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April Dev Vlog #1


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#401 DAEDALOS513

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Posted 08 April 2021 - 06:16 AM

View PostAlbert C, on 07 April 2021 - 11:37 PM, said:

Personally I am never a fan of streaks, when you can achieve much better results with carefully aimed srm. I wonder if its possible to implement heat seeking amunition with limited tracking ability. I kniw this will fundamentally changes how ssrm works in this game and doesn't fit the lore. I would love to see it implemented in a way that awards players who do aim but does not require the same precision of srm. By changing factors like tracking cone, turn rate and seeking distance you can make light mechs life easier while also making them more effective against heavier slower targets by allowing poptarting. Essentially a heavy srm with less dmg but seeks to its target to a limited degree.

That's the big myth with streaks.. perpetuated by those that don't use them.. you DO have to aim and CONTINUE to aim in order to hold a lock.. (not a small feat against agile lights). This not only forces you to increase your face time (ie. no torso twisting or spreading dmg) but also makes it more difficult to maneuver around in a brawl because your always facing the enemy instead of your surroundings.

On the other hand with srms, you alpha then twist and reposition until you're ready to fire again.. much more easier to use.

Edited by DAEDALOS513, 08 April 2021 - 06:17 AM.


#402 Gas Guzzler

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Posted 08 April 2021 - 06:48 AM

View PostK4I 4LL4RD LI4O, on 08 April 2021 - 05:19 AM, said:

If you have to ask Aidan I suggest reading the overall changes. If you can't see what is coming for us, well you'll be in for a rough wake up call. If you think those ppc gauss changes were bad, wait until this giant patch rolls over us without pts. Remember Arctic Cheethas with 6 small pulse riping assaults apart? I do. Remember Marauder iic laser vomit and hellbringer laservomit before they got dialed down a bit? I do. So think back and remember if you can, remember all that is coming back for us, at once, in one patch. Than add to that the new possibilities for the newer mechs. That is my point. Higher alphas and fadter alphas will not save this game, it will break it.


Why would you use an example that only raises the alpha by 4 points of damage? And by the way, optimal range of that loadout is now lower. 6 SPLs don't do the same damage they did before, and I don't see the difference between that and a Vulcan with 5 MPLs ripping assaults apart, only an ACH is much more easily disarmed.

#403 DAEDALOS513

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Posted 08 April 2021 - 06:59 AM

View PostGas Guzzler, on 08 April 2021 - 06:48 AM, said:


Why would you use an example that only raises the alpha by 4 points of damage? And by the way, optimal range of that loadout is now lower. 6 SPLs don't do the same damage they did before, and I don't see the difference between that and a Vulcan with 5 MPLs ripping assaults apart, only an ACH is much more easily disarmed.

Bottom line.. TTK is already horrendously short.. these changes will make it worse.

Yes they can be reverted in future but why waste (even more) time? Why not use common sense? The aroma of those delicious cookies must confuse people I guess.

#404 Athom83

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Posted 08 April 2021 - 07:08 AM

Looking pretty good. One issue I personally have though is the MRM balance. The 10 is already better than the others for mechs with a lot of missile hardpoints, thanks to the weight savings comparatively with the increase of tubes in the 20 and 30, with the 40 being 2nd by a considerable margin. While the buffs will help them all out as a whole realistically this just pushes the 10 and 40 farther forward compared to the 20 and 30, especially with the 40 getting a cooldown buff. For mechs without a lot of missile hardpoints (like only 1 or 2) you can't realistically use just the MRM 10 true, but using 3 MRM 10s is just outright better than a single MRM 30.

Another issue is IS Streaks... why the nerf? Was anyone actually using them? Personally I thought they were quite bad compared to just learning how to aim with equivalent SRMa, and with base SRMs getting a better spread that makes IS Streaks just that more redundant.

#405 Gas Guzzler

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Posted 08 April 2021 - 07:22 AM

View PostDAEDALOS513, on 08 April 2021 - 06:59 AM, said:

Bottom line.. TTK is already horrendously short.. these changes will make it worse.


