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People Need To Get On The Pts And Provide Feedback


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#41 Bishop Steiner

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Posted 03 March 2017 - 12:58 PM

View PostBud Crue, on 03 March 2017 - 04:02 AM, said:

Don't care about the skills tree. Love it or hate it, we have bigger fish to fry:

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.

No, no they don't. Our Comp Overlords have already done so and have spoken, thus, there is no need for us peons to test anything. Or at least, so some of our "betters" would have us believe.

Edited by Bishop Steiner, 03 March 2017 - 01:06 PM.


#42 Coolant

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Posted 03 March 2017 - 01:13 PM

have no interest in the PTS, just want the skill tree in any shape or form, they can fix it later, but the game is stale as it is basically deathmatch over and over and we need new content to breathe life into the game.

I will still play because it's mechwarrior whether the skill tree is a mess or not, as I've been playing the franchise for well over a decade. Every few years Mektek would release a patch that would radically change balance...I still played, still loved the game, still logged hours and hours every week for years.

What's concerning is all the negativity that will probably bury the skill tree and since a lot of effort and resources are probably being put into it, that further delays other new content. We had no new playable content in February, and now we may not get anything in March.

All because some vocal players can't seem to adjust to change.

#43 Mole

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Posted 03 March 2017 - 01:16 PM

I had hope for a while but I knew deep down in my soul that PGI was going to screw this up and screw it up bad. I wish my soul wasn't always right, because it tells me terrible things.

#44 Requiemking

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Posted 03 March 2017 - 01:17 PM

View PostBishop Steiner, on 03 March 2017 - 11:24 AM, said:

missing the point of what was said. If rewards are based around roles, nmore, it does matter. A light for instance unlocks said node, gets a 10x multiplier for Cbills and XP for NARC dmg and Kills (among other things), and maybe a lesser multiplier for straight combat than..say an Assault (number for the sake of numbers, not specificity) then the Light gets greater benefits, in the end by scouting, UAV placement, NARCIng, TAGs, indirect locks, said Light is actually going to be more inclined to actualyl work in conjunction with the team. By the same token, some Lights are meant for direct combat, like Jenners, so should have a different set of unlocks, rewarding them for acting in a different role.

Changes need to be made, and they start at the skill tree, and go on to our rewards. Scouting might be a one time bonus. Holding Locks, NARCs, UAVs, etc? Are not. So give a "Scout" mech nodes that encourage and REWARD scouting. Until we do that, it' is just team deathmatch and more of the same old crap we have now.

Players need to be open to change just as much as PGI does. Otherwise, there is zero point to "changing" the skill tree, at all.

And what about Lights based around combat, such as Adder, Kit Fox, Urbanmech, Panther, the upcoming Javelin, and who knows how many more will come. Are they going to be screwed because they are being shoehorned into a role they were clearly not designed for.

View PostBishop Steiner, on 03 March 2017 - 11:40 AM, said:

Well, blame that on Community whining over InfoWar (well and PGI way overreacting).

And as I posted elsewhere, they need to focus rewards based on role more. If you for instance have a Raven 3L.... you should already get lower rewards tied directly to killing and damage, like say a Hunchback or Awesome would have. Now as you unlock Scout related nodes... let's say NARC enhance 1, gives you a x5 multiplier for all NARC related CBills and XP, such as NARC dmg and Kill? And Level 2 makes it 10x multiplier? Likewise "Target Info" gives you multipliers to how much reward Scouting gives you, you get bonuses for indirect fire damage achieved from your locks on targets, etc?

NOW a Light actualyl has something to look forward to for scouting, NARCing, TAGing an generally working WITH the team. THAT is how change happens, and that is something this game desperately needs.

Remember a couple years ago when several events focused he rewards on Assists and the like? Suddenly everyone was willing to TAG, NARC etc. Where the carrot goes, the players will follow... if the carrot is worth one's while.

And knowing PGI, they would probably offer those same bonuses to heavier weightclasses, citing things like the Charger. And thus the cycle begins again, Heavies and Assaults get more money and Lights get left in the dust.

Edited by Requiemking, 03 March 2017 - 01:17 PM.


#45 Death Proof

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Posted 03 March 2017 - 01:23 PM

I don't have any problems with the skill tree; I'll adapt like I always do. And have fun doing it.

My issue is with the messy UI. It seems cobbled together and is difficult telling which nodes are unlocked or just available to be unlocked without hovering the cursor over them.

