Hot-Fix Scheduled For 13-Dec-2018 At 2Pm Pdt!
#81
Posted 13 December 2018 - 02:59 PM
#82
Posted 13 December 2018 - 03:11 PM
Dalatecht, on 13 December 2018 - 02:48 PM, said:
Not a waste of time if it changes the rotation when I'm sick of HPG, Mining, Rubellite non-stop.
Issue is we need return to full random.
End.
Of.
Story.
#83
Posted 13 December 2018 - 04:38 PM
PraetorGix, on 13 December 2018 - 09:57 AM, said:
I'll have you keep your assumptions out of my logic thank you very much and what I love is between me and my wife - preferably while shes not at home.
#84
Posted 13 December 2018 - 04:45 PM
Gannycus, on 13 December 2018 - 01:46 AM, said:
Where are the official reasons for this? Why no explaination?
If we start to remove all the content people don't like next month there will be no Terra Therma, then no Polar Highlands.. In a year we will only play skirmish in a couple of maps.
If I never saw another domination match on Polar Highlands I'd be quite happy indeed.
#85
Posted 13 December 2018 - 04:51 PM
InnerSphereNews, on 12 December 2018 - 04:46 PM, said:
-Removed Escort game mode from Quick Play.
PGI, sorry to hear you ended up removing Escort Game Mode. It was kind of fun having a moving target as a Mission Objective Item for any Team to battle over. I hope you'll replace it with a version that has a VIP for both sides, instead of just one Team defending while the other Team attacks. I really do think that the Asymmetric Design was probably what killed the Mode for many people out there. Please don't let people who hate Objectives prevent you from bringing this Mode back in a better-laid format than what it was before.
~D. V. "Making a Symmetric Version of Escort would gravely improve it." Devnull
#87
Posted 13 December 2018 - 04:52 PM
leony, on 13 December 2018 - 02:22 PM, said:
Same, and was on a team were it was decided to leg the vip to slow it down on polar highlands where vip just runs screaming straight into the arms of red team.
In QP Solo NA, I've seen more people grump and disconnect within first 30 seconds of escort mode on any map, then any other mode or maps combined.
Dagonus, on 13 December 2018 - 05:46 AM, said:
MFZ, on 13 December 2018 - 02:11 PM, said:
If PGI had changed voting screen to show 3 modes to vote on, then its likely escort and Incursion would be extremely rare and escort would still be a mode in game. However the VIP needed to be smarter, shoot back, take cover, or at least have AMS, and not start walking for 1 minute, and there was other problems that needed tuning.
Aidan Crenshaw, on 13 December 2018 - 01:04 AM, said:
Belkor, on 12 December 2018 - 07:25 PM, said:
As you wish.
The data is outdated its from Feb/Mar 2018 and only has 372 entries from QP Solo matches on NA servers.
https://docs.google....#gid=1533360888
Frequency Mode Appears for voting:
18.9% Incursion
17.6% Assault
16.9% Domination
16.6% Conquest
15.6% Skirmish
14.3% Escort
--------------------
16.6% is an approximate average and any variation is accounted for by low amount of data at 372 entries.
(Math Reminder 100% divided by 6 modes = 16.666666666666666666666666666667%)
Frequency these two appear together for voting:
1.7% Incursion + Escort
Frequency Mode is actually Voted/Picked/Played:
25.0% Skirmish
24.4% Assault
23.9% Domination
14.5% Conquest
8.5% Incursion
3.7% Escort
Edited by Akillius, 13 December 2018 - 04:56 PM.
#88
Posted 13 December 2018 - 04:53 PM
D V Devnull, on 13 December 2018 - 04:51 PM, said:
~D. V. "Making a Symmetric Version of Escort would gravely improve it." Devnull
I see what you're saying.
Accolades for a non flame post.
But asymmetrical is what we really do need.
It just needs to be done better.
#89
Posted 13 December 2018 - 05:06 PM
HammerMaster, on 13 December 2018 - 04:53 PM, said:
I see what you're saying.
Accolades for a non flame post.
But asymmetrical is what we really do need.
It just needs to be done better.
I agree - "applauds"
nice to see game changes, looking forward to the next community led change.
btw, I am ready to be a tester for patches, reas0nable mc rates !!
ty
#90
Posted 13 December 2018 - 05:16 PM
cougurt, on 12 December 2018 - 05:48 PM, said:
This shouldn't have been changed... the Rifleman Loyalty mech sucks so the addition of 2 energy might have made it worth skilling up.
#91
Posted 13 December 2018 - 05:40 PM
D V Devnull, on 13 December 2018 - 04:51 PM, said:
I might agree with this if the VIP moved like a normal Atlas instead of a legged stock Urbanmech.
#92
Posted 13 December 2018 - 05:52 PM
Wild_Alaskan, on 13 December 2018 - 05:40 PM, said:
I might agree with this if the VIP moved like a normal Atlas instead of a legged stock Urbanmech.
What does it matter how fast he is, or if he can't shoot back.. the whole point of this game mode is that the team works AS a team and defends the fracken thing. Too bad PGI overestimated the skills of their player base...
Edited by DAEDALOS513, 13 December 2018 - 05:53 PM.
#93
Posted 13 December 2018 - 05:55 PM
#94
Posted 13 December 2018 - 06:16 PM
HammerMaster, on 13 December 2018 - 04:53 PM, said:
I see what you're saying.
Accolades for a non flame post.
But asymmetrical is what we really do need.
It just needs to be done better.
