

Real Reason Mwo Is Losing Steam Players
#141
Posted 25 April 2016 - 05:58 PM
Its F2P if you want to have a hand full of mech bays and no pay wall mechs like: oxides, embers, (insert pay wall mech). So those that pay have an advantage that's not F2P. Every game has bad mechanics and balance problems. The main reason why people leave F2P is because rarely is the game actually F2P. Meaning a paying customer has no advantage over a non paying customer. True MWO pay advantage is slight but its still there.
The actual dollar and cents cost of things in the game are ludicrous(that is without adding the fact that its in USD). I don't mind shelling out a little cash for F2P to enhance my experience but over a $1 a mech bay and that's if you buy the $100 MC pack and that's if im paying in USD (but i'm not). Give me a break.
Mech bays are the life blood of this game but there is no way I can spend a buck a bay it just doesn't make sense. How many mechs are there? the fact you need 3 variants to unlock the elite skill tree basically says you have to pay if you want more modules. Therefore If you actually want to play this game you need to spend money that's the problem it's not F2P it's free to test drive.
Don't get me wrong I love battle tech and I love the majority of the mechanics but the greed is what's killing this game.
#142
Posted 25 April 2016 - 06:07 PM
Odanan, on 25 April 2016 - 12:07 PM, said:
Dude... Were do I start?
This is a harsh game, yes. It takes real skill to master - skill that the player should probably be training for many years before MWO.
If your small mistakes are getting you killed, do better decisions.
If you are dying too fast, be smarter.
If your team is hiding in cover, waiting to get butchered, join a decent unit. Top tier play is a lot more dynamic.
This is no casual game and not meant to be in the list of the most popular games around. And that's mostly the fault of the players, not the game itself. There are lots of more forgiving and easy games out there, that depend more of random, money or simply time invested in the game instead of true skill.
Ya this game is as harsh as Checkers and just as casual PGI has made it as such, nice try green name tag. Top tiers don't keep out the people who just play a lot. Group queue might be more dynamic but only if people are trolling or having fun runs. PGI drives the Meta and everyone abuses it in the higher tiers, Your decisions are made for you. Keep being green.
#143
Posted 25 April 2016 - 06:09 PM
LordKnightFandragon, on 25 April 2016 - 05:29 PM, said:
It would also be nice if the mechs in this game moved like mechs and not super men. Also, if speed was a factor in how well we took corners. The way light mechs zip around, free of any corners and running into stuff. You take a corner at 112kph in a car, you dont turn, you keep right on going in a pretty much straight line, or you outright spin all out of control. A Mech would be no different, it would probably skid right into a building.
But like I said, this game feels more like playing some sorta super hero game whereverything moves to damn fast. It feels like Call of Duty more so then Mechwarrior.
Mechwarrior 4, your mech was very tough, able to have huge 12v12 AI PVE battles, company on company action where you could actually survive a fight. It took command, control, situational awareness and focus fire, but it could be won. Here, you cant last 10 seconds under any kind of barrage and it just ruins the whole experience of being in a battlemech. Our output is insane, and our durability is nill. The AI in the battlegrounds kill my Warhawk inside of 10 shots, I can twist all I want, but ultimately, they **** it with little effort.
I believe that when PGI finishes rescaling the Mechs, survivability will be much better for most Mechs since it will be harder to pinpoint hit locations from great distances. As far as for Mechs being too maneuverable, the main lore reason for Mechs was that they were far more maneuverable than tanks. A mech's neurohelmet uses the pilot's sense of balance and movement to stabilize the Mech and allow it to move with far more agility than a huge mechanized monstrosity should.
#144
Posted 25 April 2016 - 06:22 PM
#145
Posted 25 April 2016 - 06:31 PM
Starbomber109, on 25 April 2016 - 06:22 PM, said:
A reckless charge at the right moment can turn the tide of a battle and can be pretty fun, but usually ends up going badly if you play against a semi-competent opponent.
#146
Posted 25 April 2016 - 06:51 PM
5th Fedcom Rat, on 23 April 2016 - 10:49 PM, said:
We already have maps like that. They're called Polar Highlands and Alpine Peaks...and guess what? They are some of the most *HATED* maps in the game. To be clear, I really enjoy both of these maps, but the excessive hatred and rage for both of them is not lost on me.
#147
Posted 25 April 2016 - 07:08 PM
AnimeFreak40K, on 25 April 2016 - 06:51 PM, said:
We already have maps like that. They're called Polar Highlands and Alpine Peaks...and guess what? They are some of the most *HATED* maps in the game. To be clear, I really enjoy both of these maps, but the excessive hatred and rage for both of them is not lost on me.
Alpine I can see, some folks hate them for their design but not enough that they don't win map votes if tourmaline (sometimes), caustic, therma and forest colony are among the other choices.
#148
Posted 25 April 2016 - 07:22 PM
PGI is taking a good stance on this by increasing map variety and modes. The new domination game mode is forcing a lot more brawls than usual.
Either way, balancing sniping and brawling has always been a back and forth battle. It started with poptarts and their PPFLD, so they nerfed PPCs and gave gauss a charge-up. Then people started using brawler Atlases and SRM boats. Then clans came out, and people were back to sniping with ERLL, so they nerfed that. Then things like streakcrow, splat crow, knife-fighters like arctic cheetah and firestarters, dakka wolves, and even the brawling Atlas ruled for a very long time (1-2 years?) Things were a bit different though, because timber-god still ruled the mid-range game. Then came the slew of newer, bigger maps, like NRC and forest colony, which moved things back to sniping, somewhat, then came Polar, and the LRM rain. Now, it has gone a full circle back to sniping, somewhat.
