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Elite And Master Betrayal


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#1 StrikerSW

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Posted 01 December 2015 - 09:47 PM

So PGI has decided to minimize the benefit a mech gets and its pilot gets from devoting major time, XP, and money to achieve the former 2X multiplier effect. Elite and Mastering a mech apparently makes our customized mechs too strong against trial mechs ( I thought that was the point). New players will start with trial mechs and I'm sure PGI does not want them rolled and driven away before they drop real money on the game.

So players who have devote time and money to the game get a kick in the head so as to not over power new players. If this was such a concern strengthen the trial mechs to stand up to elite and mastered mechs if only for the new players trial period.

I can live with quirks going up and down as we have all experienced but why should we as customers take this hit to performance for new steam players. Kind of takes the fun out of working to master a mech when the effect will be minimal. Does anyone else feel this is not the way to support paying and loyal customers of MWO?

#2 sycocys

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Posted 01 December 2015 - 09:50 PM

Nope, this takes a lot of the arcade out of the game and you still have a pretty fair advantage over none skilled mechs.

#3 Hit the Deck

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Posted 01 December 2015 - 09:52 PM

We (forum warriors) actually had been asking for this for a long time.

Edited by Hit the Deck, 01 December 2015 - 09:54 PM.


#4 Mordin Ashe

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Posted 01 December 2015 - 09:53 PM

Finally heavies feel like... well, mediums still, but at least not lights anymore. Assaults are probably where they should be.

Edited by Mordin Ashe, 01 December 2015 - 10:02 PM.


#5 Mcgral18

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Posted 01 December 2015 - 09:54 PM

You mean 20% higher heat cap and 15% greater dissipation is no benefit?


Could have fooled me.

#6 TyphonCh

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Posted 01 December 2015 - 09:58 PM

Prove you can win without it.
The real game changers are modules anyway. I'd get rid of all my efficiencies to pack seismic and radar derp for free on all my mechs

#7 TLBFestus

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Posted 01 December 2015 - 10:01 PM

View PostStrikerSW, on 01 December 2015 - 09:47 PM, said:

So PGI has decided to minimize the benefit a mech gets and its pilot gets from devoting major time, XP, and money to achieve the former 2X multiplier effect. Elite and Mastering a mech apparently makes our customized mechs too strong against trial mechs ( I thought that was the point). New players will start with trial mechs and I'm sure PGI does not want them rolled and driven away before they drop real money on the game.

So players who have devote time and money to the game get a kick in the head so as to not over power new players. If this was such a concern strengthen the trial mechs to stand up to elite and mastered mechs if only for the new players trial period.

I can live with quirks going up and down as we have all experienced but why should we as customers take this hit to performance for new steam players. Kind of takes the fun out of working to master a mech when the effect will be minimal. Does anyone else feel this is not the way to support paying and loyal customers of MWO?



Part of the secret to inner peace is accepting that PGI already has your money, and they want to new guys money now.

#8 RoboPatton

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Posted 01 December 2015 - 10:29 PM

I'm glad they scaled it back.

#9 Karl Marlow

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Posted 01 December 2015 - 10:46 PM

Major time investment? We are talking about elite status with a mech. It takes about 3 hours. Maybe 4 if you have to basic out the other 2 first.

Major so investment? Because you were going to invest that do into what exactly?

Major money investment? Money does not speed up so advancment.

Mastery takes time but.mastering a mech is unchanged from the way it was before the patch. All Mechs were effected equally. All Mechs work the same as they did relative to each other.

If anything this deemphisises eliting a mech. Basic is just fine which in a way removes the requirement to get the variants. Basiced mechs will work fine. While eluting a mech will be reserved for your favorite Mechs to get a little extra boost. Not a gamebreaking boost or a mandatory boost.


