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Pts: My Thoughts, And Problems


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#1 Durandal

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Posted 13 September 2015 - 06:25 AM

After more time on the PTS before Paul took it down...well, here are the notes:

1) With the changes on PTS, and the lack of any real buffs of substance to a lot of the IS mechs, there are a TON of chassis that are simply going back onto the trash heap, where they were before the quirkening. The list is pretty much the following, based on how they performed in the PTS: LCT, COM, JR7 (which may have bugged quirks ala the above), FS9-A, S, H, and K, SDR, PNT, MLX, CDA, CN9, BJ, HBK (all except the laserboat variant), QKD, CPLT, DRG, TDR, ON1, VTR, HGN, BLR (some, not all), and AWS, all of which were underperforming to a hilarious level. The ADR and KFX are managing to perform a bit mainly because you can use cERLL or cPPC to keep them at long range, and the Ember is back to being the best of the IS lights, though the RVN-3L still snipes well with the ERLL build. The ACH remains the strongest light of them all. The other light mechs, unfortunately, have been gutted, with some (Commando, the Spider-freaking-5V, MLX) being nerfed, despite their position as the bottom of the light pile before.

Heavy, medium, and assault mechs in the IS had a lot of issues as well, with the SCR, HBR, EBJ, and TBR being the reigning kings in the Med/Heavy slots. The AS7-D is by far one of the strongest IS assaults now, but its HP bonuses basically do nothing against the clan heavies and DWF, which are able to tear through all that extra health much too quickly for it to matter. The exclusion of a similar level of structure quirks on the other Atlai make for a stark contrast, as they utterly melt in comparison. The BNC still does alright, as does the Zeus (but less so), meanwhile the other assaults have a lot of problems. The interesting exception, btw, was the Mauler...but that kept its weapon quirks, so it's hard to say where it would have been otherwise.

IS vs IS I can say that the matches were amazing (early on, there were almost no people in clan mechs), with a lot of super-long battles and lower TTK. IS vs clan, however, was the opposite...and as more and more clan mechs showed up, things got VERY bad.

Edit, a quote from page 2 that's worth noting:

View PostHit the Deck, on 13 September 2015 - 05:20 PM, said:

I just want to comment on the HGN part. The 732b and 732 won't be underperforming because of Gauss+3LPL/LL (metamechs thinks that it's currently Tier 2). They do the loadout regardless of the weapon quirks anyway. 733C will be still somewhat ok/decent because of 2UAC/5+2PPC.


2) The Information Warfare part of it is, in short, garbage. The experienced players on the PTS basically ignored it: no LRM or SSRM builds as a result, and the game became nothing but point and click. No one bothered even targeting in some matches, and it just became a game of "look for the smoking component" on a lot of mechs. Within about 4 or 5 PTS matches, every single person I was seeing had switched to meta pinpoint builds: Gauss and ERML or something similar. No missiles, no brawling builds, just long range meta pinpoint that didn't rely on any kind of targeting to perform with. Light mech percentage dropped under 10%, and I never saw it go above that again (lowest I saw was 1%), which is telling. Of course, it may have been higher at other points of the day. The Target Acquisition Delay (TAD) is by far one of the worst changes...in addition to making LRM/SSRM builds more or less negate-able in a lot of situations, thinking from the perspective of a completely new player, it does nothing but make the initial parts of learning this game even harder. While experienced players can see a mech and know where to shoot (HBK, RT. HBR, LT for ECM/lasers RT for gauss. Etc.) a new player has no context for any of this, which means it will be even harder for them to learn how to target properly. Even worse, I'd predict it will make it even less likely that people will target properly as new players.

3) As I mentioned before, the maps are too small, too linear...this includes CW and the new River City/Forest Colony. This, in and of itself, negates a lot of what they are trying to do with the new information warfare. Making entire weight classes and chassis in the game into "scout mechs" completely negates them, as the endgame focus of every round is still on The Big D: Damage. Mechs that aren't able to do damage quickly and efficiently are completely unable to add anything in the grand scheme of each round, and this were quickly discarded on the PTS for mechs that COULD put out that damage. Again, as the PTS went on, I saw a lot less IS mechs, and a lot more SCR, TBR, HBR, EBJ, and DWF with the occasional ACH thrown in. Several rounds I saw only had 2-3 IS mechs TOTAL, not per side.

