Pts: May Patch Features! - Pts Over
#61
Posted 12 May 2022 - 09:35 PM
During event queue rounds with "no overheating" marked overheat deaths were observed.
This may have been due to tweaking the wrong stat though: By my observation it was heat dissipation that was set to near-infinite, instead of an increased heat cap.
Builds with Alpha Strikes that exhausted the heat cap of a mech (went beyond 100%) therefore led to overheat damage including instadeaths.
#62
Posted 12 May 2022 - 10:03 PM
How long are you spending in the event queue looking for a game? I haven't found a game yet, maybe waited for an hour or so.
Edited by KarlP, 12 May 2022 - 11:24 PM.
#63
Posted 13 May 2022 - 01:03 AM
im not to thrilled with the implementation. if anything things are more complicated. wasn't that one of the intended goals to simplify the system? granted it was a lot faster to deck out. gonna need to re-optimize everything anyway. anyone who runs a mech without fixing up its nodes is going to be at a severe disadvantage. especially if they aren't getting the full node refunds and have to re-grind.
seems like they should take another month to pare down the tree. make some of the 'never gonna be used again' nodes and bake them into the mech stats. reduce every node type down to a maximum of 6 and increase the value of each node proportionally. reduce the node count to 60. strip all the skill points and reduce by 2/3s rounding up to the next whole node (this would also buff all remaining nodes 50% as 2 nodes are now worth 3). additional buffs to the seldom used nodes that are still relevant. some of these nodes could be converted to equipment or upgrades.
things like advanced zoom (enhanced optics) and improved gyros should be equipment, and improved narc should just be a better launcher (perhaps as part of a big equipment and weapons pack). replace all the jump jet upgrades with a single upgrade stack (bonus if you change the jump jet mechanics to control the jet angle with torso pitch).
also improve the color codes, just add more.
Edited by LordNothing, 13 May 2022 - 01:42 AM.
#64
Posted 13 May 2022 - 01:37 AM
I guess this will be my first post, so please, bear with me.
Radar deprivation and advanced ecm is hidden behind sensor range, while you already need an mech with ecm capability.
Target retention can be picked without any dependencies.
I think it would be great, if radar deprivation and advanced ecm could be picked without any dependencies as well.
cheers
EDIT
Sry, it´s my second post.
Edited by Marcus Castor, 13 May 2022 - 01:41 AM.
#65
Posted 13 May 2022 - 05:17 AM
That's exactly what DATA said in his video about the proposed Skill Tree:
It literally takes only 5 skill points (and no filler/dependencies) to max out Target Decay skill, for +3.5 seconds!
Everyone and their dog is going to take up this one. I feel it's OP, since no opportunity costs.
*IF* MWO is going to do away with 100% Radar Deprivation in the future (say max 75% Radar Deprivation from Skill Nodes), then something drastic must also be done with this straight 5-skill-point Target Decay giving +3.5 seconds!
Marcus Castor, on 13 May 2022 - 01:37 AM, said:
Target retention can be picked without any dependencies. ...
Edited by w0qj, 13 May 2022 - 05:01 PM.
#66
Posted 13 May 2022 - 05:29 AM
w0qj, on 13 May 2022 - 05:17 AM, said:
Thanks for the video!
Edited by Marcus Castor, 13 May 2022 - 05:30 AM.
#67
Posted 13 May 2022 - 07:04 AM
#68
Posted 13 May 2022 - 07:43 AM
#69
Posted 13 May 2022 - 08:36 AM
#70
Posted 13 May 2022 - 09:10 AM
C337Skymaster, on 13 May 2022 - 07:04 AM, said:
Could it be an option, when radar deprivation and target decay would negate each other?
Edited by Marcus Castor, 13 May 2022 - 09:14 AM.
#71
Posted 13 May 2022 - 02:57 PM
If yes, can you unlock it? Other than ECM nodes being invalid for non-ECM mechs, there's no other real benefit and it'd be a real time-saver to create 5-6 generic trees and do minor edits here and there without copying codes back and forth.
#72
Posted 13 May 2022 - 02:58 PM
NO one was there to fight, i''ll try again tonight, sounded like fun : )
SAWK CLANNER
#73
Posted 13 May 2022 - 04:52 PM
i don't think playing games was necessary to test this feature. that was more a test of event queue (which i really like btw, even though i played only one game).
#74
Posted 13 May 2022 - 05:02 PM
I did not have enough chance to fully check it out myself, even though I was able to complete that Test Event object by grinding & suffering with what little time I had to use. It was not possible to get enough even-feeling fights in the Event Queue Module to really feel those functions working properly. Almost feels like the PTS should have run through the weekend too, since there seems to be an issue with the Sale on UM-R80 & VPR-F over on the Live Servers when last I looked.
For what I experienced however, it would seem that only the display of Quirks & Skills information as a listing in the Tooltips & Panels was actively ready for prime time and could safely be added into the Live Game itself for everyone to enjoy. This one at least gave me a smile.
