I Come In Peace, on 21 July 2018 - 02:37 AM, said:
Everyone enjoys different elements of MWO and plays for different reasons.
However, I think a majority of us are MWO PUGs to excel, specifically to have a good damage output for mechs designed for damage.
In this manner, I believe the game has failed and have stopped playing as a result.
Principle - A good pilot making good decisions in a good mech built to achieve good damage should have a good game as far as damage, maybe 4 out of 5 games. The 1 bad game out of 5 comes more from plain old bad luck or a team that did not fully gel.
The ratio is about 4 out of 5. It depends on several factors like what server, what time of day, whether you had been drinking, etc. But the ratio that at least I would be happy with is ~around~ 4 out of 5.
Good damage will also be hard to agree with, but for builds specifically designed for damage, 300 for lights (who are designed less for damage and more for scouting, flanking, back damage), 400 for mediums, 500 for heavy's and maybe 600 for assaults.
Why I think the game fails the principle is a perfect storm of issues in 3 areas of the game:
- Nascar - Someone that has played more or analyzed MWO more can explain why Nascar occurs better than me. The fact is, the amount of Nascar in PUG causes failure of the principle. Either you are too slow, you took your eyes off the map for a few seconds, or you are the problem and you are trying to kill enemies that are too slow or forgetting to move with their team. In any case, if you want to keep your damage up, you actually need to contribute to the issue by moving farther ahead of your slower teammates and take advantage of the free damage against the enemy's back.
- PIRs - lightest, fastest, tanky, heatless mechs in the game. If I am in a medium, it goes through my back armor in ~3 seconds. No chance. You see half the time a PIR gets 3-5 kills in a game. While I would not call it OP, because it has its share of bad games as well, its good games definitely contribute to MWO failing the principle.
- LRMs - I may be subjective because I do not use LRMs. And I am okay with their ability. The issue is Map Picker + Polar Highlands = LRMrs using their weighted votes to have Polar Highlands chosen where they are OP. The issue with that is that brawlish types are severely handicapped in this map. Perhaps not in all modes but most of them. Trading brawls are where a lot of the fun and skill in MWO resides. LRMrs also share armor less, are less likely to be assertive and in general not play any tactics or strategies. MM adding a large ratio of LRMrs on one team causes failure of the principle.
How might I fix MWO?
- Nascar - Will leave it up to analysts much more experienced than I am to figure out how to stop nascars. Perhaps more underlying structure for assaults? Perhaps have a turret consumable or a free UAV for assaults to help them slow a rush and get some damage in?
- PIRs - Maybe machine guns should do almost no damage unless a mech is opened up, and even then the damage should be limited.
- LRMs - Remove the Map Picker or fix Polar HIghlands to have more hiding places to protect against LRMrs. Adjust MM to account for weapon types like LRMs.
Would love to hear constructive feedback. And maybe you have other areas where MWO fails the principle. Perhaps synch dropping? Hopefully you understand the intent here which is to help what I think makes MWO less enjoyable to play so people (like myself) looking to excel will want to play MWO again.
Ok here we go....
NASCAR: simple solution....try counter clockwise once in a while! or realisticly try using your in game VOIP to coordinate with your team mates to actually get them to try counter clockwise
PIR-1 Piranha is the specific mech you have an issue with yet.. you target machine guns ? or more specificly MG/LMGs/HMGs the whole machine gun catagory of weapons. What about Inner sphere machine guns? those too?
And you cite piloting a medium mech and being vulnerable? The medium weight class is arguably the best at killing lights.
Depending upon your medium mech of choice and loadout you probably have a very good chance of killing a Piranha. So if this match up doesn't suit you I doubt nerfing MGs into the ground will help you when you run up against a PIR-2.
LRMs...ooohhh boy this one again....
Should the match maker also make adjustments the other way? what about LRMs on Solaris city/mining collective/HPG manifold/Canyon network/river city/Crimson Straight....All those maps where cover is choking the scenery up and you can survive LRMs by accident.
Should the match maker also take into account other weapon and map combos? how about SRM boats on Mining collective or solaris city? Isn't this just a bit OP to have a mech round a corner at point blank range and unload SRMS at way to close a range for AMS to effect them? How about dual heavy gauss boating on tight terrained maps? isn't that unfair?
Unless you are NARCed if you can't slip an LRM lock on Polar Highlands the least of your problems is countering LRMs.You have some fundamental lacking in basic counter play skills that no amount of LRM nerfing will solve.
And remember for every LRM boat that dumps a 6X multiplier on getting Polar Highlands they have just played a half dozen games on some thing like HPG where as I said already you can accidently evade LRMs.
I consistantly see solutions that essentially boil down to having PGI remove the problem over learning to over come a problem.
Is there a point when people get sick of begging for handouts?