4) As someone mentioned above, and I mentioned in point 1, a lot of the mechs simply lost any unique feel that they had. The only builds that became worth taking on the PTS were the ones that could do pinpoint meta, since everything else was just too spotty. This meant that a lot of the flavor builds, or builds that made a specific variant feel unique, just went away. No more AC20 build on the HBK. No more SPL/MPL Firestarters (both builds are awful now). No more 3 PPC awesomes either. Add in that a lot of mechs lost their best features (for instance, Centurions lost the bonuses to their shield arm) along with their firepower potential, and you start to see major problems with diversity. Gauss/Medium Laser builds became the flavor of the day, since you pretty much NEEDED them.

5) The build focused almost entirely on IS, but had Clan changes that were either nonsensical, or just plain...missing. I mentioned before that the TBR actually got stronger than it was previously. The SCR, HBR, EBJ, and DWF also all remained more or less the same...but the GAR, MLX, IFR, SHC, and SMN all were made worse. Meanwhile, the removal of all weapon quirks on the IS side gave the Clans a huge range advantage that proved insurmountable in many rounds. No one that I know went into CW, but I kinda hope that they would re-open the PTS and only let people do CW in PUGs, no premade groups. I imagine that a very stark realization would be seen at that point, as it would paint a very clear picture of exactly how much that range advantage really matters when one side has nothing of substance to be able to counter it with (even the best Gauss platforms would likely not be a strong counter). However, I doubt that we're going to see that happen any time soon. Another option would be to just force Clan vs IS on the regular modes, like they did once before. It will be ugly, without a lot of changes, and a MAJOR amount of focus needs to be diverted to that problem.

6) Building on #5, one of the major mistakes with this is that Paul and Russ both hinted that this balance pass will be dedicated to mech balance and quirks...but not weapon changes, which will come in a later pass. Now, I'm hoping that they just meant a PTS pass, but the way this was stated before does not give me a very strong hope in this regard. If weapon quirks don't make some sort of return in the later PTS passes, it's going to be disastrous if they take it live, since we'll have to go through the entire "what the **** are they doing" phase a second time when they then rebalance all of the weapons...and we have to wonder if it was done properly to account for the new quirks. However, this is going to have some side effects. For instance, does rebalancing the weapons mean that clantech is neutered, or is IS tech going to be brought up to the level of Clantech? The advantage of quirks, in addition to making each mech feel different, also meant that IS weaponry had a chance to stand up against clan weapons in various situations. That is now gone, and it needs a lot of attention before it gets fixed.

7) As someone who remembers the "Dark Days" before quirks, and even before the Clans, the unquirked mechs had a lot of problems. Each weight class had some major heroes: Lights had the Ember and Jenner F, plus the Raven 3L and maybe the Spider 5D. Mediums had the Shadowhawk. Heavies had the Cataphract. Assaults had the Victor. If you go back and watch videos of the early league play, you notice that every single team is running the same mechs in the heaviest slots: CTF-3D and VTR-DS, the two best poptart mechs in the game. High-end play was stale and repetitive, because that was literally all you saw the top players bothering to run. Almost the entire rest of the mech lineup was categorically ignored until the JJ nerf came into the game, and then before much longer we got the clans. This introduced the SCR and TBR as the top mechs of their weight classes, and with the possible exception of the HBR, nothing has dislodged them (the HBR many consider better thanks to its high mounts). Everything I witnessed on the PTS showed a return to those days...a tiny roster of mechs worth playing, and an entire slew of mechs that you warned people away from purchasing. It was, in short, complete and total ****.

