Jump to content

People Say That Pgi Doesnt Set The Meta...

Balance

28 replies to this topic

#1 mogs01gt

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • 4,292 posts
  • LocationOhio

Posted 21 March 2016 - 06:47 PM

Then why was the last two maps designed for long range combat and why was ECM range nerf'd instead of getting fixed?

I can already see the responses:
"well flank in your brawler" ---Sort of hard to flank when the majority of your team is playing peekaboo with the enemy and going out SOLO is soo smart!
"be patient" --- isnt that the same thing as watching your teammates get wrecked at battles between 500-700m? My AC20 and SRMS are OP at that range....
"just play for fun" -- its not fun smashing my head against my desk because 6 mechs got wasted in 3 minutes and Im still waiting for mechs to close within 500m...


blah back to lasers....

#2 Onimusha shin

    Member

  • PipPipPipPipPipPip
  • Clan Exemplar
  • Clan Exemplar
  • 273 posts

Posted 21 March 2016 - 07:21 PM

I've repeatedly stated that having fixed sensor range of 800m for all weight classes is probably the stupidest thing PGI has done.

To be fair, the community was also stupid to protest against the sensor range changes we saw in PTS 2 late last year, simply because it was tied to ghost range/damage.

The game NEEDS varying sensor ranges by weight class (and likely, specifically weaker mechs of their class) in order to promote role warfare, particularly for scouts with limited weaponry.

#3 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 21 March 2016 - 07:24 PM

View PostOnimusha shin, on 21 March 2016 - 07:21 PM, said:

I've repeatedly stated that having fixed sensor range of 800m for all weight classes is probably the stupidest thing PGI has done.


Now that is a bold claim.

#4 Hit the Deck

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,677 posts
  • LocationIndonesia

Posted 21 March 2016 - 08:25 PM

I think I've only read once here about that claim in the title. PGI may not intentionally set the "meta" but they create it.

Edited by Hit the Deck, 21 March 2016 - 08:28 PM.


#5 Malachy Karrde

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 473 posts

Posted 22 March 2016 - 03:40 AM

All long range weapons work at short ranges too. I don't ever run an assault that does not have a good mix of weaponry. Ever. The very people that come here and post that x assault must carry x weapons are usually here to do one of two things...1, they are scared to death of meeting an assault with reach and are making one more pathetic attempt to perpetuating their idea of so called proper game play, or 2, they couldn't get it to work so obviously no one else can. There is no rule that an atlas has to use an ac 20 and srms. There are plenty of other builds that are just as effective that give you teeth at longer ranges. My dire wolf has long range weapons (2 lrm 10...in theory they reach out to 1000, usually I engage at 750 or less), medium range weapons (4x uac 5) and short range weapons (6x small er laser) the closer I get to a target, the nastier it gets, but I have plenty of weapons I can reach out and pop meta tards with too. That build is usually more than enough to pop a standard ac 20 srm atlas without a scratch played right, or with a bit of damage if I get too close. Very rarely does a short range atlas come out on top in an assault engagement. In actuality, my self assigned role is medium and heavy killer. It's very good at squashing anything in the 40 to 90 ton range without batting an eye. The only things I worry about are more than 2 lights, or the occasional big assault.


#6 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 22 March 2016 - 03:43 AM

OP is the reason why my team wins in Grim Plexus. We wait until someone from the enemy gets impatient and charges out in the open grounds. Then it is turkey shooting time.

#7 mogs01gt

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • 4,292 posts
  • LocationOhio

Posted 22 March 2016 - 04:35 AM

View PostEl Bandito, on 22 March 2016 - 03:43 AM, said:

OP is the reason why my team wins in Grim Plexus. We wait until someone from the enemy gets impatient and charges out in the open grounds. Then it is turkey shooting time.

I try to be patient. I sit back and sip my cocktail waiting for my team to push passed 500m,,it never happens and 3 minutes later 6 teammates are dead....

PGI when can we get an entire urban map!?!

