

Criticism Of The General Game.
#1
Posted 15 December 2017 - 11:16 AM
Anyways, as I played through about 40 games over a few days I noticed that, even though there are a lot of map choices, there are only about 4 picked. HPG Manifold, Grim Plexus, or any snow level, and I know why, but it seems silly.
There should only be as many map choices as there are game mode choices. That way, there is a greater chance of there being maps that take people out of their comfort zone, and allows newer players to experience other maps.
The lava map is nonexistent, it has a 0% vote and pick rate, and I find that sad. I played it twice over the few times I came back to MWO, and 0 times since this most recent return.
I fully realize why people choose to stray away from high heat maps, since they do not know how to manage their heat levels, but it is a learning experience.
Moving on, I see that brawling is a thing, obviously, but I find it extremely rare that anyone does it. Most of the matches I play are ER large lasers and LRMs with a few longer ranged ballistic weapons. The very few times I get up close and personal I run into people using LRMs as close range protection.
The problem I see with this is that 90% of the battle consists of two sides peeking each other into oblivion, and I am sitting on the front line bored out of my mind because I simply cannot charge their entire team alone. I mean, I can, but I get melted in seconds.
The main issue I see are LRMs, and people too afraid to use anything else. Literally entire games with almost an entire team running at least one LRM or more. Light scouts who are supposed to be relaying enemy positions are sitting back and running LRMs. What the actual hell is the thought process there? Why even give scouts LRMs?
This is just my two cents, and it would be nice to see some changes, maybe allowing only 2-3 mechs per side that have LRMs, 2 map choices instead of 4. Force people to use other tactics, to think about their build and how to better utilize it on all maps, not just 2 or 3 of the same maps over and over. Make it so that getting up into an enemies face is advantageous, not a detriment.
ADD MELEE, good god, please add melee, the Kodiak is screaming for a melee attack. Add melee weapons like pile bunkers, arm spikes, saws, drills, whatever. Let the people who like to get into their enemies face do more than just shoot them.
Toss in charging, if a mech has an MASC, allow them to use a charge to push an enemy back a bit. Take them out of position, stop them from locking onto an ally, or laying down a hail of fire because the pilot is rattled.
Just some of my ideas of how to make this game even better than it is. I hear some of these things being asked for by random people I talk to in game.
#2
Posted 15 December 2017 - 11:21 AM
Weapon changes and brawling vs. poking will change as you get up to higher tiers. You may also be confusing enemy ATMs for LRMs.
I am a "never Therma" voter, but that's mostly because it's too dark to see on. Bad map design. Other lesser-picked maps (Canyon, Viridian Bog) always get my vote unless I'm in a mech entirely unsuited for them.
#3
Posted 15 December 2017 - 11:24 AM
there also needs to be something done about mid to long range poking. weapons have way too much max range. they either need to lower the max range (say x1.5 instead of x2), OR make weapons fired beyond optimum range suffer a severe damage penalty without a sensor lock (has the added benefit of making sensors more important). Either of those would help out brawling.
and yeah they should add melee. but it should only be for mechs that come with melee weapons stock (like the hatchetman). it would simply be too hard to add melee for every existing mech. limiting melee only to mechs with stock melee weapons (hatchets, swords, etc...) is the best chance we have for seeing melee.
Quote
yeah its probably ATMs, not LRMs. ATMs are the up close version of LRMs.
Edited by Khobai, 15 December 2017 - 11:32 AM.
#5
Posted 15 December 2017 - 11:56 AM
2. The range issue partially gets rectified as you move up in ranks. Partially. Bringing brawling builds is a coin toss. But that's a player problem, not much PGI can really do about it.
3. Melee would be a control, animation, and hit reg nightmare. No thanks.
4. We had charging. Players were {Richard Cameron} with it. We don't have charging anymore.
#6
Posted 15 December 2017 - 11:59 AM
Bombast, on 15 December 2017 - 11:56 AM, said:
2. The range issue partially gets rectified as you move up in ranks. Partially. Bringing brawling builds is a coin toss. But that's a player problem, not much PGI can really do about it.
3. Melee would be a control, animation, and hit reg nightmare. No thanks.
4. We had charging. Players were {Richard Cameron} with it. We don't have charging anymore.
#7
Posted 15 December 2017 - 11:59 AM
I might be in a minority but I really love Caustic Valley. Rarely get to play that map.
#8
Posted 15 December 2017 - 12:02 PM
Roles for the most part are dead as well. Dedicated Scouts with NARC's or TAG's. Snipers that actually have a capability to do more than hide and shoot. Gone too are agile flanking heavy mechs because PGI nerf'd the mobility and agility of many (not all) of them forcing players to buy new mechs. With the death of Faction Play as a viable game platform, team play has more or less fallen apart for many teams that were avid training and team centric clusters of players... My team has stopped dropping as a 12x and has not conducted a training exercise since May.....
Comp play does not at all resemble QP.... That in and of itself is troubling because what the comp players are doing isn't normalized play.....which means, there is a huge disconnect between what they are doing and what most other players are doing.... Some will say "the rest of us non-comp pilots need to get better".... Unfortunately, why should we? To what end? For what reason? And, most importantly, it isn't any fun to do what they do, why go down that path?
But, MWO is unique and can be fun..... Especially, for me, at lower tier play where the players just aren't all that involved in the meta trends and make stuff up as they go..... That leads to insane matches that sometimes, just don't make sense, but are hilarious and a lot of fun !!!
MWO lacks fun.... Lacks the pure joy of "doing something new" and trying new things.... Lacks a reason the game itself exists. I thought that was FP....... It seems it is now Solaris and there will be no-joy in that.
#9
Posted 15 December 2017 - 12:02 PM
Usually it's all about LLs/ERLLs with some PPCs and Gauss thrown in.
#10
Posted 15 December 2017 - 12:16 PM
Asym, on 15 December 2017 - 12:02 PM, said:
Are those matches played at mechcon like comp play?
I only ask because I've never seen matches like that, and my god was that boring lol.
ROSS-128, on 15 December 2017 - 12:02 PM, said:
LRM's are kinda like assault mechs. Generally, the more you have on your team the more likely you're going to lose