#10 Sandpit

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Posted 01 December 2015 - 10:52 PM

Quote

[color=#959595]I can live with quirks going up and down as we have all experienced but why should we as customers take this hit to performance for new steam players[/color]

forums never cease to entertain lol

#11 Tuis Ryche

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Posted 01 December 2015 - 11:22 PM

**** it all. Remove all the skills trees and modules and limit everyone to pre-approved, PGI-balanced trial mechs.

#12 Chrome Magnus

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Posted 01 December 2015 - 11:26 PM

I was fine with them scaling back the difference but it should have been done with the base values being bumped. This, this is crap.

#13 Tuis Ryche

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Posted 01 December 2015 - 11:27 PM

Or not. I don't give a ****.

#14 5th Fedcom Rat

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Posted 01 December 2015 - 11:28 PM

Many they can roll this change back a bit once Steam users have had a chance to try the game and not been immediately scared off by the time/money investment require to win.

#15 Kraftwerkedup

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Posted 01 December 2015 - 11:30 PM

View PostHit the Deck, on 01 December 2015 - 09:52 PM, said:

We (forum warriors) actually had been asking for this for a long time.


To be fair we asked for this in CONJUNCTION with not being dependent on the 3 chassis scheme.

#16 Vellron2005

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Posted 02 December 2015 - 02:02 AM

Personally, I'm not opposed to the nerf to skill performances, but I am opposed to the fact that the benefits now seem so small in-game that I don't feel like I've achieved anything..

Some of these bonuses might seem like much on paper, but in a fight, they are fractions of a second of difference between a mastered mech and a trial mech.

I don't know about others, but I can hardly see and feel the difference.

I strongly believe that we should have the skill tree completely redone, and make it so that you can specialize mechs for certain tasks, certain weapons and do so by adding positive and removing negative quirks.

We need a "level-up" rpg-like system. If you remember, TT Batletech involved a strong RPG element. Most MMO's have this side also.. why not MWO?

It would still be a "thinking man's game", but with character progression..

#17 Karl Streiger

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Posted 02 December 2015 - 02:05 AM

View PostVellron2005, on 02 December 2015 - 02:02 AM, said:

Personally, I'm not opposed to the nerf to skill performances, but I am opposed to the fact that the benefits now seem so small in-game that I don't feel like I've achieved anything..

3 point program:
  • turn them back until players get familiar with reduced values
  • remove them
  • take something that makes more sense


#18 Narcissistic Martyr

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Posted 02 December 2015 - 02:47 AM

View PostHit the Deck, on 01 December 2015 - 09:52 PM, said:

We (forum warriors) actually had been asking for this for a long time.


Yup and about half of us wanted speed tweak gone completely because it'd give the locust and the like exclusive domain over super speeds and give them a niche that the fatter lights don't do as well (fast mech go fast).

Don't worry though PGI is merely weaning you guys off the crack and they'll be gone soon enough.

#19 Dino Might

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Posted 02 December 2015 - 03:10 AM

Everyone whining about this who isn't a Locust pilot really has little room to complain. The mech hurt the most by these changes is the little tyke, who lost its extreme agility. It can no longer dance like it did, with the 4kph hit to overall speed and severe hit to acceleration/deceleration - it now moves with inertia, and that spells doom for the little bot that could. Seriously, playing a small pulse boat 1E now is abysmal.

But this should have happened LONG ago. I for one am really happy they nerfed the mech skill tree. I'd have it done away with completely in its present form if possible. I hate direct upgrades for playing longer. It's stupid. Any upgrades should come with an equivalent downgrade - you choose skills to specialize, but nobody gets a free lunch. Instead, we still have remnants of "you've played longer, so here's your extra, free advantage."

This has been needed, but unfortunately the job isn't quite done yet.

#20 Pika

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Posted 02 December 2015 - 03:14 AM

Is it really that bad? Can't say I've played much since the patch but from what I've seen on streams and the like it's hardly even noticeable as far as I'm concerned.

And now the 'Mechs feel a bit more like... you know, 'Mechs :D





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