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Boring Balance Or The Un-Funning Of Mechwarrior Online


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#361 Yosharian

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Posted 12 February 2018 - 08:04 PM

View PostSamial, on 12 February 2018 - 05:00 PM, said:

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..

Certain ways? It allows you to spec many different ways...

For example a player like me who doesn't use consumables at all can spend the nodes somewhere else

I like it for that reason

#362 fearfactory

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Posted 12 February 2018 - 08:18 PM

I just want to put my 2 cents in here.

The two best MechWarrior games were IMO 2 and 3. These were the only two games that felt like an actual simulator, which is something that MechWarrior Online is not.

Honestly, these are the only changes I would make:

1 - bobbing/bouncing reticle.
2 - longer/balance reload and duration times.
3 - drop skill tree. Implement special pilot abilities, chassis quirks, and weapon quirks, like those in BattleTech.
4 - slower movement rates (turning, twisting, acceleration, etc), keep the speed.

.

#363 YueFei

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Posted 12 February 2018 - 09:23 PM

View Postfearfactory, on 12 February 2018 - 08:18 PM, said:

4 - slower movement rates (turning, twisting, acceleration, etc), keep the speed.


That's a bad idea. Really really bad. There are bad mechs in this game that are bad because they are not agile and suck hits to the CT like there's no tomorrow.

If anything, more mechs need agility levels brought up, or a geometry rescaling, or some combo of the two.

Look at the poor Atlas. It was once agile enough to brawl, but now? Sad.

#364 fearfactory

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Posted 13 February 2018 - 06:31 AM

View PostYueFei, on 12 February 2018 - 09:23 PM, said:

That's a bad idea. Really really bad. There are bad mechs in this game that are bad because they are not agile and suck hits to the CT like there's no tomorrow.

If anything, more mechs need agility levels brought up, or a geometry rescaling, or some combo of the two.

Look at the poor Atlas. It was once agile enough to brawl, but now? Sad.


I'm sorry, I didn't realize that only Assault 'Mechs exist.

If it is all lowered across the board how is it only going to affect one class of 'Mech? 'Mechs are supposed to be slow and clunky, not agile like the mecha in Gundam or Macross. I really think a lot of problems stem from the fact that light 'Mechs can just about turn on a dime at full speed, and that terrain/speed is never really a factor in combat tactics. There is no real reason to slow down to take a better shot or to maneuver through different types of terrain.

This game is not tactical at all. You really need to rely on breaking the game to play well. It's load up on high DPS builds and hope that the other players have half a brain to work together.

#365 Yosharian

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Posted 13 February 2018 - 06:09 PM

View Postfearfactory, on 13 February 2018 - 06:31 AM, said:


I'm sorry, I didn't realize that only Assault 'Mechs exist.

If it is all lowered across the board how is it only going to affect one class of 'Mech? 'Mechs are supposed to be slow and clunky, not agile like the mecha in Gundam or Macross. I really think a lot of problems stem from the fact that light 'Mechs can just about turn on a dime at full speed, and that terrain/speed is never really a factor in combat tactics. There is no real reason to slow down to take a better shot or to maneuver through different types of terrain.

This game is not tactical at all. You really need to rely on breaking the game to play well. It's load up on high DPS builds and hope that the other players have half a brain to work together.

I agree with your overall point but it is wayyyy too late in MWO's development to implement such a drastic change.

Changing the game the way you suggest would alienate many, many players, and would likely not bring back many that have left nor bring in many new ones.

#366 Leopardo

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Posted 14 February 2018 - 11:23 PM

hows it going guys -did pgi read this? atc? any news?

#367 YueFei

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Posted 14 February 2018 - 11:37 PM

View Postfearfactory, on 13 February 2018 - 06:31 AM, said:


I'm sorry, I didn't realize that only Assault 'Mechs exist.

If it is all lowered across the board how is it only going to affect one class of 'Mech? 'Mechs are supposed to be slow and clunky, not agile like the mecha in Gundam or Macross. I really think a lot of problems stem from the fact that light 'Mechs can just about turn on a dime at full speed, and that terrain/speed is never really a factor in combat tactics. There is no real reason to slow down to take a better shot or to maneuver through different types of terrain.

This game is not tactical at all. You really need to rely on breaking the game to play well. It's load up on high DPS builds and hope that the other players have half a brain to work together.


Dude, a lot of heavies and mediums also aren't agile enough anymore after engine desync.

Light mechs being agile isn't a problem, it's a feature. Most often people who complain about Light mechs being too agile think Lights are overpowered or something, but that isn't true at all, otherwise the Light mech queue would be the one clogged up all the time, and the best team compositions would involve using nearly the least tonnage possible. And the extra tonnage IS gets in Faction Play would be no advantage at all.