Eh, it's perfectly okay to differ in opinion. All the input can be used by PGI to make something interesting. By the way, please make sure to read down below my quick reply to 'Wild_Alaskan'...
Also, to 'Wild_Alaskan'...
Wild_Alaskan, on 13 December 2018 - 05:40 PM, said:
I might agree with this if the VIP moved like a normal Atlas instead of a legged stock Urbanmech.
Hi there... I was working on this thought in my post, but I took too long to post and you got here before me!
Anyway, to give the two of you (and others who read) some insight into my own thoughts... There was a Game Mode back when I used to play the original "Half-Life: Counter-Strike" more than a decade ago. In this particular mode, both sides had a Player-Controlled VIP which had more Armor/Health than a Normal Player would, albeit that their weapon options were a little more limited. I figured that PGI could sort of do that in MWO, but instead of making a Human Player the VIP, both sides could...
- have a slightly-faster-moving Atlas or other such Assault Mech (which I was thinking of before Wild_Alaskan's post appeared)
- preferably have the VIP Assault show their Team where they intend to go, including Updates about movement intent based on the battle's situation
- maybe give the VIP some minor firepower to make it harder to kill them, as well as some better-than-average aiming, but NOT that 'Godlike Aim' we see in the Testing Grounds and on various Turrets
- increase the Reverse Maximum Speed on the VIP to allow them to turn around and still battle without sacrificing momentum, so that they can better decide when to fight and when to run
~D. V. "certain there will be many sides to ideas for bringing back Escort in a better format" Devnull
(p.s.: Started typing this some time back around 5:25 PM PST... I got interrupted about 10 times while typing this... So if anyone's seeing some random hole in my post, that's why.)
[One Edit by Post Author for a Missing Thought...]
Edited by D V Devnull, 13 December 2018 - 06:19 PM.
#95
Posted 13 December 2018 - 06:17 PM
The attacking team needs to destroy the MFB (rather than an impotent Atlas), and the defending team needs to reach the other side of the map so the MFB can leave the map area (obviously it'll move faster than the Atlas did). Only the person who takes Company Command can control the MFB and tell it where to go using the Command Interface (. When he dies, someone else will need to take Company Command before being able to issue instructions to the MFB.
The improvement to the mode (apart from being able to "steer" the MFB by giving it waypoints to travel to), is the ability to use the MFB to repair and rearm. All armor and ammo will be restored, but any structural damage (including weapon destruction and limb loss) is permanent.
The catch is that there should only be enough time to repair about 6 'mechs before the defending team has taken too long and can't reach the destination in time, so they have to carefully ration repairs.
I was thinking 64.8 kph for the MFB, but considering the quantity of 48.6 kph 'mechs in-game, I suspect that may be the necessary speed limit simply to enable Assault pilots to keep pace.
#96
Posted 13 December 2018 - 06:26 PM
We're aware of the current remaining issue with the unit member online status! Unfortunately this will have to be fixed in the January Patch.
#97
Posted 13 December 2018 - 06:28 PM
C337Skymaster, on 13 December 2018 - 06:17 PM, said:
The attacking team needs to destroy the MFB (rather than an impotent Atlas), and the defending team needs to reach the other side of the map so the MFB can leave the map area (obviously it'll move faster than the Atlas did). Only the person who takes Company Command can control the MFB and tell it where to go using the Command Interface (. When he dies, someone else will need to take Company Command before being able to issue instructions to the MFB.
The improvement to the mode (apart from being able to "steer" the MFB by giving it waypoints to travel to), is the ability to use the MFB to repair and rearm. All armor and ammo will be restored, but any structural damage (including weapon destruction and limb loss) is permanent.
The catch is that there should only be enough time to repair about 6 'mechs before the defending team has taken too long and can't reach the destination in time, so they have to carefully ration repairs.
I was thinking 64.8 kph for the MFB, but considering the quantity of 48.6 kph 'mechs in-game, I suspect that may be the necessary speed limit simply to enable Assault pilots to keep pace.
Filthy "arcade" mechanic is an abomination. Has no place here or anywhere.
#98
Posted 13 December 2018 - 06:33 PM
Tina Benoit, on 13 December 2018 - 06:26 PM, said:
We're aware of the current remaining issue with the unit member online status! Unfortunately this will have to be fixed in the January Patch.
Thanks for the update. Please also fix it so that those deployed show up underneath those not deployed, as before...
#99
Posted 13 December 2018 - 06:33 PM
Tina Benoit, on 13 December 2018 - 06:26 PM, said:
We're aware of the current remaining issue with the unit member online status! Unfortunately this will have to be fixed in the January Patch.
I'll be throwing a '+Like' on your post... but I just wanted to ask (without it being either a nag or push) what's preventing it from being a Second HotFix during this Month? Maybe I'm crazy, but it might help for others to understand the Technical Limitations and such.
~D. V. "stating a question because of confusion on what's blocking" Devnull
#100
Posted 13 December 2018 - 07:42 PM
HammerMaster, on 13 December 2018 - 06:28 PM, said:
Filthy "arcade" mechanic is an abomination. Has no place here or anywhere.
"Arcade"? Huh? It's the best part of MechWarrior 3, the best game in the franchise, and the part that everyone misses from that title. It also adds some control to the route, which makes the mode less predictable, but also adds constraints which require battlefield decision-making by the team leader.
In short, it makes the mode interesting, highly variable, and a lot more challenging, all of which are positive attributes. Part of what makes this game so frustrating is its predictability. Even with ostensibly intelligent human beings doing the driving, the games are as predictable as if the opponents were AI, most of the time. My suggestion has the potential to change at least some of that...
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