View PostMalachy Karrde, on 22 March 2016 - 03:40 AM, said:

All long range weapons work at short ranges too. I don't ever run an assault that does not have a good mix of weaponry. Ever. The very people that come here and post that x assault must carry x weapons are usually here to do one of two things...1, they are scared to death of meeting an assault with reach and are making one more pathetic attempt to perpetuating their idea of so called proper game play, or 2, they couldn't get it to work so obviously no one else can. There is no rule that an atlas has to use an ac 20 and srms. There are plenty of other builds that are just as effective that give you teeth at longer ranges. My dire wolf has long range weapons (2 lrm 10...in theory they reach out to 1000, usually I engage at 750 or less), medium range weapons (4x uac 5) and short range weapons (6x small er laser) the closer I get to a target, the nastier it gets, but I have plenty of weapons I can reach out and pop meta tards with too. That build is usually more than enough to pop a standard ac 20 srm atlas without a scratch played right, or with a bit of damage if I get too close. Very rarely does a short range atlas come out on top in an assault engagement. In actuality, my self assigned role is medium and heavy killer. It's very good at squashing anything in the 40 to 90 ton range without batting an eye. The only things I worry about are more than 2 lights, or the occasional big assault.

the mech I was in only has 3 hardpoints.....Not too many build options.

Edited by mogs01gt, 22 March 2016 - 04:36 AM.


#8 Coolant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,079 posts
  • Facebook: Link
  • LocationCalifornia

Posted 22 March 2016 - 06:03 AM

View Postmogs01gt, on 21 March 2016 - 06:47 PM, said:

Then why was the last two maps designed for long range combat...


Because pilots have, like, in forever, been asking for bigger maps. Did you forget that they made 4 existing maps bigger?

You have over 3000 posts, so you should know the background of what pilots have been asking. But just another bittered pilot that has to blame PGI for everything rather than be grateful for 2 recent maps.

Edited by Coolant, 22 March 2016 - 06:04 AM.


#9 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 22 March 2016 - 06:15 AM

oops.

Edited by Johnny Z, 22 March 2016 - 06:18 AM.


#10 Aleski

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 873 posts
  • LocationFrance

Posted 22 March 2016 - 06:20 AM

View PostJohnny Z, on 22 March 2016 - 06:15 AM, said:

The Arctic Cheetah is easily the strongest light mech in the game and has a good chance 1 v 1 against any other mech.


Not again a Mad Dog with streaks by my experience... And i have often murder Cheetas with my Anansi, whit is a Tier 5 light if i refer to Metamech.

Yeah it's a strong mech, but strong pilots are OP. Please nerf them all !

#11 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 22 March 2016 - 06:47 AM

View PostAleski, on 22 March 2016 - 06:20 AM, said:



Not again a Mad Dog with streaks by my experience... And i have often murder Cheetas with my Anansi, whit is a Tier 5 light if i refer to Metamech.

Yeah it's a strong mech, but strong pilots are OP. Please nerf them all !


Ya well Clan streaks need a good nerfing to. Vrs lights and medums they are over the top easy mode.

Just yesterday me and the light lance jumped the other team early and were having our way with about half their team when it was all ended tragically when a Maddog streak boat made it back to help out. We still won but that one mech can finish a fight so easily isn't cool.

Edited by Johnny Z, 22 March 2016 - 06:51 AM.


#12 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 22 March 2016 - 06:51 AM

View PostAleski, on 22 March 2016 - 06:20 AM, said:


Not again a Mad Dog with streaks by my experience... And i have often murder Cheetas with my Anansi, whit is a Tier 5 light if i refer to Metamech.

Yeah it's a strong mech, but strong pilots are OP. Please nerf them all !


Shh... this is PGI we're talking about. The company that successfully nerfed colors once. Don't give them ideas.

#13 Aleski

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 873 posts
  • LocationFrance

Posted 22 March 2016 - 06:56 AM

View PostJohnny Z, on 22 March 2016 - 06:47 AM, said:

Ya well Clan streaks need a good nerfing to. Vrs lights and medums they are over the top easy mode.

We still won but that one mech can finish a fight so easily isn't cool.


Yeah we should nerf streaks too, they are OP. In fact, you shouldn't be able to lock with streaks and LRMs, it's too strong. Please PGI, nerf the lock on missiles !!!!

