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Intel Gathering: Bolt-Ons, Weapons Balance Pass 1, Map Spawn Points


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#41 Alreech

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Posted 24 February 2021 - 10:29 AM

View PostK4I 4LL4RD LI4O, on 24 February 2021 - 06:20 AM, said:

Ok guys. Most important thing...the heat spike from side torso destruction needs to go...and it needs to be gone yesterday. That was the worst thing you ever did to the game imo. Pls make it stop!!!

Just use an IS Mech with XL Engine to avoid heat spikes from side torso destruction.

#42 Alreech

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Posted 24 February 2021 - 10:36 AM

View PostC337Skymaster, on 24 February 2021 - 06:50 AM, said:

As for LRMs, it depends on what you consider to be "overpowered". A missile boat deals a lot of damage (and can get higher than average match score when played right), but it has a direct counter (AMS), and an indirect counter (ECM). Unguided direct fire is difficult due to the low projectile speed, and it spreads damage over the entire 'mech, often missing the target with a portion of the volley. Of 40 missiles fired, one can expect only 35 of those to hit the target before accounting for AMS. If there are seven or eight AMS systems within range of the target, then none of the 40 missiles will reach the ground. On the other hand, if there is no AMS or ECM on the other team, and the LRM boat has someone doing a good job of spotting or NARCing, they can rack up 1000 dmg, two or three solo kills, and over 500 match score.

I agree 100%
Also need for a good spotter or NARCer if you mount a TAG.
Stalkers & Archers are good for TAGs due the high mounted energy hardpoints.

I runned my LRM Mechs always with AMS and ECM (if possible) and follow the brawlers to give AMS & ECM cover while firing missles.
Most of the kills i made with the secondary weapons like Med Lasers.

#43 Coffeeghoul

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Posted 24 February 2021 - 10:44 AM

Completely out of context:
One thing that comes to my mind while checking my stats: It would be really cool to be able to sort them not only in alphabetical order. When I want to see, which my best perdorming mechs are, I have to scroll through the entire list.
That's a thing which could be done in an hour, I guess. :)

#44 C337Skymaster

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Posted 24 February 2021 - 12:04 PM

View PostCoffeeghoul, on 24 February 2021 - 10:44 AM, said:

Completely out of context:
One thing that comes to my mind while checking my stats: It would be really cool to be able to sort them not only in alphabetical order. When I want to see, which my best perdorming mechs are, I have to scroll through the entire list.
That's a thing which could be done in an hour, I guess. Posted Image


I copy the stats list into Excel. Then I can sort by whichever column I want to. Agreed: it should be built into the website, but until it is, that's a workable workaround. Just keep in mind you'll have to resize the cells after you copy, as it tends to wrap the text and generate super thick cells.

#45 Andrzej Lechrenski

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Posted 25 February 2021 - 02:07 PM

Aside from fixing the most egregious problem spawn (Tourmaline), I don't think there are any problems with the other drops that can't be fixed by simply randomizing which lance spawns where. I would actually rate that as critical because, as of now, 3- and 4-man groups always know where they are going to drop simply from paying attention to the map and game mode after selection. Obviously this is an unfair advantage.

#46 Vellron2005

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Posted 26 February 2021 - 03:39 PM

So I'm looking at this ECM mech, 300 meters away.. direct line of sight.. full sensor tree of skills... and I. Just. Can't. LOCK.

How is that fair?

Needless to say I was looking at it for several seconds, trying to lock.. holding the damn reticle dead center.. and then he two-shot me with double heavy gauss.. (I was in a Hatamoto-Chi with full armor)

Do you get my drift PGI? Or do I need to spell it out for you?

NERF ECM/Stealth. Or Buff Lock-on mechanics!

Edited by Vellron2005, 26 February 2021 - 03:41 PM.


#47 D V Devnull

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Posted 27 February 2021 - 02:44 AM

View PostVellron2005, on 26 February 2021 - 03:39 PM, said:

So I'm looking at this ECM mech, 300 meters away.. direct line of sight.. full sensor tree of skills... and I. Just. Can't. LOCK.

How is that fair?

Needless to say I was looking at it for several seconds, trying to lock.. holding the damn reticle dead center.. and then he two-shot me with double heavy gauss.. (I was in a Hatamoto-Chi with full armor)

Do you get my drift PGI? Or do I need to spell it out for you?

NERF ECM/Stealth. Or Buff Lock-on mechanics!

I second this. It so happens that I (and others) have also been running into these problems. It's made more painful by any form of disabilities (be they either organic or technological), along with issues in the game's current Mechanics that we're stuck with. Heck, the Lock-On Angle also needs to be re-widened by at least one or two degrees. Opponents being able to thump into your Mech and totally negate your Lock-On when they do NOT have any ECM is also essentially & completely unfair. :mellow:

~D. V. "also sick of the unfair punishment that Lock-On Users /w issues have been suffering through" Devnull

#48 Wolf 3

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Posted 27 February 2021 - 04:03 PM

Hi,

Topics - spawn points (quick play only) - tactical map/interface - drones

Really appreciate the opportunity for feedback - thanks so much!