#46 Bishop Steiner

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Posted 03 March 2017 - 01:25 PM

View PostRequiemking, on 03 March 2017 - 01:17 PM, said:

And what about Lights based around combat, such as Adder, Kit Fox, Urbanmech, Panther, the upcoming Javelin, and who knows how many more will come. Are they going to be screwed because they are being shoehorned into a role they were clearly not designed for.


Um... obviously, their role is combat oriented, so their node trees, and rewards would be. Next strawman?

#47 Imperius

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Posted 03 March 2017 - 01:25 PM

I'll play the PTS once the Mad Cat MK II is in the game

#48 Requiemking

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Posted 03 March 2017 - 01:26 PM

View PostImperius, on 03 March 2017 - 01:25 PM, said:

I'll play the PTS once the Mad Cat MK II is in the game

And I will personally go to Vancouver and pay Russ to ensure that overweight trashpile never comes.

#49 Lupis Volk

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Posted 03 March 2017 - 01:36 PM

Wait lights and mediums got a mobility nerf?

Dam it if that goes live i'm rioting and leaving.

#50 Bishop Steiner

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Posted 03 March 2017 - 01:38 PM

View PostLupis Volk, on 03 March 2017 - 01:36 PM, said:

Wait lights and mediums got a mobility nerf?

Dam it if that goes live i'm rioting and leaving.

yes and no.

That's why you need to test it yourself, instead of hearing second hand feedback, often given from a vacuum, from a bias or with an agenda.

KDKs also are less mobile, even fully noded, whereas the DWF is maybe a little more agile finally. It's not a black and white "Lights nerfed, Assaults buffed" that some whiners are making it sound like.

EVERYTHING is affected. And everything is interrelated. But people keep comparing **** in a vacuum.

Edited by Bishop Steiner, 03 March 2017 - 01:39 PM.


#51 Alistair Winter

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Posted 03 March 2017 - 01:38 PM

Getting a lot of stuff done while I'm waiting to get a match on the PTS. I could probably learn a new language in the time it takes to get 10 matches.

By the way;
Light mech queue: 0%
Medium mech queue: 0%
Heavy mech queue: 100%
Assault mech queue: 0%

#52 Bilbo

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Posted 03 March 2017 - 01:44 PM

View PostAlistair Winter, on 03 March 2017 - 01:38 PM, said:

Getting a lot of stuff done while I'm waiting to get a match on the PTS. I could probably learn a new language in the time it takes to get 10 matches.

By the way;
Light mech queue: 0%
Medium mech queue: 0%
Heavy mech queue: 100%
Assault mech queue: 0%

Figured it would be something like. Do you know if the skills properly portrayed in the testing grounds?

#53 Bishop Steiner

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Posted 03 March 2017 - 01:44 PM

View PostAlistair Winter, on 03 March 2017 - 01:38 PM, said:

Getting a lot of stuff done while I'm waiting to get a match on the PTS. I could probably learn a new language in the time it takes to get 10 matches.

By the way;
Light mech queue: 0%
Medium mech queue: 0%
Heavy mech queue: 100%
Assault mech queue: 0%

which is why I've been doing stuff in private lobbies and even testing ground (since mobility and such is easily tested without live fire for many things).

#54 Bishop Steiner

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Posted 03 March 2017 - 01:48 PM

View PostBilbo, on 03 March 2017 - 01:44 PM, said:

Figured it would be something like. Do you know if the skills properly portrayed in the testing grounds?

overall they seem to be, but I'm sure there are some that are off (about a dozn mechs have the wrong accel/decel values, like my HBK-4G(F), which is accelerating at 1/100th the speed it's supposed to. *rolls eyes*

That said, the 100% heavy queue should also give you an answer to the actual value and validity of a lot of the "testing" going on. Lots (but not all) of people are just seeing how their favorite meta robot respond in a vaccum. And then complaining because it is not the same/as good/better than it is Live, currently, without any context of the rest of the robots, classes, etc.

Funny part is also how many robots are more vicious now, such as Pariah's Huntman, etc.

#55 Stone Wall

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Posted 03 March 2017 - 01:54 PM

View Postmeteorol, on 03 March 2017 - 06:56 AM, said:


Why are you talking about lag shooting like a terrible netcode is a great thing to have?


My point was I felt Russ was incorrect about MechWarrior 3 and didn't play it. I usually talk positively about MechWarrior 3 because it's my favorite Mech game. The bad netcode did suck at first, but overall it made it the most defensive Mech game to date.

