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Boring Balance Or The Un-Funning Of Mechwarrior Online


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#341 Xetelian

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Posted 11 February 2018 - 12:25 PM

View PostYeonne Greene, on 11 February 2018 - 12:08 PM, said:

Jump-fighting is used at more than just long range. It's actually a core part of brawling. Increased shake kills jump-fighting at every range bracket of play, and some 'Mechs that make extensive use of it (e.g. MLX) get hurt harder than others.


I little bit of drift or shake would stop the jump sniping.

It could also be a lot less drift or shake for each weight class, with lights having very little and the heavies and assaults having the most.

Compromises can be had here.

#342 Y E O N N E

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Posted 11 February 2018 - 12:29 PM

View PostXetelian, on 11 February 2018 - 12:25 PM, said:


I little bit of drift or shake would stop the jump sniping.

It could also be a lot less drift or shake for each weight class, with lights having very little and the heavies and assaults having the most.

Compromises can be had here.


Is jump-sniping really a problem with just two PPCs though? You'd have to scale it by weapons-load as well as by class.

Unless you really don't like Summoners...

#343 YueFei

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Posted 11 February 2018 - 02:27 PM

View PostYeonne Greene, on 11 February 2018 - 12:29 PM, said:


Is jump-sniping really a problem with just two PPCs though? You'd have to scale it by weapons-load as well as by class.

Unless you really don't like Summoners...


PGI could add Chassis-by-chassis reticule shake stabilization delay, which would be how long it takes for reticule shake to subside after releasing your jump jets.

Start with a default delay of 0.0 seconds (as it is now). That is, JJ-capable Mechs all start with a delay of 0.0 seconds. Reticule stabilizes instantaneously when releasing JJs.

Chassis which become problematic can have small delays added (in the range of <= 0.3 seconds) to open them up for retaliation. The small added delay is actually "doubled", because it also necessitates a slightly higher jump in the first place.

Chassis with low mounts which must jump higher for clearing their weapons can stay at a reticule stabilization delay of 0.0 seconds.

Alternatively, even those Chassis which become a problem can stay at 0.0 second delay unless equipping PPFLD weaponry. Then perhaps a negative quirkage system where for each PPFLD weapon added, reticule shake delay increases slightly for those particular Chassis (say, +100 milliseconds per PPFLD weapon mounted). If a player equips that Chassis with non-PPFLD weapons, no reticule stabilization delay is added.

Edited by YueFei, 11 February 2018 - 02:27 PM.


#344 Marius Evander

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Posted 11 February 2018 - 04:55 PM

War Robots and Battle of Titans here we come ? Hope not, so much time invested in this, but it looks like they've programmed more into their games in 6 months than PGI have in 6 years.....

Edited by Cadoazreal, 11 February 2018 - 04:55 PM.


#345 Tarl Cabot

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Posted 11 February 2018 - 05:06 PM

View Postoneda, on 11 February 2018 - 06:26 AM, said:

Why dont you bring up some really relevant topic at the round table for once.

For example, that Mechwarrior Online crashes for 1 - 2 ppl in every single match. Why not talk about that for once at the round table.

There is actual crashes, then there are disconnects. Internet sucks at times.

As for crashes I actually can not remember exactly the last time MWO crashed unless I had been testing some tweaks to CPU/GPU/Memory without doing a full stress test. Nor do i run overlays from other programs.

Correction.. About 5 months ago after a major Windows 10 update that reverted my settings to not download/install drivers. Windows downloaded GPU driver which had a furbar install or something. Took a little be of troubleshooting to locate the issue. Removing/installing the driver I had previously (not the most newest one but one right before that) and disabling that Windows bs again.. But the one thing I was not thinking was that PGI broke something since if PGI had actually broke something there would be a mob with pitchfolks on the forums.

Many players are simply plug and play type, and the few who should have some skill in troubleshooting tend to point fingers at MWO until they locate the issue, which was with their system, either due to 3rd party programs that interfere with MWO in some way. Then many do come here for assistance but most fail to post even the basic system info and what steps they may have taken to troubleshoot the issue. Then asking for said info is at times like trying to pull teeth of a grizzly bear. But dang, they sure are quick to post it is all PGI fault...

Edited by Tarl Cabot, 11 February 2018 - 05:50 PM.


