Long Tom And The Roundtable
#61
Posted 05 August 2016 - 04:15 AM
#62
Posted 05 August 2016 - 04:51 AM
Deadeye254, on 03 August 2016 - 03:57 AM, said:
Deadeye254, on 04 August 2016 - 03:59 AM, said:
Deadeye254, on 04 August 2016 - 02:39 PM, said:
Deadeye254, on 05 August 2016 - 04:15 AM, said:
Deadeye,
The discussion is about the long tom, the problems it represents as a game play mechanism and the detrimental effect it is having on the FP game play as well as the effect it is having in driving both pugs and units away from the mode as well.
Your statement above that you "welcome the long tom" suggests that you believe the long tom provides a benefit to the game in some manner, yet you have provided no support for this position other than to say you "like a challenge".
While your assertions that those with whom you disagree are "crybabies" may somehow be relevant, nevertheless you have yet to describe why you think the long tom is a benefit to the game. Most of your posts appear to have nothing to do with that issue and instead include repeated braggadocio regarding your own abilities at scoring. I believe all of us reading this thread fail to see what your personal skill level has to do with the long tom and its affects on the game.
Yet, despite your failure to actually discuss the presumed merits of the long tom, you conclude that those criticizing you "will not listen to reason". Well, as far as I can tell from your posts above, you have yet to actually state a reason why you believe the long tom is indeed a "welcome" addition to the game.
Please provide your rationale and then perhaps we might understand your point of view.
Edit: I'm terribad player and would sincerely like to understand how a Vet player such as yourself sees how the long tom could benefit someone like me. So any help you can provide in understanding this would of course be useful.
Edited by Bud Crue, 05 August 2016 - 04:53 AM.
#63
Posted 05 August 2016 - 06:37 AM
xengk, on 04 August 2016 - 11:15 PM, said:
Reinforcement
Supply chain is established and fresh mechs can be fly in to bolster the frontline.
At 90% scouting, all player on the controlling side get 1 destroyed mech repair every X minute.
Example; every 10 minutes, the first destroyed mech, counting from the right, in the drop deck is made available again.
Oh Hell No!
It is completely against the BT universe, any actual reality in physics, and terrible game design.
#64
Posted 05 August 2016 - 10:36 AM
Deadeye254, on 05 August 2016 - 04:07 AM, said:
Never called you a bad player. I was simply stating that having a 2k score doesn't impress me because there are several ways to get that score. If you lead from the front then that is fantastic but please understand it was not my intention to insult you, just pointing out that your score is achievable several ways and also that it really has nothing to do with the long tom.
If the Ghost Bear pugs are truly this bad, maybe we should spend some time allowing them into our drops and showing them the ropes. I appreciate you being able to admit that your true reason for long tom is based out of concern for yourself as I understand what it's like to drop a planet to 46% and then have it all taken away by people coming in and playing poorly, losing the tile. It is frustrating to the extreme. With that said though, I have spent the last 3 nights in ghost bear getting multiple (8-10) ghost drops a night while trying to help you guys out. Long Tom wasn't present at the time but I truly believe it was one of the things that have driven people away from fighting you guys. If you want matches and if you want a chance you help your pugs improve, you will need to stop getting long tom, they will have to remove it or else no one will come and fight you. Not sure what else to say about it. Hopefully we get to play in some drops together sometime and we can trade strategies.
#65
Posted 05 August 2016 - 11:33 AM
Pat Kell, on 05 August 2016 - 10:36 AM, said:
Never called you a bad player. I was simply stating that having a 2k score doesn't impress me because there are several ways to get that score. If you lead from the front then that is fantastic but please understand it was not my intention to insult you, just pointing out that your score is achievable several ways and also that it really has nothing to do with the long tom.
If the Ghost Bear pugs are truly this bad, maybe we should spend some time allowing them into our drops and showing them the ropes. I appreciate you being able to admit that your true reason for long tom is based out of concern for yourself as I understand what it's like to drop a planet to 46% and then have it all taken away by people coming in and playing poorly, losing the tile. It is frustrating to the extreme. With that said though, I have spent the last 3 nights in ghost bear getting multiple (8-10) ghost drops a night while trying to help you guys out. Long Tom wasn't present at the time but I truly believe it was one of the things that have driven people away from fighting you guys. If you want matches and if you want a chance you help your pugs improve, you will need to stop getting long tom, they will have to remove it or else no one will come and fight you. Not sure what else to say about it. Hopefully we get to play in some drops together sometime and we can trade strategies.
