Jump to content

Am I The Only One Who Hates The New Weight Limits?


50 replies to this topic

#1 PrjctSphynx

    Member

  • Pip
  • Wild Dog
  • Wild Dog
  • 16 posts

Posted 23 October 2024 - 05:33 PM

im kinda getting tired of the devs nerfing this game every month. and these new weight limits are really taking the fun out of playing with your squad.

#2 PrjctSphynx

    Member

  • Pip
  • Wild Dog
  • Wild Dog
  • 16 posts

Posted 23 October 2024 - 05:37 PM

View PostPrjctSphynx, on 23 October 2024 - 05:33 PM, said:

im kinda getting tired of the devs nerfing this game every month. and these new weight limits are really taking the fun out of playing with your squad.

the weight limits make no sense because the match making system is notoriously bad at evening the teams. you regularly have 5 to 8 assaults on one team and a bunch of lights on the other.

#3 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,383 posts

Posted 23 October 2024 - 08:36 PM

View PostPrjctSphynx, on 23 October 2024 - 05:33 PM, said:

Am I The Only One Who Hates The New Weight Limits?

im kinda getting tired of the devs nerfing this game every month. and these new weight limits are really taking the fun out of playing with your squad.

View PostPrjctSphynx, on 23 October 2024 - 05:37 PM, said:

the weight limits make no sense because the match making system is notoriously bad at evening the teams. you regularly have 5 to 8 assaults on one team and a bunch of lights on the other.

And now it will be more difficult for premades to drop as a light-only team or assault team, thus imbalancing the teams.

It sounds like the solution of the problem that you are complaining about.

#4 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,776 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 24 October 2024 - 04:26 AM

I would prefer if they did away with the min/max weight limit for groups. Instead, change it to one mech/weight class. PGI has already shown they can make said changes like that with the Events that pop up. Then I would go one step further, and the team rosters also have matching weight classes overall.

#5 PrjctSphynx

    Member

  • Pip
  • Wild Dog
  • Wild Dog
  • 16 posts

Posted 24 October 2024 - 09:49 AM

View Postmartian, on 23 October 2024 - 08:36 PM, said:

And now it will be more difficult for premades to drop as a light-only team or assault team, thus imbalancing the teams.

It sounds like the solution of the problem that you are complaining about.

except it didnt fix the problem, becasue you can bring what ever you want as long as you are dropping singles or pairs...

View PostTarl Cabot, on 24 October 2024 - 04:26 AM, said:

I would prefer if they did away with the min/max weight limit for groups. Instead, change it to one mech/weight class. PGI has already shown they can make said changes like that with the Events that pop up. Then I would go one step further, and the team rosters also have matching weight classes overall.



i dont really like that solution either, i think they should just quit trying to re-balance the game. so now we cant run 4 light mechs in a group, cool, we can still run 4 fast mediums with stealth, more armor, and more firepower. they didnt cure the wolfpack problem, they may have made it worse.

#6 BLACKR0SE

    Member

  • PipPipPipPipPipPipPipPip
  • The Meta
  • The Meta
  • 1,394 posts
  • Facebook: Link
  • LocationTurkey/Sivas

Posted 24 October 2024 - 01:08 PM

I don't care what they do. I want to fight real mechs, not flying flies and rats.

#7 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,776 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 24 October 2024 - 03:59 PM

Quote

GAMEPLAY ADJUSTMENTS
Quickplay Group changes:
3 man quick play group minimum tonnage increased from 80 to 120.
3 man quick play group maximum tonnage reduced from 255 to 210.
4 man quick play group tonnage minimum increased from 120 to 160.
4 man quick play group tonnage maximum reduced from 280 to 240.


3-man 120 to 210 equates to min 3*40t to max 3*70t
Previous limits were 3*26 to max 3*85t

4-man 160 to 240 equates to min 4*40t to max 4*60t
Previous limits were 4*30t to max 4*70t

yeah, no more beer drinking useless 4-man urbie brigades!! :)

#8 Ch_R0me

    Member

  • PipPipPipPipPipPipPip
  • The Named
  • The Named
  • 656 posts
  • Twitter: Link
  • Twitch: Link
  • LocationIn DireStar with Heavy Naval PPC

Posted 25 October 2024 - 05:32 AM

View PostTarl Cabot, on 24 October 2024 - 04:26 AM, said:

I would prefer if they did away with the min/max weight limit for groups. Instead, change it to one mech/weight class. PGI has already shown they can make said changes like that with the Events that pop up. Then I would go one step further, and the team rosters also have matching weight classes overall.


If only...

I would like to see also return of 8-member and 12-member group drop, along with random folk inclusion weighting, working this way:

4-member team = randoms would be proritized to fill up the matchmaker;
8-member team = groups would be prioritized to fill up;
12-member team = only another group(s) like that would be permitted to matchmaker.

