#161
Posted 27 January 2020 - 10:10 PM
Also, keep in mind that the exp is affected by the other factors like shooting down missiles, staying in formation, getting assists, KMDDs, flanking, scouting, UAV detection, spotting, etc., So, in reality, as long as you don't die but manage to stay alive for at least 75% of the match, you will do pretty well.
#162
Posted 27 January 2020 - 11:01 PM
https://mwomercs.com...ost__p__6266075
#163
Posted 28 January 2020 - 05:45 AM
BLOODWOLF333, on 27 January 2020 - 07:25 PM, said:
I get it. When I was new to the game I felt the same as you about losing skill rating. However, it is actually a very helpful thing for you in that it allows you a bit more time to grind the lower tiers (get c-bills for mechs, skill up mechs and just get better). If you didn’t lose skill when you lost, you would advance to tier 1 super fast and have far less success as a pilot. If you keep at this game you will end up in tier 1 pretty much no matter what you do. Enjoy and take advantage of the time facing mostly the newest and worst of players to improve yourself and your mechs.
#164
Posted 28 January 2020 - 06:24 AM
BLOODWOLF333, on 27 January 2020 - 07:25 PM, said:
Don't worry. It will be better in higher tiers. Try to be patient, don't worry to much with your loses. It's part of the game. If you get to worried, to frustrated, to salty and such, you will play worse. You have to find your own Zen when you are in the cockpit. For me MWO is very competitive game but also very rewarding after some time. Never easy. I'm going like from win 12:1 to lose 1:12 in the next match. Sometimes the same maps, almost the same players, almost the same teams. That's the QP charm. But I like it. That's what I call competition. Mistakes are mercilessly exploited by those who are more experienced in the game. Spectate the match when you are RIP. You may see some interesting builds, tactics, mistakes. That's also a good way to clear your head, take a brake between a matches.
About syncdrops. For me it's double-edged. Sometimes I'm syncdroping with my son and when he is in opposing team there is always a temptation to break formation and shoot him in the *** and it's not good for my team. When we play in the same team it's like a little different psychology kicks in. Too bad he's gone to play other multi game for a while. Miss him on the field...
Edited by Bistrorider, 28 January 2020 - 06:27 AM.
#165
Posted 28 January 2020 - 12:20 PM
It keeps units playing, since it's a way they can casually play together, it keeps duos and small groups interested, it's great for interactivity on twitch. It also probably happens a lot more than you realise since many people are in dying units, and they drop with other in game friends.
Anyway, I've seen plenty of occasions with 5+ of one unit in a match, don't know about you, but i shoot my friends harder than the rest when I see them. Sync drops don't bother me in the slightest, even if the game is lit up with [evill],[42] etc tags.
If you end up with 3/4 players on each team from the same (decent) unit, you'll probably have a close game, maybe some decent calls and tactics, more fun and more learning.
If they aren't a "top tier" unit, those unit members are probably just a selection of casuals, mechadads or newbies (and there's always that one guy that plays serious), ie: the same as everyone else, they just have the same tag.
Sync dropping is possibly, at a push, better for the game than group drops, since a group of 8 casual mates meeting a group of 8 top players will get minced and have no fun, stick 4 of each on each team and it's more balanced, and they're all still playing with friends.
Only IF there is a way to abuse sync dropping to get a high chance of being on the same team will I develop a problem with it as a way to play.
#166
Posted 28 January 2020 - 12:45 PM
At the end they all rotate. I end up solo mostly because I'm sick of it - and I found out how to deal with that and still get my 600+ dmg.
#167
Posted 28 January 2020 - 06:56 PM
Aidan Crenshaw, on 27 January 2020 - 11:01 PM, said:
https://mwomercs.com...ost__p__6266075
No, I get what you're saying and I agree. I just mentioned MS as a measure of average since it is calculated by all of those factors listed in that link you've provided.
#168
Posted 28 January 2020 - 08:09 PM
BLOODWOLF333, on 28 January 2020 - 07:42 PM, said:
No, you can't convert excess SP.
However, having a little excess SP on a mech does let you quickly change your skill build, so I guess it's alright for mechs that you want to experiment with different builds on.
#169
Posted 28 January 2020 - 10:48 PM
FRAGTAST1C, on 28 January 2020 - 06:56 PM, said:
No, I get what you're saying and I agree. I just mentioned MS as a measure of average since it is calculated by all of those factors listed in that link you've provided.
I have a somewhat incomplete breakdown of what action earns what matchscore. It was provided by Jman5 some while back and I always wanted to complete it and verify his findings. It's just that I can't put my head onto it these days.
#170
Posted 29 January 2020 - 12:09 AM
Aidan Crenshaw, on 28 January 2020 - 10:48 PM, said:
I have a somewhat incomplete breakdown of what action earns what matchscore. It was provided by Jman5 some while back and I always wanted to complete it and verify his findings. It's just that I can't put my head onto it these days.
Can't love something that's dead.