#12
Posted 15 December 2017 - 12:17 PM
Quote
depends on the assault mech. annihilators are good. i like having them on my team.
but atlases with lrms not so much... unless im piloting them... then its okay

Edited by Khobai, 15 December 2017 - 12:19 PM.
#14
Posted 15 December 2017 - 12:24 PM
Quote
I won 1st place in a tournament a few years ago running an Atlas-D with two LRM20s, an erppc, 3 med lasers, and 2 machine guns.
people accused me of being a korean hacker on 4chan lmao, it was funny as hell. I was just getting high match scores by getting assists on every enemy mech with LRMs.
but ever since then ive had a fond place in my heart for LRM atlases.
Edited by Khobai, 15 December 2017 - 12:27 PM.
#15
Posted 15 December 2017 - 12:30 PM
#16
Posted 15 December 2017 - 01:02 PM
ROSS-128, on 15 December 2017 - 12:02 PM, said:
Usually it's all about LLs/ERLLs with some PPCs and Gauss thrown in.
yea if you want to kill components, put 4 ac10s on an anihilator and go to town. shoot arms and legs. they usually cant take more than a couple alphas.
#18
Posted 15 December 2017 - 01:24 PM
ROSS-128, on 15 December 2017 - 12:02 PM, said:
Usually it's all about LLs/ERLLs with some PPCs and Gauss thrown in.
Actually it's not the damage they do that decides anything really, unless you have some scumbag boating lrm80A. It's the sheer, frustrating IRRITATION of "warning, incoming missiles" every fews secs -permanently.
The annoyance of that often forces people to rock hump and not move. It's not effective on it's own per se, but 2-3 boats and the match is a misery-effectively shutting off huge portions of any given map.
Maps like Polar for example, are pure misery sans radar dep. And why soulf anyone be forced to spend so many points just to reduce (not remove) that irritating weapon system?
#19
Posted 15 December 2017 - 01:27 PM
ROSS-128, on 15 December 2017 - 12:02 PM, said:
Usually it's all about LLs/ERLLs with some PPCs and Gauss thrown in.
I never said they decide the outcome of a match, I just said nearly every mech uses them in the games I am playing. Read, then post, it helps.
Khobai, on 15 December 2017 - 11:24 AM, said:
No, it was LRMs, because I watch them use them at long range, then when you close the gap, they spray them at you because they either A. have nothing else equipped, or B. use them in conjunction with the few medium lasers they have.
#20
Posted 15 December 2017 - 01:53 PM
Arkham Chase, on 15 December 2017 - 01:24 PM, said:
The annoyance of that often forces people to rock hump and not move. It's not effective on it's own per se, but 2-3 boats and the match is a misery-effectively shutting off huge portions of any given map.
Maps like Polar for example, are pure misery sans radar dep. And why soulf anyone be forced to spend so many points just to reduce (not remove) that irritating weapon system?
Yes I agree that pgi should remove the warning

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users