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Things We Miss From The Closed Beta


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#21 Corrado

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Posted 11 August 2015 - 04:53 AM

Things i miss in order...

1- Tackling lights
2- SRM splash damage (SplatCat A1 6SRM6was hilarious... AWS-8R was terrific, ATLAS-7D was the go)
3- ATLAS-7RS with 4LPL build
4- K2 with 2UAC5 never jammin
5- no ghost heat. another hilarious and ineffective mech, was somehow viable.. 4PPC+3ML AWS-8Q or 6PPC AWS-8Q.
6- HBK-4P 9SML 300XL
7- no ECM
8- LRMs were really too much. splash damage, removing back armor from front without LoS.

Edited by Corrado, 11 August 2015 - 05:14 AM.


#22 Rhaythe

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Posted 11 August 2015 - 04:54 AM

View PostCorrado, on 11 August 2015 - 04:53 AM, said:

5- no ghost heat. another hilarious and ineffective mech, was somehow viable.. 4PPC+3ML AWS-8Q or 6PPC AWS-8Q.

Hm. Things I *don't* miss - 6PPC anything.

#23 Corrado

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Posted 11 August 2015 - 04:59 AM

View PostRhaythe, on 11 August 2015 - 04:54 AM, said:

Hm. Things I *don't* miss - 6PPC anything.


did you ever tried one? there werent DHS back there. a 6PPC awesome would shoot and overheat. you could tank that shot with an atlas and finish off the overheated awesome.

then the game became what it became from the excessive amount of tears... some adapt, some can't.

Edited by Corrado, 11 August 2015 - 05:00 AM.


#24 Lugh

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Posted 11 August 2015 - 05:00 AM

I miss the failed convergence mechanic they had, where if a stupid light pilot wall humped (and he didn't fall over from collision) his lasers would go all cross eyed while you could coolly core him out without any trouble.

Collisions. We had so many much better light pilots in the game early on because they didn't crotch hump mechs praying to the god of teleportation to place them back in your crotch every time their lasers are off cool down.

And lessons given:

https://youtu.be/0ucEgxjSc44

Edited by Lugh, 11 August 2015 - 05:02 AM.


#25 Rhaythe

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Posted 11 August 2015 - 05:05 AM

View PostCorrado, on 11 August 2015 - 04:59 AM, said:

then the game became what it became from the excessive amount of tears... some adapt, some can't.

Nope, not getting dragged into a FLD debate again. Had enough of those. Suffice it to say, it's my belief that this "tactical" game is worse off the higher FLD goes. It's already made one entire class of BattleMechs borderline useless. If you believe otherwise, so be it, but all classes of 'mechs should be viable in this game. Not just assaults and heavies.

(Hard to adapt as a medium pilot when you take 60 points to the face and are instantly dead)

#26 Corrado

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Posted 11 August 2015 - 05:12 AM

View PostRhaythe, on 11 August 2015 - 05:05 AM, said:

Nope, not getting dragged into a FLD debate again. Had enough of those. Suffice it to say, it's my belief that this "tactical" game is worse off the higher FLD goes. It's already made one entire class of BattleMechs borderline useless. If you believe otherwise, so be it, but all classes of 'mechs should be viable in this game. Not just assaults and heavies.

(Hard to adapt as a medium pilot when you take 60 points to the face and are instantly dead)


no. is not a FLD debate. was just hilarious to see splatcats kamikazeing in blazing glory, with the rising sun bandana over the head, 100% thrust, JJs ready, door bay opened, pressing the shutdown override and carpet bombing with lurms SRMs the enemy team.

See, what i miss of CB. Pure fun, fewer whiners, taking the game as it was. ridicolous builds... those deathball pushes in SRM range. that GaussCat over the hill sniping and terrorizing everyone with those 2 gauss. the fragile K2 brawling with 2AC20 and a STD200.

And we had WAY LESS DEBATES TOO.

Edited by Corrado, 11 August 2015 - 06:21 AM.


#27 Throat Punch

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Posted 11 August 2015 - 05:14 AM

Dragon bowling!!!!!

#28 Rhaythe

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Posted 11 August 2015 - 05:15 AM

View PostCorrado, on 11 August 2015 - 05:12 AM, said:


no. is not a FLD debate. was just hilarious to see splatcats kamikazeing in blazing glory, with the rising sun bandana over the head, 100% thrust, JJs ready, door bay opened, pressing the shutdown override and carpet bombing with lurms the enemy team.

See, what i miss of CB. Pure fun, fewer whiners, taking the game as it was. ridicolous builds... those deathball pushes in SRM range. that GaussCat over the hill sniping and terrorizing everyone with those 2 gauss. the fragile K2 brawling with 2AC20 and a STD200.

And we had WAY LESS DEBATES TOO.

True points all around there.

