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Sooo... No Real Reason To Keep Dumping Money Into This Game?


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#141 Dee Eight

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Posted 11 December 2017 - 01:08 PM

Am I the only one to realize that the way you test 12IS vs 10Clan is by having using the group queue, and having two groups of 12, and then two of the clan players simply disconnect after the drop, or otherwise go AFK/don't play and are acting as seat fillers. If you can do that manually (disco) and the existing servers are perfectly capable of zero ping not loaded players already at random, they could easily be coded to not load two players as well. Its simple laziness to not bother to write the code to do that.

#142 Khobai

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Posted 11 December 2017 - 01:22 PM

the 10v12 ship has sailed though. theres no going back.


IMO the easiest way to balance IS vs Clan would just be to implement tonnage matchmaking

balance the tonnage for both teams, but have clan mechs count as being 5 tons heavier for purpose of tonnage matchmaking

so a 65 ton clan mech would count as 70 tons for tonnage matchmaking purposes


likewise, really good or really bad mechs could also have matchmaker tonnage adjustments based on how good or bad they are. so like an atlas might get a -5 tonnage matchmaking adjustment. because atlases arnt as good as annihilators. so the team with the atlas would get an extra 5 tons vs the team with the annihilator.

Edited by Khobai, 11 December 2017 - 01:35 PM.


#143 C E Dwyer

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Posted 11 December 2017 - 01:23 PM

View PostCMDR Sunset Shimmer, on 10 December 2017 - 06:39 PM, said:





December 2018, actually.


90 days..and then, how long after the power point did FW still take ...

MW5merc needs a lot more done to it than just polish as was stated at mech con

#144 Wolfways

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Posted 11 December 2017 - 03:19 PM

View PostKhobai, on 11 December 2017 - 01:22 PM, said:

the 10v12 ship has sailed though. theres no going back.


IMO the easiest way to balance IS vs Clan would just be to implement tonnage matchmaking

balance the tonnage for both teams, but have clan mechs count as being 5 tons heavier for purpose of tonnage matchmaking

so a 65 ton clan mech would count as 70 tons for tonnage matchmaking purposes


likewise, really good or really bad mechs could also have matchmaker tonnage adjustments based on how good or bad they are. so like an atlas might get a -5 tonnage matchmaking adjustment. because atlases arnt as good as annihilators. so the team with the atlas would get an extra 5 tons vs the team with the annihilator.

The problem there though is that pgi would have to decide which mechs were good and bad. Do you honestly think they could do that?

#145 Brain Cancer

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Posted 11 December 2017 - 03:21 PM

Quote

The problem there though is that pgi would have to decide which mechs were good and bad. Do you honestly think they could do that?


Go watch the Solaris preview video and then ask that again.

#146 Wolfways

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Posted 11 December 2017 - 04:36 PM

View PostBrain Cancer, on 11 December 2017 - 03:21 PM, said:

Go watch the Solaris preview video and then ask that again.

I have watched it and just like their FW videos I think what actually gets into the game will be much less and much worse.
The difference is that I don't care about Solaris Posted Image

#147 Angel of Annihilation

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Posted 11 December 2017 - 04:49 PM

View PostCathy, on 10 December 2017 - 10:47 AM, said:

If Solaris 7 arena fights with mechs covered in demons masks, are your thing, they added quite a bit.

If your more traditionalist in how you view the Franchise, then your correct.

F.W seems to have been pretty much abandoned to it's fate.


I am with you on this. I have absolutely zero interest in 1 vs 1 or 2 vs 2 PVP fights and feel all that effort is completely wasted when they could have been adding tons of new maps and working on new, exciting ways to get us involved in the bigger, grand scale campaign. I guess to each their own and I am sure some people are excited about Solaris but for my part, Solaris should have been a side project instead of the only thing PGI seems to be focusing on when it comes to MWO.

#148 FiveOClock

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Posted 11 December 2017 - 05:45 PM

View PostRevis Volek, on 10 December 2017 - 11:25 AM, said:


Whats wrong with that? You scared? Its prolly not for everyone im sure.


thank you toxic player base. Makes the game so worthwhile.

