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Mwo Will Be Completely Dead By 2019 If You Dont Fix It Now


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#101 Rafe Yomin

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Posted 29 August 2018 - 09:00 AM

View PostMystere, on 29 August 2018 - 08:39 AM, said:


The current PTS is looking into this. However, the increase from the original 40 to 50 heat threshold is worrying me. I would have preferred faster dissipation rates and lowered heat on the smaller weapons.


Hell, look at Kanajashi's video. 50 heat is exactly what you need with the skills, to still get the Deathstrike boogyman alpha ... . With the increased cooling, its DPS goes up actually over time. The only thing it stops is firing 2 alpha's in close succession (and even that is iffy). This makes it clear that the balancers are just throwing numbers at the wall and seeing what sticks. They don't calculate or test anything, because they make the problem they are trying to fix even worse.

#102 Bud Crue

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Posted 29 August 2018 - 09:38 AM

View PostStealth Fox, on 29 August 2018 - 08:21 AM, said:

While this game IS in trouble and WILL die if things keep going the way they are, it ain't LRMs that's doing it.

It's the stupid super high instant death alphas that punish you and your one life with unrollable death if you make one wrong step. Right now LRM builds are about the only thing that CAN counter these retardedly high alpha builds.


I swear to your deity of choice that I really don’t get this point of view. Not from PGI, not from players I know and respect.

I play group queue fairly regularly against some decent players and occasionally some of the best players of the game and I have NEVER been insta gibbed unless I was in a light and did something amazingly stupid while in it. This whole thing from PGI’s fixation on the 94 point, only three mechs can even do it gauss vomit bogey man to the claims from some players that the clan laser vomit is so OP relative to the IS that SOMETHING MUST BE DONE! are just not things that ever occurred to me from actual play...and I play mostly IS mechs.

Sigh. At this point it is inevitable that to address this horor of unbalanced and unfair play (/s) they are going to mess with heat cap and/or dissipation and/or weapons values and/or something and possibly everything else. Whatever the changes end up being, they will probably not do anything more than make a lot of mechs a lot less fun to play, while relative performance between most chassis will stay largely the same. Just like always. A related thread asked “what is the least PGI can do to get player back?” I think they should stop doing this sort of nonsense as a start.

Edited by Bud Crue, 29 August 2018 - 09:43 AM.


#103 S 0 L E N Y A

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Posted 29 August 2018 - 10:39 AM

So much lolz here.

Majority of you posting clearly don't understand the game (ie LRMs are the problem) yet you are the most vocal.

So PGI listens, and well look what happens?

This sad build of the game.

The flip side issue is nobody's fault.
This is an old game, and it looks like it may have all but run its course.

Edited by S 0 L E N Y A, 29 August 2018 - 10:40 AM.


#104 Stealth Fox

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Posted 29 August 2018 - 10:40 AM

View PostBud Crue, on 29 August 2018 - 09:38 AM, said:

I swear to your deity of choice that I really don’t get this point of view.


I don't get how any one can think that LRMs are the thing that is making MWO unfair. It's not just lights that can be instakilled. Meduims right now have a hard time as well unless they move like lights or you HAVE a team that can back you up. if you are playing with a team that has no idea what they are doing, you're just toast.

Everyone seems to have their own view of how the game goes, well the last couple of nights has been nothing but 1-12 stops for me with a rag tag bunch of potatoes on one side and everyone with the try hard high damage alphas or FLPPD on the other.

The only place I can think of where LRMs are over powered is Polar Highlands(LRMlands) But that is one map and really one map only.

Also you can swear to Buddha, he seems like a cool guy and is often forgotten about, so lets give him some attention.

#105 Bud Crue

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Posted 29 August 2018 - 10:53 AM

View PostStealth Fox, on 29 August 2018 - 10:40 AM, said:


I don't get how any one can think that LRMs are the thing that is making MWO unfair.
...
Also you can swear to Buddha, he seems like a cool guy and is often forgotten about, so lets give him some attention.


Buddha. Got it.

I guess I was just fixating on the “super high instant death alphas” of your post (and that aspect of many others’ as well). As to LRMs. Yeah whatever. I’ll be honest and say I don’t like them, but frankly I don’t like them because they are boring. Yes, get a team going whole hog with them and then get the wrong map (Caustic, Polar), and certainly they are a nightmare. But I can live with that possibility, just like I can live with the possibility of encountering a 12 man of superior players when playing FP.