8) The final note: This. Wasn't. Good. Enough. This is not what we've supported, paid for, and tried to get people to play. The quirk system, even with all its flaws, was playable and it allowed for a lot of variance in what you would see in each match. The next few PTS runs have a chance to fix things, repair the damage, and make the game still playable without neutering 90% of the mechs in the game, but it needs to be done right or this will kill this game. I can honestly say that if what we saw during the PTS this time were to go live, MWO would be done for. Now, we still have at least 2 more PTS iterations to get through, and with any luck, Paul will listen to what people are saying and undo the worst of what they've done here...but if not, I honestly believe that we could be looking at the worst thing to ever happen to this game, and that's including IGP still being around.

So that's it. I'll keep playing on live, I'll check the next PTS when it drops...but overall, this first run has left me completely demoralized, and already looking for another game to play, just in case the worst happens. Call that alarmist if you will...but as someone who saw it all first-hand, I'd simply call it honest. I want to continue playing this game, I like this game, and really enjoy streaming it as well...but it needs to be better than what we saw this weekend. It HAS to be better. I truly hope you will see this, Paul, because we have a significant amount of improvement to be built around the current base for this patch to have a chance to help the game, rather than irreparably harm it.

Edit: Addendum 1: another thing I left out of my original post: the increased structure buffs, while they can be somewhat nice, also have a majorly negative side effect on those mechs that got a LOT of them (Ilya Muramets and Atlas D, for instance). They last a lot longer in a fight, but it was not unusual to see them walking around with almost no weapons left, despite having every component. Since every shot after armor could crit weapons and ammo, it was leaving them alive, but neutered. In future builds, some thought needs to be given towards crit chance on exposed components for those mechs.

Edited by Durandal, 14 September 2015 - 08:32 AM.


#2 Kinski Orlawisch

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Posted 13 September 2015 - 06:28 AM

Posted Image

#3 Durandal

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Posted 13 September 2015 - 06:34 AM

Uuuh...not quite sure how to interpret that. But constructive info might help :P

#4 Kinski Orlawisch

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Posted 13 September 2015 - 06:41 AM

What I saw on the PTS server is something for the litter. They wasted a lot of time with this.

No. I don t explain it. Just go there and check it yourself. This rebalance could destroy MWO.

#5 oldradagast

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Posted 13 September 2015 - 06:49 AM

The PTS data is a joke.

I'll try to ignore the obvious typos and general "slapped together on a Friday afternoon" feel of it, but the basic CONCEPT is junk.

- Trying to balance these game elements WITHOUT weapon balance, IS vs. Clan balance, etc. The main problem the game suffers currently is stale meta in weapons and mechs. One cannot then logically rebalance the game while ignoring the major problems, such as weapon and mech balance. In short, nobody cares about a mech getting better sensors if it can't deal damage, and the data on the PTS won't answer that key question because there's no attempt to balance the weapons there.

- The concept of what they are trying to achieve is flawed. It sounds like they want to turn each chassis into a single-role unit. You'll have a scout Atlas, a brawler Atlas, etc. That's nuts because roles are generally defined by the chassis tonnage. In short, an assault that is "not designed" to deal or receive damage is worthless. If they go down this path, A LOT of already purchased mechs will be turned into useless scrap with unique roles.

- They also don't seem to get the current state of the game, based upon silly stuff like buffed Timberwolves and Direwolves and nerfed Atlases. That can't be explained away as anything other than more typos or just not getting it, sadly.

Edited by oldradagast, 13 September 2015 - 06:50 AM.


#6 BattleBunny

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Posted 13 September 2015 - 06:52 AM

If only they asked a handful of dedicated and skilled players for assistance with these things.
I am sure these players could flush out any bad ideas within an hour and come up with some pretty good ones.

This little test server really convinced me they are listening to the wrong crowd... :(

#7 potatoherbs

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Posted 13 September 2015 - 07:00 AM

Most well thought out post I have seen all month.

#8 Appogee

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Posted 13 September 2015 - 07:00 AM

View PostBattleBunny, on 13 September 2015 - 06:52 AM, said:

This little test server really convinced me they are listening to the wrong crowd... :(

Wait ... you think they're are listening to a crowd, somewhere?