#149 Gyrok

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Posted 11 December 2017 - 06:12 PM

View PostBud Crue, on 10 December 2017 - 12:03 PM, said:


I wouldn't mind so much (even the lack of CW development at this point) if I thought that most of my mechs -hell, even a decent percentage of my mechs- might be usable at some point. But Solaris is going to be all about the top mechs and most meta of meta builds with the best of players. Even if I bring meta, that aint me, so what's left? The game "as is" with a new map apparently.

Well. Great. I guess?

If there is a plan for something more or a plan to merely improve it, then maybe mechcon would have been a good place to share that vision or plan with the customers and players. Since they did not, I think its a good bet that there is no such plan or vision. So is that state of affairs worth supporting? I just don't think it will be for a lot of folks.


The one mistake I see in your logic is assuming that mechs that are meta for QP and other modes will be meta for a Solaris mode.

Solaris will be about doing the most possible damage in one volley with as close to a heat neutral build as you can manage. (Read: SRMs/MRMs and Dakka will likely be the meta for this mode).

Mechs that are capable of boating large amounts of those will be OP as hell in Solaris, so you will probably see mechs like catapults and other things make a resurgence there because of their ability to boat very strong short/mid range loadouts with large, relatively cool, alpha strikes.

Lasers will have no business in Solaris...wait and see. It will be purely about massive damage as quickly as possible, and something like a 4xMRM10 or 4xASRM6 GRF will probably dominate the medium tier.

Why? Because all of the relatively cool running lasers are garbage now, especially those for short range. Additionally, there will probably be some LOLtastic crap like the old JM6-DD with 6xMGs and 2xLPLs or something as well...(or, god forbid, even flamers...)

#150 MischiefSC

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Posted 11 December 2017 - 06:32 PM

View PostGyrok, on 11 December 2017 - 06:12 PM, said:


The one mistake I see in your logic is assuming that mechs that are meta for QP and other modes will be meta for a Solaris mode.

Solaris will be about doing the most possible damage in one volley with as close to a heat neutral build as you can manage. (Read: SRMs/MRMs and Dakka will likely be the meta for this mode).

Mechs that are capable of boating large amounts of those will be OP as hell in Solaris, so you will probably see mechs like catapults and other things make a resurgence there because of their ability to boat very strong short/mid range loadouts with large, relatively cool, alpha strikes.

Lasers will have no business in Solaris...wait and see. It will be purely about massive damage as quickly as possible, and something like a 4xMRM10 or 4xASRM6 GRF will probably dominate the medium tier.

Why? Because all of the relatively cool running lasers are garbage now, especially those for short range. Additionally, there will probably be some LOLtastic crap like the old JM6-DD with 6xMGs and 2xLPLs or something as well...(or, god forbid, even flamers...)


MRM + rocket Bushie will dominate. There's some strong Huntsman dueling builds and don't count the 12 ersml, 4xlmg nova out.

However people don't realize that meta is 10x more critical in 1 v 1, as in the near dueling meta. 2xlb20x WHR is going to pretty much dominate heavies, though there are a handful of MRM/SRM builds that will give it a run for the money. Lbx20+splat TBR is strong, so is 2xsnub, ac20 Orion.

What's critical to understand is that with 1/12 the players the gap created in both mech and player skill becomes huge. The better players wins 9 out of 10 matches when in QP their win/loss difference may be 5% or less.

#151 Y E O N N E

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Posted 11 December 2017 - 07:01 PM

You won't be using LMGs in Solaris on that Nova. Standard MGs.

Also, I bet the Gauss + ERML WHM-6R trashes the LB-40X build on any map that doesn't start both players at face-rubbing distances.

#152 MischiefSC

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Posted 11 December 2017 - 07:05 PM

View PostYeonne Greene, on 11 December 2017 - 07:01 PM, said:

You won't be using LMGs in Solaris on that Nova. Standard MGs.