For quick play, spawn points should be balanced and not give either side a position advantage.

Map positioning -

If you've ever played paintball... it'd be cool to try some smaller, quick action maps positions. This could provide more potential spawn/battle locations per map. Make the maps smaller and start 2500 meters apart, maybe less. Don't want to eliminate or dumb down the long game. But, the long walks just give noobs time to run ahead and die, effectively hosing their more patient and tactical minded team-mates to be picked off one by one. This could help make for better balanced play, learning and teamwork if spaces were shrunk to provide for quicker action and simpler tactical map strategic movement/advantageous positions.

Tactical map -

Tactical map display could be better, please.

These mechs are advanced enough that the tactical interfaces should be just a little more sophisticated. Not too much, for the integrity of the universe, but a marginal, appropriate bit more.

Really like to be able to have a openable tactical map with more real-time battle info in a way that helps me understand the battle situation better in 3D if that makes sense.

Translating the flat info on the current tac map into actionable 3D tactics is a steep curve for players who don't have time to dedicate to learning the maps. A good pilot should be able to drop into new environments and trust their mechs sensors to deliver actionable info on terrain and elevation.

The map is a representation of terrain, not an exact copy. It doesn't need to be literal. It could be color coded by elevation, to help the 2D interface better represent a 3D world.

Tac map scale needs to be bigger, please.

There is a problem with the basic interface, and the concept of looking out of a cockpit window like an airplane. Mech's aren't planes, they're tanks. Tanks don't have any sort of cockpit setup's like we see in these mechs. Mech cockpits should be deep behind armor and interface would be via computer screen with front, back, and side views, all individually zoomable. With a main sensor and system status screen. With maybe a 60/40 split between the 4 outside views and the system, map, radar etc. screen.

The problem with the window view, and I'm not criticizing because I get the effort to stay pure to the universe, but it takes away so much freedom in the way the interface is displayed. These mechs should be advanced enough to drive by wire 100%. Cockpit views from a real tank are via periscope, and that's what these mechs would have too. But more likely cameras and sensors.

Also think tactical drones should be smart autonomous drones which go instant to 8,000 ft. elevation and have sensor defenses to use quick maneuver to evade all but air burst missiles or laser fire. Then you could have either a mountable drone ranged laser system similar to laser AMS, or a consumable anit-drone/drone killer laser drone... &/or etc.

I know, I know, far easier said than done.

And, great job on the current product, lots of fun. And good job reaching out to the community for input.

I hope my ideas are thought provoking in the least and hopefully actionable.

All the best,

Dave G - Wolf 3

#49 Meppoy

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Posted 27 February 2021 - 04:09 PM

One more easy improvement. In the case of death of overheating let us have the kill if somebody shot the overheated mech at least 5 seconds before the explosion. "Death in the glory" kind of overheating is really quite an often is just an irritating way to deny a kill to your opponent.

#50 C337Skymaster

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Posted 01 March 2021 - 06:18 AM

View PostMeppoy, on 27 February 2021 - 04:09 PM, said:

One more easy improvement. In the case of death of overheating let us have the kill if somebody shot the overheated mech at least 5 seconds before the explosion. "Death in the glory" kind of overheating is really quite an often is just an irritating way to deny a kill to your opponent.


I second this. Especially when it comes to flamers. It's annoying on both sides; both from being penalized for "committing suicide" as well as for diligently holding a flamer on a target and not getting credited for the kill afterwards. If it's a matter of which 'mech in the dogpile gets credit for the kill, I say the one with the most recent flamer hit, or else whichever one was the most recent to score any weapon hit, within the previous 5 or 10 seconds or so.

#51 C337Skymaster

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Posted 01 March 2021 - 06:22 AM

View PostD V Devnull, on 27 February 2021 - 02:44 AM, said:

I second this. It so happens that I (and others) have also been running into these problems. It's made more painful by any form of disabilities (be they either organic or technological), along with issues in the game's current Mechanics that we're stuck with. Heck, the Lock-On Angle also needs to be re-widened by at least one or two degrees. Opponents being able to thump into your Mech and totally negate your Lock-On when they do NOT have any ECM is also essentially & completely unfair. Posted Image

~D. V. "also sick of the unfair punishment that Lock-On Users /w issues have been suffering through" Devnull


Hell, I don't technically HAVE any disabilities and it's painfully difficult to get a target lock on a moving target. I'm constantly having to twitch and re-twitch my hand, trying to find that ONE sweet spot where it'll start locking on, only to have the target move slightly, or have someone walk in front of it, and have the lock back almost all the way out in a half-second, and have to slowly start locking on all over again. And if you try to dumb-fire in that situation, the projectile speed is so slow that it's a guaranteed miss, since the target will take two steps in any direction and be out of the shot again. And then the target runs in under 10 meters and all lock is lost instantly...