#9 Astrocanis

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Posted 13 September 2015 - 07:01 AM

View PostBattleBunny, on 13 September 2015 - 06:52 AM, said:

If only they asked a handful of dedicated and skilled players for assistance with these things.
I am sure these players could flush out any bad ideas within an hour and come up with some pretty good ones.

This little test server really convinced me they are listening to the wrong crowd... :(


What makes you think they listened to anyone? I see no evidence. I see them trying to outsmart their own game without understanding that you have to take the ecosystem as a whole, not just piecemeal things together.

Take infowars. There is zero infrastructure to support it. Taken from a prior post:

So, who is going to sign up for a less lucrative style of play? Any volunteers?

To make infowar even marginally useful, they need to build other game infrastructure to support it.

1. In the current game, how do you maximize C-Bills and XP? They need to totally rework that.
2. In the current game, does PSR take into account the weight class, chassis or role of the mech?
3. In the current game, are there any pilot skills related to info or role warfare?
4. In the current game, are there any modules besides ECM/Radar Derp that are effective? There are 3: which ones would you say are effective enough to be desirable?
5. In the current game, is the terrain varied enough to make infowar/scouting useful? If so, why is scouting so rare? (see question 1).

Until these, and probably several more, are at least recognized if not outright addressed, infowars in stillborn.

I think they have the building blocks to deal with the shambles they've created of the PTS. I think the addition of the quirk system allows them to play with balancing ideas. What I don't think is that they have the architecture expertise to bring it about. The introduce <finally> the 4th pillar - information warfare, and there is ZERO prep-work done to support it. In fact, it directly contradicts at least one component THEY JUST ADDED - PSR.

Confidence is low.

#10 Anunknownlurker

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Posted 13 September 2015 - 07:13 AM

Excellent overview Durandal. My experience on the PTS was short and not very sweet. I am all in favour of "re-balance" and "role warfare" and I think PGI is approaching this correctly however, in at least this first pass of testing many things (most of which you covered in far more depth and with greater analysis than I could bring!) left a lot to be desired.

For me, the biggest issues were:
1. Target acquisition - I pretty old now and my twitch reactions are not what they once were so I was constantly being out shot. I rely on my little Doritos to show me what to shoot at!
2. Clan omnipods - I am no min/max expert or competitive player but even I, after 5 mins in the mechlab, was able to come up with a 50pt alpha TBR with ALL positive quirks, whereas IS are confined to the builds PGI have enforced. I am not sure that is what I call "balanced".

Still, it's the first PTS and it's up to us to get our views across....let's keep it constructive and positive folks!

Good hunting.

#11 Astrocanis

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Posted 13 September 2015 - 07:16 AM

View PostJimmy DiGriz, on 13 September 2015 - 07:13 AM, said:

snip


Loved the books. Good name - stainless steel and slippery to boot.

#12 Durandal

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Posted 13 September 2015 - 08:26 AM

View PostJimmy DiGriz, on 13 September 2015 - 07:13 AM, said:

Excellent overview Durandal. My experience on the PTS was short and not very sweet. I am all in favour of "re-balance" and "role warfare" and I think PGI is approaching this correctly however, in at least this first pass of testing many things (most of which you covered in far more depth and with greater analysis than I could bring!) left a lot to be desired.


I highly agree with this. While I am well aware that the quirk system is imperfect and flawed (and mentioned as much initially), it has done a lot to really open up the game on the IS side of things by making a lot of the mechs fun to play. Despite any flaws and objections to quirks, I really feel like PGI forgot that most important part of things. I mean, how many of us willingly played the WVR-6K before quirks came in? It was one of the bottom tier mechs for the longest time, and it was sharing the bottom of that pit with a lot of other mechs.