It is? Only when you **** up. Also, long range TTK is longer than short range TTK, and now the shortest TTK is NASCAR dakka deathball.

The only time matches are over is because the entire team goes to push and nascar. When folks decide to take up positions and use their brains instead, matches last much longer.

#406 John Bronco

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Posted 08 April 2021 - 07:47 AM

View PostDAEDALOS513, on 08 April 2021 - 06:59 AM, said:

Bottom line.. TTK is already horrendously short.. these changes will make it worse.


TTK is quite long currently if you don't YOLO in like a moron. Hopefully after several rounds of changes it will remain about where it is today.

#407 Krasnopesky

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Posted 08 April 2021 - 07:48 AM

View PostAthom83, on 08 April 2021 - 07:08 AM, said:

Looking pretty good. One issue I personally have though is the MRM balance. The 10 is already better than the others for mechs with a lot of missile hardpoints, thanks to the weight savings comparatively with the increase of tubes in the 20 and 30, with the 40 being 2nd by a considerable margin. While the buffs will help them all out as a whole realistically this just pushes the 10 and 40 farther forward compared to the 20 and 30, especially with the 40 getting a cooldown buff. For mechs without a lot of missile hardpoints (like only 1 or 2) you can't realistically use just the MRM 10 true, but using 3 MRM 10s is just outright better than a single MRM 30.

Another issue is IS Streaks... why the nerf? Was anyone actually using them? Personally I thought they were quite bad compared to just learning how to aim with equivalent SRMa, and with base SRMs getting a better spread that makes IS Streaks just that more redundant.


The MRM10 is better when compared 1:1 with the other MRMs, but it needs a lot more hardpoints to equip enough compared to the larger variants. It also quickly runs into ghost heat problems if you boat a lot and it can't be combined with other launchers due to this reason. A typical MRM build will be MRM 60 (often higher) which requires 6x MRM10s to emulate (so 6 missile hardpoints, not many Mechs have that many) and now has ghost heat which further reduces its efficiency.

---------------------
EDIT:
Let's compare 6x MRM10 to 2x MRM30 to 1x MRM20 + 1x MRM40 (both result in MRM 60 per alpha).

6x MRM10: requires 6 missile hardpoints, 18 tonnes, 12 slots, 31.35 heat per alpha, spread 4.1

2x MRM30: 2 missile hardpoints, 20 tonnes, 10 slots, 19 heat per alpha, spread 4.5

MRM20 + MRM40: 2 missile hardpoints, 19 tonnes, 10 slots, 19.11 heat per alpha, spread 4.6

So we can see that while MRMs have better spread, volley delay, and save 1-2 tonnes, they require more slots, a lot more missile hardpoints (which very few Mechs actually have) and over 50% more heat per shot if you alpha them (not shooting them at once is a huge disadvantage).
---------------------

IS Streak boats have very high and reliable DPS due to their never-miss homing mechanics when compared to SRMs, which will often miss with at least some of the missiles, especially against faster moving targets. We have reduced just the cooldown of IS streaks to reduce their DPS to a lower level.

Ultimately we had many different ideas for streaks, but many of the ideas are impossible to do with just XML changes and as such need to be implemented by a PGI engineer. The Cauldron believes streaks will continue to work very well at their role when the patch hits, but if that turns out to be not the case we can make further changes to them in the May patch.

Edited by Krasnopesky, 08 April 2021 - 08:06 AM.


#408 Smutty

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Posted 08 April 2021 - 07:53 AM

View PostAthom83, on 08 April 2021 - 07:08 AM, said:

For mechs without a lot of missile hardpoints (like only 1 or 2) you can't realistically use just the MRM 10 true, but using 3 MRM 10s is just outright better than a single MRM 30.


Remember, MRM10s en masse generate a lot more heat than larger launchers of equivalent tube count. If you can eat the heat, sure, but it's not quite a direct upgrade

#409 DAEDALOS513

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Posted 08 April 2021 - 07:55 AM

View PostGas Guzzler, on 08 April 2021 - 07:22 AM, said:


It is? Only when you **** up. Also, long range TTK is longer than short range TTK, and now the shortest TTK is NASCAR dakka deathball.