Also, I bet the Gauss + ERML WHM-6R trashes the LB-40X build on any map that doesn't start both players at face-rubbing distances.


I dunno, unless the maps are way long I'm going to go with the 40.

#153 Y E O N N E

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Posted 11 December 2017 - 07:11 PM

View PostMischiefSC, on 11 December 2017 - 07:05 PM, said:

I dunno, unless the maps are way long I'm going to go with the 40.


You are likely going to get side-cored and crit in two shots. At that point, you lose.

You'd have to have a way to dictate the fight in close quarters. Nobody worth his salt is going to follow you into that situation because they are going to know what you have based on what you do.

Edited by Yeonne Greene, 11 December 2017 - 07:12 PM.


#154 Khobai

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Posted 11 December 2017 - 07:47 PM

Quote

Solaris will be about doing the most possible damage in one volley with as close to a heat neutral build as you can manage. (Read: SRMs/MRMs and Dakka will likely be the meta for this mode).


why does heat neutrality matter?

you can override and overheat to the point of almost killing your mech

as long as the other guy dies first you win

heat basically has no meaning in 1v1 which is why its stupid

Edited by Khobai, 11 December 2017 - 07:49 PM.


#155 MischiefSC

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Posted 11 December 2017 - 07:52 PM

View PostYeonne Greene, on 11 December 2017 - 07:11 PM, said:


You are likely going to get side-cored and crit in two shots. At that point, you lose.

You'd have to have a way to dictate the fight in close quarters. Nobody worth his salt is going to follow you into that situation because they are going to know what you have based on what you do.


Only if there's no cover.

View PostKhobai, on 11 December 2017 - 07:47 PM, said:


why does heat neutrality matter?

you can override and overheat to the point of almost killing your mech

as long as the other guy dies first you win

heat basically has no meaning in 1v1 which is why its stupid


Do you never 1 v 1?

Heat decides 1 v 1.

#156 Khobai

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Posted 11 December 2017 - 07:54 PM

Quote

Do you never 1 v 1?

Heat decides 1 v 1.


not really. with splat builds, most mechs will be dead before heat becomes much of an issue.

#157 FupDup

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Posted 11 December 2017 - 08:06 PM

View PostKhobai, on 11 December 2017 - 07:54 PM, said:

not really. with splat builds, most mechs will be dead before heat becomes much of an issue.

And why are splat builds being used? Because they're way more heat efficient than laser vomit.

#158 Y E O N N E

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Posted 11 December 2017 - 08:07 PM

View PostMischiefSC, on 11 December 2017 - 07:52 PM, said:

Only if there's no cover.


I'm not entirely sure about that, either. If the Gauss takes a position atop one of the catwalks on Steiner Colosseum, where are you going to hide? Underneath him where you aren't a threat? On the other side of the map where you aren't a threat? At the other end of the ramp just below the edge where you...aren't a threat?

It would be an interesting match.

#159 MischiefSC

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Posted 11 December 2017 - 08:18 PM

View PostYeonne Greene, on 11 December 2017 - 08:07 PM, said:


I'm not entirely sure about that, either. If the Gauss takes a position atop one of the catwalks on Steiner Colosseum, where are you going to hide? Underneath him where you aren't a threat? On the other side of the map where you aren't a threat? At the other end of the ramp just below the edge where you...aren't a threat?

It would be an interesting match.


Have played it, you go center, see which way he goes and close that side. Its super easy.

If it's a range map that's one thing but one with good cover? 1 v 1 you can only cover 1 lane.

#160 Y E O N N E

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Posted 11 December 2017 - 08:25 PM

View PostMischiefSC, on 11 December 2017 - 08:18 PM, said:

Have played it, you go center, see which way he goes and close that side. Its super easy.

If it's a range map that's one thing but one with good cover? 1 v 1 you can only cover 1 lane.


Go center?

But you spawn at the ramp, though.

And while you can only cover one lane, he can only approach one lane.

Positioning.

What matters is whether or not you can force an open approach.





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