#9 PrjctSphynx

    Member

  • Pip
  • Wild Dog
  • Wild Dog
  • 16 posts

Posted 25 October 2024 - 09:24 AM

View PostTarl Cabot, on 24 October 2024 - 03:59 PM, said:


3-man 120 to 210 equates to min 3*40t to max 3*70t
Previous limits were 3*26 to max 3*85t

4-man 160 to 240 equates to min 4*40t to max 4*60t
Previous limits were 4*30t to max 4*70t

yeah, no more beer drinking useless 4-man urbie brigades!! Posted Image

i regularly do 1000 damage in light mechs per match... they are not useless, people just get mad when they cant hit a moving target. and people complaining get the most attention apparently.

View PostCh_R0me, on 25 October 2024 - 05:32 AM, said:


If only...

I would like to see also return of 8-member and 12-member group drop, along with random folk inclusion weighting, working this way:

4-member team = randoms would be proritized to fill up the matchmaker;
8-member team = groups would be prioritized to fill up;
12-member team = only another group(s) like that would be permitted to matchmaker.



i would be down for that, but really i just wish they would let us bring what ever mechs we want. what is the point of playing as a group if you cant augment each other?

View PostBLACKR0SE, on 24 October 2024 - 01:08 PM, said:

I don't care what they do. I want to fight real mechs, not flying flies and rats.



then you should probably spend more time in the academy and learn how to shoot... i have no problem killing lights, and i have no problem doing 1000 damage in a light mech in a single match.

#10 Case18

    Rookie

  • FP Veteran - Beta 1
  • 5 posts

Posted 25 October 2024 - 11:40 AM

So this sounds like it was a nerf to light mech drops...

#11 Ch_R0me

    Member

  • PipPipPipPipPipPipPip
  • The Named
  • The Named
  • 656 posts
  • Twitter: Link
  • Twitch: Link
  • LocationIn DireStar with Heavy Naval PPC

Posted 25 October 2024 - 11:45 AM

View PostPrjctSphynx, on 25 October 2024 - 09:24 AM, said:

then you should probably spend more time in the academy and learn how to shoot... i have no problem killing lights, and i have no problem doing 1000 damage in a light mech in a single match.


This is the reason, why I have a Steak SRM-6 boat with TAG. Excellent in everything (from denting through crippling to outright turning into metal swiss cheese) done with speedy light mechs.

#12 BLACKR0SE

    Member

  • PipPipPipPipPipPipPipPip
  • The Meta
  • The Meta
  • 1,394 posts
  • Facebook: Link
  • LocationTurkey/Sivas

Posted 26 October 2024 - 09:10 AM

View PostPrjctSphynx, on 25 October 2024 - 09:24 AM, said:

i regularly do 1000 damage in light mechs per match... they are not useless, people just get mad when they cant hit a moving target. and people complaining get the most attention apparently.




i would be down for that, but really i just wish they would let us bring what ever mechs we want. what is the point of playing as a group if you cant augment each other?




then you should probably spend more time in the academy and learn how to shoot... i have no problem killing lights, and i have no problem doing 1000 damage in a light mech in a single match.


If you know how to chase away two flying flies or two mice with an atlas going at 50 km/h and how not to get hit from behind while looking ahead, then tell us so we can learn.

When you look ahead, there is nothing behind you. When you look behind you, there is nothing in front of you.
I try not to think about them flying.
2 mice in front of you and behind you behind a rock.

This has nothing to do with aiming.

Edited by BLACKR0SE, 26 October 2024 - 09:16 AM.


#13 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,383 posts

Posted 26 October 2024 - 10:48 AM

View PostPrjctSphynx, on 24 October 2024 - 09:49 AM, said:

except it didnt fix the problem, becasue you can bring what ever you want as long as you are dropping singles or pairs...
When people talk about the premades in the Quick Play, they usually mean the imbalancing 3-man or 4-man premades, not "singles or pairs". The new tonnage limits have changed nothing for "singles or pairs".

Before the patch:
3-man dropping as 3 light 'Mechs
4-man dropping as 4 light 'Mechs

After the patch:
3-man not dropping as 3 light 'Mechs
4-man not dropping as 4 light 'Mechs

Thus, the situation, when some 4-man lights-only premade lands on top of normal 2 or 3 solo light 'Mech players, should no langer happen. You literally complained about "a bunch of lights on the other [team]", so the tonnage change partially helps with the solution for such problem.



The new tonnage limits also help partially with the "you regularly have 5 to 8 assaults on one team".
Before the patch:
3-man dropping as 3 assault 'Mechs
4-man dropping as 3 assault 'Mechs and 1 light 'Mech to use the remaining tonnage

After the patch:
3-man not dropping as 3 assault 'Mechs
4-man not dropping as 3 assault 'Mechs and 1 light 'Mech

So the amount of the teams with big number of assault 'Mechs should also decrease a bit.