#14 Jikil

    Member

  • PipPipPip
  • The Covert
  • The Covert
  • 83 posts

Posted 22 March 2016 - 06:57 AM

Trading is going to be a part of the meta forever. The weapons have changed slightly but its still the same. Poking out, and then returning to cover is always the safest way to do damage.

The best weapon for that, arguably the LL and LPL uses that 500ish range optimally so its no surprise most engagements take place at that range.

Changing sensor ranges will do nothing against that because I can still see your mech regardless of whether or not I can target it. Info war is a load of **** that doesn't change anything except lock-on weapons. If I can see your mech and your within 500 meters then of course I'm sticking a 40+ alpha into it.

#15 Felbombling

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,980 posts
  • LocationVancouver, BC

Posted 22 March 2016 - 07:01 AM

PGI is too lacking in forethought to be accused of doing anything on purpose.

#16 TamCoan

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 352 posts

Posted 22 March 2016 - 07:03 AM

Good lights need something to fear. The streak maddog and stormcrow is designed to take them out. On the flip side, nothing I like to see more than a streak boat when I run into it with an atlas or marauder. Love pumping those AC rounds into the side torsos to see them panic.

#17 Onimusha shin

    Member

  • PipPipPipPipPipPip
  • Clan Exemplar
  • Clan Exemplar
  • 273 posts

Posted 25 March 2016 - 06:03 AM

View PostGhogiel, on 21 March 2016 - 07:24 PM, said:

Now that is a bold claim.

Well, the whole point of MWO is a role-warfare based tactical thinking-man's shooter right? I still don't see that in the current state of MWO. A lot of shoot and scoot and very little need for dedicated scout roles/

View PostJikil, on 22 March 2016 - 06:57 AM, said:

Changing sensor ranges will do nothing against that because I can still see your mech regardless of whether or not I can target it. Info war is a load of **** that doesn't change anything except lock-on weapons. If I can see your mech and your within 500 meters then of course I'm sticking a 40+ alpha into it.

If we were to take away instantaneous radar detection and change sensor ranges, it basically means that light/mediums scouts will be way more valued than the currently overloaded heavy queues. You can't shoot what you can't see and react in time. Giving more stealth to lights and medium mechs increase their TTK because they can keep themselves out of your sensor ranges when doing a flanking maneuver.

As it is, all mechs haven't the same sensor ranges only promotes easy mode because I can bring the easiest meta (3 isLPL, 2cLPL+cMLs, etc) to instantly burn at something that pops up immediately as a target on my radar. And this pretty much increases the bias to heavy mechs that can load such weaponry.

I'm hoping that PGI manages to change the laser vomit meta around with their energy draw system but not addressing this problem of fixed sensor ranges and instantaneous target acquisition is ruining most of the fun or tactical flavour for light and medium mech pilots. Deathball plus laser vomit meta pretty much lowers TTK significantly for anyone who tries to split off from the group.

#18 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 25 March 2016 - 06:08 AM

OMG the game designer determines how the game will be played?!?!?

Say it isn't so!?!?! I thought I determined that....

OMG I've been wrong all along. PGI is the meta. And there is no spoon. ACK!

#19 mogs01gt

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • 4,292 posts
  • LocationOhio

Posted 25 March 2016 - 06:36 AM

View PostJikil, on 22 March 2016 - 06:57 AM, said:

Changing sensor ranges will do nothing against that because I can still see your mech regardless of whether or not I can target it. Info war is a load of **** that doesn't change anything except lock-on weapons. If I can see your mech and your within 500 meters then of course I'm sticking a 40+ alpha into it.

Not having a lock should mean you cant correctly place your alpha. Our mechs have computers for a reason.

#20 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 25 March 2016 - 07:07 AM

View PostOnimusha shin, on 21 March 2016 - 07:21 PM, said:

...

The game NEEDS varying sensor ranges by weight class (and likely, specifically weaker mechs of their class) in order to promote role warfare, particularly for scouts with limited weaponry.
Disagree.

Varying sensor ranges via 'mech (some 'mechs were designed to provide better battlefield intelligence), modules/equipment (we already have but very limited in affect), and quirks (Soon™?). Interesting.

Saying a certain 'mech can only see so far because they're "too fat" or "too skinny" is silly.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users