The only time matches are over is because the entire team goes to push and nascar. When folks decide to take up positions and use their brains instead, matches last much longer.

Then 99% of the mwo population is **** up.. match times are lucky to pass the 5 minute mark.

So you're solution to increasing TTK is to camp a 'power position' and hope to win trades at 800m+? Most would agree that isn't the reason we play in big stompy robots.. Besides, that strat gets old after 2-3 matches..

View PostJohn Bronco, on 08 April 2021 - 07:47 AM, said:


TTK is quite long currently if you don't YOLO in like a moron. Hopefully after several rounds of changes it will remain about where it is today.

How do you figure when matches are lucky to last over 5 minutes? Take into consideration start of match walk time.. load time.. you really getting value for your time?

Edited by DAEDALOS513, 08 April 2021 - 07:55 AM.


#410 Gas Guzzler

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Posted 08 April 2021 - 08:00 AM

View PostDAEDALOS513, on 08 April 2021 - 07:55 AM, said:

Then 99% of the mwo population is **** up.. match times are lucky to pass the 5 minute mark.

So you're solution to increasing TTK is to camp a 'power position' and hope to win trades at 800m+? Most would agree that isn't the reason we play in big stompy robots.. Besides, that strat gets old after 2-3 matches..


Well you can't have your cake and eat it too. Mega push strats mean typically the first mech in gets focused by 5-6 peopl and dies quickly. In order to make TTK long enough for you in that situation, you would need an astronomical amount of hit point. No reasonable amount of weapon nerfs is going to change that.

#411 John Bronco

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Posted 08 April 2021 - 08:13 AM

View PostDAEDALOS513, on 08 April 2021 - 07:55 AM, said:

How do you figure when matches are lucky to last over 5 minutes? Take into consideration start of match walk time.. load time.. you really getting value for your time?


I'm pretty satisfied with a 5 minute match, which has been the norm for many years now, though it would be nice if we could get into matches faster, which is why I would like to get rid of voting.

#412 Antares102

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Posted 08 April 2021 - 08:15 AM

View PostGas Guzzler, on 08 April 2021 - 08:00 AM, said:


Well you can't have your cake and eat it too. Mega push strats mean typically the first mech in gets focused by 5-6 peopl and dies quickly. In order to make TTK long enough for you in that situation, you would need an astronomical amount of hit point. No reasonable amount of weapon nerfs is going to change that.


We had this TTK discussion we DAEDALOS513 extensively in another thread and in the end even he admitted that (in a way) he is explicitly complaining about TTK but implicitly comlaining about in-game to search-game ratio.
Maybe he forgot his own admission Posted Image

https://mwomercs.com...ost__p__6385577

View PostDAEDALOS513, on 24 March 2021 - 10:05 AM, said:

Too much time is spent searching, loading in, map voting (removing map voting would be a good move), waiting for that one guy to connect to the match and then exiting a match.. When all that's factored in against gameplay time.. quick play.. TOO quick. I'm sure most reasonable people would agree..

TTP (time to play) should be reduced increased.. not TTK.


Funny enough this is inline with this statement:

View PostJohn Bronco, on 08 April 2021 - 08:13 AM, said:


I'm pretty satisfied with a 5 minute match, which has been the norm for many years now, though it would be nice if we could get into matches faster, which is why I would like to get rid of voting.


EDIT: Ah he said it himself again:

View PostDAEDALOS513, on 08 April 2021 - 07:55 AM, said:

How do you figure when matches are lucky to last over 5 minutes? Take into consideration start of match walk time.. load time.. you really getting value for your time?

Edited by Antares102, 08 April 2021 - 08:20 AM.


#413 DAEDALOS513

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Posted 08 April 2021 - 08:20 AM

View PostGas Guzzler, on 08 April 2021 - 08:00 AM, said:


Well you can't have your cake and eat it too. Mega push strats mean typically the first mech in gets focused by 5-6 peopl and dies quickly. In order to make TTK long enough for you in that situation, you would need an astronomical amount of hit point. No reasonable amount of weapon nerfs is going to change that.