Primarily out pigs in CGB are bad for two reasons. 1.) Standard new guys and fresh in the game guys (which is fine all they need is some help and guidance), and the one I actually find most aggravating 2.) Our experienced pugs don't play FP normally because 80% of the clan refuses to attack wolf.
He'll the people in group 2 were whining we weren't attacking wolf when they had no planets to take, which would have done precisely nothing to help us advance or perform. If you want examples of it check the CGB archives for the last couple of months.
#66
Posted 05 August 2016 - 05:35 PM
#67
Posted 05 August 2016 - 09:07 PM
#68
Posted 05 August 2016 - 11:30 PM
Deadeye254, on 05 August 2016 - 09:07 PM, said:
It might be too late to so any kind of nerf that would be accepted by more than a few. I agree that getting to 90% should be powerful and worth spending the time needed to get it but I don't think it should be something that decides the victors of 95%+ of the matches it is involved in.
#69
Posted 06 August 2016 - 12:51 AM
Deadeye254, on 05 August 2016 - 09:07 PM, said:
I'll repeat myself here, but the main problem with the Long Tom is that you can't avoid it with anything except the fastest light mechs, and even then you'll have slower teammates getting killed so it makes no difference.
If you had enough time to get away and/or could use cover to avoid the blast then it would be ok to have Long Tom stay very powerful, because it would be up to the players to avoid it and you could rightly blame yourself if you get killed by it.
So that is the way to fix Long Tom without nerfing it, make it interactive so that you can counter, avoid and play around it properly. Simply make sure that players never feel that: "there was nothing I could do"
Edited by Sjorpha, 06 August 2016 - 12:52 AM.
#70
Posted 06 August 2016 - 06:01 PM
Pat Kell, on 05 August 2016 - 11:30 PM, said:
Why.
I mean it.
Is scouting just terrible, unfun and nobody would want to play it if it didn't give a big reward in Invasion?
Because no matter what it does if it's decisive or even really significant it'll do the same thing. Empty invasion queue. Given that 4v4 will never be as balanced as 48v48 scouting should fill the same role in FW that Conquest/Domination/Assault fill in QuickPlay. It's another gamemode to play. You don't make people win 90% of Domination matches get a critical advantage when they play Skirmish, right?
If scouting provides a decisive or even really strong advantage then the results will be exactly what they are now.
#71
Posted 06 August 2016 - 08:53 PM
MischiefSC, on 06 August 2016 - 06:01 PM, said:
Why.
I mean it.
Is scouting just terrible, unfun and nobody would want to play it if it didn't give a big reward in Invasion?
Because no matter what it does if it's decisive or even really significant it'll do the same thing. Empty invasion queue. Given that 4v4 will never be as balanced as 48v48 scouting should fill the same role in FW that Conquest/Domination/Assault fill in QuickPlay. It's another gamemode to play. You don't make people win 90% of Domination matches get a critical advantage when they play Skirmish, right?
If scouting provides a decisive or even really strong advantage then the results will be exactly what they are now.
The whole point of a scouting mode was to provide a means to have an outside effect on Invasion mode. I understand and agree with your arguments on balancing but I am also aware of the fact that PGI is not going to get rid of it's impact on invasion. So my next step is to try to limit it to something that can be overcome somewhat successfully. Long Tom requires a lot of coordination to overcome, something that most teams won't be able to do plus it is just not fun to watch the computer kill all the enemies for you. I guess I have accepted that scouting is here to stay and the only way I can get rid of long tom is convince PGI that it can be replaced with something powerful but not game deciding...if that makes sense.
#72
Posted 07 August 2016 - 01:04 AM
also they are not getting any more of my money till there is a concentrated effort to level playing field. i have both types of mechs and it is easy to see the clan advantages. if you say there is not you are either lying or delusional.
this is and can be a great game but they are killing it with their emotions over logic.
