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General Patch Feedback


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#1 Scout80913

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Posted 22 June 2016 - 01:02 AM

Having spent a day with the patch, I wanted to offer some feedback (in no particular order).

1 - Minimap: I like that it's trying to provide more information (type of mech instead of just a blip). Other than that, though, I can't say much good about it. It's zoomed so far out that I can't use it for much of anything now. The old mini map had contour lines, showed both where my feet and torso were pointing, and was incredibly useful for the close fight. If you can make this new style minimap zoom in and do those things, that'd be great. If I had to choose between this one and the old one, though, I would MUCH rather have my old minimap back, please. Thanks for the quick reaction! https://mwomercs.com...ng-new-mini-map

2 - Phoenix Hawk: For what it is, loving it so far. I hate that it always spawns a second energy weapon up on my gun instead of down where the one on the left arm is and I'm really hoping you guys can adjust that. Other than that, nothing but kudos from my foxhole.

3 - Command Wheel: Love that you guys have finally gotten this in. Unfortunately, like the minimap, it needs some work. My biggest issue is that I can't quickly send up a contact alert without targeting a mech. I like that you're encouraging people to actually target mechs, but when I'm in a scout mech I need to be able to send up a spot report quickly and intuitively. As it is, if the enemy pops up and then down, I'm still back to VoiP or typing. If I could select contact and my teammates could at least get a ping of my location on the minimap, that would be ideal - they could at least see who had contact.

4 - Frozen City: I really like most of the improvements. Except for some quirky areas around the tunnel, it looks great for me. There's still that far zone, however, that has practically zero cover...not even an I-V line worthy of the name that I can find. I can't see many people venturing out there and I feel like that space could be better implemented.

5 - Re-scale/Re-quirks: Again, massive credit just for finally getting this huge effort in there. Having said that, I would argue that several mechs got slammed that didn't need it. The Jenner, for one, was already no where near the terror it used to be (Oxide excepted, obviously). I can understand redoing the quirks to bring it down a peg, but did all Jenners really need to be made huge in addition to that? Similarly, I feel like many of the IS heavies got double slammed and didn't need it. Did the Warhammer really need to lose quirks AND get bigger, for example? It already felt pretty squishy, and it's now that much squishier and lost some offensive capability to boot. Recognizing that this is always a continuous process and that the re-scale has other driving factors, I'm hoping that at least the quirk nerfs will be re-examined in the near future.

6 - Optimization: I didn't see anything specific in the notes (maybe I missed it), but the game seems to run smoother and more efficiently for me. Granted, that's extremely anecdotal, but I thought I'd mention it.


Thanks for reading.

Edited by Scout80913, 22 June 2016 - 01:22 AM.


#2 TheStranger

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Posted 22 June 2016 - 01:18 AM

Love the new Frozen City map. Hate the new mini map, it's now unusable.

#3 Scout80913

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Posted 22 June 2016 - 01:20 AM

View PostTheStranger, on 22 June 2016 - 01:18 AM, said:

Love the new Frozen City map. Hate the new mini map, it's now unusable.


Just found the good news: https://mwomercs.com...ng-new-mini-map

#4 TheStranger

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Posted 22 June 2016 - 01:36 AM

View PostScout80913, on 22 June 2016 - 01:20 AM, said:


Just found the good news: https://mwomercs.com...ng-new-mini-map


Yay.

#5 Hellshiver

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Posted 22 June 2016 - 02:39 AM

Figured I'd post this here rather then start a new thread. Just my views on the new patch, in the same order as the OP.

1: Mini-map.
I like it a lot. It has a few issues, but overall, I prefer it to the old one.

Personally, I've never liked rotating maps. I end up getting lost more with them versus having a set "north." It helps with aesthetics and path finding. When there's a north, the sun tells what time of day is, gives one the sense of being somewhere in the world, etc. Lots of little things that are similar to correct sounds; immersive when there, noticeable when not.

The old mini-map gave too much info. Before the patch, walking around a corner when under the eye of an enemy scout meant loosing half your armor before you see anything. Now, you have a moment to see what's going on before the opposing team unleashes everything on you. Knowing how something will move from a reference map is a bit much intel, though having said scout on comms stating the movement makes sense. Teamwork and communication being key and all.

Zoomed out, like it is, helps with a sense of place within the map. Having to open the battle grid every 10 seconds to path find to a conquest point is... annoying to say the least. One could argue that memorizing the map would solve that issue, but we're talking PuGs, not competition level players. Seems to help the general flow of the game overall. Granted, it can be a bit too far out, based on map and where the boundaries are.

Missing the cone for your view is nice. A lot of the comments I've seen about this read as if they are driving by mini-map. You wouldn't drive a car by looking at your GPS screen the whole time, should be the same with a mech. It may be that I view the mini-map more as a reference then a way to line up shots and move around. Then again, I actually look around and even use the alt key to look though my side windows from time to time. When people say they have "skill" at MWO, I assume that means being able to keep track of your legs and torso position. I am quite shocked to find out a lot of players rely on the mini-map so much.

