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My Experience With Pug Quick Play Matches In The Last 24 Hours


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#1 m

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Posted 06 January 2016 - 06:04 AM

Odd Bugs

- A mechs' legs would fall through the map and the mech pilot would still be in-game in a destroyed mech. Happened to too many players.

- Shots would not connect in matches over time, in that the first few matches the shots would register, but after a set amount of matches they would register but not affect the targeted mech the same.

- Certain mechs that are coincidentally available for strictly mc, that have just been released, have an odd invulnerability at point blank range (ie. Jenner IIC). I've oddly noticed this same invulnerability with a Shadowcat P variant, and clearly the Spider variants as they are moving. Shouldn't take over 8 gauss to the Center Torso to put down those mechs. I say 8 Gauss because I used over 8, with lasers, and each of those mechs still kept moving with lack of damage which is irregular.

- Geometry exploits in that a player can shoot a player continuously through terrain. This has been going on for some time in several maps, and most popularly in Mining Colony through ramp walls, and Terra Therma on the rock outcropping ramps when entering the center. I reported the most recent player that openly admitted to doing so in a match in chat when I was shocked that it could even happen in a particular map (they gloated and repeated it several times to critically hit a mech, and that player knew they shouldn't do it which is why I did what I did).



Gameplay

- Everything, when viewed from a distance seemed and felt like a nauseating, jumping-around Call of Duty/Counter Strike brawl fest where the pace was just uncontrollable.

- Didn't feel immersive or tactical, but rather irritating.

- Started to become boring and repetitive rather fast for a veteran player (lack of maps)

- Wishing there was a better implementation of the Commander Role.

- Needs another game mode in Quick Play to improve a PUG/Group session (http://mwomercs.com/...asion-game-mode)



Final Thoughts

In the past, with previous renditions of MechWarrior, Weapon Recoil (http://mwomercs.com/...n-weapon-recoil) existed and was felt on mechs that couldn't handle the recoil. It would knock them down. There wasn't extreme cockpit shaking. Just a massive shunt to teeter/tilt a mech on it's back. This was implemented so Assault mechs would have a specific role in that they would be used to control the pace of a match. In the old MechWarrior games when we used to 'push' a position it was exactly that. We would literally 'push' over mechs on to their backs. Not that this is the end all solution to all problems, but it is a start to what I feel is essentially missing in this game. If you don't believe me about this old implementation then try out the previous FPS MechWarrior games. The implementation they had in Beta years ago was an implementation that was based around mech collision knockdown and had nothing do with weapons.

Also wouldn't mind owning my own automated dropship (even if it gets blown out of the sky and I have to make a crash landing) to just invade private Quick Play matches.



Have a nice day everyone. This is just my view of the game after the last 24 hours of recent gameplay this year.

Edited by m, 06 January 2016 - 09:50 PM.


#2 BigBenn

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Posted 06 January 2016 - 06:32 AM

Nice write up.

Your thoughts on adding weapon recoil and mech knockdown are legit, however with the current state of lasers adding such things would only benefit lasers that much more. Not a good thing.

The tactical/strategy thing is an issue PGI is dealing with, when they are able to add the next layer of information sharing between the mechs it will help.

The commander role is only as good as the guy in command. All the tools in the world wont help if the commander doesn't have people able and willing to follow his lead or orders. Im not sure what can be done there.

Maps... oh yes, need more maps. I really hope the new maps have less clutter on them. The bog map is horrible. I have no idea, really, but I hope to see PGi release more maps like Alpine WITHOUT the central "king of the mountain" draw. Large open maps (desert, tundra, agricultural plains, etc), where LR weapons can thrive. Currently, Alpine is the only map where LR weapons are allowed to shine on a consistent basis. The canyon map is a good map for LR too, but there is plenty of cover to use to close on the enemy. In Alpine, a team must carefully calculate where to move for fear of being caught out in the open.

I also wish there was a mode to allow 4 v 4, or assaults vs assaults, etc.

#3 Mechteric

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Posted 06 January 2016 - 06:45 AM

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

Maps... oh yes, need more maps. I really hope the new maps have less clutter on them. The bog map is horrible. I have no idea, really, but I hope to see PGi release more maps like Alpine WITHOUT the central "king of the mountain" draw. Large open maps (desert, tundra, agricultural plains, etc), where LR weapons can thrive. Currently, Alpine is the only map where LR weapons are allowed to shine on a consistent basis. The canyon map is a good map for LR too, but there is plenty of cover to use to close on the enemy. In Alpine, a team must carefully calculate where to move for fear of being caught out in the open.


The problem is that in the PUG queue, open maps are terrible. It's just that way and PUG maps need to be a mix of open and close.

Those open types of maps are what should be there for Community Warfare, not these 3 lane DOTA maps we currently have.

Edited by CapperDeluxe, 06 January 2016 - 07:13 AM.


#4 Rhaythe

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Posted 06 January 2016 - 07:10 AM

It's not maps - it's modes. We could have double the maps we have now, and the game would still feel stale.