I wouldn't suggest going that extreme either of mega pushing/nascaring.. I prefer the game focus on the middle ground where players survive longer poking at mid range while they actually move (with the snipers doing their thang at range, and lights causing their chaos).. and a final brawl push at the end of the match.

Right now if you expose for one second the wrong way you get cored pretty quick and it doesn't take half the enemy to do that.. this shouldn't happen. But even if you don't expose.. all it takes is for one enemy sniper to ruin your match.. at the mo, sniping is toooo strong (clan peeps, ac2/uac2, IS lrms are strong, atm's even, especially after cauldron patch)..

View PostAntares102, on 08 April 2021 - 08:15 AM, said:


We had this TTK discussion we DAEDALOS513 extensively in another thread and in the end even he admitted that (in a way) he is explicitly complaining about TTK but implicitly comlaining about in-game to search-game ratio.
Maybe he forgot his own admission Posted Image

https://mwomercs.com...ost__p__6385577



Funny enough this is inline with this statement:

Getting either/or would be amazing.. as a start.. preferably increasing ttk would be best though as this would help more people.. but i think you're confused.. in that quote I'm saying they are reducing TTK which is what I've always been against.

Edited by DAEDALOS513, 08 April 2021 - 08:23 AM.


#414 Navid A1

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Posted 08 April 2021 - 08:27 AM

View PostDAEDALOS513, on 08 April 2021 - 07:55 AM, said:

Then 99% of the mwo population is **** up.. match times are lucky to pass the 5 minute mark.

So you're solution to increasing TTK is to camp a 'power position' and hope to win trades at 800m+? Most would agree that isn't the reason we play in big stompy robots.. Besides, that strat gets old after 2-3 matches..


How do you figure when matches are lucky to last over 5 minutes? Take into consideration start of match walk time.. load time.. you really getting value for your time?


That's the case with almost all single spawn shooter games.
You simply can not force a normal MWO solo q match to last past 7 minutes (unless you have an extreme range fight or the one ECM mech running at the end)... I mean you could, but you have to run stock mechs, and not fire half your stock load out.
What other single spawn games you can name with the fight lasting more than 3 minutes?
You're chasing a ghost in MWO.

Do FP matches last 3 minutes?... oh, yeah.. respawns... even with all the horrible level design in FP maps with all the choke points.

And to re-iterate what Kras was saying, under-performing weapons have been brought up to a base-line level already established by 4-5 weapons in the game.

Edited by Navid A1, 08 April 2021 - 08:29 AM.


#415 Aedryel

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Posted 08 April 2021 - 08:28 AM

View Postdario03, on 07 April 2021 - 01:19 PM, said:

You will still equip LRMs if you want to use missiles for range and ATMs if you want to hit like a truck. ATMs still do more damage up close and with much less spread.


>I do that even now - my missile rigs have ATMs and LRMs combined. My point was that I needed ATMs to maximize close range damage in a high-risk-high-reward scenario (as in going in close, enduring incoming hits while getting a lock if no spotter around/aiming for well-placed dumbfiring, shooting missiles and hoping they will do enough damage to either deter the opposing pilot for a few secs and/or disable a few of his components to give me an edge in exchange for the armor likely traded in advance) and nerfing close range ATM damage deteriorates the viability of this.
In many cases you don't have a second chance to shoot them, either because the opposing pilot is not an idiot and goes in CQB immediately, rendering ATMs ineffective or the damage/heat you sustained on the way prevents you from doing so.
In all fairness, I took my ATM18-LRM10 SCR as an example, heavier mechs would probably be able to endure such trades of damage better and for them, a dmg boost for higher ranges could be more beneficial, but that still won't invalidate my point on faster mechs with less armor will inevitably pull the short straw more often because of this - hence I suggested reducing ATM minimum range to make up for the lost damage. It IS lost damage, ATM wielders will still prefer to shoot from up close.