The mech weight class markers are too big for that far of a zoom. Also, seems a bit much intel given. Having weight markers is just a slap for the scouts, who should be scouting and reporting what they find. Seems as if there could be some use for lights that actually scout to call out the mech type and what not instead of loading up to kill assaults.

Finally, it's a bit large. When aiming down with arm mounted weapons, the mini-map has always gotten in the way. Maybe having it fade when the arm circle is under it or giving a toggle button to hide it? Annoying to have arm weapons that can only aim up effectively and makes high ground worse for aiming then low ground.

All in all, I like the new map a lot.

2: Phoenix Hawk.
Seems ok. I like shooting them with my Marauders. They are quick little buggers and 2-3 of them can work a heavy over nicely. Other then that, something new for people to pilot and shoot. Good times.

3: Command Wheel.
A good first step. A few tweaks and it would be great!

The "Enemy Spotted" is nice, however, it only works on targeted mechs. I have been looking and shooting at an Atlas that was under ECM but could not announce it was spotted. Instead of graying it out as an option, allow us to call it out on the grid as an announce. "Enemy Spotted in G7" with the eye marker on the grid would help the command wheel really step up to the plate. Have the grid you are looking at the ground of be the "target" of the message when not on a red boxed mech.

The other nice change would be adding the option for a female voice announcement, based on pilot's choice. I know there are females that play, and would think that a male voice from their pilot breaks immersion. Maybe add an option to make your pilot male or female and that's the sound played for other players when using the wheel? MC idea: buy a voice pack that other players hear beyond the basic male and female versions. IE, I choose male, player 2 chooses female, player 3 chooses robot. When I call out, it's male, Player 2 sounds female, and player 3 is robot. New things to spend MC on and gives the sound department something to work on!

4: Frozen City
Good redesign. I get the feeling it allows all mech builds to shine. There's places to snipe, brawl, flank and ambush. Quite a few maps just feel like a snipers wet dream, and as a brawler I feel useless. Maybe an issue between keyboard and chair, but I like the new city feel.

5: Re-scale.
Many people seem upset about it, but I rather like it. Not because lights are bigger, but rather because you get an idea of a mech's threat level based on size. Some are a bit off due to thin legs or tall torsos, but overall it makes everything feel... right. No more guessing if that is a Commando or Enforcer. I like it.

6: Optimization.
Not noticing anything either. Maybe the lack of facing info on minimap is making some have better results?

All in all, a good patch, regardless of all the rage here and on reddit. I can only hope the hotfix will allow us to keep the non-rotating map.

#6 zachyattacky

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Posted 22 June 2016 - 07:42 AM

I really like the patch, and the new map, new mini map hotfix should be great, haven't had a chance to play it yet. Rescales are cool, new quirk balance seems to be nice, can't wait for the new heat system.

#7 thearticulategrunt

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Posted 22 June 2016 - 07:56 AM

Well just got what I would consider the biggest feedback of the new patch I could get so I am sharing it. I run a "lunchtime" op twice a week for guys in my unit, usually have anywhere from 7 to 15 players show up from all over the world. I closed the op 50 minutes in today as NO ONE showed up aside from me. So yeah, new mini map and resizing so lights, except for the locust, are the size of heavies equals...zero operational attendance. Maybe we should start testing things with the community, say some approved play testers rather than just in our own little bubble of yes men before fielding stuff if we want a successful game.

#8 VATER

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Posted 22 June 2016 - 08:00 AM

I have no feedback to give...

Veni, vidi and then I was speechless.

Have not touched the game since....and I will not until it is fixed.

#9 THumper9669

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Posted 22 June 2016 - 08:32 AM

I know you attempted to follow the mini map in other games like war thunder world or tanks and world of ships. Problem is you cant do the same as in those games the mini map is 3 times the size of what you have off to the side and doesnt interfere with the game play in there. You try that in MWO and it will interfere with the fighting after a bit. Currently the fact of the line and row letter and number is real handy if you dont mind having to stop and figure out where you need people to be during a fight. Keep the mini map simple and some thing that works like it was before the new crap was thrown in our faces.

Dont know what you fixed to get the new unwanted feature of being in Faction play using LFG and getting people from other factions joining your group. Was in LFG FP in a kurita tagged contract and had people from stiener join our group using the LFG feature. Is bad enough having to fight with a bouncing friends list trying to send out invites now this.

As to the pxh can I get my money back as I have locust that have more fire power and dont die as fast. Was a great TT mech but in here I may not get around to putting to much effort into the poor thing. Hell my urbie has more fire power..Love the fact I just hit a mech under 200 m with 7 med lasers and did next to no damage. The yellow outline flickered and stayed yellow outline. Have been saying fix the current content which is broken and stop adding more broken stuff to the game.

Edited by THumper9669, 22 June 2016 - 08:48 AM.


#10 Damnedtroll

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Posted 22 June 2016 - 08:39 AM

Frozen city quite fun !
-some big zones flatter like in a real city,
-some big open area ( can have more of these in future maps)
-you can follow an enemy not that far away but never engage in battle, just positioning and taking cover, trilling !





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