Tyman4, on 12 December 2018 - 06:58 AM, said:
PPC hit registration - same, still hot garbage. 50/50 shot that your projectiles just port through the target
And yet, there are guys like JuJu who will dominate both of us with PPCs. Hitreg can't be that bad if the very best players use PPCs, even in world championships.
Tyman4, on 12 December 2018 - 06:58 AM, said:
Alpha strikes - heavily penalized in random ways because we STILL have [Redacted] ghost heat
Alpha strikes as a tactic - still ridiculously good because we can't ever find a way to get mixed builds in the game...smdh...
*Gauss-vomit raises it's hand*
I see lots of mixed builds in the game, for example you can add medium lasers to almost anything and SRMs mix well with (LBX) AC20s.
Yes, boating is still very effective and used, but that's not that big of a problem. Not everyone wants to play with 3-6 different weapongroups, so it's okay to have options which only require the two main mouse-buttons.
Tyman4, on 12 December 2018 - 06:58 AM, said:
Range - still dumb, lasers and ppcs and gauss reach farther than a missile (hint this may have something to do with the previous problem of mixed builds
There are valid gameplay reasons for this. And for most games except pure simulations gameplay beats realism.
Tyman4, on 12 December 2018 - 06:58 AM, said:
Ammo - unbelievably plentiful with unlocks to make it even stronger
And yet you need to invest a lot of tonnage into ammo. In most builds you still have to sacrifice something to be able to carry enough ammo. It's more that the skill tree nodes made some builds viable that have been ammo-starved before, which is a good thing.
Tyman4, on 12 December 2018 - 06:58 AM, said:
Armor and Structure - holy ever loving god...what exactly is the point of playing a light like my good old jenner when 30 damage is NOTHING...I'd have to ACE the ct of an annihaltor like 10 times to kill it. Holy ****.
30dmg is still viable as long as you can fire twice as often as a 60dmg mech. Lights like Jenners do this with their speed which enables them to start firing while the slower, high-alpha mechs are still moving to the front. And they usually keep firing long after most assaults have been overwhelmed, thus enable them to influence a match much longer.
Even with the best quirks it only takes one more 30pts alpha to melt the majority of the additional armor/structure gained by the skill tree if you can keep your aim at the same component.
BTW, you are not required to grind though the highly armored FRONT of an Annihilator with your light mech...
Tyman4, on 12 December 2018 - 06:58 AM, said:
Consumables - mandatory, if you aren't landing arty on things you will lose.
Nope, i'll regularly win matches dealing tons of damage without an opportunity to use a consumable. They help of cause, but they are not mandatory. I agree however that it would be more fair to make them free of any cost so players with low performance can still use them without killing their progress. But it's not gamebreaking the way it is.
Tyman4, on 12 December 2018 - 06:58 AM, said:
Overall - little to no improvement in several years. Same core problems. Same catering to the brawl crowd "See mech, walk toward mech, kill or die, repeat" much fun, lots of strategery...smh...
MWO has some core problems, but those are not the ones you mentioned. And some of the real core problems are so core that it's almost impossible to improve them without fundamentally changing the game.
Daurock, on 12 December 2018 - 08:35 AM, said:
Believe it or not, grinding out the more expensive equipment, or an engine can still be quite the task if there aren't lots of events going on. It's still 3 to 5 million for an LFE/XL, when you're averaging maybe 150k a game. (Which is roughly what you're averaging if you're a run-of-the-mill player getting 400 to 500 damage a game on non-premium, non-hero mechs, and that's assuming no consumables.) It means you're still in it for 20-30 or so games just for that engine. Double that if you're trying to skill out a mech at the same time. For a player playing 6 or 8 games a day (So about an hour's worth of playtime each day) it's very realistic to spend almost a week just for an engine, let alone purchasing and outfitting an entirely new mech.
That's true, but don't forget that MWO is a free-to-play game. Those cannot be financially viable for the developer without some sort of grind unless you go mainstream and sell only customize-stuff like Fortnite does. I think i don't need to reason why this is not an option for a niche game like MWO.
And from all free-to-play games out there in my opinion MWO is very fair to the non-paying players.
For example in WoT if your example player wants a specific high-tier tank, this will easily take him a year or two and some additional months to upgrade it.
In MWO an average player needing only a couple weeks to grind ANY favorite mech they want is a dream compared to most other F2P games out there. The first one is even free with cadet bonus. And events are available most of the time, so they have to be counted in which means that an average non-payer needs even less time for new stuff than his average match reward suggests.
You only get a resource problem if you wanna go Pokemech, but seriously then one should pay the devs some money to keep the game rolling.
Edited by draiocht, 14 December 2018 - 10:16 AM.
Quote Clean-up