

Solaris Has Been A Major Disappointment
#1
Posted 19 April 2018 - 01:12 AM
Solaris has fractured the player base into even smaller buckets. There just aren't enough players to make this competitive. The fact the leaderboard is splitting into players with a huge number of wins and players with almost no wins is telling. With enough players, this doesn't happen because their are enough players at every skill level to provide challenging matches at all times.
The map design is terrible. Beyond terrible. The only allowed mechs because of the maps are brawlers. You can be a fast brawler or a tanky brawler, but you will be a brawler. Anything else is just DOA. Tiny maps with limited vertical change that might as well have just been the same map with different skins, ie. a jungle skin, a warehouse skin, etc.
Lag shielding which is only an every now and then thing in the rest of the game seems to be getting more prevalent. This should not happen in any modern game. if PGI is ever going to fix MWO, a different underlying game engine is a must. Maybe after they finish MW5, they can take that engine and use it to create MWO 2.0.
The divisions mechs were separated into feel arbitrary and broken. In division 7, I racked up some easy wins with the X1, but lose to other people's X1's trying practically anything else. This happens in every division. In fact, I have a really good idea if I'm going to win or lose a match before I ever launch simply based on the mech I picked. Launch in my Victor, win. Launch in my Ghille, lose. This is going to become more pronounced as more of the playerbase because aware of the top mech in each division. You will play the meta mech or you will lose.
The bottom line is that MWO has always been an arena brawler and there are much better arena brawler games out there. If it wasn't for my love of big stompy robots, I would have given up so much sooner. And while I had hoped that getting rid of the randomness of a broken matchmaker would allow what works in MWO to shine, the reality is that the good parts of MWO get lost completely because of how Solaris was implemented. I want to play sneaky backstabby mechs at times. I want to play sniper mechs at times. And sure, sometimes I like playing my brawlers, too. But even the brawlers are limited in that you will play the meta mech in your division or you will be at a huge disadvantage.
p.s. I'm sure someone reading this is going to post, "Oh, he's just salty because he's getting pwned. Nope. I was actually able to hold a 50-50 win/loss simply because I own a ton of mechs which makes jumping in and out of the metas easy. The fact that it's which mech I pick, and not my skill, is the disappointment.
#2
Posted 19 April 2018 - 01:17 AM
come back to QP the numbers are so low it takes ages to find a match, or maybe its the mech i pick
#3
Posted 19 April 2018 - 01:23 AM
BurningDesire, on 19 April 2018 - 01:17 AM, said:
come back to QP the numbers are so low it takes ages to find a match, or maybe its the mech i pick
Ya. I've been taking my unskilled Fafnirs out in QP.
They work okay if the team doesn't leave my 48kph self behind and I can hammer things with that dual heavy gauss. It works not at all if the other team decides to focus me because no way am I moving out of incoming focused fire.
I also will prolly go through and do all the S7 heroes as well. They are a very mixed bag.
#4
Posted 19 April 2018 - 01:29 AM
Biggest disappointment I have is I wanted an easy way for all my unit(whats left of them) to see me fight. I wanted to see my other unit member fight.
Lastly i wanted to 1v1 anyone on my friends list not just some random person.
Edited by Monkey Lover, 19 April 2018 - 01:32 AM.
#5
Posted 19 April 2018 - 01:55 AM
I just can't get bent out of shape about Solaris. The population trends demanded it or something like it. The Divisions are not terrible but as is always the case with PGI's approach to statistical analysis fails to account properly for outlier performance, and so inevitably we have clear variant leaders in most Divisions. The maps are inherently small to accommodate no larger than 2v2 play and are typical products of PGI's past approach to map design. There is really nothing about Solaris that anyone should have been shocked or surprised by.
Either you like 1v1 or 2v2 combat in this game or you don't (private lobby matches have always played out as mostly brawls before, so I can't ding them for that trend here). If you do, but don't like the divisions, just wait a few months. If you don't, then come back to QP or CW. But honestly besides those divisions, everything else that PGI has done with Solaris is additive to the greater game (wait times in group queue seem fine so I can't even ding them for the addition of 14 new queues, etc.) So even if one thinks the maps suck, or bolt ons are a aesthetic horror, or whatever you dislike about the new mode, they have added stuff to the game and you can ignore the whole damn thing if you choose. C'est la vie.
#6
Posted 19 April 2018 - 02:08 AM
imo there is a lot to like about solaris update. There is a lot of good things in the UI but perhaps not all the UI itself. Div mech rosters are garbage, which was obvious as soon as they published them etc. I wouldn't worry too much about it right now, most of the player base hasn't 1v1 ever. Let the novelty wear off some for a few weeks
2v2 is much more fun as well for obvious reasons.
