Uhtred 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.
Uhtred 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.
Uhtred 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.
Uhtred 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.
Uhtred 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.
Uhtred 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.
Uhtred 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.
Uhtred 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.