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Did Mwo Just Get A Steeper Learning Curve?


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#61 Saint Scarlett Johan

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Posted 06 November 2015 - 03:44 PM

View PostFlash Frame, on 06 November 2015 - 01:11 PM, said:


Kinda the reason behind it...

Simulator games, are often exactly that, slow and boring. But where they make up for that, is when things happen, things tend to get intense.

ever play DCS and end up in a dogfight? You spent 10 minutes prep time for the flight out, 10 minutes getting to the fight, then BOOM, things happen so damn fast your head spins, you get engaged in an awesome fight, then, things calm back down.

DayZ's the same way. You prep, you go out, gather your resources... Often even on a high population server, you may be all alone in a town, nothing but the infected and you for 30+ minutes... then, you hear a single shot, and a ping that lands near you. you're engaged, and you either have to fight or run. DayZ, in fact, is the only game I play, where I'll actually come away shaking after encounters with other players.

Some people LOVE that kind of gameplay. Hell if CW was more about getting out to the fight, I'd still play it. If there were garrison duty missions, I'd do them. Why? Because I LOVE simulation play.


The point is to be slow and boring (because that's not fun)? I thought the point was to be entertaining and I hardly find simulators entertaining. I guess you can call me simpleminded.

Yeah, I remember playing DCS. I was like, "Yeah, this is beautiful!" And after about an hour, I stopped and by the end of the week I uninstalled. I had ArmA snf Flashpoint, I played them religiously... until I hit 18 and enlisted. Won't touch any "ultra-realistic" or contemporary FPS with a stick. Hell, even me touching AW was a shocker to me, but it's arcade enough that I can enjoy it but simple yet deep enough to be engaging.

I guess you could call me instant gratification, but once you do combat arms in reality, suddenly the shininess of "ultra realism" goes out the window. You want enough realism for the game to be grounded, but not so much that suspension of disbelief is impossible.

And that's where hybrid shooter-sims are popular, like WoT, WT, and AW.

#62 Trev Firestorm

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Posted 06 November 2015 - 04:41 PM

View PostUnikron, on 05 November 2015 - 01:45 PM, said:

Yeah... That damage reduction depending on the lock and distance just gave me anuerism reading about it.

Do we have smart lasers or something? We target lasers.
How is hitting the same mech, same distance away withing optimal or close to optimal range, will now just ignore a portion of damage just because of no lock?

It is because people suggested targeting based convergence. PGI couldn't figure that out so they decided to put this laser range thing in place instead because logic ::facepalm::

#63 wanderer

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Posted 06 November 2015 - 04:56 PM

Yep. "Ghost damage" just was officially trashed by Russ, so that's gone.

Paul apparently sees "Lasers OP",combined it magically with my "hey, let's link perfect convergence to targeting!" and got "lasers do less damage if not targeted", utterly missing the point that the problem is being able to instantly snapshot your weapons into a target for massive, precise damage to the pixel every time using nothing but "iron sights" and ye olde Mk 1 Eyeball sensors.

#64 badaa

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Posted 06 November 2015 - 05:03 PM

pinpoint bad no one cares

#65 DakoneAzura

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Posted 06 November 2015 - 07:17 PM

View PostAlistair Winter, on 05 November 2015 - 12:14 PM, said:

A Steam launch is coming up soon, perhaps even before christmas. Maybe shortly after. Meanwhile, PGI is rebalancing the whole game on multiple levels. Infotech, armor/structure quirks, changing ECM, dynamic laser range, etc.

I wonder if the learning curve for MWO in 2016 is going to be steeper than what most of us veterans experienced in 2012. Maybe too steep, in fact. In particular, I wonder if the new method of balancing lasers is going to be too difficult for new players to understand.

Frankly, I don't think I've ever played any FPS game with such a complicated mechanic for determining range. You've got 6 kinds of lasers per faction (IS or Clan) with 6 different optimal ranges, 6 different maximum ranges, and then you've got completely seperate values for optimal and maximum range without a target lock. Which means you'll often think you're in range, fire all your lasers, only to discover that you barely scratched the paint, due to the fact that you didn't have a target lock first. I don't think I've ever seen anything remotely like that in any other FPS.

Is it too counterintuitive? Or will both veterans and new players learn to deal with this mechanic fairly quickly?



Mechwarrior series was always top dog game. Meaning new players will have to shove through the dirt to be able to be on top "or buy packs".... The game does need to be a bit harder and more balanced in most cases as there are a few things that needed a huge rework and other things need fine tweaking....





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