Edited by Ghogiel, 19 April 2018 - 02:09 AM.
#7
Posted 19 April 2018 - 02:16 AM
#8
Posted 19 April 2018 - 04:01 AM
My friends and I are thinking screw the current divisions and just balance the matches either by tonnage or by the classes of the mechs involved. I think a lot of people feel mediums in 2v2 is not very well balanced to justify taking when you can face off fast heavies and very hard hitting assaults.
#9
Posted 19 April 2018 - 05:11 AM
Thank God that, now that my Shadowhawk is skilled, I never have to set foot in it again.
#10
Posted 19 April 2018 - 07:04 AM
#11
Posted 19 April 2018 - 07:06 AM
Your post is spot-on. Solaris will work for the top 20 or 30% of the remaining population since it involves a "leader board" and crowing rights and that isn't a bad thing...... the operative question is........is there anything left to do??? FP is out. QP is a mess that even a potato can't rationalize what is going on there.... Good luck and good hunting. I can't wait to see what "events" PGI dreams up to retain the non-active playing pilot base? That at least, is something to look forward to.....
Edited by Asym, 19 April 2018 - 07:07 AM.
#12
Posted 19 April 2018 - 07:34 AM
#13
Posted 19 April 2018 - 07:45 AM
#14
Posted 19 April 2018 - 08:04 AM
#15
Posted 19 April 2018 - 08:11 AM
I also don't mind the map design, some of them are designed pretty good for a 1v1 or 2v2. A lot of the 1v1's prior to solaris which took part on steiner col were largely more mid range mechs with high alpha or good DPS and the new maps aren't exactly any smaller than it so I don't see why you can't take a mid range-long range mech on some of those new maps.
Also considering the population of this game I would say something like solaris is tailored pretty well to it. Giving it the only place for PGI to match make based on a players SSR if majority of the people don't just quit it after day 1. More importantly giving people a platform to improve their individual performance which is really needed in this game.
It's got a cool reward system and a cool cosmetic system. I have zero complaints about it, I don't even care if the pay is crap right now because you'll get more cbill bonuses the more you play which is awesome to me and given how quick the matches are maybe when your maxed out those will start to really add up.
There are some broken mechs in some divisions but honestly this was their first try at division balancing, you can't really be mad at that.
#16
Posted 19 April 2018 - 08:30 AM
#17
Posted 19 April 2018 - 08:36 AM
#18
Posted 19 April 2018 - 09:00 AM
And of course it's all about brawler builds. Were you expecting a big open field with no cover so long range builds could win? I've had a few games that were more cat and mouse. Damn mech factory is a perfect place for lights to hide and poke. But admittedly once you're engaged. Unless you have a decidedly higher speed, it's brawling time. I feel like they should buff all JJs or at least buff the skill tree. Because some of the maps definitely have terrain and obstacles that could make good JJ mechs interesting. But even a medium doesn't get great lift without a certain investment. I'm also dissapointed we haven't seen any destroyable cover in the maps. Though that might not really matter.
#19
Posted 19 April 2018 - 09:08 AM
Metus regem, on 19 April 2018 - 07:45 AM, said:
the armor quirks.....
I've been trolling around in the Jenner IIC with 6xLRM5s....almost won one but time ran out.
#20
Posted 19 April 2018 - 09:21 AM
Its super close range. On most maps, even if you are fast, even the slowest mechs can corner you because theres literally no way to run and disengage. Speed and mobility cannot be utilized effectively, reducing the encouters to high armor, high dmg face tanking brawls, which simply isnt my playstyle.
To really test your self under at least somewhat realistic circumstances, you will need to address the different tactics and strategies, that eg QP maps provide. But mwos community likes short, brief, arcade style encounters. Reducing the number of effective strategies significantly.
I had a number of fun matches, but in the end, its a stare down cause of map design which is exctly what I feared. Maps would need to be at the very least twice as big with more options to utilize speed and mobility in general. That is not the case and thus, its facetanking direct brawls most of the time. That is fun for a bit but its just one single playstyle and too one dimensional to invite a wide variety of playstyles and a huge audience.
They should have anticipated that but once again it is alwys about lore. Instead of fun gameplay. So, its a nice side show for a bit now and then but it could have been a way to truely test yourself vs all kinds of playstyles.
To prevent ppl from just hiding on bigger maps with more options, alllowing faster mechs to actually use their mobility, they could have penalized ppl that did not engage for a certain amount of time. Maybe 30 seconds or so. There would be ways to discourage ppl from just hiding. But that would be infinitely more fun than just mere stare downs and armor face tanking death matches.
QP still is way more fun, more options, more different possible tactics, speed can be as lethal as armor. So after like 20 matches, im now back on the real battlefield.
QP.
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