#171
Posted 29 January 2020 - 04:57 AM
n00biwan, on 28 January 2020 - 12:20 PM, said:
It keeps units playing, since it's a way they can casually play together, it keeps duos and small groups interested, it's great for interactivity on twitch. It also probably happens a lot more than you realise since many people are in dying units, and they drop with other in game friends.
Anyway, I've seen plenty of occasions with 5+ of one unit in a match, don't know about you, but i shoot my friends harder than the rest when I see them. Sync drops don't bother me in the slightest, even if the game is lit up with [evill],[42] etc tags.
If you end up with 3/4 players on each team from the same (decent) unit, you'll probably have a close game, maybe some decent calls and tactics, more fun and more learning.
If they aren't a "top tier" unit, those unit members are probably just a selection of casuals, mechadads or newbies (and there's always that one guy that plays serious), ie: the same as everyone else, they just have the same tag.
Sync dropping is possibly, at a push, better for the game than group drops, since a group of 8 casual mates meeting a group of 8 top players will get minced and have no fun, stick 4 of each on each team and it's more balanced, and they're all still playing with friends.
Only IF there is a way to abuse sync dropping to get a high chance of being on the same team will I develop a problem with it as a way to play.
I have nothing against syncdrop (desperate times call for desperate measures) and I try to play the best I can. I played in group launch few times in QP. It was miracle that I found some random group just by clicking LFG. But that was in summer. We were 12 random players and we met some drops with 12 players from one or two units. They've hacked us to pieces very quickly, so I know what you mean. Maybe it's little unfair but there is still many people here who play together for years. Well-integrated team always have advantage. Take 12 great players who don't know each other and play together for a first time and put them against well-integrated mediocre unit. Who has better chances here? I've seen this many times in amateur soccer. Same mechanism here. So you may say that group drops aren't for random players. Shoot friends harder. Yup, always. But sucha in-game rivalry sometimes may spoil the score. And then you can do some dumb and funny stuff, like "I wanna get you, brother you're going down with me". But it's still lovely as long as it's not breaking the rules. You wanna play serious but you also wanna have fun. Try some builds, tactics. And you can only do that by playing matches. That goes mostly for new players. Those who plays for years and have like 200, 300, 600 mechs are always more, let's say serious, than new players. They know the deal very well. And knowledge is power in MWO. I have a mechlab for a reason. I've seen many inspirational builds (and was borrowing some ideas:P) but I'm still experimenting on my own and it's not about being arrogant. Personally I don't understand people who starts with MWO and blindly goes even by the best optimized builds. IMO DAKKA Madcat will not help you much if you copy-paste the build and go play. If you don't do homework at mechlab, if you don't know the feeling of playing srm Archer on Polar Higlands, you're doing it wrong. I've seen some movies of best players here and they can do some great stuff even with crappy or hilarious builds. And that is something most impressive for me, and something I respect most. Recently I've seen Baradul movie with 6 light PPC Hunchback. I'm thinking: "Well, it's funny and I thought that light PPC is BS". But I didn't wanna go Hunchback or Rifleman for those. They are too bulky for me for sucha build. So I found other nice medium classic mech for light PPC build with hit gen -5% and some other good bonuses. So you can always modify something the way you want. Also I've noticed that some builds are good from the start, like without any skill points on tree. Others need some investment here and then they are starting to shine.
Edited by Bistrorider, 29 January 2020 - 04:58 AM.
#173
Posted 29 January 2020 - 08:24 AM
#174
Posted 29 January 2020 - 06:05 PM
BLOODWOLF333, on 29 January 2020 - 05:55 PM, said:
Back in the fun times you'd get into a unit for the fun of it. You could be all try hard uber competitive do-meta-or-kicked to just a bunch of guys wanting to have decent team work or just goof off with a lance of themed mechs like all urbie alphas with all hbk bravo lance. Then pgi kept making unwanted and dumb changes to the mode so that people just got tired of it and left. My unit was once in the 300 or so active members range but now there's around 20 of us. People also just moved on with life and other games.
Long tom being the most obvious and easiest mistake to point out but there is a very long list over time. I'm sure a quick search on yt about "community warfare" as it was original planed is still there. Pgi just couldn't deliver and what they did sucked by comparison.
#176
Posted 29 January 2020 - 09:48 PM
BLOODWOLF333, on 29 January 2020 - 06:47 PM, said:
Do you realize that you do not have to take a part in every single challenge?
If you do not like what the challenge is about (be it the rewards, challenge stipulations or anything else), you can simply ignore it.
That's what I am going to do - I am going to simply play with my fully skilled 'Mechs the way I like it. Simple.
#177
Posted 29 January 2020 - 10:15 PM
#178
Posted 29 January 2020 - 11:01 PM
#179
Posted 30 January 2020 - 12:04 AM
#180
Posted 30 January 2020 - 04:51 AM
BLOODWOLF333, on 29 January 2020 - 06:47 PM, said:
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As someone previously involved in the development and testing of an indie freeware game, I can tell you that playing a game from the point of knowing how it works "under the hood" changes the entire experience drastically - as does having to do it in the first place.
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