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2016 And The Four Pillars


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#61 Quicksilver Aberration

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Posted 22 June 2016 - 05:25 PM

View PostMischiefSC, on 22 June 2016 - 04:59 PM, said:

So you'd take a Commando over a Jenner 2C for that?

No, but you might take a Raven again over a Jenner IIC, at least one of them that is. Two scouts tends to be overkill.

Edited by Quicksilver Kalasa, 22 June 2016 - 05:28 PM.


#62 Dingo Battler

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Posted 22 June 2016 - 05:57 PM

I want PvE more than info warfare, CW or the other pillars. I think most of us would agree.

Role warfare as I see it is completed. Light, mediums, heavy, assaults, snipers, scouters, harassers, pushers, pokers, close range, medium range, long range. There are plenty of roles.

Couldn't care less about CW. It has been 3 years, and it still has many problems. CW can be replaced entirely by tournaments, which is better, more interesting, fairer, bigger rewards, easier to balance, and is e-sports, which is the direction Russ wants to take.

Info warfare might be interesting marginally, but at the end of the day, the team with the superior pilots will still win overwhelmingly. Its good to have but not critical. Put it this way, if you could install a 1-ton piece of equipment to show you which way a dorito is facing, would you? The only 2 important bits are the paper doll, and the minimap, which if, either of were removed, will cause riots, as seen yesterday.

PvE is the next big step to bring players in. At this point, I think they've reached max saturation and reach to PvP players. All these additional features would just serve to stem the tide of players leaving. If they want to increase players, they must go down the PvE route.

#63 White Bear 84

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Posted 22 June 2016 - 05:59 PM

TLDR - Sh*t is getting real Posted Image

Great post AW.

#64 CHH Badkarma

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Posted 22 June 2016 - 06:00 PM

4 pillars...
over 4 years late
Cash grabs and death throws continue.

nothing to see here. move along

#65 Dingo Battler

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Posted 22 June 2016 - 06:01 PM

View PostCHH Badkarma, on 22 June 2016 - 06:00 PM, said:

4 pillars...
over 4 years late
Cash grabs and death throws continue.

nothing to see here. move along


want to buy a mechpack?

#66 MischiefSC

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Posted 22 June 2016 - 06:05 PM

View PostQuicksilver Kalasa, on 22 June 2016 - 05:25 PM, said:

No, but you might take a Raven again over a Jenner IIC, at least one of them that is. Two scouts tends to be overkill.


So if 2 mechs have to be lights but you only need 1 scout...

I'm willing to take a shot at it but target info power creep sufficient to offset having 1 less dedicated fighter for a scout or 2 is a hard one for me to picture.

#67 Alistair Winter

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Posted 23 June 2016 - 01:08 AM

View PostKBurn85, on 22 June 2016 - 05:57 PM, said:

Role warfare as I see it is completed. Light, mediums, heavy, assaults, snipers, scouters, harassers, pushers, pokers, close range, medium range, long range. There are plenty of roles.

I absolutely disagree with this. If that is role warfare, then practically every FPS in creation has role warfare. Quake 1 had role warfare, on account of people with rocket launchers having different roles than people with nailguns. This is the lowest you could possibly set the bar for role warfare, in my opinion.

View PostKBurn85, on 22 June 2016 - 05:57 PM, said:

Couldn't care less about CW. It has been 3 years, and it still has many problems. CW can be replaced entirely by tournaments, which is better, more interesting, fairer, bigger rewards, easier to balance, and is e-sports, which is the direction Russ wants to take.

I would agree with all this.

View PostKBurn85, on 22 June 2016 - 05:57 PM, said:

Info warfare might be interesting marginally, but at the end of the day, the team with the superior pilots will still win overwhelmingly. Its good to have but not critical. Put it this way, if you could install a 1-ton piece of equipment to show you which way a dorito is facing, would you? The only 2 important bits are the paper doll, and the minimap, which if, either of were removed, will cause riots, as seen yesterday.

I think it's a matter of balancing. Right now, you can spot a light mech at 800 meters almost immediately after it becomes visible. It's like 1,5 seconds or something, I don't remember. If Infotech quirks are implemented properly, light mechs could take twice as long to detect, and certain heavy and assault mechs may have sensors that always need twice as long to detect any mechs. So from 1,5 seconds, you now need 6 seconds to detect a light mech at 800 meter range. This is going to be a game changer, because it really creates a sliding scale in terms of stealth from a Dire Wolf to a Locust with ECM, instead of what we have now, which is a binary state where you either have ECM or you don't.

I really look forward to when Shadowcats will actually be stealthy just by virtue of their chassis' infotech quirks, rather than relying on ECM, for example.

View PostKBurn85, on 22 June 2016 - 05:57 PM, said:

PvE is the next big step to bring players in. At this point, I think they've reached max saturation and reach to PvP players. All these additional features would just serve to stem the tide of players leaving. If they want to increase players, they must go down the PvE route.

I absolutely agree, and I think they're starting to realize this, but it's not happening as fast as I would have liked. Perhaps because they realize that PVE will actually steal players from PVP. Why buy mech packs if you're enjoying PVE against AI? The incentive is much smaller than in PVP.

#68 Weeny Machine

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Posted 23 June 2016 - 05:12 AM

View PostRebas Kradd, on 22 June 2016 - 08:01 AM, said:


What's yours? What information do YOU think is 1) actually valuable on the battlefield and 2) can be made unobtainable by any other means?


Here just to shut up Mr. Passive Aggressiveness

http://mwomercs.com/...r-it-right-now/

#69 Quicksilver Aberration

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Posted 23 June 2016 - 06:18 AM

View PostMischiefSC, on 22 June 2016 - 06:05 PM, said:

So if 2 mechs have to be lights but you only need 1 scout...

I'm willing to take a shot at it but target info power creep sufficient to offset having 1 less dedicated fighter for a scout or 2 is a hard one for me to picture.

At least within SJR, we already do that, granted we don't have power creeped info or a mech that sacrifices as much firepower, but taking a mech more oriented to scouting is a thing even now.

#70 Deathlike

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Posted 23 June 2016 - 06:35 AM

View PostQuicksilver Kalasa, on 23 June 2016 - 06:18 AM, said:

At least within SJR, we already do that, granted we don't have power creeped info or a mech that sacrifices as much firepower, but taking a mech more oriented to scouting is a thing even now.


Scouting is huge in comp play. The difference between comp play and the pub queue is that the players in the pub queue tend to be rather static and don't adjust to the changing environment. Even in the old Beta Tourney, mechs and players adjusted and this type of info brought through by scouting tends to change the battlefield pretty significantly. Very rarely where you see this happen in the public queue, and inevitably the opfor is never prepared to react to it properly.

It's the little things where the pub queue minimizes the effect of scouting (sometimes running away from the Doritos straight up for no intelligible reason) and where comp play makes it #1 important for decision making.

Of course... some people don't see the nuances, so it's all Lostech in the end.

#71 Trauglodyte

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Posted 23 June 2016 - 06:04 PM

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