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What You Think Of The Newest Meta Switch?


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#201 Mcgral18

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Posted 17 October 2016 - 05:28 PM

View PostDimento Graven, on 17 October 2016 - 05:24 PM, said:

I find the limitation of only 2 gauss on a build very offensive considering you're allowed to stack any number of every other f'ing weapon you want on a build.

And with those weapons considerably higher DPS, unless some how magically, ED is going to make it impossible to fire more than two of those alphas without instantaneous self-immolation, it's rather pointless limitation.

Considering it's only POSSIBLE to fire two gauss at a time, too, again a spurious limitation because even if someone setup a somewhat 'reasonable' Clan build with 3 gauss, they STILL aren't firing all 3 at the same time anyway.

I just don't get it. It seems absolutely unnecessary.


At one point there was no charge (which resulted in the same hard 30 damage limit from Goose Waffles)

A holdover, no doubt

#202 Dimento Graven

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Posted 17 October 2016 - 05:35 PM

View PostMcgral18, on 17 October 2016 - 05:28 PM, said:

At one point there was no charge (which resulted in the same hard 30 damage limit from Goose Waffles)

A holdover, no doubt
The limitation to firing of two gauss at a time was introduced the same day they released the Direwolf, the only 'mech that, at the time, had the potential to equip 4 gauss at a time, and that had a 'reasonable', non-glass cannon, 3 gauss potential.

Edited by Dimento Graven, 17 October 2016 - 05:36 PM.


#203 Mcgral18

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Posted 17 October 2016 - 05:40 PM

View PostDimento Graven, on 17 October 2016 - 05:35 PM, said:

The limitation to firing of two gauss at a time was introduced the same day they released the Direwolf, the only 'mech that, at the time, had the potential to equip 4 gauss at a time, and that had a 'reasonable', non-glass cannon, 3 gauss potential.


On the PTS

The ED testing

Gauss charge started out gone, with the max 2 Gauss rule added
Charged added thereafter, but limitation remained

Edited by Mcgral18, 17 October 2016 - 05:41 PM.


#204 FupDup

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Posted 17 October 2016 - 05:41 PM

View PostDimento Graven, on 17 October 2016 - 05:35 PM, said:

The limitation to firing of two gauss at a time was introduced the same day they released the Direwolf, the only 'mech that, at the time, had the potential to equip 4 gauss at a time, and that had a 'reasonable', non-glass cannon, 3 gauss potential.

What we're talking about is the Energy Draw PTS that literally made it impossible to even mount more than two Gauss. The mechlab forbade you.

#205 Dimento Graven

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Posted 17 October 2016 - 05:54 PM

View PostFupDup, on 17 October 2016 - 05:41 PM, said:


What we're talking about is the Energy Draw PTS that literally made it impossible to even mount more than two Gauss. The mechlab forbade you.
Yeah I know that I'm talking about the original limitation on being able to fire more than two gauss at a time.

That was intro'd with the DWF, where as before the only 'mech that could do it the Cataphract, was a laughable glass cannon with extremely limited ammo.


#206 Peter2k

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Posted 17 October 2016 - 07:28 PM

View Postmogs01gt, on 17 October 2016 - 11:35 AM, said:

This thread just shows me I need to take another month or two break


It's good to have a break
Only sad thing is (well weren't we all hoping for more than we have now?)
I took a break of 6 months January this year
Everything felt like before the break, like nothing changed and well
Kinda didn't
Except got even worse (FW), or felt like stagnating

#207 Mystere

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Posted 18 October 2016 - 06:45 AM

View PostMawai, on 17 October 2016 - 05:06 PM, said:

Interesting thought Posted Image

However, I can't imagine a game mode in which balance doesn't matter except when you are playing PVE. When real people are on both sides of a game, it is a fundamental requirement (in my opinion) that however that match up is formed should ideally be balanced giving each side an equal chance of winning.

As a result, some sort of balancing of any multiplayer online game is a requirement of the game and I don't see how any game mode except PVE would avoid the requirement for balance.

It could be that you are talking about splitting game modes along faction boundaries, clan vs clan, is vs is and is vs clan only so that then you would have a DIFFERENT set of balance requirements. You could choose to make clan tech stronger (which it is at the moment anyway) and then balance this somehow by giving the clans fewer mechs. The easiest balance for that would be 8 vs 12 since you could face off 2/2/2/2 vs 3/3/3/3. Or maybe the balance would be 6 clan vs 12 IS? Or even 4 vs 12 if one were using the raw TT numbers and PPFLD implementations of clan weaponry. Or perhaps balance would be achieved with 2/3/3/2 vs 3/3/3/3? But of course it is impossible to force mech distributions without incurring huge queue times so any fixed ratio of mech weight classes is not an option. So perhaps you could try forcing 2/2/2/2 vs 3/3/3/3 in the clan vs is queue but then the excess players can be placed in uneven weight class distributions in the clan vs clan and is vs is queues.

It isn't an easy problem to solve and ALL of it is related to balance no matter what choice of game mode is made.


You got the general idea. And as said in an earlier post:

View PostMystere, on 17 October 2016 - 08:43 AM, said:

Imagine a CW-centric MWO with a real campaign system, good selection of scenarios (i.e. game modes), with an extensive variety of maps. In addition, what if the difficulty levels faced by both attackers and defenders were dynamically determined via (for example) distance to capital and other major planets and reflected in-game via numbers, drop weight, and/or quality/availability of defensive structures (i.e. logistics)?






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