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Pgi Mucking Stuff Up!


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#1 Kusunoki Masashige

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Posted 18 August 2016 - 06:18 PM

Really Keep nerfing stuff keep running your player base off. Your on track to have a real crappy game that no one will want to play soon enough. Except all the clan kids you let rule your decision.

New energy draw system. Real stupid idea, start listening to all your players and no sucking the clan teet.

Add classic mode now. Re adjust the clan BS you call fair.

Oh yah and PGI never seems to care what feedback is written. This will fall on deaf ears..

#2 Vxheous

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Posted 18 August 2016 - 06:32 PM

How does this benefit clan more than IS? I actually feel that IS has more benefit of the 1 energy : 1 damage ratio right now. Clan weapons have always been slightly more damage and range at the expense of heat and duration, except damage is now being soft capped at 30 before penalties. This means while IS is still doing 30 damage at almost 1/2 the duration for 30 energy draw, Clans will be also doing 30 damage at double the IS duration for the same 30 energy draw.

#3 Davers

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Posted 18 August 2016 - 06:37 PM

Well, Clan energy boats probably won't like it, but the AC boats might. 4 UAC10 for 17 heat rather than the 33.6 that we have now for example.

#4 Felbombling

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Posted 18 August 2016 - 07:01 PM

View PostKusunoki Masashige, on 18 August 2016 - 06:18 PM, said:

Blah blah blah blah blah!!1!!2!!

This will fall on deaf ears..


No sh!t.

#5 Andi Nagasia

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Posted 18 August 2016 - 07:26 PM

View PostDavers, on 18 August 2016 - 06:37 PM, said:

Well, Clan energy boats probably won't like it, but the AC boats might. 4 UAC10 for 17 heat rather than the 33.6 that we have now for example.

well 4UAC10s 40Damage so thats 12heat(4UAC10s) with +5 ya thats 17 heat, with a 2second Draw cooldown,
but as double tapping UACs causes energy draw as well, so this may solve this problem,
so if you double tap quickly, 24heat(4UAC10x2) with +25 dam 49heat(3ERPPCs heat)

#6 Kusunoki Masashige

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Posted 19 August 2016 - 04:18 AM

Energy Draw Bullshaat is a joke. Mechwarrior and Battletech are based on Heat Scale. PGI keeps trying to make this game into something its not.
No matter what PGI i puts in it will always be heavily skewed to clans. Keep the damn heat scale, revisit the quirk system. Forget about trying to make this a professional comp game.

#7 Wuxian

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Posted 19 August 2016 - 04:38 AM

Hah, pure comedy!

#8 UnKnownPlayer

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Posted 19 August 2016 - 05:59 AM

The original idea of the table top was that mechs didnt alpha strike. In MWO it is more effective to alpha and then torso twist. The idea of this is to reduce the ability to fire all your weapons at once which is more in keeping with the origins of the game and is also designed to stop the super alphas of the clan mechs. It DOES increase TTK I have found but will still need some tweeking e.g. dual gauss PPC builds etc.

#9 Waldwolf634

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Posted 19 August 2016 - 06:07 AM

Heat Scale only work on TT. On TT a mech with enough heat sinks to cap all his heat always try to fire all waepons in range, if the dice are like you will have succes. Fire 12 laser maybe the half or no one hit. When you in MWO in the reticle all twelve laser will hit. The heat system with the power surge will be more better than the old gohst heat system.
I prefer Clan Mechs (Timberwolf 1-4 Posted Image ) but IS mechs can also optimized on TT for heat cap its only a little harder (Try the Huginn in TT). PLUS there is a point/value System.
AND TANKS & other Vehicle in TT are must be constructet to cap all their heat, they always capable for firering all there waepons Posted Image .

#10 Commander A9

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Posted 19 August 2016 - 06:09 AM

View PostUnKnownPlayer, on 19 August 2016 - 05:59 AM, said:

The original idea of the table top was that mechs didnt alpha strike. In MWO it is more effective to alpha and then torso twist. The idea of this is to reduce the ability to fire all your weapons at once which is more in keeping with the origins of the game and is also designed to stop the super alphas of the clan mechs. It DOES increase TTK I have found but will still need some tweeking e.g. dual gauss PPC builds etc.


But that all depends on how you load your mechs out. In tabletop, I have all my mechs designed to fire alphas that score more than 20 points of damage to force a piloting check without ever accumulating any excess heat. A Thunderbolt 9S, max armor, UAC5, ER Large Laser, 2 ER Medium Lasers, AMS, endo steel, targeting computer, and plenty of heat sinks. My heat scale is zero each and every turn.

It all depends on how you design your mechs. To say that alpha strikes aren't part of the game is wrong.

This power draw system is completely out of sync with Mechwarrior as a whole. This is going to screw things up as bad as the Long Tom.

But don't worry! The major CW teams will find a way to beat it and render it impotent on launch day!

Edited by Commander A9, 19 August 2016 - 06:09 AM.


#11 C E Dwyer

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Posted 19 August 2016 - 06:11 AM

Raging on the test server boards is rather comical and making you look very silly.

All mechs I have tested can alpha once still 6 erppc direstar, the old stalker build which was one of the reasons ghost heat was created.

This system is very solid and for the most part won't effect play, only the extremes of alpha builds, which is what this game was never meant to be.

I'm getting very annoyed at the wild exaggerations and at times deliberately false claims people are making to try and sabotage something that with a few small tweaks will make this game a better thing.

Very rare thing, me being able to heap praise on P.G.I, and I don't like it much when people try to take it away.

#12 Tarl Cabot

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Posted 19 August 2016 - 06:11 AM

View PostKusunoki Masashige, on 19 August 2016 - 04:18 AM, said:

Energy Draw Bullshaat is a joke. Mechwarrior and Battletech are based on Heat Scale. PGI keeps trying to make this game into something its not.

No matter what PGI i puts in it will always be heavily skewed to clans. Keep the damn heat scale, revisit the quirk system. Forget about trying to make this a professional comp game.


There is no fleshed out heat scale with at least with some of the thresholds set by the boardgames. Ammo explosions could be rolled for when overheating (or set if override it hit), 2-3 heat thresholds starting at 40% scale or so that reduces a mech's speed/agility to 15%-40%, the same manner that the lost of one ST of a cXL affects a Clan mech, and longer cooldown timers on hard hitting and long range weapons. The Gauss Rifle is the extreme, and other weapons should follow suit.

The current Ghost Heat was based more so off the both damage (limitation) and heat of a weapon if X amount of of a specific weapon type was used. You could say that the PTS version is going down a similar path but instead of just tying it to one weapon type/set, it is tying it to overall damage being fired at a time and making it more visible.

That it has a more visible build up is a step in the right direction.

Edit ---
There were two basic table top versions, the original BT (10sec turns) which was just a basic overview of what happened in that time frame with a player controlling a lance vs lance. The the Solaris version (2.5sec turns) for 1 on 1, or 1 player controlling only one mech and where heat really mattered and did not go away in a turn while also providing different weapon delays (cooldowns) from 2.5 secs to 5.0 secs to 10 sec cooldowns where there were 3 rounds that that specific weapon could not be fired, as will as actual weapon grouping, TICS aka Target Interlock Circuits.

Battleforce, iirc, was for company/regiment encounters with 60 sec.

Edited by Tarl Cabot, 19 August 2016 - 06:20 AM.






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