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The Real Reason For Mwo's Problems?

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#21 Mystere

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Posted 20 April 2017 - 10:51 AM

View PostCathy, on 20 April 2017 - 09:38 AM, said:

Why else do you think that Solaris free for all is called out for ?


So the eSpurts folks can get the **** out of my simulation? Posted Image

#22 Athom83

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Posted 20 April 2017 - 11:05 AM

View PostRequiemking, on 18 April 2017 - 01:48 PM, said:

1) Clans OP: This exists because Clans are good at not only dealing lots of damage, but also spreading said damage around, thus allowing them to get higher scores and more Cbills than an equivalent IS mech.

Posted Image

View PostRequiemking, on 18 April 2017 - 01:48 PM, said:

2)Lights UP: Lights, as a whole, cannot deal large amounts of damage, thus meaning that their matchscores and Cbill earnings are, as a whole, lower than the other weightclasses.

In the right hands, a light can outscore the rest of the team. "As a whole" however includes newbies who start playing and instantly assume every light will play like the Scout in TF2. This also applies to mediums and assaults. "As a whole" heavies are the best to play because they are the easiest to learn and perform in as they have that perfect balance of firepower, speed, and durability.

View PostRequiemking, on 18 April 2017 - 01:48 PM, said:

3) Every mode is Skirmish: Since Damage gives so much matchscore, wiping the enemy team out is far more attractive than actually completing the objective.

Posted Image

#23 Requiemking

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Posted 20 April 2017 - 11:09 AM

View PostVxheous Kerensky, on 20 April 2017 - 10:43 AM, said:


The Kodiak is a top mech specifically because it doesn't suffer the drawbacks of most other assaults. The Kodiak goes relatively fast (67 kph), has high mounts, and has clan XL survivability. Most other assaults only have one of those 3 aspects, and IS assaults are either slow (50-60 kph) or rely on IS XL to thrive (Battlemaster 2c). Assaults are considered underpowered when compared to heavies because heavies sit at the optimal balance of the damage/survival/speed triangle.

The Kodiak build that performs the best is 2 Gauss 2 CERPPC, which is a fire support/lane lockdown role, previously occupied by the 5 AC5 Mauler MX-90 (which goes 52 kph). The Mad IIc Scorch is probably a good runner up for same role, but the Scorch can also brawl build (coincidentally, this makes the Scorch another top assault in the game)

Ah, but they are underpowered compared to Heavies. Mediums have to work hard to kill most Assaults outside the rare outlier, while most Lights are about as threatening to an Assault mech as wet tissue paper.

#24 Khobai

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Posted 20 April 2017 - 11:13 AM

Quote

most Lights are about as threatening to an Assault mech as wet tissue paper.


except assaults have almost no rear armor. and good lights shoot rear armor. lights are threatening to assaults if theyre played properly.

mediums arnt really threatening to anyone though. they dont have the small size/speed of lights or the weapons/armor of heavies. And theyre less versatile than heavies despite the fact theyre supposed to be the most versatile weight class. mediums are the jack of no trades.

Edited by Khobai, 20 April 2017 - 11:14 AM.


#25 Requiemking

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Posted 20 April 2017 - 11:19 AM

View PostKhobai, on 20 April 2017 - 11:13 AM, said:


except assaults have almost no rear armor. and good lights shoot rear armor. lights are threatening to assaults if theyre played properly.

mediums arnt really threatening to anyone though. they dont have the small size/speed of lights or the weapons/armor of heavies. And theyre less versatile than heavies despite the fact theyre supposed to be the most versatile weight class. mediums are the jack of no trades.

Thats also because most Assault pilots copy the moron builds off Metamech, which never have more than 6 armor on any rear torso. Also, the vast majority of Light's successes are caused by their enemy going full potatoe.

#26 dimachaerus

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Posted 20 April 2017 - 11:29 AM

The real reason for MWO's problems is one thing, and one thing alone.

The weapon/mech balance is much better than any other mech game, the graphics are good, the map design is mediocre but passable, however, it uses a MATCHMAKER instead of letting us have our own servers where we can play for as long as we want, in whatever way we want, against whomever we want.

Their "private match" setup is laughable at best, and while it provides some features similar to what a non-matchmaker system would be like, it's requirement for premium time hobbles the hell out of it, when combined with its hard-coded limits.

#27 Requiemking

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Posted 20 April 2017 - 11:35 AM

View Postdimachaerus, on 20 April 2017 - 11:29 AM, said:

The real reason for MWO's problems is one thing, and one thing alone.

The weapon/mech balance is much better than any other mech game, the graphics are good, the map design is mediocre but passable, however, it uses a MATCHMAKER instead of letting us have our own servers where we can play for as long as we want, in whatever way we want, against whomever we want.

Their "private match" setup is laughable at best, and while it provides some features similar to what a non-matchmaker system would be like, it's requirement for premium time hobbles the hell out of it, when combined with its hard-coded limits.

Not a problem. The current setup is far more user friendly than a server index. However, the rewards system(which has it's fingers in so many pies it's not even funny) is outright atrocious, as it basically forces the player to play every mode as Skirmish if they want to get, well, anything really.