No, my beef is that PGI is spending all this time and effort trying to tone down the high alpha clan builds, which I just have never thought of as being a real issue in terms of perceived imbalance. And the fear that as with most PGI balance efforts that involve broad changes, that what they will end up doing is largely leave that which they are targeting relatively unaffected, and instead end up truly gimping other mechs -many other mechs- that are not in any way shape or form over performing.

#106 Stealth Fox

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Posted 29 August 2018 - 11:10 AM

View PostBud Crue, on 29 August 2018 - 10:53 AM, said:


(Stuff)


High damage alphas are a problem, but the insane 94 point alphas are less so. While I HATE PGI's balancing methods of "Mass Punishment" I do think that the constant meta of "Alphas all the time, everywhere.." is BS and could be negated by things like making weapons not all somehow hit the exact same spot on a mech all the time because instant and perfect convergence is bull crap. Like I Said before in another post in another topic, I should not be able to instantly hit all the same component when I just barely look at someone for a half second and their 700 meters away. I should also not be able to 'everything hits on the exact same spot' focus someone with all my body weapons if they are 100 meters in. Arms? ok, sure, but why do the weapons that are Parallel to each other on the arms not shoot parallel to their mountings?

#107 Moldur

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Posted 29 August 2018 - 04:57 PM

The #1 pastime of MWO forums since 2012 is OP bitching about LRMs and everyone else saying, "....uh, what?" Glad to see this hasn't changed.

Edited by Moldur, 29 August 2018 - 04:57 PM.


#108 Stealth Fox

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Posted 29 August 2018 - 05:12 PM

View PostMoldur, on 29 August 2018 - 04:57 PM, said:

TRUTH


Wrong you ain't

#109 Tier5ForLife

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Posted 29 August 2018 - 05:23 PM

View PostStealth Fox, on 29 August 2018 - 10:40 AM, said:



Also you can swear to Buddha, he seems like a cool guy and is often forgotten about, so lets give him some attention.



Hey, thanks for the love!

IMO, the problem is not that players leave, it is that too few start playing or even know the game exists.

It is a shame that no one has any ideas on how to enlarge the player base.

On the plus side, It is Madden season and when you play franchise, each win or loss means something.

#110 Jon Gotham

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Posted 29 August 2018 - 06:47 PM

View PostLikeUntoBuddha, on 29 August 2018 - 05:23 PM, said:


Hey, thanks for the love!

IMO, the problem is not that players leave, it is that too few start playing or even know the game exists.

It is a shame that no one has any ideas on how to enlarge the player base.

On the plus side, It is Madden season and when you play franchise, each win or loss means something.

There is one way to get more players to play, actually ADVERTISE.

#111 dante245

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Posted 30 August 2018 - 11:00 AM

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

The vets slowly started fading away since a while, but nothing made them stop playing more than the recent atrocities. I play MWO 50 hours a week since 3 years, and I see clearly whats going on. If you dont do something quickly, PGI, the downward spiral will kill this great game soon before it can recover. I know why people stop playing.

LRM being so OP resulted with an abuse of its usage(understandable), which makes games boring and really low quality in every tiers and every hour of the day. The result is that people stop playing or play alot less. And the result of having less players online is even lower quality games(cause vets are matched and forced to play with total n00bs), and the incapacity to play group QP unless it's peak time. Which results in more people stop playing or playing less. Downward spiral.

The opiness of PIR is not as big a problem cause less than 1% of the players are good enough at piloting light mechs to take full advantage of this ridiculous OP mech design. But it sure is a problem in the rare group games where both teams have good pilots. While any n00b pilot can easily be effective by simply abusing LRM. I'm not saying PIR doesn't require nerf though, just that it's not killing this game as much as LRM does.

Putting your energy on new features that divide even further the already limited community is not a good idea. Before Solaris, we had 4 different queues. 5 if you count COMP. With even 4 queues, Faction Play was already dead. Why? Lack of interest, sure, but the main reason is the lack of players. The lack of interest comes quickly when you're playing with the same players constantly and it takes forever to find a game. So, PGI, your idea was to add 7 more queues that divide the online players into 11 queues, 12 with COMP. I understand that you were hoping it would bring more players into the game, but it doesn't, and it only helps killing this game faster. You should put your energy into adding more maps for Quick Play, balancing stuff and hell, improving the graphics. Old graphics is what turns away most new potential players.

