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Return Of God Tom?


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#61 DivBy0

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Posted 29 June 2016 - 03:34 AM

As mentioned befor:
Merc and Claner will not see the point and so it will be never fixt and Phase 3 will stay in this terrible shape.

OK, you think my unit "must" only "flood" the Scouting War to repaire the damage made by the IS pugs and then, hours later (maybe, of course the IS-Pugs lose faster that you can win), when back to 50/50 we could maybe play a invasion game...
Or, we "invent" 12 new players (or 24 or 36) who are willing to do hours of stupid scouting to make it possible for another 12 players to play the game...
No Sir, not for me and not for the mayority of the IS Loyalist. They have already make a decision.
And you think it is balancend but IS need for every Pug-Group a additional coordinate Group?

Next time, when the new great Clan-Mech came out and Everyone and his Mother change to Clan Jade Falcon to stomp IS-Pugs and then sitting hours in the dead by [Long Tom] attack line... use the time to think about the real meaning of balance.

But I have enough from this topic and in fact I have stoped playing faction war outside the official unit training. And even there we do much more lobby training as we used to...


View PostR31Nismoid, on 26 June 2016 - 07:58 PM, said:


So on one hand you say there is no sense in co-ordinating against it, yet that is the way to counter it.

Odd statement there.

I have no issue dropping as a 4-man IS against a PUG clanner group, its a very easy win because a bunch of SCrows are so easy to bring down.

I'll let you in on a secret... If you co-ordinate and split your 12-man up into 3 x 4-mans, you've then flooded the queue so the PUGs cannot lose intel. And then if you can't gather 50+ intel in 40mins you're doing something wrong as a pre-made against those soft as butter Stormcrows.

Edited by draiocht, 09 July 2016 - 10:10 AM.
edited out vulgarity


#62 DivBy0

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Posted 29 June 2016 - 03:39 AM

useless

View PostLily from animove, on 28 June 2016 - 12:46 PM, said:


or you can scout harder


Edited by von Haudegen, 29 June 2016 - 04:33 AM.


#63 Ace Selin

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Posted 29 June 2016 - 06:03 AM

View PostLily from animove, on 28 June 2016 - 12:46 PM, said:



or you can scout harder

Lawl. Tell that to the PUGS who all stopped playing FP due to the LongTom. Then tell that to the units who stopped playing because numbers went down and games took too long and keeping saying stupid things like this statement when there only 50 people playing FP total & PGI cans the mode completely due to lack of numbers.

Edited by Ace Selin, 29 June 2016 - 06:03 AM.


#64 nehebkau

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Posted 29 June 2016 - 06:11 AM

View PostAce Selin, on 29 June 2016 - 06:03 AM, said:

Lawl. Tell that to the PUGS who all stopped playing FP due to the LongTom. Then tell that to the units who stopped playing because numbers went down and games took too long and keeping saying stupid things like this statement when there only 50 people playing FP total & PGI cans the mode completely due to lack of numbers.



Like I said earlier, i liked scouting but I think it was a bad idea as it already made the wait for a *real* invasion/defense game longer by taking people out of the invasion queues. Once the wait got longer, more people just decided that Wait-Warrior-Online wasn't fun and left. The snowball effect.

Add to that the alienation of people because of the longtom and the alienation of so many newbie IS pilots who went into scouting in light mechs (It was called scouting after all, not medium brawling mode) and ran into streak-crows and you just end up with a wasteland.

#65 Tom Sawyer

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Posted 29 June 2016 - 06:20 AM

I know I am beating a dead horse but once more

Phase 3 did NOT need a separate game mode that pulled 8 players away from the core of CW.

What should have happened is a complete rebuild of what PGI calls FW now. A mode where you used ALL of the map(s). A mode where you had a central base, space port, something. Heavies and Assaults would move there as that would have objectives they where assigned. Take building X, destroy this or that. Hell even the current gate and gun system

But out on the fringes of the map opportunities for the scouts to go check out. Maybe one would give your side satellite scans. Maybe a control station that would give your side turret control. Or even long tom arty that the DROP COMMANDER could call down on a specifc spot. One shot only. Or if PGI could actually program AA a bonus devastator tank or mech to come help out.