#346 Mystere

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Posted 11 February 2018 - 05:11 PM

View PostCadoazreal, on 11 February 2018 - 04:55 PM, said:

War Robots ...


No cross-platform support and going to Facebook's Gameroom for the PC version is killing it for me. Posted Image

#347 Marius Evander

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Posted 11 February 2018 - 07:17 PM

View PostMystere, on 11 February 2018 - 05:11 PM, said:


No cross-platform support and going to Facebook's Gameroom for the PC version is killing it for me. Posted Image


yeah i spoke b4 i tried it lol, their lrms still go straight up straight down making cover almost impossible, the maps seem more imbalanced, and that load music was driving me nuts and no in game voip and the scaling/pay to win seems even worse there than here lol..... =(

And the other one is IoS and i dont do AppleMac

Edited by Cadoazreal, 11 February 2018 - 07:17 PM.


#348 Burke IV

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Posted 12 February 2018 - 05:39 AM

Those both look like phone games to me. Dishonesty like that is why PC gaming is dieing out. It should be illegal to sell other platform ports as "pc" games

#349 Mystere

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Posted 12 February 2018 - 09:46 AM

View PostBurke IV, on 12 February 2018 - 05:39 AM, said:

Those both look like phone games to me. Dishonesty like that is why PC gaming is dieing out. It should be illegal to sell other platform ports as "pc" games


Well, it's seems the backlash has been loud enough for some developers to actually notice.

#350 Burke IV

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Posted 12 February 2018 - 10:21 AM

Its sad really. Its just about every big developer game these days. Made lot sof money im sure but its taken PC gaming to a very bad place.

Back on topic, i dont know if PGI will ever read this but the skill tree cost them a sunspider purchase from me. Has there been an offcial response to all this yet?

#351 sycocys

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Posted 12 February 2018 - 10:44 AM

View PostMech The Dane, on 07 February 2018 - 01:39 AM, said:


There's quite a few people who like the Skill Tree. I think ultimately the issue is that it could be better and PGI appears to have just moved on without improving it.



I honestly don't hate the skill tree itself other than its ugly as can be - my problem with it is that it did nothing but just put a new face on the prior system and didn't fix its primary problem - that it was a cost free buff to your mech.

If they did something to zero-sum it against your loadout then I could care less if they never touched it again after that point.

#352 Throe

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Posted 12 February 2018 - 03:06 PM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:39 PM.


#353 Burke IV

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Posted 12 February 2018 - 04:33 PM

View PostThroe, on 12 February 2018 - 03:06 PM, said:


I mean... if it's playable on a PC, then it's a PC game, is it not?


Ok take fallout 4 as an example. The reason you have to click resources one unit at a time instead of being able to input numbers, keypresses having multiple uses. PC has no use for thes things and they are a chore to use but it works with a controler.

You get mobile games on steam pretending to be PC games aswell. scammish.

#354 Throe

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Posted 12 February 2018 - 04:42 PM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:40 PM.


#355 Throe

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Posted 12 February 2018 - 04:48 PM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:40 PM.


#356 Burke IV

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Posted 12 February 2018 - 04:53 PM

View PostThroe, on 12 February 2018 - 04:42 PM, said:

It's fairly normal.....


Cross platform meaning PC players get a console game. Back in the day there would have been two releases. Its not just UI either. There used to be a little more depth to PC games compared to console games.


View PostThroe, on 12 February 2018 - 04:48 PM, said:


They gave everyone who bothered to take the gift a free Sunspider...


Only one i thought. If i ever log in again ill ask for mine.

Edited by Burke IV, 12 February 2018 - 04:53 PM.


#357 PocketYoda

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Posted 12 February 2018 - 04:55 PM

View PostSigmar Sich, on 02 February 2018 - 07:47 PM, said:

If person demands tactical Tabletop game's rules translation into PC PVP game, without any change, this person is not a lore fanboy, it is an absolute pillock. And nobody listens to them, PGI is not stupid. Devs change what they want to change, they limited only by their own imagination. Which is lacking, sadly. This is where problem lies.