#28 Lances107

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Posted 20 April 2017 - 11:41 AM

You know the op has a point, but with a title like that I assumed it something else, in fact I thought it was one of these self appointed prophets. I also have to admire the fact that when it came to the clans he used logic instead of the clans are op clans are op statement.

For me the belief is what the op said is accurate, but it also traces back to the psr. To maintain your psr you must get 400 damage or more, otherwise it goes down. So its not a matter of you want to support your team, its a matter of if you do you die, and your psr goes down hill.

This being said I think there is far more important issues to be sorted out. For example being able to join a group of a unit member, by clicking on there name. This was disabled last patch. Another example being able to change group leader, having to jump through the hoops of LFG, when dealing with people outside the unit is a pain in the arse. You have to also recognize that people do not understand that devs are building a game here, instead when they try to do something nice for us along the lines of a new skill tree, people start moaning about its issues. New mode incursion, it took people less then a day to start moaning about that. Just my two cents on MWO.

#29 dimachaerus

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Posted 20 April 2017 - 12:12 PM

View PostRequiemking, on 20 April 2017 - 11:35 AM, said:

Not a problem. The current setup is far more user friendly than a server index. However, the rewards system(which has it's fingers in so many pies it's not even funny) is outright atrocious, as it basically forces the player to play every mode as Skirmish if they want to get, well, anything really.


Well, the two kind of go hand in hand. With a server browser you could pick what mode to play, what map, and have a general ability to decide who to play with, allowing you to play other styles than the current "many-flavors-of-TDM". I'd also be willing to bet good money you'd generally have more FUN to go along with the grind.

So, yeah, pressing one button to "play" is easy, but it also dumbs down the experience so much that it's totally not worth it.

#30 Vxheous

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Posted 20 April 2017 - 12:18 PM

View PostRequiemking, on 20 April 2017 - 11:19 AM, said:

Thats also because most Assault pilots copy the moron builds off Metamech, which never have more than 6 armor on any rear torso. Also, the vast majority of Light's successes are caused by their enemy going full potatoe.


If you do an experiment where you shift armor by 1 to the side (front/back) that you got killed from after every match, eventually you end up with 0 back armor. That is why every good player in this game front loads 95% of their armor. If you don't understand even this simple concept, you really shouldn't be attempting to debate mwo game/mech mechanics

Edited by Vxheous Kerensky, 20 April 2017 - 12:25 PM.


#31 L1f3H4ck

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Posted 20 April 2017 - 12:35 PM

I log in, I play some games. I usually find them rather quick too. I win some, I lose some. At times I even carry the team. Which usually gets balanced out during the next game, by me derping like you would't believe. I usually know what I did wrong, or what the enemy did right. The whole thing is a mostly pleasant experience, why else would I play?

Maybe the problem with MWO isn't with the game itself, but peoples expectations...

Edited by Frechdachs, 20 April 2017 - 12:36 PM.


#32 Humpday

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Posted 20 April 2017 - 12:36 PM

View PostAnjian, on 19 April 2017 - 08:38 AM, said:

You can do a million a month if you have at least 100,000 people paying a $10 monthly on premium time, camo and items. That's likely more than enough to sustain a studio with 50 people, along with the IT and cloud requirements.


No, that is not enough money to maintain a healthy development staff(UX designers, C++ team, map designers ect..), IT(if any), systems engineers, systems architects, network engineers, management, human resources, marketing, sales engineers, lawyers, insurance, staff events building costs not to mention "cloud requirements" is dynamic and a single even can cause throughput billing to skyrocket. Thats not even taking into consideration day to day operational expenditures such as equipment for staff and licensing for software.

You're a bit disconnected with realities of operating a technology company.

Edited by Humpday, 20 April 2017 - 12:41 PM.


#33 Nemesis Duck

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Posted 20 April 2017 - 12:53 PM

View Postdimachaerus, on 20 April 2017 - 11:29 AM, said:

Their "private match" setup is laughable at best, and while it provides some features similar to what a non-matchmaker system would be like, it's requirement for premium time hobbles the hell out of it, when combined with its hard-coded limits.


It should be that players can pay for a private match then and there, like a coin slot. It should not be that I needed to have premium time preactivated and I shouldn't be required to activate more than 1 day to engage in a challenge.

Somehow there should be opportunities for spectators to watch and not just friends of friends but anyone who might be interested in seeing someone perform.

Maybe a challenge Y/N popup and scheduling board with observer sign ups?

View PostHumpday, on 20 April 2017 - 12:36 PM, said:


No, that is not enough money to maintain a healthy development staff(UX designers, C++ team, map designers ect..), IT(if any), systems engineers, systems architects, network engineers, management, human resources, marketing, sales engineers, lawyers, insurance, staff events building costs not to mention "cloud requirements" is dynamic and a single even can cause throughput billing to skyrocket. Thats not even taking into consideration day to day operational expenditures such as equipment for staff and licensing for software.

You're a bit disconnected with realities of operating a technology company.


LOL well that's assuming a lot! I could do it with 1M / month.





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