#73
Posted 07 August 2016 - 02:12 PM
Pat Kell, on 06 August 2016 - 08:53 PM, said:
PGI's belief that players need a compelling "reason" to play Scout is misguided. I play it because it's a blast, it's FUN. I have somewhere around 1100 Scout missions. Not everyone agrees it's fun, but then I (and 90% of players) can't stand Invasion/CA for its imbalance, double death, chokepoint carnage, spawn camping, repetitious "mode" silliness. Even so, I play it now and then and during events (about 400 matches).
I understand (and agree) that Scout should have some impact on Invasion (FW is ~supposed~ to have integration), but...
The effect that 90% Scout advantage has on the battlefield - and everyone but Russ agrees - is:
1) way too potent (Game impact way out of scale)
2) too random (It can fall any where - but seems to target players whose name starts with 'B')
3) too impersonal (It is RNG NPC Sky God death)
Some of the intel solutions to intel victory are good ones and some can be combined for greater affect if Russ still believes it should be BIG. But I think a variation of the global UAV idea is potent enough.
Simply extend the satellite sweep. For each percentage of Scout advantage over 70% add one second to the sweep up to a maximum of 35 seconds. This is graded proportionally to 100% but falls short of the permanent UAV idea. I think most would agree that this is a huge advantage. As it is the five second sweep tells you what, how many and where the enemy is. Pretty useful.
As it extends, LRMs (presently an uncommon sight) would become more useful to the advantaged team. Even without LRMs 35 seconds of 'eyes on' is huge. LRM damage is better, IMO, because:
1) it's player v. player
2) it's (usually) slight
3) it can be mitigated (stop, take cover)
At 15+ seconds would LRMaggeddon be a problem? Maybe. But I'd rather hunker down through the storm than get killed by Sky God Tom. The cost to the disadvantaged team of LRM storm is either damage (ignore it) or disruption (take cover). Seems reasonable.
Edited by BearFlag, 07 August 2016 - 02:38 PM.
#75
Posted 07 August 2016 - 03:29 PM
cazidin, on 02 August 2016 - 12:51 PM, said:
Edited by Ingenieur, 07 August 2016 - 03:29 PM.
#76
Posted 07 August 2016 - 11:19 PM
Pat Kell, on 06 August 2016 - 08:53 PM, said:
My concern is that if whatever replaces it is just as relevant we'll be right back here just with a 'well, we tried, you guys just hate everything' factor to attempting to resolve it further.
Scouting should have an impact, it just can't have a significant one or we're going to be right back here. Nobody will want to play against 'IT', whatever 'IT' is if it's comparable to LT. Even if it does no damage but largely ensures a win for whoever has it.
I do not have any reason I can identify why I should trust that the changes PGI implements will work out well when left to their own devices. There's no historical basis involved here for me to say 'well, we've told PGI we don't like LT so whatever they put in will work out fine'.
#77
Posted 08 August 2016 - 10:59 AM
MischiefSC, on 07 August 2016 - 11:19 PM, said:
My concern is that if whatever replaces it is just as relevant we'll be right back here just with a 'well, we tried, you guys just hate everything' factor to attempting to resolve it further.
Scouting should have an impact, it just can't have a significant one or we're going to be right back here. Nobody will want to play against 'IT', whatever 'IT' is if it's comparable to LT. Even if it does no damage but largely ensures a win for whoever has it.
I do not have any reason I can identify why I should trust that the changes PGI implements will work out well when left to their own devices. There's no historical basis involved here for me to say 'well, we've told PGI we don't like LT so whatever they put in will work out fine'.
I am afraid of just this thing as well and I think you may be right about it's possibilities as when during the town hall Russ said that scouting must have a 90% bonus that is powerful. I know there are several balancing things that can help as long as they start out minor and don't do the whole major swing to one side or the other that they have been prone to do in the past. I also agree that if it's so powerful that it decides 95+% of the matches it's in, it will be too powerful but I think there is a way for it to be powerful and still not decide most of the games it's in, whatever "it" is. I hope that's the case but yea, I understand your hesitancy to believe it's possible.
#78
Posted 08 August 2016 - 01:11 PM
Completely outside my element here for game mechanics, but would something like the Mavor from Supreme Commander work? Like a semi-constant, delayed impact artillery/rocket bombardment that can be directed from... someone? Good for pushing area denial and/or confusion amongst the ranks?
#79
Posted 08 August 2016 - 04:53 PM
Just my two C-Bills worth.
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