Quote

The extra damage on long range is to buff it at less than optimal usage. We don't expect anybody to shift to actively trying for long range with ATMs, however a buff to less than optimal usage is still a buff. So if somebody is out in a ATM supernova and isn't able to get close to the fight they will now do more damage when firing out of optimal. Its similar to firing a ballistic weapon outside of optimal, you use the same amount of ammo, generate the same amount of heat, you do less damage but yet it does make sense to do it at times.


>This makes very good sense, but seemingly biased towards slower, heavier mechs which have a harder time to close in on opposing machines. Lighter rigs, who actually have the speed to land <300 meter shots will face the issue I presented one paragraph earlier. Of course they could shoot missiles in advance from farther away, but they have to conserve ammo and not to reveal their position too early.
A Supernova sized mech has the free tonnage to wield twin heavy autocannons, most medium mechs don't, or even if they do, they would have to make a disproportional sacrifice to be able to. Not the best comparison, but twin AC/UAC 20 dakkas do similar damage to twin ATM9/12s.
My point is ATMs are one of the, if not THE most viable weps for smaller, more agile Clan rigs with 2-3 missile hardpoints to do massive alpha damage while having a fairly good balance on tonnage/heat/hardpoint requirements. The bottleneck here is ammo count, ATMs on longer ranges will be, more often than not, a waste due to the increased chance of encountering multiple AMS during their trajectory.

Quote

However the extra damage at range isn't the main buff they got to offset their close range damage nerf. The extra missile health that allows them to get a lot more missiles through is. Like the OP says, against 4ams at close range they will do about 67% more damage than before. The expectation is that more people will bring ams/lams but not a lot more 3-4ams mechs and not enough to cancel out that missile health change. So it should be a fairly large buff and shift to making it less feast or famine. Have to wait and see to be sure though.


>I was probably overreacting the entire topic in the first place and I admit I did not do the math on missile HP vs AMS dmg. I'm still concerned that a designated DPH weapon will be ruined into mediocracy and countered more often than ever before (AMS has non-exploding ballistic ammunition...really? Why would anyone be deterred to equip it?), but like you've said, time will tell. Plus respect to you Mr, for answering in such a collected manner, I've lost my temper a bit.

Edit: I believe your increased missile dmg vs AMS calculations are based on insane ATM tube counts like 4x12 or something. Most people don't do that. An entire weapon class should not be redesigned having unreal/uncommon setups in mind.

Edited by Aedryel, 08 April 2021 - 09:30 AM.


#416 DAEDALOS513

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Posted 08 April 2021 - 08:30 AM

View PostNavid A1, on 08 April 2021 - 08:27 AM, said:


That's the case with almost all single spawn shooter games.
You simply can not force a normal MWO solo q match to last past 7 minutes (unless you have an extreme range fight or the one ECM mech running at the end)... I mean you could, but you have to run stock mechs, and not fire half your stock load out.
What other single spawn games you can name with the fight lasting more than 3 minutes?
You're chasing a ghost in MWO.

Do FP matches last 3 minutes?... oh, yeah.. respawns... even with all the horrible level design in FP maps with all the choke points.

And to re-iterate what Kras was saying, under-performing weapons have been brought up to a base-line level already stablished by 4-5 weapons in the game.

You cannot compare this game to other FPS games. This isn't Call of Mechwarrior. The reason this game has lasted as long is because this is a thinking mans shooter.. without respawns.. and that requires more than two brain cells to put together a build that works on each mech.. that requires balance between risk and reward, heat and damage.. and on and on..

Cauldron is trying to ruin what makes MECHWARRIOR ONLINE unique by buffing everything so everyone can die quicker!

If EVERYONE has to use the same nerfed weapons, than what is the big deal? You guys can't think past your own crutches.. so addicted to that easy damage..

Edited by DAEDALOS513, 08 April 2021 - 08:33 AM.


#417 John Bronco

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Posted 08 April 2021 - 08:34 AM

View PostDAEDALOS513, on 08 April 2021 - 08:30 AM, said:


Cauldron is trying to ruin what makes MECHWARRIOR ONLINE unique by buffing everything so everyone can die quicker!


This a thread for rational discussion, this sort of hyperbole contributes nothing.