Instead we have this train wreck of the same old blow/defend gate, find gun, blow gun/ defend gun.

I still play as I enjoy dropping with my team on TS. We rant at each other, we get called seal clubbers, avoiders , insert what ever.

But until and if and when PGI can actually create a true CW then my wallet says NO I do not want to buy your mech pack.

#66 AnTi90d

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Posted 29 June 2016 - 06:30 AM

View PostTom Sawyer, on 29 June 2016 - 06:20 AM, said:

But out on the fringes of the map opportunities for the scouts to go check out. Maybe one would give your side satellite scans. Maybe a control station that would give your side turret control. Or even long tom arty that the DROP COMMANDER could call down on a specifc spot. One shot only. Or if PGI could actually program AA a bonus devastator tank or mech to come help out.


Within the hundreds of player-created maps for Mechwarrior 4, we had several that had just that. I remember one with a sunken city that your team would send a light mech to capture a point and activate a swarm of hovertanks to attack the other team.. and one where you had to send a light to destroy something way away from the main base to disable its LRM turrets. Options like those in matches were awesome, because you didn't know if the enemy would choose to send its own scouts to defend that thing or if they'd gather with the main team and just try to take out your heaviest assets while your scouts were away.

#67 nehebkau

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Posted 29 June 2016 - 06:45 AM

View PostTom Sawyer, on 29 June 2016 - 06:20 AM, said:



But until and if and when PGI can actually create a true CW then my wallet says NO I do not want to buy your mech pack.


"Would you like to buy an MC pack and take advantage of the douple GXP conversion weekend?"

#68 Mystere

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Posted 29 June 2016 - 11:09 AM

View PostKahnWongFuChung, on 23 June 2016 - 06:39 AM, said:

Long Toms and Arties & Air Strikes should never have been put in MWO it ruins the game emersion overall.


Ahem! I going to have to vehemently disagree. I find artillery and air strikes are immersive ingredients in a game about modern mechanized warfare -- no matter if "modern" mean real life or BattleTech.

#69 MovinTarget

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Posted 30 June 2016 - 09:49 AM

View PostMystere, on 29 June 2016 - 11:09 AM, said:


Ahem! I going to have to vehemently disagree. I find artillery and air strikes are immersive ingredients in a game about modern mechanized warfare -- no matter if "modern" mean real life or BattleTech.



Heck I would trade the current version of Long Tom for an Art or Airstrike hitting every minute... It would do less damage but encourge players from sitting in one place too long. If you get hit by one Arti/air strike its usually no big deal unless you are already badly hurt. If you stay in one place and they shell bejeezus outta ya, thats on you.

It would also discourage the "return to sender manuever" as it would not be worth the risk.

#70 Lord Baconburger

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Posted 30 June 2016 - 11:25 AM

Just played a game on Symington - Sulfurous Rift. The enemy team got rekt by the long tom. It's ridiculous, not a good game at all for anyone involved.

I find it bizarre when people kick up a fuss over the minimap, it gets sorted in a few days. Yet when there's been a big kick off over the long tom, nothing gets done about it. No ones saying get rid of it, least I don't think so. But nerf the bloody thing like they nerf every other damn mech.

I did say I find it Bizarre, but just remembered, it is PGI.

#71 maniacos

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Posted 30 June 2016 - 12:26 PM

View PostLily from animove, on 28 June 2016 - 12:46 PM, said:



or you can scout harder


You can, but honestly what is this idiocity? I mean that thing is a nuke nothing what any Battletech version had before. We are playing in the Battletech universe still but MWO has become some joke Russ thinks its funny.

#72 nehebkau

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Posted 01 July 2016 - 09:09 AM

View Postmaniacos, on 30 June 2016 - 12:26 PM, said:

.... MWO has become some joke Russ thinks its funny.