I'm seeing a lot more variety now, compared to previously. Mid-range is as good as always with laser vom. The only thing that suffers is extreme close range splat builds, because those require speed, cover, positioning and luck
#149
Posted 25 April 2016 - 10:16 PM

And stop voting skirmish!
#150
Posted 25 April 2016 - 11:53 PM
LordKnightFandragon, on 25 April 2016 - 04:41 PM, said:
Play comp.
Seriously, play comp.
Get some friends, organize yourself an MRBC team, and compete against other teams around your skill level.
What you want from the game in terms of engaging the brain is never going to happen, not because the mechanics don't allow it, but because the majority of players absolutely do not want to engage their brain.
Even the absolute best players in this game cannot win without the help of their team. Sure, they may do a lot of carrying, and the only teamwork at play is them using their team as pug armor, but that's still teamwork. It may be "involuntary" teamwork, but it's still teamwork. Take away the team and that player has absolutely ZERO chance of winning that match.
You want to be able to plan an actual strategy, execute flanking maneuvers, play the objectives, and have scouts relay information about the enemy team to you? It's all found in comp.
When you get rolled by a group of players all in the same unit, the majority of what's causing that stomp is simply good teamwork. Sure, skill has some level of influence, but it's much smaller than you think. Their side is calling out target locations, using UAVs, sending scouts to cap and/or harass the tail. Your side is silent, everybody picking their own corner, trying to do as much damage as they can, and getting rolled over one by one.
PGI could do everything you want, but it's still up to the players themselves to work together as a team, and for the majority of games, that's not going to happen.
#151
Posted 26 April 2016 - 12:42 AM
#152
Posted 26 April 2016 - 02:36 AM
Ed Steele, on 25 April 2016 - 06:09 PM, said:
Yeah, well, light mechs still move way to damn fast....fizzicks should apply alot more to mech movement then it does in this game. Go zipping around at 100kph you take a corner you wont take it, you will crash.
By more maneuverable im sure it means legs allowing it to walk and go places tanks simply cant, like a swamp or something. Allowing them to wade through deep water, being 3 stories tall and all that. While im sure they dont move like WWII tanks, they dont move like the Gundams we have in game now.
The Mauler is really how I envision an assault moving, kinda slow, lumber, clumsy. Mechs should move more like that....I dont mean lights should be sluggish, but they shouldnt be The Flash that they are now. Heavies would likely move about like the IS mechs do and mediums/lights move about like the Warhawk does now.
#154
Posted 26 April 2016 - 04:37 AM
Edited by Jun Watarase, 26 April 2016 - 04:37 AM.
#155
Posted 26 April 2016 - 04:46 AM
jaxjace, on 26 April 2016 - 12:42 AM, said:
This. In a nut shell, the grind hasn't changed in such a long time that people have run out of things to do. There is no new pilot skill tree. the maps are good but you smash through them again and again. Your mechs that are meta have probably been mastered/elited, and there's no point to master something that is obviously gimped due to balance issues.
The main alternative is to join a team - but I don't have the time to commit to this, plus I get shouted at by my GF for apparently talking to my computer.
#156
Posted 26 April 2016 - 05:23 AM
#157
Posted 26 April 2016 - 05:27 AM
Add that to being a niche title with a comparatively small playerbase, and Steam was never going to turn MWO in WoW.
*shrugs*
Nothing wrong with being on Steam, but if people think chasing the casual and esport unicorn is the answer to what ails the MW franchise, they aren't particularly versed on the history of the game IP to begin with.
#158
Posted 26 April 2016 - 05:27 AM
Jun Watarase, on 26 April 2016 - 05:23 AM, said:
Well i can remember the statement that the pilot skill will be modified sometimes after release. But well since Februar 2013 not even the pinpoint skill was removed -- 3000XP for nothing
#159
Posted 26 April 2016 - 08:15 AM
LordKnightFandragon, on 26 April 2016 - 02:36 AM, said:
Yeah, well, light mechs still move way to damn fast....fizzicks should apply alot more to mech movement then it does in this game. Go zipping around at 100kph you take a corner you wont take it, you will crash.
By more maneuverable im sure it means legs allowing it to walk and go places tanks simply cant, like a swamp or something. Allowing them to wade through deep water, being 3 stories tall and all that. While im sure they dont move like WWII tanks, they dont move like the Gundams we have in game now.
The Mauler is really how I envision an assault moving, kinda slow, lumber, clumsy. Mechs should move more like that....I dont mean lights should be sluggish, but they shouldnt be The Flash that they are now. Heavies would likely move about like the IS mechs do and mediums/lights move about like the Warhawk does now.
Don't get me wrong, I want to see more realistic physics in the game, like water slowing Mechs down depending on how deep it is or how fast it is moving. The effects of gravity would be nice too, it would be hilarious to see a Spider accidentally jump into orbit on a low-g planet (3D out of bounds maybe?).
#160
Posted 26 April 2016 - 08:37 AM
And alot of these problems are also from the double armor. Autocannon 20s should shred any light in one shot. Thats how its supposed to be. They are supposed to be absolutely terrifying. Theyre not because every single mech has so much armor compared to original designs.
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