#29 Sadist Cain

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Posted 11 August 2015 - 05:36 AM

Inverse Kinomatics

Ammo explosions

Red eye

#30 Ryllen Kriel

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Posted 11 August 2015 - 05:38 AM

No matchmaking...you could have almost an entire team of light mechs versus two heavier lances and it was still fun. I definitely don't miss the mysterious gauss ammo explosions.

#31 Felbombling

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Posted 11 August 2015 - 05:38 AM

The pace of gameplay was waaaaay better back then. The ability for some Mechs to cripple or vaporize opposing Mechs in a single alpha strike has really had a negative effect on the game, in my opinion. I can't understand why this alpha striking style of gameplay is still in place.

Beyond that, I cannot wait for collisions and knockdowns to come back into the game! I love playing Lights, but it is ridiculous the advantages Lights have while facing Assaults and Heavies. Phasing through them... standing under them... it is plain crazy. That crap wasn't happening in Beta and it caused Light pilots to think things through.

There has been precious little thinking in this 'Thinking man shooter', other than, "Where the Hell is the rest of my Death Ball?!"

#32 Corrado

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Posted 11 August 2015 - 06:31 AM

View PostStaggerCheck, on 11 August 2015 - 05:38 AM, said:

The pace of gameplay was waaaaay better back then. The ability for some Mechs to cripple or vaporize opposing Mechs in a single alpha strike has really had a negative effect on the game, in my opinion. I can't understand why this alpha striking style of gameplay is still in place.

Beyond that, I cannot wait for collisions and knockdowns to come back into the game! I love playing Lights, but it is ridiculous the advantages Lights have while facing Assaults and Heavies. Phasing through them... standing under them... it is plain crazy. That crap wasn't happening in Beta and it caused Light pilots to think things through.

There has been precious little thinking in this 'Thinking man shooter', other than, "Where the Hell is the rest of my Death Ball?!"


yes also that. actually, if you arent running at 130+ kph and leave your team for a minute, you get steamrolled. Back in the days, i could enjoy to hunt down and fight enemy lights in the hunchie without having EVERY other mech in the red team suddenlty popping to cannibalize me. Heavies were slower. running a 300-325xl dragon was a different choice, but has his place. there were no evident supercompetitive and boring builds.

BUT, right after CB, in the very first open beta, matchmaking could put a 12 mechs premade against pugs. i did hate that.. i had a lot of fun in casual pug games that fighting against a premade in a random team did lead to obvious 12-0 12-2 matches over and over... i left for a while because i didnt want to focus joining comstar and playing premades.

the first real improvement IMO been removing premades from solo queues.

#33 Koniving

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Posted 11 August 2015 - 06:36 AM

<.< I'll just deposit this right here....


#34 Rhaythe

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Posted 11 August 2015 - 06:46 AM

View PostKoniving, on 11 August 2015 - 06:36 AM, said:

<.< I'll just deposit this right here....

Ha. I had forgotten all about the static, unmoving default-pose shadow.

#35 Koniving

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Posted 11 August 2015 - 07:01 AM

The last one kinda showed more of the bad things of the time.

This is more of the awesome things of the time... (First match is the first time on Caustic Valley).

(Yes, the total reads "7" heatsinks. This is before the mandatory 10 heatsink requirement).
(My leg exploded from ammo explosion -- caused by HEAT GENERATION for being over 80% heat for too long; at the time your equipment [ammo, weapons, engine, etc.] systematically took damage for being over 80% heat for long periods of time [more than 3 seconds]). Not your armor/structure, your equipment. Heatsinks would melt. Ammo would fry. Weapons would break down.

Edited by Koniving, 11 August 2015 - 07:04 AM.


#36 Percimes

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Posted 11 August 2015 - 07:01 AM

2 pages an no one mentioned R&R?

I'm surprised, but pleased at the same time.

#37 Koniving

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Posted 11 August 2015 - 07:08 AM

This leads me to another reason I loved closed beta. Difficulty to aim. With the + and o crosshairs being separated, you could never have perfect pinpoint even without instant convergence.

View PostPercimes, on 11 August 2015 - 07:01 AM, said:

2 pages an no one mentioned R&R?

I'm surprised, but pleased at the same time.

I like the R&R for what it helped with in terms of balance... but at the same time PGI has never given it any real meaning or purpose, or a decent implementation. I don't think a good implementation is possible with the format that PGI has given to MWO -- not without removing instant convergence and pinpoint front loaded weaponry.

#38 Shredhead

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Posted 11 August 2015 - 10:38 AM

I definitely don't miss the graphics from back then, they were horrible and bug ridden. It was a day of jubilation when we could finally turn off blur and film grain in the ini file.

Mostly I miss collisions and my beloved Awesomes with head flamersTM running 80+ km/h. And convergence.

Edited by Shredhead, 11 August 2015 - 10:50 AM.


#39 Prc

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Posted 11 August 2015 - 10:45 AM

Everything but the crashes & bugs tbh...

#40 Davers

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Posted 11 August 2015 - 12:10 PM

Fast Awesomes that wrecked faces. :)





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