#418 Navid A1

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Posted 08 April 2021 - 08:36 AM

View PostDAEDALOS513, on 08 April 2021 - 08:30 AM, said:

You cannot compare this game to other FPS games. This isn't Call of Mechwarrior. The reason this game has lasted as long is because this is a thinking mans shooter.. without respawns.. and that requires more than two brain cells to put together a build that works on each mech.. that requires balance between risk and reward, heat and damage.. and on and on..

Cauldron is trying to ruin what makes MECHWARRIOR ONLINE unique by buffing everything so everyone can die quicker!

If EVERYONE has to use the same nerfed weapons, than what is the big deal? You guys can't think past your own crutches.. your so addicted to that easy damage..


If I assume that what you say is true, stating that "we are so addicted to that easy damage"

Isn't this whole Cauldron thing going against our "crutches"?... If we wanted to stick to our crutches, then why are we trying to bring underperforming weapons up to the same level?... to create valid competition to our (untouched) crutch weapons?

If we were so "addicted" to our meta toys, then the best way for us was to not touch anything. Not trying to shake up the meta and put ourselves on the ground floor again with everyone else trying to develop and science new meta.

Edited by Navid A1, 08 April 2021 - 08:39 AM.


#419 DAEDALOS513

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Posted 08 April 2021 - 08:40 AM

A game mode I would really go for.. maybe call it Extended Quickplay.

In this mode everything would be exactly the same except, all weapons did 50% the damage. Kinda a mid-point between qp and faction.

View PostJohn Bronco, on 08 April 2021 - 08:34 AM, said:

This a thread for rational discussion, this sort of hyperbole contributes nothing.

Hyperbole or not, it's my strong opinion.. whether it was PGI or now Cauldron doing it.. buffing weapons doesn't serve this game.. tweaking should go the other way when it's more reasonable to do so..

View PostNavid A1, on 08 April 2021 - 08:36 AM, said:


If I assume that what you say is true, stating that "we are so addicted to that easy damage"

Isn't this whole Cauldron thing going against our "crutches"?... If we wanted to stick to our crutches, then why are we trying to bring underperforming weapons up to the same level?... to create valid competition to our (untouched) crutch weapons?

Like I said before.. the addiction lies in that they don't want to give up what they are comfortable with... and instead of balancing the game by toning down the few crutches.. they bring up other weapons. Boating the same weapons gets boring after a few years so instead of giving them up (having their cake) they are buffing everything else (and eating it too) to add variety to their game.. balance, perhaps, but at what cost?

Edited by DAEDALOS513, 08 April 2021 - 08:40 AM.


#420 Krasnopesky

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Posted 08 April 2021 - 08:44 AM

View PostDAEDALOS513, on 08 April 2021 - 08:30 AM, said:

You cannot compare this game to other FPS games. This isn't Call of Mechwarrior. The reason this game has lasted as long is because this is a thinking mans shooter.. without respawns.. and that requires more than two brain cells to put together a build that works on each mech.. that requires balance between risk and reward, heat and damage.. and on and on..

Cauldron is trying to ruin what makes MECHWARRIOR ONLINE unique by buffing everything so everyone can die quicker!

If EVERYONE has to use the same nerfed weapons, than what is the big deal? You guys can't think past your own crutches.. so addicted to that easy damage..


The Cauldron's main aim is to increase the enjoyment of as many people as possible who play this game. Already we have received a ton of positive feedback and many people returning to the game. So perhaps from your perspective we are trying to ruin MWO, but from our perspective we are trying to improve it for everyone by returning fun to the game.

If everyone has to use the same nerfed weapons we will have the exact same issue we have had for over half a decade, people not enjoying the game due to the continuous nerfs PGI has implemented which ultimately results in many people leaving.

I understand your point of view and have considered it along with others, but I do not agree with it, just as you do not agree with The Cauldron's approach. At the end of the day we will see the results after the April patch. If you are correct the patch will not be successful and the negative feedback will be apparent. I personally do not think this will happen, I believe the feedback will be positive overall and there will be more players playing MWO and enjoying it.

Edited by Krasnopesky, 08 April 2021 - 08:47 AM.






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