#52 DontStandBehindMe

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Posted 01 March 2021 - 09:29 AM

Map Spawns: Tourmaline is in the biggest need of moving spawns around absolutely...but Canyon/Hybernal also need adjusting as well. Also please have all 4 mechs drop facing forward and spaced a little better so that low ping teammates aren't crashing into others (and damaging their mechs) as soon as they tap the W key.

Weapon balance: Please reduce or remove the blinding effect of RAC 2/RAC 5. You guys did this a few years back to flamers because not being able to see who was flaming you was an "unfair advantage" not intended...it is no less unfair for RACs to do the same (I know this can be somewhat mitigated by using alternate vision modes, but those modes also limit the range you can see in general to about 500m so not really a decent solution). LRMs could use a little buff to direct fire (slight velocity inc/spread reduction) and a bit more of a nerf to indirect fire (if for no other reason than to continue to encourage LRMers to not hide in the back all game). SPL/cSPL are in dire need of improvements to be useful again. SNPPC also needs some attention, small heat reduction as others have mentioned. LtGauss and LtPPC need some retooling as well, right now there is very little reason to equip/use either weapons. I dont really have any ideas for either of these weapons on how they could be improved other than to change the ghost heat limit on them but even that doesnt seem like enough of a change to make either useful enough.

Other Equipment: The idea that ECM needs to be further nerfed is a bit excessive (IMO), it has already had its effective range reduced and ever since the skill tree was introduced ECM requires 13 skill nodes just to function the way it did without any skills before the current skill system came into existence (which no other system in the game requires, every other system in the game is enhanced/improved by the skill tree...if anything ECM nodes should have the same effect, maybe add a 3rd or 4th ECM node to the skill tree so it too can be improved beyond its "stock" functionality like the skill tree does for every other system in the game). With regards to AMS, if anything the past 2 months have demonstrated its that AMS could use a bit of a buff (maybe even more than just a bit). I know there are tons of posts out there from people who rely on/enjoy using LRMs calling for huge nerfs to AMS/reducing the number of mechs with multiple AMS (and even one post wanting anyone using AMS to take structure damage just for having it equipped) but every time there is an event that requires damage or matchscore the skys are filled with missiles and since you can't fire back at most missileboats (because they are tucked away behind cover in the back) and mosts maps dont have enough cover for you to close in on them without getting rained on, AMS is necessary. I have read the arguments about AMS/ECM being "unfair" to people who rely on/enjoy playing LRMs but by the same token how fair is it for the player being rained on to have no defense against someone they can't see or shoot back at if they are playing on a map where they cannot find/get to cover? This is a really tough call for PGI...those who play LRMs want every counter to LRMs neutered so they can be more effective and those who don't like LRMs want the counters to LRMs to be more effective to discourage the use of LRMs.

As for bolt-ons, I personally dont use them so I really dont have a dog in that fight. Stay on or fall off I'm OK with either as song as they don't affect hit boxes/hit registry.

#53 Raydeen

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Posted 04 March 2021 - 07:35 PM

Since I doubt that quirks will be adjusted for all the weapons balancing I see even more imbalance in favor of the inner sphere. They will continue to try and sell the range advantage for the clans. Which for quick play means very little there are very very few long range fights and and a lot of short range maps.

#54 Cherry Garden full of Blue Roses

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Posted 12 March 2021 - 02:06 AM

Almost all problems will be solve with
...
8 vs 8 comeback.

Damn, how many times it have to be repeated until PGI will understand they did very, very bad thing to their game, adding four more players into each team without option to chose old amount of players in teams, without complete rebuilding maps, without complete rebuild of game mechanics? MWO was build and design for 8 vs 8 matches. 12 vs 12 ruined it, pushing this game from great tractical fps into mediocre tactical fps and mediocre shooter...?

#55 D V Devnull

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Posted 12 March 2021 - 05:13 PM

View PostCherry Garden full of Blue Roses, on 12 March 2021 - 02:06 AM, said:

Almost all problems will be solve with
...
8 vs 8 comeback.

Damn, how many times it have to be repeated until PGI will understand they did very, very bad thing to their game, adding four more players into each team without option to chose old amount of players in teams, without complete rebuilding maps, without complete rebuild of game mechanics? MWO was build and design for 8 vs 8 matches. 12 vs 12 ruined it, pushing this game from great tractical fps into mediocre tactical fps and mediocre shooter...?

