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Pts Findings From Paul

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#1 SFC174

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Posted 01 August 2018 - 05:00 PM

https://mwomercs.com...52#entry6142352

My take:

Paul - "The PTS didn't do what we expected, but we're gonna keep pushing changes where none are needed"

Oh yeah, and they've got a pre-recorded podcast on the topic with NGNG being released soon.

Told ya PGI, we told ya.

#2 FupDup

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Posted 01 August 2018 - 05:02 PM

They said they're not bringing the currently seen PTS values live, which is good because many of those values are horrible (i.e. giganerfed CERML with less range, less damage, longer duration).

#3 Khalcruth

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Posted 01 August 2018 - 05:11 PM

Looks like the clan whiners won again. I'm shocked. Shocked, I say.

#4 Joshua McEvedy

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Posted 01 August 2018 - 05:15 PM

Quote

I will be doing another podcast with Phil/Daeron discussing the future of Faction Play. With the completion of Solaris game mode, we've decided internally that the next big ticket item is to address the stagnant state of Faction Play. We won't be re-writing FP from scratch but we will be looking at the feedback in the Faction Play forums for ideas on what we can implement within reason. After the podcast, I will create a forum post that will outline my bullet points on what was discussed. In that thread, I ask that you submit your ideas in that thread so we can focus feedback in one location. Yes, I know there are some posts already out there with pages of information and if you want to keep that in the discussion, feel free to link it in this upcoming thread.


I think that ship sailed a couple of years ago, hit an iceberg, and sank...

Edited by Joshua McEvedy, 01 August 2018 - 05:16 PM.


#5 thievingmagpi

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Posted 01 August 2018 - 05:17 PM

View PostKhalcruth, on 01 August 2018 - 05:11 PM, said:

Looks like the clan whiners won again. I'm shocked. Shocked, I say.



oh you mean people with a KD > 1

#6 The6thMessenger

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Posted 01 August 2018 - 05:18 PM

View PostKhalcruth, on 01 August 2018 - 05:11 PM, said:

Looks like the clan whiners won again. I'm shocked. Shocked, I say.


Wrong, everybody lost. The problem is that PGI's execution is poor, like CERML is overnerfed. Not to mention that 4v4 is not an adequate place to test balance for 12v12. But granted, the PTS is to show how would the changes FEEL.

#7 Tetatae Squawkins

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Posted 01 August 2018 - 05:29 PM

View PostKhalcruth, on 01 August 2018 - 05:11 PM, said:

Looks like the clan whiners won again. I'm shocked. Shocked, I say.


More like PGI realized blanket weapon nerfs don't just affect the problem children builds. Maybe it's the dawn of a new age for MWO.


(haha just kidding)

#8 Appogee

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Posted 01 August 2018 - 05:42 PM

Announcing the shelving of the Clan nerf on the same day the latest Clan Mech Pack goes on sale.

LOL.

PGI love us long time!

#9 Hiten Bongz

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Posted 01 August 2018 - 05:55 PM

I really hope they do put some time into making FW great again...as a new player, I'd really like to get into it, but I hear from everyone it's stale, abandoned, and just a mechbay farm. Lol.

The idea of it greatly appeals to me, so I hope they don't disappoint.

Oh and YAY to no clan laser nerfs. My hardpoint-starved Sun Spider and all other non-problematic clan mechs can relax.

#10 JediPanther

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Posted 01 August 2018 - 05:55 PM

FP is crap and does need to be re done from scratch. That new 55 clan mech looks cool but looks no longer get me to spend real money on mechs. That ended with the K9. My 55 ton shadow hawk still is fun.

#11 A Headless Chicken

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Posted 01 August 2018 - 06:08 PM

Posted Image

Alternatively, would you like to buy a mech pack?

Edited by A Headless Chicken, 01 August 2018 - 06:09 PM.


#12 Hiten Bongz

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Posted 01 August 2018 - 06:08 PM

View PostVee Vee, on 01 August 2018 - 06:05 PM, said:

Keep up with taking feedback PGI, please stick to small changes and don't throw light mechs under the bus.