If Light mechs are giving you a problem, you need to learn to aim better (or possibly choose different weapons). I don't say this to you to be mean, because I also have problems hitting Lights (LOL@AC20 velocity), but that's a me problem, not a Light mech problem.

And if you really think the game is all about loading up on DPS and running around without any considerations for terrain, why don't you put together a team and dominate the competitive scene?

Oh, right, because focus-fire is a thing, front-loaded damage is a thing, and running around like headless chickens in the open isn't a winning strategy. Looks like folks actually do have to take terrain into consideration, my goodness.

People who complain that MWO has no tactics and isn't a thinking man's shooter just don't like the fact that MWO isn't their preferred brand of "thinking". Skill in a Mechwarrior game doesn't only have to be about who can juggle 5 different weapon groups better. It's like we're playing Gridiron Football here and some people would rather play Soccer instead.

Look, there's nothing wrong with being bad at a particular game. Michael Jordan was a beast in Basketball, but sucked at Baseball. Instead of ranting about how Baseball should be more like Basketball, he went back to playing Basketball.

#368 Burke IV

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Posted 15 February 2018 - 05:53 AM

All these arguments and the back and forth... bottom line is that PGI lured the vast majority of the player base in with one game and have now transformed it into something else. PGI are the bait and switch kings of gaming and that should be their legacy

#369 FireStoat

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Posted 15 February 2018 - 10:39 AM

View PostLeopardo, on 14 February 2018 - 11:23 PM, said:

hows it going guys -did pgi read this? atc? any news?

There was a podcast response from Paul to this topic that can be located on Russ' twitter. It's probably the 4th or 5th one down from the top at this point. The bottom line from the response is that the staff is overworked and very busy and that they claimed to read copious amounts of feedback from upper competitive players of the game but rarely have the time to respond to it. So, they care, but offer no evidence of the claim.

We were told that we might see some small changes with the last February patch, and possibly more changes as time progresses. We were also informed that game balance is based on information pooled from all aspects and tiers of the game, with an eye placed on newer player play experience. LRM's can't be adjusted into viable competitive weapons as new players who have not learned the skill in dealing with Lurmpocalypse would walk away from the game from smurfs or simply better skilled players taking advantaged of the new tuned weapons.

Finally, we were told that the Time to Kill for mech combat needs to be lengthened. Listeners of the podcast were given clues that this is due to Solaris being developed and if it was given an Esport status, the Time to Kill needs to be lengthened so that 'comeback' moments are possible to improve viewer satisfaction. Now, the vast adjustment of Clan mech agility in comparison to what it used to have from direct nerfs as well as the engine decouple from agility DECREASES Time to Kill on clan mechs as they broadly lack armor quirks and can NOT twist very well in spreading damage. This point went completely over their heads or Paul cheerfully chose to ignore it.

In closing, the state of the game with laser vomit or gauss + laser vomit being the meta and changes such as missile spread nerfs + Artemis nerf were not addressed at all. So players can continue to use direct fire weaponry or be satisfied with sub-par weaponry that lends its strength to situational uses only. Enjoy!

Edited by FireStoat, 15 February 2018 - 10:41 AM.


#370 Leopardo

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Posted 16 February 2018 - 06:38 AM

well.....thnx a lot - and meh.....pgi plz#

#371 Fiachdubh

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Posted 16 February 2018 - 11:08 AM

The only problem I have with balance/gameplay (so not counting the pointlessness of FP) is the stealth mech phenomenon. I don't care how 'skilled' a pilot is there is no way that 50+ ton heap of metal, fusion engine, firing weapons, and heat in plain view several hundred meters directly in front of me should be invisible to my sensors.

#372 Sigmar Sich

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Posted 16 February 2018 - 08:11 PM

Was reading new roadmap with heavy heart. Solaris preview, patchnotes copypaste, and another dev left for MW5... No plans reveal for future, after Solaris. Guess there aren't any.
Makes me sad.

#373 Leopardo

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Posted 19 April 2018 - 04:04 AM

so the rebalnce is failed?

#374 Knighthawk26

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Posted 19 April 2018 - 04:49 AM

View PostMech The Dane, on 26 January 2018 - 09:27 PM, said:


Is there anyone who likes it?


Escort mode has a long tradition in the MW games. Once again, it isn't the mode that is bad, just the execution of the idea in the game that can often produce undesired results. I'm sure PGI can look at the data and see what the balance is between the two sides (protect or kill the VIP). If it is balanced, then what's the problem? It adds another tactical dimension to the game. For players who just want to bash another mech, well Solaris 7 is here!

Also, we get to collectively pick the modes we play so if it is being played at all, somebody is picking it. Maybe some pick it thinking they will get out voted and will get additional influence on the next match's mode, but even so if everyone really despised it they would never even risk picking it.

#375 Imperius

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Posted 12 May 2018 - 07:34 AM

Hello darkness my old thread. The necromancer summons you again.





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