Solaris Clan Heavy Weekend Event And Sales
#61
Posted 22 January 2023 - 10:46 AM
#62
Posted 22 January 2023 - 12:31 PM
Never played these maps yet - lol I know - so that was a treat!
The ratio was about = 3/10 matches were genuinely interesting.
8 flamer builds were @№*%block *cough* IMPEDING
here is what Thesaurus had to say about overuse of flamers
hamper, hinder, obstruct, prevent, thwart, frustrate, get in the way, hold back, impede, inhibit, shut out, stymie
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Next event, limit metas and flamers = automatically more fun!
*Also watch those -unlimited ammo- rocket launchers during other events.
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Sometime, lets do more of a Back to Basics Battlemech style event:
- slower speeds
- lots of armor
- no metas (I think the whole original concept of a mech, is about a battle machine with multiple capabilities, ready for anything)
- no singular builds
- We've done lots of commandos-specialization-style matches in the past few years, how about an event where everyone is equal. Well rounded builds. Lets even out the tools and see the true skills in tactics!
#63
Posted 22 January 2023 - 03:30 PM
Lepestok, on 21 January 2023 - 12:07 PM, said:
Strelok7, on 22 January 2023 - 12:31 PM, said:
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Frankly, it sounds like you're trying to cope after crashing and burning in the current event.
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Edited by Horseman, 22 January 2023 - 03:50 PM.
#64
Posted 22 January 2023 - 10:24 PM
#65
Posted 22 January 2023 - 11:27 PM
#66
Posted 23 January 2023 - 12:02 PM
#67
Posted 23 January 2023 - 06:35 PM
#68
Posted 24 January 2023 - 01:11 AM
I added a cooler slot on the mouse shortcut.
#69
Posted 24 January 2023 - 10:43 AM
Matt Newman, on 19 January 2023 - 09:40 AM, said:
The Plan is to do 1 Solaris Weekend Per Month
12 months =
- IS + Clans - Light, Medium, Heavy, and Assault (That's 4)
- Clan Only - Light, Medium, Heavy, and Assault (That's 4)
- IS Only - Light, Medium, Heavy, and Assault (That's 4)
Solaris weekend is the most fun I've had in Event Queue in a while. I hope PGI considers increasing Solaris weekends to twice a month!
#70
Posted 24 January 2023 - 03:12 PM
Duke Falcon, on 19 January 2023 - 11:44 AM, said:
Still... I may drop some tomorrow and at least got a row of "quick death"... I see lot-o-SRMs already...
exactly
needs action against meta's
reason should be obvious - balance, longer game time
#71
Posted 24 January 2023 - 03:20 PM
LordNothing, on 19 January 2023 - 11:28 AM, said:
2v2 solaris stands to be good in eq. never really got to play a whole lot of 2v2 solaris during its heyday.
"Scouting siege and escort"....mmmm bring em all ON, someone worked on those modes, don't let them go to waste.
#73
Posted 24 January 2023 - 10:53 PM
Strelok7, on 24 January 2023 - 03:12 PM, said:
reason should be obvious - balance, longer game time
Strelok7, on 24 January 2023 - 03:25 PM, said:
The event's balance was screwed not because "PGI needs to nerf meta" but because there is no way to balance an entire tonnage category against itself, no matter if you split it by techbase or not, and further because gameplay in Solaris is very different from gameplay in normal modes.
In the original Solaris implementation in MWO, the mechs were separated into different grades by performance: https://mwomercs.com/s7-mech-divisions
This meant the high-tier heavies - which you have probably noted as rather oppressive this event - would not be competing against lower grade heavies but amongst themselves and mid-tier assaults (plus the occasional Arctic Wolf, Huntsman or Piranha), with the most extreme outliers (ONIIC-A) competing against top-tier assaults. If something overperformed, it went up a division, and if it consistently underperformed it went down a division.
This was relatively straightforward and effective (as long as the division lists were maintained) and did not require ******* over the global game balance to satisfy a niche mode (or in this case, an event-only mode).
Edited by Horseman, 24 January 2023 - 10:54 PM.
#74
Posted 25 January 2023 - 04:41 PM
Horseman, on 22 January 2023 - 03:30 PM, said:
I rather enjoyed the concept, and was seriously bummed I didn't have the free time to participate, but alas: real life came first. I've been very disappointed that it never came up again. I also thought it cheap of PGI to increase the effectiveness of single heat sinks right before that season. Heat Management is part of a pilot's skill in the cockpit, and not forcing players to prove that skill seemed... cheap.
Horseman, on 22 January 2023 - 03:30 PM, said:
'mechs in MWO are actually quite a bit FASTER than the source material. You may be thinking of those 'mechs whose 1.5 times running speed was un-rounded by PGI, after they were all subjected to a rounding error on TT. (You can't move a half-hex on TT, even though multiplying an odd number by 1.5 is going to give you a running speed of something-and-a-half. That's the sort of thing that I approve of, once I understood what happened, and wish PGI had done more of, like going back to quarter-ton rounding).
Apart from fixing rounding errors, only affecting those 'mechs which had an odd-hex walking speed ('mechs whose running speeds were 54, 86.4, 118.2, and 152, which became 48.6, 81, 113.2, and 145), 'mechs turn quite a bit faster than they do on TT, (Annihilator should only turn 18 deg/sec, or 180 degrees, 3 hex-sides, in a turn, not 35 deg/s. Atlas and DWF should turn 27 deg/sec, 270 degrees in a 10 second turn, or 4.5 hex-sides, not 55 and 35 deg/s, respectively, etc). 'Mechs get speed tweak, which increases their speeds more than what they lost, for all 'mechs except those with a 3-hex walking speed (48.6 kph running speed), and almost every non-omni build runs a bigger engine than what it should legally be capable of by the hex-movement rules, increasing its speed again.
All that said, any increases in 'mech movement speed doesn't come anywhere close to the increases in weapon cooldown rates, so even your best sprinter is going to be subjected anywhere from two to thirteen times as much weapons fire crossing a space than it would have "normally", making every 'mech feel much slower than the source material.
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