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Energy Weapon Rework On Pts Please


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#21 R Valentine

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Posted 02 June 2017 - 05:23 AM

View PostVellron2005, on 02 June 2017 - 01:54 AM, said:

Normally, I would agree with you.. but given the fact that Energy draw was a big bust mostly cose' people on PTS killed it, and Skill Tree also almost didn't see the light of day cose' of the PTS..

I'm kinda inclined to just let PGI handle it, and deal with the fallout..

Sometimes, devs have to put their foot down and say, "this is how it is", cose' this salty, bitter community can't seem to agree on anything.. :-(

I have yet to see a PTS go "well done PGI", it's always more like "PGI, you suck, what is this horsepiss you put on the PTS?"

Correct me if I'm wrong..


Given that's the reason why we ended up with the current skill tree iteration, and not the half-baked, train-wreck first iteration of the skill tree we would have ended up with, I'm gonna say you're definitely wrong and in need of correction. And the fact that PGI never gets a "well done" is entirely PGI's fault. Maybe if they just listened to us the first time, we could skip the pissing and moaning step.

Edited by Kiran Yagami, 02 June 2017 - 05:23 AM.


#22 Ruar

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Posted 02 June 2017 - 05:27 AM

I think we absolutely need to see energy rework on PTS before it goes live. We should get the patch notes about a week before things go up on PTS.

The devs need feedback because they make mistakes. Something they think is awesome ends up not working the way it was planned. Something gets overlooked. It's important to test major changes.

That being said, the devs also need to stay focused on making changes and not giving up. There will be a lot of feedback to go different directions with proposed changes. Take the feedback that best fits the devs goals and make it happen.

The problem is not that items get put on PTS, the problem is PGI gives up on something for reasons. I would add in another aspect is PGI doesn't like to use player feedback so when PGI's ideas don't work they just throw up their hands in frustration instead of manning up that someone else has a better idea.

#23 sycocys

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Posted 02 June 2017 - 05:36 AM

I doubt they will change/rework much to be honest. Probably just adjust some heat/range values by barely meaningful amounts.

At least that's what they should be doing, "iterative balance changes" and all.

#24 Admiral-Dan

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Posted 02 June 2017 - 05:47 AM

View PostVellron2005, on 02 June 2017 - 01:54 AM, said:

and Skill Tree also almost didn't see the light of day cose' of the PTS..

I'm kinda inclined to just let PGI handle it, and deal with the fallout..

Is this a troll post?
Without the changes because of the PTS the Skilltree would have been an epic disaster for the game.

Edited by AlphaEtOmega, 02 June 2017 - 05:48 AM.


#25 PhoenixFire55

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Posted 02 June 2017 - 06:22 AM

View PostMawai, on 02 June 2017 - 05:15 AM, said:

I think he is quoting the devs .. and their current balance expert:

https://mwomercs.com...l-tree-balance/


Ah ok. So basically the same people who lie to us every two weeks in every patch notes for the past 5 years. That pretty much explains it.

#26 Sjorpha

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Posted 02 June 2017 - 06:27 AM

View PostPhoenixFire55, on 02 June 2017 - 05:05 AM, said:

Read just above. When playing with potatoes and against potatoes everything works well. Even joke builds.

I haven't been talking about joke builds or playing against potatoes, so I'm not sure how that's relevant.

My experience, as I've said, is that more mechs and builds are legitimately good now. For example my experience is that armor quirked mechs like Cataphracts, Bushwhackers and Dragons have become quite strong mechs with the skill tree and quirks combined. I think we are going to see some of those in comp play even. There are quite a few other examples like these.

Quote

Pffft. What does it have to do with methods not being to my liking? Pray tell how under these current methods a 5V Spider with 2 hardpoints and no ECM is going to get balanced against either 5D Spider with 3 hardpoints and ECM or 5K Spider with 5 hardpoints? Just as I've said, without artificially created arbitrary quirks it won't. Everything that requires additional crutches in order to work shouldn't exist in the first place, especially so considering people deciding on what and how to crutch have no clue whatsoever.

