A sebaceous cyst, on 12 September 2015 - 01:27 AM, said:
Iraqi when will you understand that is proposed balance pass actually is what PGI is proposing as a balance pass and they are asking us to test it and give OUR feedback on it (report what we like and what we don't like, point out what issues we see). PGI wants feedback, so please stop trying to diminish anyone who is offering their feedback. My opinion may not be the same as yours and that is perfectly fine, I don't have to like what you like and you don't have to like what I like about this proposed balance pass or anything else...I am providing MY feedback to PGI because PGI requested it
Then give actual feedback. Saying "this is dumb" is not feedback. That doesn't help anyone.
Also, again, this is not the final form of the pass, so don't treat it as such. Context is very important.
I want people to give as much feedback as possible, to either help PGI finetune the game properly, or do a proper "told you so" when they mess it up, and six months later "come up" with the ideas we suggested.
Lily from animove, on 12 September 2015 - 02:16 AM, said:
because to give proper feedback you have to use this as the "final" version to adress issues. Then PGI may change this.
No, not really. Especially in this particular case, where we know this isn't the final product. In fact, the more accurate feedback should be made while keeping in mind that this test build is actually the first step. Not the last one. Because this is the first phase.
PFC Carsten, on 12 September 2015 - 03:17 AM, said:
You are right - 10 seconds it was. But given that most weapons fire more than once every 5 seconds, DMG output still is twice as high as in TT, thus lowering TTK accordingly. Plus, in normal play, you didn't get to stuff your mech full of whatevers for maximum FLPPD.
That's why I stand by my point, TTK is the single point that need to be fixed in order to make MWO less a normal shooter and more about tactics, which, given the InfoTech-stuff, seems to be in line with what PGI is thinking/planning.
I know I'm being pedantic here, but unless you were playing pure stock vs stock. PP FLD reigned supreme in TT. Dual Gauss Devastators with the Gauss slaved to a targeting computer lets me put 30 points of damage anywhere I want, easily (except the cockpit). With TT armor values (half of MWO's), I usually had 2-3 kills by the end of the 4th turn. In fact, when playing, if I could fit a targeting computer on my mech, I did. If I couldn't, I would try to shave somethings off to fit one.
I agree that tactics should be improved in this game, and info war is a good place to do it, but we're gonna need to change other things to make that happen. As it stands, paper doll quirks are almost useless because we can easily identify our targets using line of sight, anyways, and it has no impact on direct fire weaponry. Also, our maps are too small to make information warfare matter that much.
If they can address those issues, we've got a great starting block. I personally think that we'll need to also stick some weapon quirks back into the game, because without them, the IS is in a very tough spot.
Mekanïk Destruktïw Kommandöh, on 12 September 2015 - 04:53 AM, said:
I could write a long post, but it doesn't matter.
The only thing, I wish, you really will listen to what community saying.
Because current state is a total meaningless mess of movement/info quirks.
I really enjoy the balance we have right now in the game.
And if you will rebuild from scratch a new balance, please, do this without me.
You really should write that long post. We need as much detail as possible. Seriously guys, pack on as much detail as possible, and tear into every bit of data. Like why the Jenner D has negative quirks on it's torso movement. Even more than the F!?
Why the Atlas variants aren't given better movement quirks, and their arms have almost no quirks to help them spread damage. Why mechs like the trebuchet, famous for having great sensors (among other things) aren't given better quirks (like letting them identify enemy chassis within an area (so long as they are not shielded by ECM, and by "identify" I mean just like the turrets used to do, you'd know there's a Centurion 200 meters to your left. Don't know what kind, just that it's a centurion. Can't even tell what the loadout is.)
So get on the test server, and grind through it all.