Now? You log into a PUG match in MWO, you see almost every chassis. Wolverines, Centurions, Locusts, Awesomes, Dragons, Catapults, and so on. Quirks gave people a reason to play those mechs. Don't take that away from those chassis! If we go back to only having a few IS mechs worth piloting, the game will get stale very quickly. It was a problem before, don't revive it.

#13 Sjorpha

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Posted 13 September 2015 - 08:44 AM

Excellent summary Durandal, PGI please do read this and take it to heart.

#14 Angry Kylo Ren

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Posted 13 September 2015 - 08:44 AM

Agree. This left me pretty gutted. I had high hopes.

Mostly disappointed that they showed no DATA to reveal that there's some logic going on with how they are quirking the mechs. It really appeared to be random.

At least if they showed there was a system they were using that you could look at and say "ok, there's some potential but the numbers etc are off here or there" I could be appeased.

But wow. This first pass...it's just as bad as the first "iterative" clan quirks where the best mechs got better and the crappy ones got nothing...and 1% quirks were thrown around. Nonsense.

#15 Smotty

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Posted 13 September 2015 - 09:59 AM

Another huge issue is the lack of communication from PGI in regards to what they wanted from the first test they ran. Did they only want us to check out the sensor stuff and provide feedback on it? Are they doing the balance in stages? Should we focus on certain variants or IS only?

A lot of people are like, "Paul's post says it all" and I've read that stupid thing a dozen times now and still am unsure if the quirks are going to be done in stages or if this was going to be an attempt at the final build. What I read is that it is, and they want to just tweak this until it's ready. However if you dig into the forums and/or reddit, you'll see a lot of people saying it's in waves, and the weapon quirks are coming back, or they haven't balanced IS vs Clan yet. (And plenty of other rumors)

Well what is it? Is this the final build (minus a few tweeks?)

I wonder because of the whole, "After these long talks, it became very apparent that the new Quirk system was taking balancing in a direction we did not want to go in the first place. While the overall structure of the Quirk system had the right frame of mind, the implementation and values were straying too far from a properly balanced playing field."

He talks about this "new system" (which IMO is a joke, why add a 4th balancing factor to a game that has never had it in the 1st place?) and how everything has been rated based on this system. He also points out that "This system is then run across every Mech in the game. All Inner Sphere 'Mechs are now in a relatively decent area for balance." He does mention some fine tuning is needed, but did you see the quirks on the mechs. They make no sense in the slightest. No attention to hard point mounts, scaling, hit boxes or anything else that is actually important. If fine tuning means throwing it out and starting from scratch than yeah, some fine tuning is needed.

#16 Astrocanis

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Posted 13 September 2015 - 10:22 AM

View PostSmotty, on 13 September 2015 - 09:59 AM, said:

Another huge issue is the lack of communication from PGI in regards to what they wanted from the first test they ran. Did they only want us to check out the sensor stuff and provide feedback on it? Are they doing the balance in stages? Should we focus on certain variants or IS only?

A lot of people are like, "Paul's post says it all" and I've read that stupid thing a dozen times now and still am unsure if the quirks are going to be done in stages or if this was going to be an attempt at the final build. What I read is that it is, and they want to just tweak this until it's ready. However if you dig into the forums and/or reddit, you'll see a lot of people saying it's in waves, and the weapon quirks are coming back, or they haven't balanced IS vs Clan yet. (And plenty of other rumors)

Well what is it? Is this the final build (minus a few tweeks?)

I wonder because of the whole, "After these long talks, it became very apparent that the new Quirk system was taking balancing in a direction we did not want to go in the first place. While the overall structure of the Quirk system had the right frame of mind, the implementation and values were straying too far from a properly balanced playing field."

He talks about this "new system" (which IMO is a joke, why add a 4th balancing factor to a game that has never had it in the 1st place?) and how everything has been rated based on this system. He also points out that "This system is then run across every Mech in the game. All Inner Sphere 'Mechs are now in a relatively decent area for balance." He does mention some fine tuning is needed, but did you see the quirks on the mechs. They make no sense in the slightest. No attention to hard point mounts, scaling, hit boxes or anything else that is actually important. If fine tuning means throwing it out and starting from scratch than yeah, some fine tuning is needed.