I.e. current methods are bad, and you should feel bad for defending them.


It has everything to do with you not liking the methods because quirks can indeed be used to make the 5V equally good as the 5D or better.

You call the method derogatory names because you don't like it whereas someone who likes it would call the quirks just another property of that chassis, no different in principle from hardpoints or hitboxes.

Now I'm not a big fan of quirks myself as you can see in my post history if you care to look, and I would prefer if they weren't needed on so many mechs or to this extent. I also think a lot of mechs have too strong or too weak quirks, the spiders being a good example of a mech that just isn't very good right now regardless of variant, but I haven't claimed all mechs have become good, just more than before.

Now obviously clan tech is still far ahead in terms of base equipment and that needs to be addressed, which is why the announcements about energy weapons rebalancing and upcoming engine balancing is very welcome together with the fact that Chris is now doing the balance rather than Paul. I'm willing to wait and see how that goes, hopefull in time we can get rid of both mandatory IS quirks and tonnage advantage in FP.

I have no problem with quirks remaining the balancing factor within a faction though, for example like the example spider 5D vs 5V or the Awesome vs Battlemaster and so on. The goal should be that the well designed mechs in terms of hardpoints and hitboxes etc. in both factions need no quirks. Then quirks and base agility etc can be used to buff all the suboptimal designs to that level.

I also think a PTS session of the energy rebalancing and other big passes would be good, because the skill tree got significantly improved by the two PTS sessions, and the most ridiculous big projects got stopped in time by going on PTS. So the record of positive impact of PTS testing is actually good in that sense, so go ahead with that.

Edited by Sjorpha, 02 June 2017 - 06:32 AM.


#27 CuriousCabbitBlue

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Posted 02 June 2017 - 06:37 AM

guys I don't think you can get through that tin foil hat~

#28 Admiral-Dan

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Posted 02 June 2017 - 07:06 AM

View PostPhoenixFire55, on 02 June 2017 - 06:22 AM, said:


Ah ok. So basically the same people who lie to us every two weeks in every patch notes for the past 5 years. That pretty much explains it.

Posted Image

#29 Monkey Lover

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Posted 02 June 2017 - 07:11 AM

Doesnt matter if they have a pts or not. Without testing half the weapons how can this system work? They need to pull this out with new tech or after new tech not before.

#30 The Unstoppable Puggernaut

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Posted 02 June 2017 - 07:33 AM

What exactly is being discussed here?

From the first post I thought this is an energy related discussion. Then I am reading the absolute horrendous nightmare called "energy draw" being mentioned.

With the latter, please stop mentioning it. It might remind them to put it back on the cards. If it IS on the cards and I missed it, I'll be completely withdrawing from this game including my orders.

Ghost cooldown would solve high alpha issues as a fair trade off, not having to manage a fake homemade damage bar.

Screwing up the cooldown on mixed lasers is annoying enough.

#31 Felicitatem Parco

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Posted 02 June 2017 - 07:42 AM

View PostVellron2005, on 02 June 2017 - 01:54 AM, said:

Normally, I would agree with you.. but given the fact that Energy draw was a big bust mostly cose' people on PTS killed it, and Skill Tree also almost didn't see the light of day cose' of the PTS..

I'm kinda inclined to just let PGI handle it, and deal with the fallout..

Sometimes, devs have to put their foot down and say, "this is how it is" cose' this salty, bitter community can't seem to agree on anything.. :-(

I have yet to see a PTS go "well done PGI", it's always more like "PGI, you suck, what is this horsepiss you put on the PTS?"

Correct me if I'm wrong..


You are wrong because your statement is not based directly on TT values. This is a BattleTech game, remember?
Also your statement has useless hand actuators, the travel velocity is too slow, the clustering is too wide, the beam duration is too long, and the gravity constant is off.

What kind of horsepiss garbage ****** Blahblahdjdbdcauekmgbs *continues rolling face on keyboard*





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