What happened before to Faction Play and Solaris is now happening to Quick Play, because of what I said above. The Downward Spiral happens quickly and MWO won't survive past 2019 if you keep your heads into the sand. Here's solutions:

How to balance LRM.
-Reduce LRM velocity by 20, to 170.
-Reduce LRM's health per missile by 20-25%.
-Increase AMS optimal range to 180.

LRM had constant boosts to cooldown and also a recent one to heat. A MASSIVE boost to ammo(33% compared to 20% for ballistics and other missiles) which means less ammo is required, which means LRM takes less tonnage and space than before, which means a LRM mech equips bigger LRM than before. And the ridiculous +30 velocity. 190 velocity + skill tree 15% velocity results with the incapacity to take cover in time for even medium mechs. With the nerfs I suggest, LRM will still be powerful, and it will reward and encourage people to use AMS and make them effective when they do.

Right now AMS is only powerful vs ATM(actually its EXTREMELY powerful cause ATM has a ridiculous low health per missile, which needs to be adressed). LRM has too much health per missile, and AMS being so short range makes it that in most games, that mech wont destroy much missiles to make it worth sacrificing tonnage and space for AMS. Plus, if the enemy team has no locked missiles, its a waste of investment, while LRM can always be used whatever the enemy has. The LRM mech has range and positioning advantages which allow it to fire at almost any target, where the AMS mech needs to move where the LRMs are launched(yes I know, unless it goes near the LRM mech but LRM mechs are usually behind brawlers and other range mechs).

Its the perfect solution since I know you guys did this to make LRM viable in T1 games. LRM will still be OP vs a team with no AMS and still be effective in T1 games, but it will be balanced if facing a few AMS.

How to balance Piranha.
-Reduce its base mobility stats(acceleration, deceleration, turn rate).
-Lower a bit the max engine.
-Make PIR's skin a little bigger.

Since you never modify the hard points on a mech, the only thing you can do is nerfing the mobility and make the mech more vulnerable. Nerfing the machine guns is not the solution. MGs are balanced. They only become OP on a mech that has speed and multiple ballistic hardpoints. In the hands of a good light pilot, this mech is a locust with the firepower of an assault. My theory is that you think its balanced cause you look at the general stats of all players playing with this mech. And of course the stats show that the PIR is not that great. The problem is that 99.5% of those players totally suck with it, dont even know how to manoeuver with it, let alone be effective at brawling with it. But when you see a good pilot using it, it's even more OP than the Kodiak on release, based on tonnage.

Don't let this game die.
Thank you.

its not much but me and my unit and our allies are cooking up some ideas to help boost and regrow the community. https://mwomercs.com...twork-endeavor/

and https://mwomercs.com...ity-within-mwo/

#112 Ratphink

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Posted 31 August 2018 - 06:20 AM

I agree with much of what is being said here aside from the BS about LRMs being OP.

You have to learn how to best utilize the system to your advantage, play style etc. This game takes some getting used to and I have owned every MW game and loved them. I guess I am biased because the game suits my sensibilities and I enjoy the lore even if it is B Grade.

Regarding the decrease in active players, some of you have pointed out that what MWO needs is something new, something big, something with the 'WOW Factor' as cliche as that sounds it is definitely true. Having said that, I just bought a Commando 2D and have been playing with it exclusively, sometimes just changing it up a bit and modifying ones expectations, keeping an open mind, can do wonders.

A lot of people playing this game seem to suffer from tunnel vision, expecting the same strategy to work every game is not rational.

I read earlier, there was supposed to be some kind of community chat come interface in MWO, this is sorely lacking in the game, reaching out to other players is tedious and I do find this aspect of MWO quite frustrating. Clearly looking at these forums there is a community, curious how I must play the game and participate in the community at the same time if every time I want to communicate I have to post on a forum.

I am aware, this is not the appropriate thread for all I have said above but bugger it, I have said my peace.

#113 Koniving

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Posted 31 August 2018 - 06:34 AM

I agree that the game is dying. I agree that the atrocities are within the last two years.

But LRMs and Piranhas have nothing to do with why I stopped playing.
Its the piss poor stream of meaningful content and deteriorating quality of new mechs (the only content PGI is consistently peddling and getting money for).
Have you SEEN the Flea's animations? After a certain speed the hips swing the opposite direction and defy the laws of physics!

What PGI has been doing is cutting and pasting parts of animations from other mechs together to make them look "Different". So its got a part Raven animation, but they copy/pasted the Atlas butt-sway in there for the run and it doesn't work.

