumping distance of one hundred and eighty meters. The 'Mech also had an almost all energy weapons loadout, but cooled only by ten standard heat sinks. This paucity of freezers forces MechWarriors to concentrate on the 'Mech's heat levels. In some instances, the Chameleon had been forced into combat situations, notably during the Dragoon Civil War.

Edit: Doesn't look half bad either:

Posted Image

Edited by stjobe, 13 July 2015 - 09:42 AM.






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