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Power Draw Give It A Chance, And Please Remember That Its Far From Being Done.


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#61 Mechwarrior Buddah

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Posted 04 September 2016 - 05:57 AM

View PostZolaz, on 04 September 2016 - 04:54 AM, said:

Who doesnt like Energy Draw? Mechwarrior Online was too much like Battletech and the Mechwarrior franchise anyways. PGI's Big Stompy Robit game needs some distinction to make it the best game ever.





This video was awesome

#62 Alienized

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Posted 04 September 2016 - 06:03 AM

as long as i cant see a advantage of using mixed/hybrid loadouts compared to stuped boating i wont give ED a chance.

cant be serious that mechs like a victor or highlander getting punished the most with power draw while they already are punished enough. same goes for most close combat srm/ballistic meds/heavies that doesnt have many hardpoints but a few big weapons like ac20's or srm6's.

i cant see a positive change for those mechs under ED.

#63 Mechwarrior Buddah

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Posted 04 September 2016 - 06:07 AM



Just instead of Brittney, replace "power draw" lol

#64 Pariah Devalis

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Posted 04 September 2016 - 06:07 AM

If half the people who are whining about power draw actually bothered to test it, finding a match on the PTS would be trivial. It isn't. There's a relatively narrow band of time where about 16 people are playing the PTS per night.

Experience gives us a good basis to come up with a hypothesis about how a new mechanic will play out, but unless you actually test it you will never know for sure. Unless you test the thing, personally and extensively, you have no right to complain. You have no basis for argument. By and large, I've been enjoying ED since it seems to be doing what it is intended to in curbing upfront high damage alphas and forcing a short delay between shots. The specific numbers might still need some tweaking, but the core concept, to artificially limit the maximum damage output per trigger pull in order to increase TTK? It does that - to greater or lesser degrees of success.

It also seems far more transparent and less gameable than ghost heat. GH promoted maximizing the damage output of a mech by mixing limits of the ghost heat linking with other weapons specifically to bypass the damage threshold intended by the system. This system? Expect some serious heat if you try and abuse it. It is achieving the same end goal through more direct means, and provides a visual element to better understand what is going on.

Of course, as I said, specific numbers definitely need some adjustment. The way UAC jams are all just 8 seconds plus reload time across the board being one such example (did the UAC2 really need an 8.5 second lockout?). On the other hand, some of their logic actually makes more sense when used than it does on paper. For example, having the high risk of a long lockout on a UAC10 or 20 means you want to diversify your loadout a little, since being locked out of your big guns for a long time would leave you totally helpless unless you did put in enough secondary firepower to compensate. Or, alternatively, use those secondary weapons instead of double-tapping and risking a long lockout.

#65 Chados

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Posted 04 September 2016 - 06:31 AM

I tend to agree. I've never been able to get a match but I've done a lot of testing in the testing grounds. Compared to the present system it seems more intuitive to me. It definitely needs tuning-the large laser nerf and uAC jame duration both are bad ideas that need to go.

#66 Ted Wayz

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Posted 04 September 2016 - 06:38 AM

If something is far from being done should it be released?

Wait, not ready for release, not overly favored by players, PGI involved....100% likely to see release soon.

#67 Pariah Devalis

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Posted 04 September 2016 - 06:41 AM

View PostTed Wayz, on 04 September 2016 - 06:38 AM, said:

If something is far from being done should it be released?

Wait, not ready for release, not overly favored by players, PGI involved....100% likely to see release soon.


Ey, at least they have been revising things actively. I'm more than willing to put up with an unfinished product on the TESTING SERVER if PGI keeps tweaking it there based on data and feedback. Something they have actually been doing this time around. I've been wanting to see the PTS used this way for ages now, with quick iterative balancing being done before being finalized and shunted to live.

Now if we actually had a larger pool of people actually testing it to make sure it IS acceptable before live release, that would be greeaaat.

Posted Image

Edited by Pariah Devalis, 04 September 2016 - 06:42 AM.


#68 kapusta11

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Posted 04 September 2016 - 06:52 AM

No

#69 Mechwarrior Buddah

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Posted 04 September 2016 - 06:58 AM

View PostPariah Devalis, on 04 September 2016 - 06:07 AM, said:

If half the people who are whining about power draw actually bothered to test it, finding a match on the PTS would be trivial. It isn't. There's a relatively narrow band of time where about 16 people are playing the PTS per night.


know why? Because over the past 4 years pgi uses the test server as a preview server and ignores any and all input from their testers

#70 Pariah Devalis

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Posted 04 September 2016 - 07:04 AM

View PostMechwarrior Buddah, on 04 September 2016 - 06:58 AM, said:


know why? Because over the past 4 years pgi uses the test server as a preview server and ignores any and all input from their testers


And yet this time they are actually listening.... Or at least taking some feedback into consideration. While that does not excuse past sins, ignoring what is finally happening in the here and now to spite them for past mistakes is just childish.

Though why they INSIST on running events on live when they need to encourage people to actually test their **** still astounds me.

Edited by Pariah Devalis, 04 September 2016 - 07:05 AM.


#71 Alienized

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Posted 04 September 2016 - 07:09 AM

well, theres a event.
the second while PTS is on.
OFC no one is there because.. event?

#72 L3mming2

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Posted 04 September 2016 - 07:35 AM

View PostProsperity Park, on 22 August 2016 - 02:45 PM, said:

I would like someone to tell me how a "BattleTech Heat Scale" would punish someone for dispensing quad Gauss at once for a MASSIVE 4 heat.


and stop flamers from being a stun lock auto win weapon with all those movment penaltys and stuff...

