Xeno Phalcon, on 29 May 2021 - 04:31 PM, said:
I watched the whole damn video, I hope your happy - im not getting that 59 minutes and change back. The title is misleading, which makes it more obvious some of the responses here are from people that did not sacrifice their hour of existence as I did so I will give a verbose TLDR (Or too long didnt watch I suppose):
first 15 minutes are praising all that is MWO.
After that its complaints about the music, valid - iv had the music off for uh......many years now.... I forgot there was music...
Then its on to sound design, weapons and bitchin betty feedback are all weak and get swallowed up easily becoming nothing but white noise. (Valid I suppose? lasers are nice, autocannons sound derpy for sure, and betty is annoying.)
12v12 reduces player 'agency' and going back to 8v8 would be better - little on the fence here, on one hand I get what hes saying - in 12 v 12 you mean less and your probably not going to be able to turn around a 8 vs 12 battle. Personally I prefer large fights over small ones, battlefield lit up with twenty four war machines hurling futuristic death at each other is a blast, literally and figuratively.
The overall gameplay has not changed sense closed beta, where death balls form up around specific 'hills' on the map then devolve into nascar. Having played sense closed beta myself, I feel I am at least somewhat qualified to agree with this one.
Quality of life, and wish upon a star features such as melee, combined arms, in-match repair and rearm, mech crouching/balance (properly) and features like changing the HUD color, changing betty or weapon sound effects with optional 'packs'. Lot of this unfortunately will never happen simply because its outside the scope of PGI's coding capabilities even when they were actively developing MWO and not 'cauldron crunching numbers' I mean - we all know how collision turned out. Though a HUD color option would be nice, and relatively easy....I think....
The new skill system is a jumbled mess and I don't like it, go back to the old node system. I get where hes coming from here, the current skill system is just a mess in some areas, forcing you to spend a obnoxious amount of time playing skill pachinko just to reach all the ammo nodes or UAC jam nodes or speed tweak. But on the other foot, I remember the old systems - with the original skill system requiring us to buy and skill up multiple mechs just to fully unlock the module slot on one (thus 'encouraging' us to grind up more mechs just to perfect one, was disgusting) followed by paul's early weapon module slot system which had values like the nodes we have now, but you could only get like....two of them and they cost millions of cbills. I got a week long temp ban for my 'honesty' about those things at the time, heh so far as lesser of three evils goes the current one is 'better than the alternative'.
Was some other small bits in there but iv forgotten them......probably wasnt important anyways.....probably. (OH YEAH one of the things he did like, was weapon balance - which has been one of the cauldron focal points soooo call that one a win even if this video was before they did any changes?)
Thanks for the summary. I'll reply to the video using your summary.
Music--Doesn't really matter to me. It's repetitive if you're in the front-end for a while for sure.
12v12 vs 8v8. Yeah, I think I had more fun when it was 8v8 but an afk or mismatched team also penalized one side more. The player base has been pretty evenly divided on this topic because there's pros and cons to both and both have a little bit of flavor. If we had the population, I'd say have two queues but that'll never happen. I suppose we could go to 8v8 in QP if 12v12 in FP was more accessible to more players. Suppose group queue would be 8v8 too.
Typical tactics in closed beta was peek and poke and this remained until about the time of 12v12 and clan mechs. What I think contributed to nascar the most is 1. Larger maps where you can circle the enemy out of line of sight but still not have time to back-cap the enemy base. 2. Mechs with increasing hardpoints and higher alphas. 3. Clan mechs outranging IS mechs forcing IS mechs to close the gap because they can't trade shots at range. 4. Flanking is the best strategy so you can shoot the enemy before they can turn and hit you back and nascar is just a perpetual flanking manuever. Flanking is more important because of higher and higher alphas at higher ranges. 5. Before nascar, we had murderball. Murderball means that you bunch up and destroy the enemy with overwhelming force. It's a simple strategy that you don't need to communicate to do. I think this evolved into nascaring. 6. Map design plays a role, but you can nascar on any map where you can move in a circular motion around an area that has a fair amount of cover. Nascar would stop if a map didn't have adequate cover, like classic forest colony where it's a deadly risk to "go water" because of the lack of cover.
QoL improvements--There's always been a lot of those desired. The rest of the stuff listed here is "fluff" not everyone cares about. Inverse Kinematics used to be a big one, but PGI determined it wasn't worth the performance hit as I recall. Melee is too complicated to implement and never work right.
Skill tree--I liked the idea of the new tree over the old. No rule of 3, no need to buy other mechs to fully kit out your own, no give and take with skills. You just had to play the mech more and more until you unlocked everything to make it competitive. Remember, after you finished elite skills, it doubled basic skills but you had to have more than one mech to do that. The original system was a linear progression, and a punishing one at that. Plus, convergence did nothing. The current skill tree is definitely convoluted, but you can never have everything. You have to make a choice over what you want to invest in. Speed? Mobility? Armor? Sensors? Is there a better skill tree solution? Yes. But let's keep the give and take please. I don't want a linear system where you get everything if you only play enough.