#5 GRiPSViGiL

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Posted 06 January 2016 - 07:19 AM

Engaging hooks or reasons to play is something that escapes PGIs development genius.

They could take a crap in a box, look up a mech name on sarna and sell it for cash money so they don't prioritize anything that could give this game a long term sustainable anything.

#6 Jon Gotham

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Posted 06 January 2016 - 07:47 AM

Trouble is , outside of the relatively small actual community section of the playerbase-the general playerbase is pretty distasteful. What modes could we put in that cater to the solo-at-all-costs mentality?
Maybe a derpsaris mode would be popular?

anything requiring more dpeth is out-take a look at the forums with the constant anti teamwork posts/threads.

#7 xTrident

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Posted 06 January 2016 - 08:04 AM

View Postkamiko kross, on 06 January 2016 - 07:47 AM, said:

Trouble is , outside of the relatively small actual community section of the playerbase-the general playerbase is pretty distasteful. What modes could we put in that cater to the solo-at-all-costs mentality?
Maybe a derpsaris mode would be popular?

anything requiring more dpeth is out-take a look at the forums with the constant anti teamwork posts/threads.


And then you have players like me that don't want to get tied up into a unit, likes to play solo but understands and wants to work as a team... Except it sure seems like I largely get stuck on the team you mentioned - solo at all costs. Which in turn means the rest of us gets destroyed.

Yeah, it sucks but I doubt there is anything that could ever be done to help "me". It's pretty much - thems the breaks for wanting to play the way I do.

#8 m

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Posted 06 January 2016 - 10:01 AM

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

Nice write up.


Thank you. I appreciate the comment.

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

Your thoughts on adding weapon recoil and mech knockdown are legit, however with the current state of lasers adding such things would only benefit lasers that much more. Not a good thing.


Well I have to disagree. Years ago if a mech had ballistics or missiles and another has lasers (no PPC), the one with the ballistics or missiles could physically topple over their opponent (especially light mechs), whereas the laser opponent can cause physical burning damage while trying to not be toppled over. It was all part of the game. A fast light mech with lasers would try and destroy, for instance, a heavy or assault with ballistics. If the light got hit they physically felt it as the force would topple their mech and would automatically stand itself up.

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

The commander role is only as good as the guy in command. All the tools in the world wont help if the commander doesn't have people able and willing to follow his lead or orders. Im not sure what can be done there.


Well the interface needs adjustment. Far too many clicks to perform individual commands. I would like to drag lines of approach on the map similar to that in paint. If the lines are auto-drawn I really couldn't care at this point.

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

Maps... oh yes, need more maps. I really hope the new maps have less clutter on them. The bog map is horrible. I have no idea, really, but I hope to see PGi release more maps like Alpine WITHOUT the central "king of the mountain" draw. Large open maps (desert, tundra, agricultural plains, etc), where LR weapons can thrive. Currently, Alpine is the only map where LR weapons are allowed to shine on a consistent basis. The canyon map is a good map for LR too, but there is plenty of cover to use to close on the enemy. In Alpine, a team must carefully calculate where to move for fear of being caught out in the open.


I made suggestions years ago that got trolled to death by all sorts of idiots and closed down. There was a thread I had made that was for a map that included one single central point inside of a hollowed out mountain that was a mech hangar, and both teams enter on either side (snowy side and a desert side). Inside of the map was one central node with turrets defending. Each team had to venture inside, destroy turrets along the way and capture the central node. It was called "The Kerensky Mines". The team that held the center node the longest (captures the most resources today ??) would win.

I had suggested an old school type of map some time ago (http://mwomercs.com/...nds-type-of-map)

The amount of maps we have is acceptable for the casual player-base, which is fine for them. The issue I have is that if more maps are going to be made for this game then they need to come out in massive lumps, whereas if 10 exist today then 30 exist surprisingly out of nowhere. That would seriously impress and quite literally shock me if 3 times more maps had shown up in a weekend. That's how you get the old player-base back in (the people on my friends list from closed beta). If we can have 4 to 8 different mechs released on a set date then I expect 4 to 8 different maps as well. It used to be this way. When the Quickdraw was released it was released on the same date as a map. That was a big deal. The ratio of maps-to-mechs is off the scale now. People need to stop requesting mechs and start requesting maps (in bulk) for goodness sake, with a sprinkling of a new mode here and there.

Also on a separate note about owning my own dropship; If it would get blown out of the sky while trying to randomly invade a match, then so be it. I would happily buy a new one with MC alongside CBills alongside spending GXP as well (not XP). The mech XP I would spend would be toward people on my friends list who have a dropship. I would pay mech XP as a fare for the match ahead so the dropship can be outfitted with fresh weapons purchased with the mech XP so we can survive the ordeal ahead and get that return ticket. To outfit my own dropship for every match would cost mech XP from other players, simple as that, at my own fair price. Not sure what everyone else thinks, but I'd like that player-side market if we can't get Repair and Rearm back in (http://mwomercs.com/...mmunity-warfare).