#114 mad kat

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Posted 06 September 2018 - 09:44 PM

View PostKoniving, on 31 August 2018 - 06:34 AM, said:

I agree that the game is dying. I agree that the atrocities are within the last two years.

But LRMs and Piranhas have nothing to do with why I stopped playing.
Its the piss poor stream of meaningful content and deteriorating quality of new mechs (the only content PGI is consistently peddling and getting money for).
Have you SEEN the Flea's animations? After a certain speed the hips swing the opposite direction and defy the laws of physics!

What PGI has been doing is cutting and pasting parts of animations from other mechs together to make them look "Different". So its got a part Raven animation, but they copy/pasted the Atlas butt-sway in there for the run and it doesn't work.


Just look what they did to the Uziel. They made it worse. (Shock horror)

Then you have the ballerina 100t direwolf skipping along and the Arctic cheetah who's feet don't move as fast as the ground under them.

I totally agree they have got more complacent and lazy with the animations. Just look at the catapult one of the original mechs and it's animation is weighty yet fluid and in my eyes the best in game. Now that was a mech released when????????

Edited by mad kat, 06 September 2018 - 09:45 PM.


#115 Mahpsy

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Posted 06 September 2018 - 11:42 PM

As a founder I literally just came back to see if anything significant is different.

Short answer, not really.

I stopped playing because I joined the game for an immersive pvp mech combat. Not a World of Tanks clone looking to gain some cash from nostalgic mech packs. That being said I would have gladly bought the long awaited Flea if the game improved, but nothing seems to have changed after 3 years.

They gave up on community warfare. They refuse to listen to player feedback. If this was an episode of Hell's Kitchen Gordon Ramsay would have shut it down ages ago.

For you players who really enjoy the game, I really respect your fandom, but sometimes you need to let your wallet to speak for your self and say enough is enough.

#116 Khobai

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Posted 07 September 2018 - 12:16 AM

theres only one way to save the game at this point: dinosaurs. it can even work with the battletech timeline


kerensky's greatx80 grandson hates jihad era and dark ages so much that he gets all his clan/IS buddies together and they steal a bunch of jumpships and duct tape them together. then they load up all their mechs and families and pets and warp the superjumpship through a black hole and travel back in time to prehistoric terra to restart the starleague.

but when they get into orbit, the illuminati that snuck onboard sabotage the ship by cutting all the duct tape. which forces all the separate jumpships to emergency crashland in different regions of prehistoric terra. each crashed ship forms its own tribe named after a random dinosaur with a random adjective prefix. and then as hundreds of years pass, humanity once again plunges into war, and all the tribes start to fight against eachother and the genetically/technologically enhanced dinosaurs controlled by the illuminati. also the inside of the earth is hollow, and is appropriately called the inner sphere, and millions of angry cavemen live there.

would you like to buy a dino pack? F*** YES. but im not buying two mechpacks. or any mechpack ever again.

Edited by Khobai, 07 September 2018 - 12:31 AM.


#117 The6thMessenger

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Posted 07 September 2018 - 01:31 AM

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

LRM being so OP resulted with an abuse of its usage(understandable), which makes games boring and really low quality in every tiers and every hour of the day. The result is that people stop playing or play alot less. And the result of having less players online is even lower quality games(cause vets are matched and forced to play with total n00bs), and the incapacity to play group QP unless it's peak time. Which results in more people stop playing or playing less. Downward spiral.

The opiness of PIR is not as big a problem cause less than 1% of the players are good enough at piloting light mechs to take full advantage of this ridiculous OP mech design. But it sure is a problem in the rare group games where both teams have good pilots. While any n00b pilot can easily be effective by simply abusing LRM. I'm not saying PIR doesn't require nerf though, just that it's not killing this game as much as LRM does.


LRM "OP"?

Almost stopped reading right there.

Piranha's OP though, but not directly. Rather Crit System is redardedly useless alone, redardedly powerful enmasse, lol.

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

Putting your energy on new features that divide even further the already limited community is not a good idea. Before Solaris, we had 4 different queues. 5 if you count COMP. With even 4 queues, Faction Play was already dead. Why? Lack of interest, sure, but the main reason is the lack of players. The lack of interest comes quickly when you're playing with the same players constantly and it takes forever to find a game. So, PGI, your idea was to add 7 more queues that divide the online players into 11 queues, 12 with COMP. I understand that you were hoping it would bring more players into the game, but it doesn't, and it only helps killing this game faster. You should put your energy into adding more maps for Quick Play, balancing stuff and hell, improving the graphics.