#73 BLOOD WOLF

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Posted 04 September 2016 - 07:52 AM

View PostAlienized, on 04 September 2016 - 06:03 AM, said:

as long as i cant see a advantage of using mixed/hybrid loadouts compared to stuped boating i wont give ED a chance.


okayPosted Image

Edited by BLOOD WOLF, 04 September 2016 - 07:53 AM.


#74 Andi Nagasia

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Posted 04 September 2016 - 08:56 AM

think its kinda funny,

PGI puts things on the PTS and is activly listening to Player Feed Back and Changing things Every Week,
and Players are complaining that PGI never listens and is driving MWO into the Ground?

look around, PGI is listening,
-=-

(Player A) but PGI took away Gauss Charge and made CERPPCs 15Damage!!! 2Gauss+2CERPPC OP OP OP!!!

(Me) have you tested it yet to see what happens if you fire all 4 at the same time?

(Player A) well no but on live you can fire all 4 & nothing happens this is just like that but at +10Damage OP OP OP!!!

(Me) firing 2Gauss+2CERPPC will lead to Instant Shutdown with ED, also thats 7sec before they can do anything,

(Player A) well how am i supposed to know how the system works!!!

(Me) get on and test it? or read up on how it works from those who have?

(Player A) ya no i have better things to do than to Spend my time on something that may not even make it to live,

(Me) Sigh, then dont Complain until you read up on how it works or play it,

-=-
this is the problem with the Community,
but as long as those of up Playing the PTS and Puting forth Ideas are still listened to,
Perhaps we will get a Better and more Complete Systems after all, Posted Image
Edit-

Edited by Andi Nagasia, 04 September 2016 - 08:58 AM.


#75 Mechwarrior Buddah

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Posted 04 September 2016 - 09:09 AM

View PostAndi Nagasia, on 04 September 2016 - 08:56 AM, said:

this is the problem with the Community,


The problem with the community is directly related to the way we've been treated by pgi in the past.

Because you can only be optomistic for so long

#76 BLOOD WOLF

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Posted 04 September 2016 - 09:09 AM

View PostAndi Nagasia, on 04 September 2016 - 08:56 AM, said:

-=-
this is the problem with the Community,
but as long as those of up Playing the PTS and Puting forth Ideas are still listened to,


I think the perfect example post is(look below)

View PostMechwarrior Buddah, on 04 September 2016 - 06:58 AM, said:


know why? Because over the past 4 years pgi uses the test server as a preview server and ignores any and all input from their testers

Theirs a problem with the community alright.

Edited by BLOOD WOLF, 04 September 2016 - 09:15 AM.


#77 Hunka Junk

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Posted 04 September 2016 - 09:31 AM

And if the community had all lined up to try out ghost heat on a PTS, how would things have turned out differently?

The listening bit here is that many many people do not want this system in the first place.

#78 Dolph Hoskins

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Posted 04 September 2016 - 09:39 AM

ED...ghost heat. I don't really care how they want to arrive at whatever numbers they want. Ask yourself how many possible ways can you arrive at a desired number anyways? It's a bogus shake up no matter how you cut it. There are bigger issues than the endless bickering of "balance"

Ugh, balance...every time I read that regarding games I feel a little dumber.

Waah muh balance got me killed blah blah blahPosted Image

#79 L3mming2

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Posted 04 September 2016 - 09:40 AM

View PostAndi Nagasia, on 04 September 2016 - 08:56 AM, said:

think its kinda funny,

PGI puts things on the PTS and is activly listening to Player Feed Back and Changing things Every Week,
and Players are complaining that PGI never listens and is driving MWO into the Ground?

look around, PGI is listening,
-=-

(Player A) but PGI took away Gauss Charge and made CERPPCs 15Damage!!! 2Gauss+2CERPPC OP OP OP!!!

(Me) have you tested it yet to see what happens if you fire all 4 at the same time?

(Player A) well no but on live you can fire all 4 & nothing happens this is just like that but at +10Damage OP OP OP!!!

(Me) firing 2Gauss+2CERPPC will lead to Instant Shutdown with ED, also thats 7sec before they can do anything,

(Player A) well how am i supposed to know how the system works!!!

(Me) get on and test it? or read up on how it works from those who have?

(Player A) ya no i have better things to do than to Spend my time on something that may not even make it to live,

(Me) Sigh, then dont Complain until you read up on how it works or play it,

-=-
this is the problem with the Community,
but as long as those of up Playing the PTS and Puting forth Ideas are still listened to,
Perhaps we will get a Better and more Complete Systems after all, Posted Image
Edit-


the amount of whine there is on the pts forums about the CUAC2 proves your point, it got buffed masivly vs how it used to be (wile double tapping) if u test a 6 CUAC2 dire vs a 6 CUAC5 dire u will see it instantly... the CUAC2 is better then the CUAC5 dire, its tru that thats not that easy to calculate (u can do it using integrals) but when u test it u see it instantly just by how fast the CUAC2's empty the draw bar... (i use a chainfire macro for both tests)) but still i have seen so many conplaine about how stupid PGI is for making the CUAC2 even more useless by giving it a longer jamm duration....

they buffed it... a load... its sustaind damage on double tap went from 91% to 108,3% and its burst during the first 9 sec outperforemes the CUAC5's ...

#80 L3mming2

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Posted 04 September 2016 - 09:44 AM

View PostMechwarrior Buddah, on 04 September 2016 - 09:09 AM, said:


The problem with the community is directly related to the way we've been treated by pgi in the past.

Because you can only be optomistic for so long


a load of the comunity douse not "care to test"/"understand" the game mechanics, illustrated by the hords of ppl on the pts forums that are shouting at PGI for "nerfing" the CUAC2... it got buffed more sustained damage on double tap and a way way better initial burst damage...





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