What's funny is that he states, "After these long talks, it became very apparent that the new Quirk system was taking balancing in a direction we did not want to go in the first place. While the overall structure of the Quirk system had the right frame of mind, the implementation and values were straying too far from a properly balanced playing field." and then throws away every aspect of the existing quirks and implements a different quirk system that completely ignores anything the first quirk system may have taught him.

Again - the problem is systemic, not mech implementation specific.

Edited by Astrocanis, 13 September 2015 - 10:23 AM.


#17 HadleyHope

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Posted 13 September 2015 - 01:17 PM

I don't see how you can use InfoTech as part of the balance diamond, Firepower, Movement and Durability are all physical attributes that can show an immediate effect on the performance of a Mech. InfoTech seems to me to be something abstract, increasing or decreasing it does not have any physical effect...

#18 Durandal

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Posted 13 September 2015 - 04:55 PM

View PostHadleyHope, on 13 September 2015 - 01:17 PM, said:

I don't see how you can use InfoTech as part of the balance diamond, Firepower, Movement and Durability are all physical attributes that can show an immediate effect on the performance of a Mech. InfoTech seems to me to be something abstract, increasing or decreasing it does not have any physical effect...


The problem there, which I accidentally left out of my initial post, is as follows:

No matter what changes have occurred in the game, no matter how the meta has shifted, no matter which mech/mechs are considered the best in the game, there has been one simple truth for as long as MWO has been a thing. Damage. Is. King. Any mech, any game mode, the most important thing is that you're doing damage and killing enemy mechs. While Conquest and Assault may end with something other than kills, it doesn't change the fact that "kills before caps" is a common approach of most players in this game, and it's more likely for rounds to end as a skirmish result rather than by cap points. The problem with this is that players will continue to put the heaviest emphasis on their ability to do damage and influence the progression of the match, rather than their ability to support other mechs.

Now, there are exceptions. Some players enjoy running around with a NARC mech and making sure that LRMs can rain on assault mechs all day, but consider how often you see a NARC mech versus...anything else. I did mention in the OP that the PTS saw a lot of people reverting to full on Meta Mode, utilizing high alpha pinpoint builds to maximize effectiveness, ignoring the fact that they couldn't target things the way they used to. When push came to shove with the new TAD (target acquisition delay), people simply ignored the mechanic and focused on doing as much damage as physically possible in each alpha. Why? Because getting target information has no importance when you can simply point and click at a mech and do 45+ damage. That's yet another thing that this latest build ignored...all this emphasis on target acquisition and identification and whatnot meant nothing to the people playing. All it did was pigeon-hole us into making the nastiest meta builds we could in order to get around it.

The sign of a bad mechanic is one that does just that: makes everyone simply work to get around it and ignore it. If Infowars was working the way PGI wanted it to, we all would have been playing that variant of the game on the PTS every time, trading info back and forth to determine how the battle unfolded...but instead, it was the forgotten thing left over in the corner that we just shrugged at and said "meh" before moving on and actually playing the game. It didn't work.

#19 Fate 6

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Posted 13 September 2015 - 05:12 PM

It's ironic that they focus so much on information warfare when, even after the changes, the best way to get info is running in with a light->drop UAV->run away. Actual light mech infotech is pointless, and in fact some (Jenner-D) got absolutely garbage info quirks which make them EVEN WORSE (didn't know it was possible) than they are on live.

Edited by Fate 6, 13 September 2015 - 05:18 PM.


#20 oldradagast

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Posted 13 September 2015 - 05:18 PM

View PostFate 6, on 13 September 2015 - 05:12 PM, said:

It's ironic that they focus so much on information warfare when, even after the changes, the best way to get info is running in with a light->drop UAV->run away.


The levels of irony here go even deeper: focus on info wars when they rarely read the forum and generally only respond to Tweets. The irony, the irony...

We now return you to your regularly scheduled pinpoint meta, now free of target information and LRM's!





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