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I Feel Lucky To Have Joined The Game Now Balance Wise
#1
Posted 26 October 2017 - 01:39 PM
I've seen some threads on here about how ghost heat is bad, how the skill system isn't nice, and how things should be closer to the lore. I'm just not feeling it though, and probably because I never knew it. Maybe things are bad in competitive? I only play quick play so I don't know for sure.
#2
Posted 26 October 2017 - 01:48 PM
But QP is actually ok. Everything is kind of 'spread thin' enough to where nothing is really that bad.
#3
Posted 26 October 2017 - 02:11 PM
ghost heat on the other hand is a !@#$ing nightmare. now they have weapons that arnt even related combined together in the same ghost heat group. soon large and medium lasers will probably be linked too. and any time you wanna build something in mechlab youre going to have to consult the ghost heat table.
Edited by Khobai, 26 October 2017 - 02:19 PM.
#4
Posted 26 October 2017 - 02:15 PM
#5
Posted 26 October 2017 - 02:52 PM
Ghost heat is poorly explained and inconsistent. Ghost heat on 3 cERLL? No big deal. Ghost heat on 2 AC/20s? Fiery inferno of regret and sorrow. Makes it unintuitive for the uninitiated
Comp scene has 2 playstyles, and one of them is only there because light vultures are a requirement in most cases.. I'm sure if they weren't light pick rate would be somewhere below 1%
I don't care about lore accuracy too terribly much considering this is a real time, first person shooter, where the mechs are "balanced" in a 12v12 environment where OP clan mechs doesn't work too well for the health of the game (wonder what that's like?
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/ph34r.png)
#6
Posted 26 October 2017 - 02:57 PM
![:(](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
#7
Posted 26 October 2017 - 03:57 PM
My biggest complaint is lore issues, lack of a convergence system [or a cone of fire mechanic of some description], and just the feel of this game being to little "Battletec" and too much "Generic FPS shooter."
I still play from time to time, but I used to play much, much more than I have... granted, I've been playing for nearly 5 years... so... maybe I'm just burnt out.
#8
Posted 26 October 2017 - 04:23 PM
Bombast, on 26 October 2017 - 01:48 PM, said:
But QP is actually ok. Everything is kind of 'spread thin' enough to where nothing is really that bad.
Snazzy Dragon, on 26 October 2017 - 02:52 PM, said:
Comp scene has 2 playstyles, and one of them is only there because light vultures are a requirement in most cases.. I'm sure if they weren't light pick rate would be somewhere below 1%
I didn't play ladder in Dota 2 and I don't play competitive in mwo. I just like when I get 3-5 kills in a match and think I'm top of the heap (rather than somehow getting -1k damage in competitive or something).
I did initially make a mistake with my first account gooddragon1, but I found moltenmetal's youtube videos helpful in picking the snv-1 6 cerllas build. I also got a light mech yesterday based on forum advice: adder b with d left arm, 6 cmedpulse, 1 light active probe for some reason, and all the heat sinks I could manage on it. It's performing pretty well even without being fully skilled out (and I can always choose to just stick 2 cerllas on it if I want).
#9
Posted 26 October 2017 - 04:50 PM
Khobai, on 26 October 2017 - 02:11 PM, said:
ghost heat on the other hand is a !@#$ing nightmare. now they have weapons that arnt even related combined together in the same ghost heat group. soon large and medium lasers will probably be linked too. and any time you wanna build something in mechlab youre going to have to consult the ghost heat table.
Considering I look at repetitive and lengthy paperwork as both a chore and a nightmare, the skill tree is the same as far as I am concerned. Ewwwww!
As such, I just don't bother with the skill tree these days.
Edited by Mystere, 26 October 2017 - 04:51 PM.
#10
Posted 26 October 2017 - 04:53 PM
Snazzy Dragon, on 26 October 2017 - 02:52 PM, said:
Ghost heat is poorly explained and inconsistent. Ghost heat on 3 cERLL? No big deal. Ghost heat on 2 AC/20s? Fiery inferno of regret and sorrow. Makes it unintuitive for the uninitiated
Comp scene has 2 playstyles, and one of them is only there because light vultures are a requirement in most cases.. I'm sure if they weren't light pick rate would be somewhere below 1%
I don't care about lore accuracy too terribly much considering this is a real time, first person shooter, where the mechs are "balanced" in a 12v12 environment where OP clan mechs doesn't work too well for the health of the game (wonder what that's like?
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/ph34r.png)
I was with you until the last part. What a shame.
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
#11
Posted 27 October 2017 - 05:40 AM
CMDR Sunset Shimmer, on 26 October 2017 - 03:57 PM, said:
Ultimate Online
Guild Wars
World of Warcraft
Defiance (which is what they should have made it like)
Dungeons and Dragons Online
Age of Conan
...just to name a few.
And since when is this an RPG game? According to the first page of the game manual...