Old graphics is what turns away most new potential players.


I don't know how people think for sure, but if this old graphics turn them away, they're unbelievably shallow.

Solaris is also hardly popular in my experience. I've never seen double-digit people queuing in one division. Iagree that they're putting energy on new problems than solutions to the old problems is bad. Civil-War tech is fun and all, but honestly the downward spiral of the game is sad.

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

How to balance LRM.
-Reduce LRM velocity by 20, to 170.
-Reduce LRM's health per missile by 20-25%.
-Increase AMS optimal range to 180.

LRM had constant boosts to cooldown and also a recent one to heat. A MASSIVE boost to ammo(33% compared to 20% for ballistics and other missiles) which means less ammo is required, which means LRM takes less tonnage and space than before, which means a LRM mech equips bigger LRM than before. And the ridiculous +30 velocity. 190 velocity + skill tree 15% velocity results with the incapacity to take cover in time for even medium mechs. With the nerfs I suggest, LRM will still be powerful, and it will reward and encourage people to use AMS and make them effective when they do.


Are you ******* kidding me? LRMs being the weakest weapon in the game, with the most counters, and you're still asking for moar nerfs? I don't want to resort to the Git-Gud card, but really though, Git-Gud.

LRMs already have so much counter, with the team just bringing 1 AMS each, they could shut down entire LRM batteries, a literal "**** your homing missiles", even the Iron-dome Kitfox or Piranha alone could shut them down. And then we get to the ******* ECM, with the additional nerfs for the Lock System and Artemis, and buff for ECM. It's like PGI doesn't want LRM to be played properly. They don't want it to be waste of space, yet here they are ******** on the weapon system.

That being said, I'm not sure whether this is for you or for the noobs. Granted LRMs are terribly built, it's set up that it's either OP for noobs to be relevant for the veterans, or OK for noobs but **** for veterans.

What it needs is Rework, that allows it to be ok for both noobs and veterans, that is what you should be aspiring to. Not this ******** nerf for a weapon system already is the toilet-bowl of MWO. Enough man, time to see the problem for what it really is, and that is broken mechanics.



View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

Right now AMS is only powerful vs ATM(actually its EXTREMELY powerful cause ATM has a ridiculous low health per missile, which needs to be adressed). LRM has too much health per missile, and AMS being so short range makes it that in most games, that mech wont destroy much missiles to make it worth sacrificing tonnage and space for AMS. Plus, if the enemy team has no locked missiles, its a waste of investment, while LRM can always be used whatever the enemy has. The LRM mech has range and positioning advantages which allow it to fire at almost any target, where the AMS mech needs to move where the LRMs are launched(yes I know, unless it goes near the LRM mech but LRM mechs are usually behind brawlers and other range mechs).


LRM needs rework, ATMs need more missile health, remove minimum range and put missile damage to 2.4/2.0/1.6 so that it's not retardedly powerful close-range or weak long-range. It's supposed to be a Jack-of-All-Trades missile system.

You don't want to be a waste of investment, yet you want to nerf LRMs in which it's the primary reason it's being taken in the first place? If you nerf LRMs to ****, hardly anyone would use them, saved for the noobs.


View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

Its the perfect solution since I know you guys did this to make LRM viable in T1 games. LRM will still be OP vs a team with no AMS and still be effective in T1 games, but it will be balanced if facing a few AMS.


Nope, it's the total opposite, it's the worst solution yet.

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

How to balance Piranha.
-Reduce its base mobility stats(acceleration, deceleration, turn rate).
-Lower a bit the max engine.
-Make PIR's skin a little bigger.


Problem is the MG crit. I mean aside from the MG boat such as PIR-1 and Cipher, are the rest of the lineup very strong? No it's not, so really the chassis isn't the problem, it's the loadout.

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

Since you never modify the hard points on a mech, the only thing you can do is nerfing the mobility and make the mech more vulnerable. Nerfing the machine guns is not the solution. MGs are balanced. They only become OP on a mech that has speed and multiple ballistic hardpoints. In the hands of a good light pilot, this mech is a locust with the firepower of an assault. My theory is that you think its balanced cause you look at the general stats of all players playing with this mech. And of course the stats show that the PIR is not that great. The problem is that 99.5% of those players totally suck with it, dont even know how to manoeuver with it, let alone be effective at brawling with it. But when you see a good pilot using it, it's even more OP than the Kodiak on release, based on tonnage.