Not just light mechs, mind you. Anything with less hardpoints than a typical vomit Assault would have been unjustly nerfed.

#13 dario03

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Posted 01 August 2018 - 06:54 PM

I'm still not seeing the issue with clan laser boats. Like I keep saying, I haven't seen them much in Solaris or comp, don't see them much in scouting, and don't see them dominating qp or invasion.

#14 SFC174

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Posted 01 August 2018 - 07:17 PM

View Postdario03, on 01 August 2018 - 06:54 PM, said:

I'm still not seeing the issue with clan laser boats. Like I keep saying, I haven't seen them much in Solaris or comp, don't see them much in scouting, and don't see them dominating qp or invasion.


Precisely. ERML and HLL need a slight dmg reduction with attendant heat/cooldown buffs, but that's about it.

OTOH, SPLs from both sides need buffing and there need to be some buffs to other underperforming weapons (see community balance doc).

PGI is really spending way too much time working on something that really isn't a problem.

#15 MechaBattler

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Posted 01 August 2018 - 07:20 PM

I think they had some good ideas, but not favorably implemented. Like changing LL to 3 ghost heat was an interesting move. Since it made them more favorable to the high end of the weight spectrum. And C-ER-Medium would have made sense if they'd lower the heat more. Making it better for mechs that can't stuck dubs or carry heavier weapons.

Although nerfs to small laser was kinda pointless. And heavy medium laser already being capped at 4 doesn't seem like such a threat with their short range.

#16 Peter2k

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Posted 01 August 2018 - 07:40 PM

View PostMechaBattler, on 01 August 2018 - 07:20 PM, said:

I think they had some good ideas, but not favorably implemented. .


Personally I think that describes every single PTS, every PTS they did.
And a lot of other stuff as well.

#17 LordNothing

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Posted 01 August 2018 - 08:17 PM

the only thing that really needs to be done with clan lasers is to stick the erml into the hll/lpl gh group. that is all.

none of the gauss vomit fixes are effective. the only thing that could have fixed it (energy draw) would have broke so many other things in the process. you cant really use ghost heat to get it into check. ghost charge now is an option, you can get rid of the charge limit, and at the same time keep single gauss builds from being killed off in the process.

all gausses start out with a shorter charge time. 0.5 second instead of 0.75 for standard gauss rifles (light might be 0.25 and heavy might stay where it is). trying to charge multiple gauss rifles would stack their charge time and certain gauss configurations would throw a penalty on top of that. like 1.25 for 2x std gauss or 3x light gauss, 1.5 for 2x heavy or 3+ std gauss or 4+ light gauss. this also adds fun to the game as you can now run quad gauss if you want to charge for 3 seconds. you could still gauss vomit, but if you alpha you are going to spend a lot of time charging gausses and it will be harder to fall back on when you are overheating without chain firing.

Edited by LordNothing, 01 August 2018 - 08:19 PM.


#18 Vellron2005

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Posted 06 August 2018 - 03:31 AM

View PostSFC174, on 01 August 2018 - 05:00 PM, said:

https://mwomercs.com...52#entry6142352

My take:

Paul - "The PTS didn't do what we expected, but we're gonna keep pushing changes where none are needed"

Oh yeah, and they've got a pre-recorded podcast on the topic with NGNG being released soon.

Told ya PGI, we told ya.


My take from this:

1) PTS was a success - proposed changes are not being implemented, which proves once again that PTS testing is necessary. If PGI had not run a PTS, bad changes would have been implemented. So PGI admitted they were wrong, and PGI doesn't admit stuff like that very often. That means growth as a design team.

2) My idea of focusing on Faction Play, now that Solaris is finished, has been accepted, and will be seriously addressed. Hooray! Now is the time to rehash all the good ideas on fixing Faction Play. It was stated they will not re-do the whole mode, but the extent of changes could be significant to revive the mode. This is good. About time too.





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