#56 Bilbo

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Posted 03 March 2017 - 01:57 PM

View PostBishop Steiner, on 03 March 2017 - 01:48 PM, said:

overall they seem to be, but I'm sure there are some that are off (about a dozn mechs have the wrong accel/decel values, like my HBK-4G(F), which is accelerating at 1/100th the speed it's supposed to. *rolls eyes*

That said, the 100% heavy queue should also give you an answer to the actual value and validity of a lot of the "testing" going on. Lots (but not all) of people are just seeing how their favorite meta robot respond in a vaccum. And then complaining because it is not the same/as good/better than it is Live, currently, without any context of the rest of the robots, classes, etc.

Funny part is also how many robots are more vicious now, such as Pariah's Huntman, etc.

If I'm honest, all that I'm looking to find out is if my Atlas would be even remotely playable with the mobility changes. So if those are represented in the training grounds, I'll be able to get the impressions I need. Trying to look at weapon changes doesn't make sense to me absent 12v12 matches and looking at other chassis wouldn't do any good considering I have no recent experience in any of them anyway.

#57 Mole

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Posted 03 March 2017 - 02:04 PM

View PostImperius, on 03 March 2017 - 01:25 PM, said:

I'll play the PTS once the Mad Cat MK II is in the game

You obsession with the Mad Cat MKII was cute at first but now it just feels like a deep drink from the dead sea every time you come in and talk about it. I'll be surprised if you don't get your wish this month though. PGI knows how well that 'mech would sell and this month we are jumping ahead in the timeline and getting new tech which were the two things holding the Mad Cat MKII back. Along with 4 new 'mechs that are supposed to reflect this shift in timeline and technology. I'd be surprised if the Mad Cat MKII isn't one of them. If it's not this month I'm sure it will come in short order.

#58 Bishop Steiner

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Posted 03 March 2017 - 02:11 PM

View PostBilbo, on 03 March 2017 - 01:57 PM, said:

If I'm honest, all that I'm looking to find out is if my Atlas would be even remotely playable with the mobility changes. So if those are represented in the training grounds, I'll be able to get the impressions I need. Trying to look at weapon changes doesn't make sense to me absent 12v12 matches and looking at other chassis wouldn't do any good considering I have no recent experience in any of them anyway.

the thing is... you won't really know. because you will be comparing it to impressions of the current live servers, and NOT to where all the other robots are in PTS. That is what I mean by testing things in a vacuum. You can get a feel for how it compares to the current iteration...but since EVERYTHING has changed, that impression is of little real value.

Most things feel different in the PTS, but the general trend is toward slightly reducing the overall efficacy of pretty much everything across the board, but also freeing up some stuff, like DWFs and how slow they respond (they are by no means fast now, but are noticeably more responsive).

It's also kind of nice to have a stock Urbanmech and not take like a minute to do a 360 rotation.

But one of the biggest changes, is most things are far less efficient at stopping than they are at going. It took a full 3 seconds to come to a complete stop from 150kph in a CDA last night. And you know what? I was good with that. Now, instead of poke, stop, shoot, reverse back to cover... I need to map my route, pick a nearby piece of terrain, poke out, shoot on the run, and stop behind a fresh piece of terrain, because I can't just ramp up to top speed in 3 steps, stop on a dime, and retreat.

So counter to what some people are saying, terrain and positioning will be MORE important, because you are going have to make us of more of it to be efficient.

Just one factor some people are gravely overlooking. Or claiming is "breaking everything".

#59 Requiemking

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Posted 03 March 2017 - 02:23 PM

View PostMole, on 03 March 2017 - 02:04 PM, said:

You obsession with the Mad Cat MKII was cute at first but now it just feels like a deep drink from the dead sea every time you come in and talk about it. I'll be surprised if you don't get your wish this month though. PGI knows how well that 'mech would sell and this month we are jumping ahead in the timeline and getting new tech which were the two things holding the Mad Cat MKII back. Along with 4 new 'mechs that are supposed to reflect this shift in timeline and technology. I'd be surprised if the Mad Cat MKII isn't one of them. If it's not this month I'm sure it will come in short order.

And the Timberwolf MK2 needs to die in a fire. That overweight trashpile should never have seen the light of day.

#60 HammerMaster

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Posted 03 March 2017 - 02:28 PM

I tested it. I don't like it. I still don't like buying items I don't want. And let me tell you. You take an assault. You have no points. You are gonna have a bad day. Like donkey powered canal barge bad day.





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