Heals
#61
Posted 19 February 2020 - 05:52 PM
#62
Posted 19 February 2020 - 06:39 PM
JediPanther, on 19 February 2020 - 05:52 PM, said:
Did anyone suggest a re-scale?
#63
Posted 19 February 2020 - 07:15 PM
Dimento Graven, on 19 February 2020 - 06:49 AM, said:
None of them are good in MWO's style 'cause the concept itself is bad.
#64
Posted 19 February 2020 - 07:18 PM
Captain Stiffy, on 19 February 2020 - 12:44 PM, said:
nobody every plays. the thing flashes but it never has people in the queue. i stopped wasting minutes of my life. literal life wasting simulator.
FW is populated enough. It depends on the time. Given that this is a dead game, FW is the only answer for group play and it is a good one at that. If you want group play, then tell others to stop sync dropping.
#65
Posted 19 February 2020 - 11:50 PM
#66
Posted 20 February 2020 - 01:13 AM
Captain Stiffy, on 18 February 2020 - 12:25 AM, said:
What are you, 12?
This is the stupidest thing I've ever heard on this forum, and I've heard some pretty stupid ideas..
Maybe consider switching to WOW or LOL or something?
Geezus that was a terrible idea..
#67
Posted 20 February 2020 - 01:03 PM
#68
Posted 20 February 2020 - 02:24 PM
Even if "stun lock" were removed and impossible all the minor bits of warping was eliminated, you're against knockdowns?
Against adding knockdowns, as is, to ONLY Solaris?
Against activating meaningful mech-on-mech collision damage?
Against greater pitch/yaw range and speed for the many, MANY, 'mechs that were overly affected by engine desynch?
Against adding physical attacks?
Against adding physical attacks to ONLY Solaris?
BlaizerP, on 19 February 2020 - 02:24 PM, said:
#69
Posted 20 February 2020 - 02:29 PM
The main issue isn't those concepts on their own, in a vacuum per se. I don't necessarily have a problem with concepts like knockdowns or "role warfare", or stackpoling, or betting in solaris, or this, that, and the other as gameplay elements.
I have a problem with them in MWO and absolutely have a problem with them being handled by PGI.
Edited by thievingmagpi, 20 February 2020 - 02:30 PM.
#70
Posted 20 February 2020 - 02:35 PM
thievingmagpi, on 20 February 2020 - 02:29 PM, said:
The main issue isn't those concepts on their own, in a vacuum per se. I don't necessarily have a problem with concepts like knockdowns or "role warfare", or stackpoling, or betting in solaris, or this, that, and the other as gameplay elements.
I have a problem with them in MWO and absolutely have a problem with them being handled by PGI.
However, if I interpret your statement correctly, you're a firm "No" on all of them.
#71
Posted 20 February 2020 - 02:39 PM
I'm not going to do it because it's a bad idea however.
Edited by thievingmagpi, 20 February 2020 - 02:39 PM.
#72
Posted 20 February 2020 - 08:46 PM
Dimento Graven, on 20 February 2020 - 02:24 PM, said:
Even if "stun lock" were removed and impossible all the minor bits of warping was eliminated, you're against knockdowns?
Against adding knockdowns, as is, to ONLY Solaris?
Against activating meaningful mech-on-mech collision damage?
Against greater pitch/yaw range and speed for the many, MANY, 'mechs that were overly affected by engine desynch?
Against adding physical attacks?
Against adding physical attacks to ONLY Solaris?
Yeah, but maybe we can discuss it and maybe accidentally come up with some neat idea which we hadn't thought of before, if for no other reason than to talk about BattleTech, Mechwarrior, and video games?
I've already weighed in on these for the most part, but again.
1. Knockdowns w/o stun lock and any warping/rubber-banding/jank: The knockdown effect itself, I assume, would stop a light mech for some amount of time. Even a few seconds is a huge nerf to lights and you might as well just write the effected light off at that point. I am against that. I don't think this mechanic will improve balance or fun.
2. Knockdowns just in Solaris: I don't think this is a particularly good idea because I think making more mechanics Solaris exclusive just increases the learning curve. Also, you'll just see people abuse the mechanic, so again not a balance improvement, not fun.
3. Big collision damage: I don't think increasing collision damage is necessary. At best it does little to impact the game, at worst it's an unnecessary nerf to lights.
4. More agility: I've already said that mechs that are underperforming, particularly those with bad agility for their class, should see agility increases and/or other buffs to bring them up. Those buffs should be applied to underperformers of every weight class, NOT JUST ASSAULTS.
5. Melee: No. At best all it does is prevent those rare draws in Solaris and even rarer weaponless draws in QP, and assault pilots and others find it nigh impossible to hit light mechs with melee so it doesn't change overall balance. At worst, it introduces a ton of jank and is made so strong due to its area of effect that it is a big nerf to lights and unnecessarily shifts balance even further towards assaults.
6. Solaris Melee: No. See points 2 and 5.
So basically, agility buffs to low performers makes sense to me. That also seems to be something a lot of the community has been in favor of. The rest should be tossed out imo.
Re: the people you're calling idiots: Let's see who is biased here.
All-time I have played lights 15% of the time and assaults 23% of the time.
All-time you have played lights 2% of the time and assaults 61% of the time.
In the last three months I played lights 59% of the time once (the other two were 13 and 15%) and played assaults between 16 and 33% of the time.
You played lights less than 1% of the time (maybe not at all in QP?) and assaults between 80 and 98% of the time.