“A tactical, 'Mech-based online shooter set in the rich BattleTech Universe”
ONLINE SHOOTER
The RPG element of it is player born by those that form teams/join factions and play it out as such.
CMDR Sunset Shimmer, on 26 October 2017 - 03:57 PM, said:
But, but...you just said it was a fine change! Shouldn’t have that made you want to play the game more? I mean, from all the posts you make anytime someone dares to question it, the Skill Web was the best change ‘evah!!!!
Yep, year over year numbers dropping. But, what did you say in another thread?
CMDR Sunset Shimmer, on 23 September 2017 - 01:23 PM, said:
So, game has run it’s course..even though MW5 just got a write up that should bring players back or gain interest from ones who never played before, like OP. Yet, player numbers are still dropping.
If you think MWO has run it’s course, and are playing less, than maybe you should be the one to stop crying every time someone calls into question something that many have said is the reason why they are playing less.
#12
Posted 27 October 2017 - 05:51 AM
spottiedogman, on 26 October 2017 - 02:15 PM, said:
I would maybe understand if you stopped playing because you don't like the change (not really), but not skilling your mech because you don't like the skilltree is completely mad.
#14
Posted 27 October 2017 - 09:51 AM
Bombast, on 26 October 2017 - 01:48 PM, said:
Mostly b/c all it really is a giant nerf that lets you buy back a fraction of what was nerfed, rather than an actual conduit for customization.
#15
Posted 27 October 2017 - 10:04 AM
The first time going through it took a while to go through all the choices, and how all the old modules etc. are implemented there.
After doing the skills on several 'mechs, it becomes very quick. Basically some variation on how much you take in each tree, depending on the 'mech's purpose. I do the skilling one 'mech at a time, whenever I play them. I still have many without skills assigned.
I'd argue it's a bigger nightmare to the new player, who's facing this immense number of choices, and doesn't understand the game mechanics that well to begin with.
#16
Posted 27 October 2017 - 10:32 AM
Seriously, if you stopped playing it because of the skill tree, just cut your freaking losses already and leave. It's not going away. Best you'll get is limited change, and definitely not back to the ******, "Always straight upgrade" method we used to have.
Edited by Catten Hart, 27 October 2017 - 10:34 AM.
#17
Posted 27 October 2017 - 10:33 AM
As to the big problems:
1) It’s percentage based. That in effect forces you to min/max only those attributes that will actually demonstrate some significant effect and encourages you to ignore all others. The average player will not notice a 1% change of any value, they might notice 5% they will notice 10%. To get to those higher percentages you are forced to take a few percentages of a bunch of other stuff that is useless because you simply cannot notice the effect. Thus, you end up taking the same optimized paths for nearly every mech and ignore everything else to the extent possible. As a result the “tree” becomes an awful lot like the straight line path we had before.
2) What it does to the NPE. There is no in game description of what the tree is, how it works, why it is there, what the individual values do in a relative sense, etc. The mythical “new player” is left to his/her own devices to try and figure out this mess. As they incrementally “skill” out a mech, and PGI changes weapons values (or worse directly nerfs the mech) as part of their new monthly “balance pass” (read: cbill sink) the NPE is forced to redo and thus extend the grind and waste cbills and XP trying to compensate for PGI’s latest kick in the teeth. After a few occurances of this, the NPE becomes the former-NPE.
The ancillary downsides are just as well known: the burden and total enthusiasm killing effect the tree has on existing players trying to get their collection updated, and then when PGI does a “balance pass” knowing that half their mechs (or more) now need to be adjusted by a few or dozens of nodes; and thus eventually killing their enthusiasm for bothering with buying more mechs. The effect that the min/maxing the tree has on exceptional mechs or weapons, which enhances any existing performance gap that the community rushes to exploit, which PGI responds to, by yet another -often misguided or misapplied- balance pass which stil further reduces enthusiasm (and often fails to address the actual problem of the exceptional mech or weapon). The stupidity of keeping the three mech-packs in a system than no longer has a three mech requirment.
There’s a lot more. So yeah, its better than the old system but that sure aint sayin much.
#18
Posted 27 October 2017 - 12:59 PM
Catten Hart, on 27 October 2017 - 10:32 AM, said:
My biggest problem is the incessant whining against anybody showing opposition to it and offering ideas trying to change it for the better. Which may bring back some of the players that specifically said they left because of it. I, and a lot of other made very good suggestions back before implementation that would have cut the hurt. But, we were shot down by one like you wanting “change for change’s sake.” Let’s face it. Most of you already admitted that you were the “cheapskates” that were swapping modules, and got the extra cheapskate bonus of not having to buy three mechs. Congrats.
But, you know, the HUGE increase in player base since it was implemented shows you and the pro Skill Web forum warriors MUST BE RIGHT.
NOT. 24.6% loss since January according to another thread. Most of that since it was implemented. Congrats on that.
#20
Posted 27 October 2017 - 01:24 PM
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