#14 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,022 posts
  • LocationParanoiaville

Posted 27 October 2024 - 09:59 PM

View PostCase18, on 25 October 2024 - 11:40 AM, said:

So this sounds like it was a nerf to light mech drops...


It is; but it's also a nerf to the power of premade teams overall. By limiting the upper and lower limits, PGI is forcing premades to bring something heavier than a Locust, while toning down the firepower that can be wielded by a premade group. It seems like a good change. People can still play with their friends, which is absolutely necessary; they just can't bring quite as much tonnage, or drop purely as a Light wolfpack.

Speaking of wolfpacks, they might be overpowering in lower tiers, where players haven't learned how to deal with Lights yet (if you're already surrounded by "flies" and "mice," you're already out of position,) but I've not seen them be a consistent problem in my own matches. I HAVE seen a lot of bad premades over the years. It's been bad enough that I groan and steel myself for a rough match if I see a premade team whose players I don't recognize. Drunken UrbanMech groupies aside, many premades assume that PUGs are going to pug, and make little to no effort to work with their team. This tends to create losses, which the premades then blame on the pugs, never realizing that their own lack of cooperation is the problem.

In any case, the changes look good, and I look forward to seeing their effects when and if my internet ever improves. =]

Edited by Void Angel, 27 October 2024 - 10:01 PM.


#15 BLACKR0SE

    Member

  • PipPipPipPipPipPipPipPip
  • The Meta
  • The Meta
  • 1,394 posts
  • Facebook: Link
  • LocationTurkey/Sivas

Posted 28 October 2024 - 08:27 AM

My only complaint is the unequal distribution of mech classes in a match; seeing too many light mechs in a match. I don't see players who play as a team as a threat. It's a good thing that everyone can enter the game with a friend. It increases interest in the game and attracts more users.

#16 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,022 posts
  • LocationParanoiaville

Posted 28 October 2024 - 09:01 AM

This is the first time you've made that complaint, though. What you've been actually complaining about is getting harassed by Lights. It's even in your signature.

#17 BLACKR0SE

    Member

  • PipPipPipPipPipPipPipPip
  • The Meta
  • The Meta
  • 1,394 posts
  • Facebook: Link
  • LocationTurkey/Sivas

Posted 28 October 2024 - 09:30 AM

Fighting with an atlas doesn't make you nervous, it doesn't suddenly appear in front of you like in a horror movie Posted Image

Posted Image

#18 BLACKR0SE

    Member

  • PipPipPipPipPipPipPipPip
  • The Meta
  • The Meta
  • 1,394 posts
  • Facebook: Link
  • LocationTurkey/Sivas

Posted 28 October 2024 - 09:35 AM

Every match I play is like a stress test.

#19 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,022 posts
  • LocationParanoiaville

Posted 29 October 2024 - 02:39 PM

I've appeared like a horror movie jump scare in my Atlas quite a few times over the years. Some poor fool turns the corner and finds himself nose to nose with the apex knife-range Assault brawler... then starts desperately backpedaling. I don't play the Atlas as much any more, because the slow brawling builds I enjoy with that 'mech take a lot of work to employ properly in 12v12 - but I flatter myself that a proper hard engagement is quite startling to those on the other end.

In any case, I'm sorry you find anti-Light combat so stressful, but there are things you can do about it. I know you've heard it before, but positioning yourself within mutual support of your teammates is a key tactic; if you find they move faster than you can track them, use Anchor Turn and Twist Speed skill nodes. Many Assault builds can actually support those skills - your Stalker build in that screenshot you shared does not need any cooldown skill nodes, for example. It's simply so hot with the lasers that the extra heat isn't worth the extra firepower - you're often going to be heat-limited, like you are in that shot. Taking twist speed, anchor turn, and even twist range, to allow you to track circling Lights more quickly and keep them from getting good shots on your giant side profile might help you immensely.

#20 VixNix

    Member

  • PipPipPipPipPipPip
  • Big Daddy
  • 447 posts

Posted 30 October 2024 - 05:12 AM

Agree the new limits/maximums are crap
2 man can take out 20 tons or 200 tons
what good is this change?
It wont help balance, PGI doesn't care about balance, they only care about what a certain select group of people care about, part of the reason there are so few players.

Tried a 4 man group last night and everyone said f this lets go play a diff game
  • Quickplay Group changes:
    • 3 man quick play group minimum tonnage increased from 80 to 120.
    • 3 man quick play group maximum tonnage reduced from 255 to 210.
    • 4 man quick play group tonnage minimum increased from 120 to 160.
    • 4 man quick play group tonnage maximum reduced from 280 to 240.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users