

Elite And Master Betrayal
#21
Posted 02 December 2015 - 03:17 AM
obviously i must be in the minority but i just thought i would say this.
#22
Posted 02 December 2015 - 04:39 AM
StrikerSW, on 01 December 2015 - 09:47 PM, said:
Is it not possible that the time and money spent resulted in "fun"?
And that you would have still spent the time if the bonuses were lower because "it's still a buff" and "it was fun"?
#23
Posted 02 December 2015 - 04:42 AM
All mechs got the same treatment
Was supposed to be a place holder anyway
would rather have something that carves out the role of the specific mech I'm leveling instead of a general + boost, including one expensive skill that does nill
#24
Posted 02 December 2015 - 05:45 AM
Peter2k, on 02 December 2015 - 04:42 AM, said:
All mechs got the same treatment
Was supposed to be a place holder anyway
would rather have something that carves out the role of the specific mech I'm leveling instead of a general + boost, including one expensive skill that does nill
You are right Pete! Its better to put +30's and +60's % on the inner sphere mech quirks rather than the skill tree's 10's. But on the other side the Clan Mechs were put in their rightful place by that, and FINALLY the agility quirks were removed from that cursewd Stormcrow mech as well, so it is not OP anymore! My Wolverines and Griffins can finally stand a chance against the SCR!
#25
Posted 02 December 2015 - 05:50 AM
#26
Posted 02 December 2015 - 05:54 AM

#27
Posted 02 December 2015 - 05:55 AM
crustydog, on 02 December 2015 - 05:50 AM, said:
OMG!!!!!!!!! Crusty You are a God! THIS IS THE BEST IDEA EVER! Please Please PLEASE PGI, That is exactly what is needed for CW Phase 3!! Just Leave this recent PERFECT 'mech re-balance as is-it is almost perfect anyway, no need to change anything (maybe a tiny more agility nerf on the clan machs)- and put the Clan Homeworlds up for the taking! That is pretty much Phase 3 CW Right there!
<S>
#28
Posted 02 December 2015 - 06:09 AM
Team Chevy86, on 01 December 2015 - 09:58 PM, said:
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
I would just take them as modules and get the best of both worlds.
#29
Posted 02 December 2015 - 06:13 AM
StrikerSW, on 01 December 2015 - 09:47 PM, said:
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?
Things get re balanced. It's the nature of any good game design process,and I think the changes are great. As a paying customer who has purchased every Inner Sphere mech pack (i.e. Phoenix, Resistance 1&2, etc.), I am very happy with what they've done.
#30
Posted 02 December 2015 - 06:31 AM
Tuis Ryche, on 01 December 2015 - 11:22 PM, said:
Go ahead drop in an unmodified mech I dare you.
I did it last night in a BH II Marauder mech. I thought I'd die immediately in battle and wasn't disappointed.
It had way too many tons of weapons and move at an epic 46KPH ...That's right slower than a Direwhale in an IS heavy with an XL engine.
POS in that configuration.
Lead Sponge, on 02 December 2015 - 06:13 AM, said:
Things get re balanced. It's the nature of any good game design process,and I think the changes are great. As a paying customer who has purchased every Inner Sphere mech pack (i.e. Phoenix, Resistance 1&2, etc.), I am very happy with what they've done.
Of course you are. The IS got a lot stronger while the Clans got significantly weaker.
Brut4ce, on 02 December 2015 - 05:45 AM, said:
You are right Pete! Its better to put +30's and +60's % on the inner sphere mech quirks rather than the skill tree's 10's. But on the other side the Clan Mechs were put in their rightful place by that, and FINALLY the agility quirks were removed from that cursewd Stormcrow mech as well, so it is not OP anymore! My Wolverines and Griffins can finally stand a chance against the SCR!
Your Wolverines and Griffins are still pale paltry little dipsy doodles compared to the Hunchback and the BlackJack, both better because they have an ACK in the name and well one is the new medium overlord thanks to the overquirkening...
#31
Posted 02 December 2015 - 06:34 AM
#32
Posted 02 December 2015 - 06:36 AM
#33
Posted 02 December 2015 - 06:40 AM
#34
Posted 02 December 2015 - 06:43 AM
#35
Posted 02 December 2015 - 06:54 AM
Look at it this way ... the XP system has been fundamentally broken since closed beta. It was a placeholder that was meant to be updated but that never happened. Some of the skills didn't even do anything ... weapon convergence hasn't been in the game since closed beta if it was ever present in the first place.
- It could have been a tool to make role warfare more viable by allowing skill choice for individual variants (this requires a bit of developer imagination though).
- It could have been a tool to enhance player retention by giving some meaning to the grind for XP in terms of making the individual variant you are driving more unique.
- It would also make leveling up the mechs more interesting since choice would make the whole process far less boring.
Needless to say ... NONE of this ever happened. All PGI did was put in values for XP skills that were far too big from the beginning and it took them three years to be bothered to change it and this only because someone might have said ... "Well experienced players get quite a large advantage on all their mastered mechs from XP ... this isn't very balanced for new players." LOL ... it took them three years to realize this???!!! ...the mind boggles ... the XP system as it was set up in closed beta has never been nice to new players or to older players leveling new mechs.
Anyway, I am glad PGI changed something. Some of the values should probably be a big bigger if the doubling factor has been removed (e.g. 2.5% is small ... but if doubled to 5% that would make sense ... if the doubling is removed then 5% might be a better value).
Finally, from a personal perspective, I have at least 26 mastered mechs ... others have far more ... but I would be much happier if PGI just revised the entire XP system so that it could drive role warfare, player retention, player choice and offer at least some small significance to having different variants by having each with different skill selections. I am not bothered that the numbers were nerfed ... they have needed that for a long long time ... I just wish they would invest a week and design a decent XP system in the first place.
Edited by Mawai, 02 December 2015 - 07:00 AM.
#36
Posted 02 December 2015 - 07:04 AM
#37
Posted 02 December 2015 - 07:31 AM
#40
Posted 02 December 2015 - 08:03 AM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users