Benjamin Davion, on 15 October 2015 - 11:31 PM, said:
Mischief, I would back off making aspersions on people's abilities if you don't know who you're talking to. If you insist, I'm quite happy to prove my skills against yours in any way you see fit. I have my targeting key right on my mouse, easy to get to, I hit it all the time, and I'm telling you, in a Firestarter or a Spider, in a high intensity fight, I do not necessarily have the time to lock targets as I go zipping by, especially if there's ECM involved. Hell, I've been in situations of engaging two mechs simultaneously, one with torso weapons and one with arms, how do you propose I lock my targets in that situation?
Beyond that, as it was said earlier, this definitely feels like a ham-fisted attempt to force people into the 'info-tech' BS, and as we've said, it's not going to work. The meta is going to immediately shift straight back to Gauss/PPC pinpoint. It's a simple matter of efficiency. Firepower is king and that's all that really matters. BearFlag said it very well earlier, they made a radical change to the game that made lasers dominant, the quirkening, so now they're scrambling around making these ridiculous arbitrary changes that make no logical sense. And frankly, it's ridiculous and borderline insulting that my ability to make a snap-shot on a target in less time than it takes to lock them is actually penalized in favor of players with less skill who take more time to line up a shot. Question being, is that the whole point of this exercise?
So it makes sense, it does what it needs to do and it's pretty flexible without nerfing lasers across the board. Go actually show where ballistics are dominant now. I've heard that a couple of times - I've just not seen it at any point on the PTS in actual practice.
So if you simultaneously engage two targets at 200m+ in a light, bully for you. You must do it all the time, every match. Perhaps it's 90% of your playtime in a light. Thus it must be a critical, game changing, every engagement affecting alteration for you.
I don't think so though. In fact I think the whole 'shooting one target with arms and another with torso lasers all while outside 60% of weapon optimal range' thing is pretty uncommon for anyone.
Any introduction of infotech will feel 'ham-fisted' because it's a huge change. As has been said, if you don't want power creep infotech has to sell us back what we already have. Otherwise it's going to need to add in super-powers to be relevant. Again, increasing TTK means reducing existing effectiveness of firepower and not increasing it.
The concerns you are raising are not presenting themselves on the actual PTS. All I'm seeing for lights on the PTS so far, not just for myself but for others, is living longer, doing more damage and generally being a big pain in the ass without being instant death from behind. Overall TTK feels longer but less so for bigger mechs, more so for smaller ones. Again though it's early in the testing and no way to tell. What I haven't seen is ballistics replacing lasers. Lasers are still dominant. Just not by nearly as much.
If you're having trouble locking targets your opponents are likely in the same boat. That means you still exchanged fire, just damage was reduced. You did damage, just less than you used to. They did damage, just less than they used to. More often than not you'll probably find you do more than they do. Obviously results may vary. Currently though, with limited testing, results are that lights are doing better. Not worse. Why don't you test it, get 10 or 20 or 30 matches in and post actual stats from the results?
Lily from animove, on 15 October 2015 - 11:52 PM, said:
thats not how MWO works, if you have 2 seconds time betwen laserhsots you should be behind a cover in thsi time, not in the open, and in cover you cannot target someone. and when not in cover, PRAY that the opponent doens't have AC's and PPc's and gauss, because he won't care about any locks.
You saw people rock out commandos, because testserver is "chetaed" 0second target aquisition time + peopel "testing". under real condistions with seriou gameplay that commando is eiter low damage or fastfood.
yes clickign R is not the issues, but aquiring the target WILL BE because that WILL NOT happen instant.
You target from cover all the time, because your teammates are targeting people.
You're saying it won't be instant. When that happens/if that happens it can be tested and feedback given. That's not what's on the PTS right now. If you want to have a useful PTS with iterative changes.... you test what is there and give feedback specific to that. Not on hypothetical future changes, otherwise you eliminate the point of having a PTS with iterative changes.
Right now, with these changes, those things are happening and those things are working well. If you give that feedback and that gets changed for the worse you have full rights to complain. If you refuse to give feedback or test because you are scared that would happen anyway, what are you contributing?
We either want to be involved in balancing and have an iterative PTS with small changes or we don't. Please participate but do so with what is there, not with what you are afraid might happen. That just pollutes your feedback.
What I personally would like to see is weapons move a bit more towards niche roles. Not a lot, but a bit. Anything/everything is generally effective but ballistics win long trades, lasers short range, SRMs rock the brawl and LRMs... I dunno. Make flowers and sparkles. Poop unicorns or something. I'm not sure what rabbit needs pulled out of that hat for LRMs but it needs to be a talented rabbit with a little top hat of his own and a bow tie.