Edited by Dorci, 16 May 2017 - 12:58 PM.
Patch Notes - 1.4.115 - 16-May-2017
#261
Posted 16 May 2017 - 12:56 PM
#262
Posted 16 May 2017 - 12:59 PM
Still stunned by this epic fail...
#263
Posted 16 May 2017 - 12:59 PM
Gernot von Kurzmann, on 16 May 2017 - 12:02 PM, said:
My IQ is about 124! But no one could explain me - that you could transform a machine like this with your pilot skills.
Make an RPG with this ***. Best would be too remove all skills.
This skilltrees and modules are for nothing. Your skills must come from your own skills with your mouse and your keyboard - and not from a skilltree for scientists!
My opinion - and i hate this new ***.
You are entitled to your opinion and me to mine. In the past, I have repeatedly advocated removing all buffs / nerfs / quirks from the game and making it purely based on your skill with and knowledge of how your mech works, but this is a very unpopular opinion on these forums. Since most people want buffs / nerfs / quirks / skill point bonuses, I would much rather have a more detailed and customizable system like we are getting in this patch, than a simple, dumbed down system where everyone eventually ends up with the same skills.
#264
Posted 16 May 2017 - 01:06 PM
Horseman, on 16 May 2017 - 12:10 PM, said:
I told you this would happen.
Most vocal prostests are against the addition of a new system to tweak a Mech other than loadout. Which makes it more complex, less easy to sum to 'LPL-only'. Thus, some people are afraid to lose their `pro' status and be relegated to the same crowd that blindly tries builds and make strange choises. There are already multiple post stating `I'll wait for few month until after somebody will post a walkthrough'.
So no, the complexity is welcome. And in this case the effects are openly described. How they'll work together is another question. Just to mention that in one of the hack-and-slash RPGs it took players 3 or 4 years to find the way (passive skills, active skills, gear and execution style) that allowed to achieve 60 times higher damage. Note, 3 years of much more players than a few thousands here. This is a part of the gamplay. Success should be a combination of gear (loadout), skills and execution (plus some luck on map and opponent), not just one-button-suits-all.
#265
Posted 16 May 2017 - 01:07 PM
******* clickathon.
Missile lock on times are crazy fast now!
Edited by mad kat, 16 May 2017 - 01:21 PM.
#266
Posted 16 May 2017 - 01:08 PM
#267
Posted 16 May 2017 - 01:12 PM
That and I feel pressured to start boating. Putting skills into multiple weapon types seem way too costly.
Edited by teslabear, 16 May 2017 - 01:14 PM.
#268
Posted 16 May 2017 - 01:13 PM
Meldric Ward, on 16 May 2017 - 01:08 PM, said:
And chess are stooopid one hand moves one piece. Totally.
Really, do you want skills like +300% missiles in a salvo, +10 km range etc.? I don't. I want to try and see and only after that I'll think wether to ask for buffs or not.
#269
Posted 16 May 2017 - 01:14 PM
#270
Posted 16 May 2017 - 01:15 PM
mad kat, on 16 May 2017 - 01:07 PM, said:
******* clickathon.
Suggestion: play a few drops with an unskilled mech, or one with a few of those skills that you know you will want (Range and some others in the Firepower tree, maybe some Survival or Operations skills), and note where the mech needs some performance boosts. Then add skills as you determine that. Unless you're one of those people that obsessively watches your KDR and WLR, don't worry so much about performance.
I give the same advice to people getting into martial arts. Worry about form and personal skills first, speed/accuracy/strength will come with time if you get those things right. Practice does not, contrary to popular belief, make perfect, or even better. It makes permanent. If you do something wrong, and refuse to analyze your actions and attempt to improve, you end up playing the same game for 4 years and still bringing a LRM boat Atlas with a giant XL engine and practically no backup weapons.
#271
Posted 16 May 2017 - 01:15 PM
#272
Posted 16 May 2017 - 01:15 PM
#273
Posted 16 May 2017 - 01:17 PM
Math is waaaaay off! I had 16 Sesmic Sensors.... those were 6 million EACH! Thats 96 Million cbills JUST for those, not to mention the many many other modules I had. Total ******** again! "GGCLOSE" lol
#274
Posted 16 May 2017 - 01:18 PM
I think you made 500% too many options.
I will figure 1 mech out a bit per night, because i have played this game from the start.
But i don't get any satisfaction out of this.
I may even stop playing for some time because of this.
I think it's another massive DOORSTOP for new players and this year players.