Edited by m, 23 February 2016 - 11:06 AM.


#9 adamts01

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Posted 06 January 2016 - 10:13 AM

View PostBigBenn, on 06 January 2016 - 06:32 AM, said:

Your thoughts on adding weapon recoil and mech knockdown are legit, however with the current state of lasers adding such things would only benefit lasers that much more. Not a good thing.

MW4 combat was infinitely more immersive than MWO. I recently played through it after not touching it for 15 years or so. Every shot you were hit with rocked you proportionately and made combat so real. In MWO, half the time I wouldn't even realize I was being shot if my paper doll didn't tell me. Super lame. Lasers had some oomph to them but not nearly as much as ballistics. I don't know if we should go so far as to knock mechs over with it, lights are scarce as it is, but more rock is absolutely needed and would be a stealth nerf to lasers. It's a beast to get going on modern machines, but MW4 is free now and worth checking out. I felt like crying after it showed me what MWO was missing.

#10 BigBenn

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Posted 06 January 2016 - 10:56 AM

View Postadamts01, on 06 January 2016 - 10:13 AM, said:

MW4 combat was infinitely more immersive than MWO. I recently played through it after not touching it for 15 years or so. Every shot you were hit with rocked you proportionately and made combat so real. In MWO, half the time I wouldn't even realize I was being shot if my paper doll didn't tell me. Super lame. Lasers had some oomph to them but not nearly as much as ballistics. I don't know if we should go so far as to knock mechs over with it, lights are scarce as it is, but more rock is absolutely needed and would be a stealth nerf to lasers. It's a beast to get going on modern machines, but MW4 is free now and worth checking out. I felt like crying after it showed me what MWO was missing.


FWIW, I misinterpreted the author's use of "recoil/mechs fell over". I thought he meant the firing mech, not the targeted mech.

Oh, and I played MW4/MW-Mercs for years in the NBT League (2002-2006). Good times. So I know what you guys speak of concerning the recoil. It a targeted mech was hit with a high enough alpha then BOOM and over it went like a felled tree. If they were moving fast enough their momentum would slow them sliding across the ground like a baseball player sliding in to a base. :) However, I cringe at some of the memories. ERLL or ERML was on every mech. Light gauss was more popular than gauss. Ranges stopped EXACTLY at a determined range (800 for ERLL, 400 for ERML, etc). The AC's were useless unless boated and on that note, I think PGI got it very correct when they added ghost heat for stacking too many of the same type of weapon. Actually, I'd wish they'd INCREASE the penalty. ;)

I wont argue that being hit by an AC or gauss should rock the mech a bit more, especially getting hit from the AC10,20, and gauss. But making so returning fire is wishful thinking is a bit much.

#11 Jon Gotham

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Posted 06 January 2016 - 11:24 AM

View PostxTrident, on 06 January 2016 - 08:04 AM, said:


And then you have players like me that don't want to get tied up into a unit, likes to play solo but understands and wants to work as a team... Except it sure seems like I largely get stuck on the team you mentioned - solo at all costs. Which in turn means the rest of us gets destroyed.

Yeah, it sucks but I doubt there is anything that could ever be done to help "me". It's pretty much - thems the breaks for wanting to play the way I do.

Only person that can help you is you matey:) Only by changing your outlook/approach will it improve:)
But hey, you sound like one of the good few so have a manly back pat and keep at it o7

#12 m

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Posted 06 January 2016 - 11:42 AM

View PostBigBenn, on 06 January 2016 - 10:56 AM, said:

I wont argue that being hit by an AC or gauss should rock the mech a bit more, especially getting hit from the AC10,20, and gauss. But making so returning fire is wishful thinking is a bit much.


I get where you are coming from, but ever notice how the mech's that look like they have an odd center of gravity that walk kind of strange, unlike a humanoid mech, have a weird posture? That's due to them being able to counter blasts to their center of gravity if they are positioned a certain way, or traveling at speed. They may be more resilient in the front, on the top, or more in the back. The ballistic or missile shots, if they were implemented in a more calculated fashion (unlike how they were back then), would work on these oblong chassis mechs, and an experienced pilot can counter the recoil. These mechs don't just look different from one another for no reason. They have a purpose.

The Marauder for instance is shaped the way it is because it's supposed to not be knocked off balance from direct frontal hits at speed and be able to withstand a ridiculous amount of force with it's stance.

The King Crab is supposed to not be able to be flattened by a force of missiles and ballistics with its massive platter and thick front and sides.

Humanoid mechs have the generic center of gravity built into their chassis that can be toppled over by both weapon types equally all over, except for mechs like the Centurion which has a built in shield on one of its' arms (with the Centurion's small center posture you can tell it's supposed to flex inward from side impacts.

If the unique chassis types were acknowledged correctly with recoil we would have a very interesting game.

Edited by m, 06 January 2016 - 09:27 PM.






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