People Need To Get On The Pts And Provide Feedback
#1
Posted 03 March 2017 - 04:02 AM
Movement baselines of the new engine decoupled mechs.
A lot of movement models are seriously broken (if you haven't tried a Quickdraw 4G, Sparky, Loyalty Cataphract, etc. you really should...they can hardly move or once moving, stop) and after two days I have yet to see an acknowledgement of the problem by PGI. So please get in there and let them know what you find.
Please fix this PGI. There is no point in testing how the skills tree, the base lane nerfs, or how the new movement models are all affecting each other and the game play experience if a third of the mechs are so broken as to be unplayable. The testing environment is already a mess of variables and this broken mechanism is seriously biasing it further.
#2
Posted 03 March 2017 - 04:09 AM
Edited by Stone Wall, 03 March 2017 - 04:09 AM.
#3
Posted 03 March 2017 - 04:13 AM
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."
#4
Posted 03 March 2017 - 04:17 AM
Alistair Winter, on 03 March 2017 - 04:13 AM, said:
Doh! You mentioned the pillars...
Drink!
Edit: Seriously folks, get in there and build a mech and test it, and then comment in the PTS section down below. They need to fix the movement profiles pronto. Everything else can wait.
Edited by Bud Crue, 03 March 2017 - 04:18 AM.
#5
Posted 03 March 2017 - 04:18 AM
As for what we've seen so far, based on other feedback, it's a wreck.
- Lights and mediums become stumbling, immobile bricks, killing the 2 weakest classes in the game
- Lots of poor mechs get indirectly nerfed, further reducing any variety the game still has
- It's not too hard to stack certain types of quirks (velocity on weapons, etc.) to make pinpoint damage builds even better
- The skill system is still a shambles of insane choices, where you have to grind away through mountains of useless drek to get the skills you need to have any hope of competing.
Horrible and illogical would some it up.
#6
Posted 03 March 2017 - 04:19 AM
I could do this today against many of you who aren't MechWarrior 3 veterans because Light Mechs were super agile in MechWarrior 3, jump jets were crazy good, and Assault Mechs were super slow. Keep in mind I would have to be putting in work to eat your armor, but it can happen. And that's with lag shooting being 1 Mech or less for most people now days. Back in the day it averaged 3 Mech lengths. For people you played on the other side of the globe, you had to lead the entire length of the screen.
#7
Posted 03 March 2017 - 04:22 AM
oldradagast, on 03 March 2017 - 04:18 AM, said:
As for what we've seen so far, based on other feedback, it's a wreck.
- Lights and mediums become stumbling, immobile bricks, killing the 2 weakest classes in the game
- Lots of poor mechs get indirectly nerfed, further reducing any variety the game still has
- It's not too hard to stack certain types of quirks (velocity on weapons, etc.) to make pinpoint damage builds even better
- The skill system is still a shambles of insane choices, where you have to grind away through mountains of useless drek to get the skills you need to have any hope of competing.
Horrible and illogical would some it up.
Thats a pretty fair assessment actually.
Don't care about any of it except for item 1. Its that bad.
Iv'e posted extensively about the base line nerfs. No longer care.
I've posted about the horrid interface and confusion of nodes. Not an issue compared to this.
Nope. Movement profiles, and especially the out right broken ones take precedence over everything else and if we don't show PGI the error of their ways here this could very well kill the game.
#8
Posted 03 March 2017 - 04:24 AM
I approve this desync and nerf to many mechs! Get use to it people and stop wanting just easy cheesy mode.
P.s. if you want to play the poke game, bring MASC!
#9
Posted 03 March 2017 - 04:24 AM
Bud Crue, on 03 March 2017 - 04:02 AM, said:
They know. It's just an XML edit gone wrong because of a rogue decimal. I saw
#10
Posted 03 March 2017 - 04:28 AM
AnTi90d, on 03 March 2017 - 04:24 AM, said:
They know. It's just an XML edit gone wrong because of a rogue decimal. I saw
Thanks man. I was getting worried. PTS 1.0 they were actually positing when things were discovered. I just haven't seen or heard a peep out of anyone since this was first started to be discussed.
That said, I still think the overall movement profiles need more folks' testing and feedback so that PGI can get those in need to be buffed.
#12
Posted 03 March 2017 - 04:40 AM
CadoAzazel, on 03 March 2017 - 04:36 AM, said:
So the correct forum to tell people to use the PTS and then "comment in the PTS section down below" is the PTS section? Somehow I don't think that would be very productive.
#13
Posted 03 March 2017 - 05:03 AM
Bud Crue, on 03 March 2017 - 04:40 AM, said:
So the correct forum to tell people to use the PTS and then "comment in the PTS section down below" is the PTS section? Somehow I don't think that would be very productive.
Most the people on this forum are more then likely already on the PTS sever. But most the player base wont even look at the forums. And even more so I've talked to more then a few people out side the forum to get them in to test and the pretty much just don't care anymore. Normal response " They will screw it up. Or only listen to comp teams and screw it up"
#14
Posted 03 March 2017 - 05:39 AM
#16
Posted 03 March 2017 - 06:49 AM
AnTi90d, on 03 March 2017 - 04:24 AM, said:
They know. It's just an XML edit gone wrong because of a rogue decimal. I saw
Just a quick reality check ... is it REALLY that hard to have two people proof read their XML edits to catch these kinds of mistakes before they make it onto the test server?
What is the point of running a test if they actually don't CARE enough about the content to double check the values? Also, how hard would it be to write 30 lines of code to run through and sanity check the XML values to assess how much they have changed? Any values that have changed more than 50% (or 10%) could easily be flagged as possible errors and the code probably would not take more than 15 minutes (at most an hour) to write.
PGI has frequently had errors in their XML files when testing stuff out. I just don't understand how they continue to allow this sort of thing to occur. Instead they avoid making changes rather than putting processes in place to ensure that it is only the changes they want that make it to the server.
#17
Posted 03 March 2017 - 06:50 AM
Stone Wall, on 03 March 2017 - 04:09 AM, said:
yeah, pretty sure most of the Light QQ is that they lost their instant jet brakes decel. So you can't just stop in 3 steps from 170 kph anymore. I feel so sad for them....
No...not really.
as for the broken accel/decel on several models
https://mwomercs.com...30#entry5635730
please add any that I have missed to that thread, thanks!
Edited by Bishop Steiner, 03 March 2017 - 06:51 AM.
#18
Posted 03 March 2017 - 06:56 AM
Stone Wall, on 03 March 2017 - 04:19 AM, said:
I could do this today against many of you who aren't MechWarrior 3 veterans because Light Mechs were super agile in MechWarrior 3, jump jets were crazy good, and Assault Mechs were super slow. Keep in mind I would have to be putting in work to eat your armor, but it can happen. And that's with lag shooting being 1 Mech or less for most people now days. Back in the day it averaged 3 Mech lengths. For people you played on the other side of the globe, you had to lead the entire length of the screen.
Why are you talking about lag shooting like a terrible netcode is a great thing to have?
#19
Posted 03 March 2017 - 07:08 AM
#20
Posted 03 March 2017 - 07:09 AM
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