Look at those stats for half a second and tell me you aren't just protecting your favored class. You can't if you're honest. Maybe drop in a light a few times and see how it looks from the other side instead of arguing bad changes to balance to make your favored class better.
#73
Posted 20 February 2020 - 09:16 PM
#74
Posted 20 February 2020 - 09:18 PM
Brauer, on 20 February 2020 - 08:46 PM, said:
Look at those stats for half a second and tell me you aren't just protecting your favored class. You can't if you're honest. Maybe drop in a light a few times and see how it looks from the other side instead of arguing bad changes to balance to make your favored class better.
Your own bias is plain to see. Your refusal to add things specifically and only to Solaris is MOST telling, excusing it under the guise of "harder to learn", lol...
The stats don't reflect data prior to what? 2016, I was primarily a light pilot before then, back far enough I remember (and enjoyed) the streak Raven primacy.
The 'mech isn't so important to me as the weapon of choice and for me that's gauss. Best platforms for gauss are assaults and heavies, so that's what I pilot.
My favorite 'mech of all time on table top and in other versions of computer games has been a medium 'mech, the Hatchetman.
The Hatchetman is worthless without melee.
I want melee in some form, and I want the Hatchetman (don't even get me started on the wet dream of the impossibility of somehow having a heavy gauss on a Hatchetment, oh baby!).
#75
Posted 20 February 2020 - 09:24 PM
#76
Posted 20 February 2020 - 09:48 PM
Dimento Graven, on 20 February 2020 - 09:18 PM, said:
Your own bias is plain to see. Your refusal to add things specifically and only to Solaris is MOST telling, excusing it under the guise of "harder to learn", lol...
The stats don't reflect data prior to what? 2016, I was primarily a light pilot before then, back far enough I remember (and enjoyed) the streak Raven primacy.
The 'mech isn't so important to me as the weapon of choice and for me that's gauss. Best platforms for gauss are assaults and heavies, so that's what I pilot.
My favorite 'mech of all time on table top and in other versions of computer games has been a medium 'mech, the Hatchetman.
The Hatchetman is worthless without melee.
I want melee in some form, and I want the Hatchetman (don't even get me started on the wet dream of the impossibility of somehow having a heavy gauss on a Hatchetment, oh baby!).
The fact stands that you have hardly touched lights since July '16, while I've played all classes quite a bit. I think it's also quite understandable that I'd be skeptical that you ran lights extensively before then (or mained them) seeing as the first time you played lights more than 10% of the time after stats began was Oct. '17. Even assuming you played lights 100% of the time before July '16 you are clearly out of touch with light play, and have made it clear that you are in the tank for assaults. You stated in this thread that "lights should be the weakest class." Which, they already are btw. But yeah, I see I am biased 🙄
Edited by Brauer, 20 February 2020 - 09:51 PM.
#77
Posted 20 February 2020 - 11:47 PM
Vellron2005, on 20 February 2020 - 01:13 AM, said:
What are you, 12?
This is the stupidest thing I've ever heard on this forum, and I've heard some pretty stupid ideas..
Maybe consider switching to WOW or LOL or something?
Geezus that was a terrible idea..
there should be a mech with heals and it can heal u
#79
Posted 21 February 2020 - 08:56 AM
Captain Stiffy, on 19 February 2020 - 12:41 PM, said:
Captain Stiffy, on 19 February 2020 - 12:44 PM, said:
Dimento Graven, on 19 February 2020 - 01:56 PM, said:
They also should be superior to other classes in terms of mobility. Which they are.
Light vs assault is always a question of which mech is going to be better able to employ their main advantage over the other. The light can dodge fire for a long time, but one or two good hits and it's toast. The assault can tank damage for a long time, but the pilot needs to think ahead and anticipate the light's movement to get these shots in.
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Simple question: why the frick was the assault unsupported? Did it wander off to Zimbabwe or was camping spawn zone? If so, then it deserves to be ganked for that tactical error. Exactly as do light mechs attempting to make a no-skill rush straight into enemy firing lines.
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Where are these stats at?
There's also this: https://onedrive.liv...AHptT7QlK2BnRvg
And we always have https://mwomercs.com...e/leaderboards/ as well.
Dimento Graven, on 20 February 2020 - 02:24 PM, said:
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Captain Stiffy, on 20 February 2020 - 11:47 PM, said:
Edited by Horseman, 21 February 2020 - 08:57 AM.
#80
Posted 21 February 2020 - 09:59 AM
Dimento Graven, on 20 February 2020 - 02:24 PM, said:
How would the stunlock aspect of knockdown be removed? Live IK will NEVER work in this game because of it's server authoritative implementation. I cannot think of a single shooter game with an environment like this one.
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To what end? It's already been explained to you that solaris engagements don't typically involve physical contact because it makes soaking more difficult. Solaris matches are already really short, without an added stunlock mechanic. It would make more sense to resolve solaris matches where no one is dead by giving the win to the player that did more damage.
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Cool, so my teammates can rip a leg off at the beginning of a match. Pass.
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Yes, some mechs need a boost, but they don't need to be nearly as agile as some pre-desync heavies/assaults.
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Against adding physical attacks to ONLY Solaris?
To what end? Physical contact in solaris is rare. Game in general doesn't need more reasons for people to NSR. Why would I stunlock myself for an attack animation when I can just fire weapons that do more damage?
If you're stripped you deserve to die.
Edited by Prototelis, 21 February 2020 - 09:59 AM.
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