If 99.5% of the playerbase aren't good with it (playing devils advocate here with imaginary number), then really that just says that the player is OP, not the weapon. If it were OP, then it would have been consistently OP, but if it's hard to do then it only means that the player that used it for great effect must've had so much skill to compensate with such ridiculous loadout.

View PostUhtred the Pagan, on 18 August 2018 - 09:22 AM, said:

Don't let this game die.
Thank you.


Honestly, they should either fix it, or let it die with dignity.* (*with what dignity it has left)

All in all, your entire concern is just your personal short-coming against LRMs and Piranhas. There's really little insight there.

#118 MischiefSC

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Posted 07 September 2018 - 06:45 AM

View PostS 0 L E N Y A, on 29 August 2018 - 10:39 AM, said:

So much lolz here.

Majority of you posting clearly don't understand the game (ie LRMs are the problem) yet you are the most vocal.

So PGI listens, and well look what happens?

This sad build of the game.

The flip side issue is nobody's fault.
This is an old game, and it looks like it may have all but run its course.


So whos money spends better? Bads are the great majority of the games population. I played with you in QP the other day and know you've seen it. People timidly hiding in the back, not locking targets, remember the match on Polar with the King Crab with the cherry red CT, everyone telling the guy the CT is open but he wouldn't even try because there was a legged Wolfhound like 400m away and when he did he shoots the ST?

Match right after that we had a guy in a Black Lanner with CERMLs and a CERPPC who just flat out hid until most the enemy was damaged but our whole team was wiped out. Then he went and killed 2 almost dead enemies (after 9 minutes of just running) and then just ran for the rest of the match. I checked Jarls; 1.05 W/L but a 1.8 KDR.

They both probably think they're great players.

From PGIs perspective though how are their opinions or the 'LRMs are OP' guys any different from anyone elses? Why does PGI listen to good players vs bad players when bad players are the majority?

In reality it should be because bad players don't know what the **** they're talking about so their ideas are almost certain to turn out poorly. However they still need to keep the game fun for the majority of terribads, who are, well, the majority.

Edited by MischiefSC, 07 September 2018 - 07:33 AM.


#119 Mystere

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Posted 07 September 2018 - 07:29 AM

View PostKhobai, on 07 September 2018 - 12:16 AM, said:

theres only one way to save the game at this point: dinosaurs ...


Here we go again … Posted Image

#120 Koniving

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Posted 07 September 2018 - 08:32 AM

View PostKhobai, on 07 September 2018 - 12:16 AM, said:

theres only one way to save the game at this point: dinosaurs. it can even work with the battletech timeline

You don't need any time jumping mechanics for dinosaurs.

There's a planet that already has them.
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Nom nom nom Bushwhacker. Chewy.

And the cavemen.
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Dragons?
Here ya go.
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AI controlled infantry-sized security robots?
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To note the robot's armor is 7.5 tons worth in BT (and in MWO would be 240 points... o.O; (Granted its actual speed at 2 meters per 2.5 second turn is 2.88 kph... so I wouldn't expect miracles, but imagine that pain in MWO.)
Edit: Forgot this was infantry scale. Armor is 3/4ths of a ton. But its still 2.88 kph for speed (Urbanmech at 32 kph would run circles around it.) It'd have a whopping 24 points of armor in MWO as a direct translation...

For other randomness, how 'bout we get the Po Po?
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Infantry swarms?
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(If you think the infantry is too large, remember the words that Battletech co-creator Jordan Weisman said...
when describing the heights of his battlemechs during the battle of the greybeards: "20 to 40 feet" That's just under 7 meters up to 12.192 meters (and his lance consisted of lights to heavies including the Quickdraw, which is 15 meters tall in MWO....taller than Battletech's tallest mech up til sometime after 3070... even then the Super Heavy class 150 ton Omega was less than 17 meters tall. A six foot man is 1.8288 meters tall. So this is about right, and this Thunderbolt is about the same scale to a person as the Draggon is often depicted as in the 1980s/90s art. Consider the Timber Wolf is 12.6 meters tall in BT/MW2, while in MWO its just shy of 16 meters in MWO after the rescale).

Edited by Koniving, 07 September 2018 - 09:19 AM.






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