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People Need To Get On The Pts And Provide Feedback


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#81 Bilbo

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Posted 03 March 2017 - 05:30 PM

View PostBishop Steiner, on 03 March 2017 - 05:16 PM, said:


well you bring up a huge point... whatever the end result of the Skill Tree overhaul... they must must must invest a substantial bit of the Academy to explaining ho wit works, and then for new players have a much more lenient rest cost, etc, for a defined period.

Because while navigating it may not be that huge a deal for experienced players, out NPE is not exactly highly ranked to begin with.... and this is a way to send it straight to hell.

I can sit in that lab and fully build and respect several mechs several times and not have any issues with running out of resources. New guy is going to be screwed. New guy dropping in an unskilled trial Atlas will probably never run one again.

#82 Bishop Steiner

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Posted 03 March 2017 - 05:45 PM

View PostBilbo, on 03 March 2017 - 05:30 PM, said:

I can sit in that lab and fully build and respect several mechs several times and not have any issues with running out of resources. New guy is going to be screwed. New guy dropping in an unskilled trial Atlas will probably never run one again.

Eh, unskilled Atlas felt like a ballerina compared to unskilled KDK3 (of course, honestly with it's firepower it should be more of a sloth... what I don't get is the Spirit Bear being as sluggish, when it's whole game is getting in people's face. MASC helps, but doesn't entirely overcome it, IMO)

#83 -MAC-

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Posted 03 March 2017 - 05:51 PM

Man when it is four on four people should have the good sense to take it easy with the lurms...I mean standing in one spot while mashing a button like a moron is probably still the same.

#84 Bilbo

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Posted 03 March 2017 - 05:54 PM

View PostBishop Steiner, on 03 March 2017 - 05:45 PM, said:


Eh, unskilled Atlas felt like a ballerina compared to unskilled KDK3 (of course, honestly with it's firepower it should be more of a sloth... what I don't get is the Spirit Bear being as sluggish, when it's whole game is getting in people's face. MASC helps, but doesn't entirely overcome it, IMO)

Maybe I'll look at the Kodiak and King Crab tomorrow to see how it compares to the Atlas. Either way new guy in a trial 100 ton mech is going to have a bad day. Granted, he will be facing more lighter mechs that think if they keep backing up in a straight line that they will be safe. I doubt he will be facing enough of them to make a difference though.

#85 Davegt27

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Posted 03 March 2017 - 05:58 PM

I been trying out some hero Mechs I have been wanting to buy

#86 Idiocide

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Posted 03 March 2017 - 06:01 PM

I will play PTS when there is a Steam option to join the server

#87 Rhent

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Posted 03 March 2017 - 06:24 PM

View PostAlistair Winter, on 03 March 2017 - 04:13 AM, said:

For real. I'm out the door if light mechs and medium mechs get a mobility nerf. I hope that PGI fixes the skill tree and makes it less scrambled and random, but I can probably live with that. I hope that PGI goes back and removes the nerfs to underperforming mechs, but I can live with those nerfs too.

Nerfs to heavy and assault mech mobility? Great. I think that's perfect, it's what I've wanted for a long time. But PGI seems to have nerfed lights and mediums in the process, which kind of brings us back to square 1, except that mobility is a much bigger deal when you're in a Firestarter. The Firestarter is still basically unquirked, btw. Because it was OP relative to other light mechs... three years ago.

I hope that other people will speak out to buff mobility for lights and mediums. I'm not sticking around if MWO turns into even more of a heavy/assault-fest than it already is. Russ Bullock specifically boasted about this in 2011 and 2012, when he was trying to sell MWO. "Oh, all those other Mechwarrior games were just about the big mechs. Not this game. No, siree! You'll definitely want to bring some light and medium mechs in MWO! Because look at these Four Pillars."


Heavy/Assaults make more money for PGI. The new skilltree is a money grab to begin with. Add in nerfs to lights and meds to make them less viable and force people into buying heavies and assaults and you increase your revenue.

#88 Davegt27

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Posted 03 March 2017 - 06:34 PM

I just got tore apart by a commando

who told you lights took a hit?

#89 Requiemking

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Posted 03 March 2017 - 07:39 PM

View PostMole, on 03 March 2017 - 04:26 PM, said:

Why exactly are you so vehemently opposed to that 'mech making it into this game? It's not a 'mech I'm particularly excited about but I'm never going to complain about a new 'mech to play with, even if it's one I never asked for. It's been requested by enough of the community that I think it deserves to be added now that the timeline and technology is advancing to accommodate it.

There are many reasons.

1) It was a terrible successor to the Timberwolf name. Seriously, a 90 ton Assault Battlemech trying to surpass one of the most efficiently-built Omnimechs ever created? Get real.

2) It was poorly designed. Two standard Gauss rifles, two LRM 10s, and four ERMLs on a 90 tonner? That's pathetic.

3) The only reason it exists is to be a cash grab. This is something I can only tolerate if the mech in question was well designed, which the Fatcat MK2 is not.

4) It was surpassed by it's successors. No really, the MK3 and the MK4 were better. The MK3's only failing was that it was a Battlemech, and the MK4's only failing was the XXL engine.

#90 1Grimbane

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Posted 03 March 2017 - 08:20 PM

well since we are just paying for 3d models that no matter what TT says pgi can make them be OP so... i would buy a mk2

Posted Image

#91 Requiemking

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Posted 03 March 2017 - 08:24 PM

View Post1Grimbane, on 03 March 2017 - 08:20 PM, said:

well since we are just paying for 3d models that no matter what TT says pgi can make them be OP so... i would buy a mk2

Posted Image

That is the face of a mech that will die fast with little to no damage to it's name becuase it is so easy to tear apart.