Unfortunately, someone was messing around with the Language Packs and their structure rather horribly. Worse, the In-Game Dialog for the Command Wheel and On-Board Computer were both completely non-functional and therefore never made a sound where they really needed to. I can only guess from my examination of the associated files that the internal structure changed too severely and the PTS Game Client may have silently been unwilling to use them. There were also a couple small spots where UI Features were showing an indicator of a missing Title or Description even though my system is already English language. I can only guess that CryEngine is designed to be a little harsh about how it wants the data it uses to be structured.
Where things finally got to me was when I switched over to view my Skill Nodes explicitly without editing anything at all. Let alone the cryptic dialog in the face prior to seeing the effects, some of the Mechs that I had previously mastered suddenly popped out on the order of around 40 Skill Nodes when imported instead of keeping the spots purchased and activated. It had been claimed that if nothing were changed, one could look at the Skill Nodes and see that imported state and where it stood under the new interfaces. Instead, any breaks in the sequence were wrongfully refunded in total without any useful obvious visual indication of where they came popping off from, making it near impossible to re-allocate & reconcile in any consistent manner. I hate to say it, but that left me mildly upset, and I had to remind myself this was a PTS to catch these issues even if it meant that it took a few more months in order to do things right before these changes could actually be delivered upon.
In final verdict, I'll be looking forward to the Tooltip & Panel Display of all the Quirks & Skills coming into the Live Game in the very near future. The rest still needs time to be worked on before it will be ready for prime time, and should probably wait at least another month or two before seeing release to the general population. Good luck with releasing what should be, and then more good luck on getting the rest into a far better state than what the PTS showed it to be in. Anyone with a reasonable mind on their shoulders who plays MWO should be able to accept waiting for items being properly ready for delivery. And yet, one might think a News Post and some transparency could very much help with not getting the general population angry over things not appearing all at once.
~D. V. "not trying to be annoyingly long-winded about their final May 2022 PTS-related thoughts" Devnull
#75
Posted 13 May 2022 - 05:21 PM
I for one would be willing to wait a few more weeks (1-2 months) to make Skill Tree prime time before launching... PTS version did not feel ready...
And could not find anyone for PTS queque...
#76
Posted 13 May 2022 - 06:50 PM
So yeah. I'm gonna be honest, it doesn't look good for event mode, especially given how over 3 days of repeated downloads and "repairs" for that test server version, I literally only got one event que that even loaded up with enough players for a match that appeared to have ever connected at all, most of which were disconnects or AFK's.
Did anyone else get at least one round in with more then 1 or 2 active people to even get an idea of how the changes actually affected something?
#77
Posted 13 May 2022 - 10:39 PM
ambosen, on 13 May 2022 - 06:50 PM, said:
So yeah. I'm gonna be honest, it doesn't look good for event mode, especially given how over 3 days of repeated downloads and "repairs" for that test server version, I literally only got one event que that even loaded up with enough players for a match that appeared to have ever connected at all, most of which were disconnects or AFK's.
Did anyone else get at least one round in with more then 1 or 2 active people to even get an idea of how the changes actually affected something?
the event queue seems to be the most ready. i mostly attribute my not getting any games to starting late (i missed the entire first day), and off peak. but i did get one, which was 2v2 assaults on solaris maps, and i got 2v2 assault on a solaris map. if solaris had this it might not have died. that seems to be working fine.
Edited by LordNothing, 13 May 2022 - 10:40 PM.
#79
Posted 14 May 2022 - 08:29 AM
Nightbird, on 13 May 2022 - 02:57 PM, said:
If yes, can you unlock it? Other than ECM nodes being invalid for non-ECM mechs, there's no other real benefit and it'd be a real time-saver to create 5-6 generic trees and do minor edits here and there without copying codes back and forth.
So for awhile now, (and you can check this on your live account as soon as you read this), in the lower right corner of the Skills page, there are four little blue buttons, which say "save", "load", "import", "export". They work the same as their counterparts in the MechLab, proper. You can save a skill tree (or 20) and load it up, then make whatever minor tweaks you want to before you save it.
This next part goes for everyone else: any currently saved skill trees will be invalidated by the new configuration. I tried loading a few and all I got were error messages. It wouldn't even partially-load the tree minus orphaned nodes, it just straight up said "nope". Not unexpected, but still disappointing, since I DO have 20 or 30 skill trees saved, and I'll have to delete and recreate each one.
#80
Posted 14 May 2022 - 09:45 AM
Guess I will have to manually delete ALL "Saved Skill Tree config" to avoid massive confusion in the future about new/legacy skill tree saved config...
Edit: I have 46 saved skill tree config files, located at:
C:\Users\XX\Saved Games\MechWarrior Online\MechSkillTrees
Edited by w0qj, 14 May 2022 - 09:48 AM.
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