So now, what a proper lore fanboy would be. It is a person, who wants this game to be more saturated with lore. Spirit of lore, not letter of lore. Factions having distinct differences (instead we no longer have factions); text description for the equipment and planets (for example did you know, Ultra Autocannons use magnetic system to feed ammo, not mechanical as usual ACs); maybe battles to have more depth than just arena deathmatch (you know, when lights do scouting, assaults do assault, etc.)

So basically, it is not listening to "lore fanboys", that is holding this game back.
Saying "lore is bad, move on", which is also mentioned in @Mech The Dane video - it is wrong and unclear message to PGI, which may backfire very badly. To all of you guys, i advise against it.

I'm all for lore if it influences the game in a positive but hard points, Engine dysnc DHS and more have just helped ruin the game, weapon balance between factions continues to ruin everything.. Look at some of those old alpha videos and that game was what we wanted not this CoD in mechs we have now...

#358 Anjian

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Posted 12 February 2018 - 04:58 PM

View PostCadoazreal, on 11 February 2018 - 04:55 PM, said:

War Robots and Battle of Titans here we come ? Hope not, so much time invested in this, but it looks like they've programmed more into their games in 6 months than PGI have in 6 years.....


The stunning commercial success of War Robots over a few years --- over a million players daily, 50 million plus downloads, over 3 million dollars in revenues per month, consistent ranking among the top 5 action-shooting games on mobile --- just shows how much potential the "mech" genre can have with the right developers, hitting the right markets. Still going strong, despite them going full EA in loot boxes and microtransactions, and facing a massive social media backlash the fall of last year, from which they partly recovered their footing. While I can fault War Robots for high pricing, I can't fault them for what they are using the money for --- advertising, marketing, developing new content such as maps and game modes. (Should note that Battle of the Titans were started by former War Robots developers that refused to work under the new owners of the company).

War Robots have a problem that is the exact opposite of MWO. They reached a peak Zen of gaming early, which led to their enormous success --- but every new change they added to the game, now faces criticism as players feel the new content threatens to break the Zen the game has achieved. So players begin to look at every new mech, every new weapon, every new game mode, every new map added to the game with suspicion as opposed to enthusiasm.

I found many players in that game to have been introduced to mechs from the table top Battletech, or earlier Mechwarrior games. Games that they remember fondly. But they don't have a modern gaming PC, or unwilling to invest on one. And those that do, when I recommended MWO to them, one finds the game "impenetrable" though others seem to be exploring it. The blow back from microtransactions have caused some WR players looking for a new game, but most are looking at Battle of the Titans as opposed to MWO.

The game illustrates that there is a strong interest in the genre, but not "Battletech" in particular, and that these players do not equate Battletech as "ownership" of the mech genre as a whole. Battletech as a franchise, needs to work from the ground up to attract a whole new generation of players. The WR player markets are especially strong in areas like Japan, S. Korea, China, Philippines, Thailand, Malaysia, the MIddle East, Latin America --- truly global --- and many of these areas don't ever heard of Battletech or Mechwarrior at all, but equate giant mecha with anime.

I am an advocate of doing a proper Battletech game in mobile --- does not necessarily be an action game --- as strategy games are booming in mobile, and there is certainly going to be a niche with one using mechs. The HBS Battletech game is done on the Unity engine, which is also what War Robots is using, and is highly portable from one platform to another. HBS has also done a mobile game based on Shadowrun before, and I certainly hope they see the potential of bringing Battletech to mobile.

#359 PocketYoda

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Posted 12 February 2018 - 05:00 PM

View PostYosharian, on 06 February 2018 - 08:29 PM, said:

I kinda like the Skill Tree...

I gotta say i frigging hate it way too simple as in it only allows for certain ways to design a mech, no respecs for players who continually want to change their mech a lot, nagging warnings all the time if you change crap.. huge money sink that was uneeded..

To be honest i hardly ever use skills unless my mech is a one trick pony.. I wasn't a huge fan of the original either but this one is ten times worse for me..

#360 Emden

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Posted 12 February 2018 - 06:16 PM

Very well put, I couldn't agree more on most parts..... MWO was a lot of fun, then PGI started to tinker, all started with the rescaling. A lot of my Unit Mates no longer play.... I hope PGI can revive this game, I really used to enjoy the heck out of this game. My time in cockpit has diminished, however I still play. My Atlas still has some more juice, but not what she used too have...





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