#275
Posted 16 May 2017 - 01:18 PM
JVN-11A
#276
Posted 16 May 2017 - 01:18 PM
Great job... new players will be even more scared and regret to play MWO
I do not understand how this system should be "better" than the old one
I am sorry to tell but I really liked MWO but today I skilled 2 Mechs and quit for the day as I have no intention to do this mess for 100+ mechs. This ruined the game even more than before
Just my 2 cents
#277
Posted 16 May 2017 - 01:20 PM
mad kat, on 16 May 2017 - 01:07 PM, said:
******* clickathon.
Just skill up the Mechs that you play the most first and then work on the others when you feel like it. Most of us like to customize our Mechs' loadouts, so I don't understand why so many people dislike the additional customization that the new skill tree provides? Although, I guess the people who are upset are the same people who just play flavor of the month builds, or optimal RPG builds, or net decks (in card games), because they are too lazy to figure out an optimal build themselves.
#278
Posted 16 May 2017 - 01:21 PM
More like skill hopscotch.
Having to go down different branches just to get all the cool down quirks or cool run quirks..
Its all very arse about face.
But hey, its their game....
Now wondering if those recent purchases were really worth it.
#279
Posted 16 May 2017 - 01:21 PM
If the cost to "respec" the Skill Tree for different builds isn't eliminated, or dramatically reduced in cost, and soon, I will flat out stop playing this game.
I'm a newer player, I haven't spent a lot of money on the game, so I'm not like some big loss as a customer, but I can't possibly be alone in this sentiment.
Literally the #1 thing about my day-to-day game play that I liked until you just ruined it with the Skill Tree respec costs, was that I could tinker with my builds at will, with the only costs being for acquisition. To rebuild, there was no cost but the time put in to clicking and dragging items and modules from one mech to another.
I'm not a meta player, I'm not here to compete for the best stats. I can go meta and get a ton of dmg and kills (Yes, I've run a MADIIC meta build and won a match when it was me vs 4 enemies, 2 of which were fresh. oooh aaah), but that gets boring really fast. Believe me, I looove winning, but I love having fun even more. That means I play with what some refer to as derp builds pretty frequently, just to see if I can make them work.
This means on mechs with any kind of varied hardpoints (My beloved Hellies come to mind right away), a rebuild can mean a few dozen skill points have to be reassigned. Maybe I'm switching from an ECM laser vomit ninja build, to an lrm boat, or a ballistic build.
This new Skill Tree means big expenses in terms of XP and Cbills to unlock a bunch of extra skills to get the same level of flexibility I had yesterday, and then after that, spending several thousand XP every time I want to switch builds. Something I might do 5 times in one day on the same mech if I'm horsing around.
400xp might not seem like much if you're a great player who has millions of banked XP to tap, or who blazes through matches picking up lots of XP and cbills on perpetual premium time, but when you're new or a part time player trying to build up and get good at the game, and you're on pug teams that at best do 50/50 winning, you're often lucky to get 400xp for an entire match.
In the last PTS, just trying to figure out what worked and didn't work on one single Hellbringer, in one two hour play session, had me burn through thousands of XP and several million CBills. To truly see what your mech can do, you pretty much have to unlock the whole damn tree permanently, with no resale value. At least under the old system, if you goofed and got a module you didn't really need, at least you got half your cbills back. This new system taxes the everloving **** out of you for simply trying to figure out how to play the game.
I look at the number of mechs I have, the money I have, the XP I have, and how much of a f***ing nightmare it was trying to figure out one Hellbringer variant in the PTS, and I just don't know if I have the stomach to even bother trying to rebuild my mechs for the build they have right now, let alone grinding my life away in mindnumbing meta matches, so that I have a big enough of a stockpile of xp and cbills that I can actually just play the game the way I like and have fun. It's already clear to me that just maintaining what I've got will be so expensive in terms of grinding, that I'm basically done buying more mechs. I think I'll try and get my faction drop decks fully skilled out so they're flexible for varied builds, and just basically sell the rest of the mechs so that I'm not tempted to spend resources on them that I need to save for the drop decks. (otherwise, my tinkering play style will have me quickly burn through XP and basically be stuck with a stable of inflexible mechs that take 10-20 game grinding sessions just to change out their weapon builds). If that turns out to be too lame of a playing experience for me as I fully expect it will quickly become, and nothing changes for the better, then I'll go back to playing games that don't get f***ed with by the developer long after it's released and players have collectively poured millions into it.
So yeah PGI. You've got about 30-60 days to either fix MWO or release MW5, or I'm all but certain to find a new product to enjoy.
Edited by ShooteyMcShooterson, 16 May 2017 - 07:03 PM.
#280
Posted 16 May 2017 - 01:21 PM
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