#92 Mole

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Posted 03 March 2017 - 08:35 PM

View PostRequiemking, on 03 March 2017 - 07:39 PM, said:

There are many reasons.

1) It was a terrible successor to the Timberwolf name. Seriously, a 90 ton Assault Battlemech trying to surpass one of the most efficiently-built Omnimechs ever created? Get real.

2) It was poorly designed. Two standard Gauss rifles, two LRM 10s, and four ERMLs on a 90 tonner? That's pathetic.

3) The only reason it exists is to be a cash grab. This is something I can only tolerate if the mech in question was well designed, which the Fatcat MK2 is not.

4) It was surpassed by it's successors. No really, the MK3 and the MK4 were better. The MK3's only failing was that it was a Battlemech, and the MK4's only failing was the XXL engine.

So basically because you dislike its stock loadout and the lore behind the 'mech, nobody should be able to have it? Is that what you're saying?

#93 CK16

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Posted 03 March 2017 - 08:35 PM

Requiem...with respect...please shut up about this. For the love of God, your issues are purely your own opinions and NOT FACTS! Seriously dude chill out on it, stop the hate campaign on the MK II and CDS. JUST STOP WITH THE A$$HATTING!! They both deserve to be in the game as any other mech and any other faction PERIOD!

Also, get back to topic.

#94 Clownwarlord

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Posted 03 March 2017 - 08:50 PM

For all those who have an issue with PGI and the PTS nerf to ALL mechs in the mobility, read this!!! and then shut up because you got what you wanted.

https://mwomercs.com...ree-pts-updated

Also other changes where made as of TODAY Mar 4, 2017 12:15 AM UTC

Furthermore,

Quote

Mobility Scaling for 20-40 ton 'Mechs
While the above Deceleration fix will address a major bug in the way we intended 'Mechs to handle, after additional testing we felt that the mobility of lighter 'Mechs didn't scale well against heavier 'Mechs. As a result of this we've taken a second look at 'Mechs within the 20-40 ton range, along with a handful of heavier 'Mechs which have tended to operate with higher Mobility values. These 'Mechs have now been provided with greater Mobility compared to their state in the previous PTS update.

It should be noted however that even with the Mobility improvements issued for certain 'Mechs in this update, their base Mobility will not match the values currently seen on the live servers. The same caveat applies for all other 'Mechs when it comes to comparing their new baseline Mobility stats to the current stats on the live servers.

It's our intention for these new Mobility attributes to play into the presence of the new Skill Tree and to account for Mobility in general being brought closer to a middle-ground across the full lineup of available 'Mechs.


#95 Clownwarlord

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Posted 03 March 2017 - 08:58 PM

After some testing with this new update to the round two pts, I feel this will be another mute point thread.

If you do not know what I mean, then notice this at least PGI is actively taking our opinions and making changes to the pts to make this new skill tree work. Why? Because it is going to make it into the game.

#96 Bud Crue

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Posted 03 March 2017 - 09:02 PM

View PostClownwarlord, on 03 March 2017 - 08:58 PM, said:

After some testing with this new update to the round two pts, I feel this will be another mute point thread.

If you do not know what I mean, then notice this at least PGI is actively taking our opinions and making changes to the pts to make this new skill tree work. Why? Because it is going to make it into the game.


Yes. Russ has made clear on twitter that the Skills Tree is not ED, not info tech. Come hell or high water it is coming into the game. Which is why it is more important than ever to actually get on the PTS and test this crap and lett them know precisely what is broken. Its coming and if we don't help them identify the worst problems, then we get those problems when it goes live.

#97 Clownwarlord

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Posted 03 March 2017 - 09:05 PM

Yep and then it wont be PGI's fault for it not working it will be the community's fault. Why because out of all past features PGI has been so active in the listening and updating of the PTS that I have to admit I like it, I fear it, and for all the bad comments I have ever had about PGI if they keep this up with all new features I doubt I will have much negative to say about them in the future.

#98 Mole

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Posted 03 March 2017 - 09:07 PM

View PostRequiemking, on 03 March 2017 - 08:24 PM, said:

That is the face of a mech that will die fast with little to no damage to it's name becuase it is so easy to tear apart.

Uh, what? On what basis do you believe that the Mad Cat MKII will be that easy to tear apart? Aside from the placement of the arms its geometry is incredibly similar to the Timber Wolf and the Timber Wolf is certainly not on my list of things that are easy to tear apart.

#99 Requiemking

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Posted 03 March 2017 - 09:12 PM

View PostMole, on 03 March 2017 - 09:07 PM, said:

Uh, what? On what basis do you believe that the Mad Cat MKII will be that easy to tear apart? Aside from the placement of the arms its geometry is incredibly similar to the Timber Wolf and the Timber Wolf is certainly not on my list of things that are easy to tear apart.

Lets see here:

1) Giant ST missileboxes that will be seen long before the mech's cockpit even breaches a hill,

2) Huge arms that will fall off the moment anything even sneezes on them,

3) Massive, easily identifiable CT,

4) Wide, damage-catching legs.

All in all, a mech that will require more structure/armor quirks than the Atlas to be viable.

#100 Clownwarlord

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Posted 03 March 2017 - 09:13 PM

View PostIdiocide, on 03 March 2017 - 06:01 PM, said:

I will play PTS when there is a Steam option to join the server

I have steam as well, but I installed the pts as well. I find this works well allowing me to have both clients be separate. One through steam which I use for the live server, and the other the PGI patcher which I use only for PTS.





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