So when is the "Hahaha GOT YA!" coming?

#73 Ssamout

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Posted 01 July 2016 - 09:13 AM

View Postnehebkau, on 01 July 2016 - 09:09 AM, said:


So when is the "Hahaha GOT YA!" coming?

The guy seems to be "revealing" something at that mech con event.

#74 DivBy0

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Posted 01 July 2016 - 09:26 AM

After [Long Tom] and the #Mapgate I fear any surprise made by PGI :-(


View PostSsamout, on 01 July 2016 - 09:13 AM, said:

The guy seems to be "revealing" something at that mech con event.

Edited by draiocht, 09 July 2016 - 10:09 AM.
edited out vulgarity


#75 Bongfu

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Posted 01 July 2016 - 10:06 AM

View PostBud Crue, on 23 June 2016 - 07:10 AM, said:

I know I am not supposed to care about lore (I know this game certainly doesn't). I know this isn't table top, and I know we have double armor values, and all that. But my recollection from TT and even from MW3 (I think it was MW3) the long tome did 20 points of damage on a direct hit and then 10 points of damage to anyone adjacent to the main strike. Am I remembering this wrong?



You are not remembering wrong. Longtoms are scary in the TT, which is why our group limited their use to one tube per X number of points.

As it stands in MWO though, they are pretty much tactical nukes, which shouldn't be a thing until the Jihad comes.

I will say this, I am in favour of either given a determinate to enemy Airstrikes and Artillery consumables, or changing the artillery NPC to the same as the consumable one. That way it is still something to be conscious of, but it won't wipe your team every time.

#76 surgetank

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Posted 01 July 2016 - 12:24 PM

Played one game last night of C.W , We did'nt even get passed the gates when we had a tom strike and it destroyed 5 of our mechs before a shot was fired , 2 mins later we lost 2 more mechs due to tom strikes , whats the point of playing , got to be honest it was painful to carry on and i will not be playing C.W anymore as its just not playable as it stands. PGI You have killed the game you guys need to sit down and have a rethink on were its all gone wrong as it stands its not working and people are not wanting to play or queue to play. for the record i have been playing MWO since you guys started with beta and 8 players so have seen a lot of changes but these changes are not the right way to go

#77 MovinTarget

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Posted 04 July 2016 - 07:12 PM

Looks like they are going to "review it"

I don't know how to link a specific tweet so here is Russ' acct...


@/russ_bullock

Edited by MovinTarget, 04 July 2016 - 07:12 PM.


#78 Artanizzz

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Posted 04 July 2016 - 09:14 PM

Well, yeah, Long Tom is b@tch, but you just need to make it work for you.

We took 3 sectors back from CJF in less than 1 hour (fighting pugs mainly, to be fair), then switched to Bears just to see if their Long tom was broken too..
So it's not the Long Tom which is OP, but (surprise-surprise!) teamwork and tactics...
Spoiler

Edited by Artanizzz, 04 July 2016 - 09:18 PM.


#79 DaFrog

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Posted 04 July 2016 - 09:48 PM

View PostMystere, on 29 June 2016 - 11:09 AM, said:


Ahem! I going to have to vehemently disagree. I find artillery and air strikes are immersive ingredients in a game about modern mechanized warfare -- no matter if "modern" mean real life or BattleTech.

Really ? Where are my infantry and tanks then ? So I take it you're equally happy with the fact that water resistance has ZERO effect on a mech's running speed then ?

#80 Mystere

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Posted 04 July 2016 - 10:03 PM

View PostDaFrog, on 04 July 2016 - 09:48 PM, said:

Really ? Where are my infantry and tanks then ? So I take it you're equally happy with the fact that water resistance has ZERO effect on a mech's running speed then ?


Le sigh! You entirely missed my point by a galaxy.

Adding immersive elements to the game is a good thing. The lack of immersion in the game is on PGI. How is that MY FAULT?







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