Hi there... While I may have started this game after it turned into 12v12 gameplay, I agree with you that "8v8 As A Choice" should happen, even though I don't think the increase really hurt things that much. (The only thing that I have personally been against is moving exclusively to 8v8 while forcing people to live with 12v12 being dumped entirely. We should not be stuck with only one Match Size for battles, and this should not turn into something that divides the Community any more than past things have caused.) It's obvious that not everyone wants Giant Matches, and the MatchMaker would very much get a boost from being able to kick off more Matches with dynamic sizes based on time-of-day and population. Let's hope that it happens at some point! :)

~D. V. "MWO would definitely get a boost from having both 8v8 & 12v12 Match Sizes at the same time!" Devnull

#56 Arkhangel

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Posted 22 March 2021 - 01:59 AM

12v12 happened because 12 mechs is a full company.

That said, having a 8v8 or even a 4v4 wouldn't be a bad thing, but completely REMOVING 12v12 would also piss people off who want to do company-level fighting.

Also, Cherry, from the sound of it, you've just been blindsided by that Third lance a few dozen times and don't want them there, rather than you know, coordinating your own team so all three of your own lances actually work to take theirs down. So that's a problem with YOU, not the game.

I've been playing since Closed Beta.

Teamwork and Coordination are what win matches, Incompetence and Arrogance are mainly what lose them.
And all those guys who win about LRMs needing to be nerfed need to learn is two things. One, the best defense against LRMs is NOT BEING VISIBLE TO THE ENEMY in the first place, not ECM, not AMS. I've killed an ECM Atlas with non-locked LRMs several times. You stand behind a building, rock formation, in a trench, etc, and you keep your head down, and you kill anyone trying to flank around instead of trying to trade downrange like an idiot. If you're a medium or light, you watch the back of your heavies and assaults. If you're tanky, you take point and lead a charge, armor angle and soak fire so your team can break through. This isn't CoD, where you can stand there 360 no-scoping out in the open.

Use your team, use the terrain, focus fire, always lock, cover your assault mechs.

In other words, act like a MechWarrior.

Edited by Arkhangel, 23 March 2021 - 04:59 AM.


#57 Woov

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Posted 27 March 2021 - 11:03 AM

My opinion. Return the Gauss Shot Mechanic. In the current conditions of a variety of weapons and the dominance of LRM boats. The return of old mechanics will not ruin the games, and you can make some other compensation, for example, increase the reload time.
P.S. Missing my Highlander "Heavy Metal".

#58 ghost1e

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Posted 27 March 2021 - 12:34 PM

View PostArkhangel, on 22 March 2021 - 01:59 AM, said:

12v12 happened because 12 mechs is a full company.

That said, having a 8v8 or even a 4v4 wouldn't be a bad thing, but completely REMOVING 12v12 would also piss people off who want to do company-level fighting.

Also, Cherry, from the sound of it, you've just been blindsided by that Third lance a few dozen times and don't want them there, rather than you know, coordinating your own team so all three of your own lances actually work to take theirs down. So that's a problem with YOU, not the game.

I've been playing since Closed Beta.

Teamwork and Coordination are what win matches, Incompetence and Arrogance are mainly what lose them.
And all those guys who win about LRMs needing to be nerfed need to learn is two things. One, the best defense against LRMs is NOT BEING VISIBLE TO THE ENEMY in the first place, not ECM, not AMS. I've killed an ECM Atlas with non-locked LRMs several times. You stand behind a building, rock formation, in a trench, etc, and you keep your head down, and you kill anyone trying to flank around instead of trying to trade downrange like an idiot. If you're a medium or light, you watch the back of your heavies and assaults. If you're tanky, you take point and lead a charge, armor angle and soak fire so your team can break through. This isn't CoD, where you can stand there 360 no-scoping out in the open.

Use your team, use the terrain, focus fire, always lock, cover your assault mechs.

In other words, act like a MechWarrior.

Agreed, 12v12 needs to stay in the game (I'd suggest keeping it in faction, it makes a lot of sense there)

but then again, there are probably reasons all 5 world championships, official and community-run have been 8v8

#59 C337Skymaster

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Posted 29 March 2021 - 08:04 AM

View PostTheUltimateGhost, on 27 March 2021 - 12:34 PM, said:

Agreed, 12v12 needs to stay in the game (I'd suggest keeping it in faction, it makes a lot of sense there)

but then again, there are probably reasons all 5 world championships, official and community-run have been 8v8


I strongly suspect the reason championships have been run 8v8 has been to compensate for a low participation count. 144 players split into teams of 12 yields 12 teams. When you split them into teams of 8, you get 18 teams. Having more teams allows for proper seeding, and you get an actual championship. To take it to an extreme: it would make for a really lame and boring championship series if there are only two teams fighting back and forth, and would make it at least a tiny bit more interesting if you divided them up to make three teams.





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