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Mwo Has Finally Got To The Point Its No Longer A Mechwarrior/battletech Game


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#461 Xerxys

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Posted 19 November 2012 - 11:49 PM

View PostBleary, on 19 November 2012 - 11:34 PM, said:

No armed force would ever field a 'Mech.

Battletech started life as a boardgame. Not even a wargame, and certainly not a battlefield simulation. A boardgame. Its mechanics are as arbitrary as picking up $200 for passing Go in Monopoly. They exist because the designers thought the rules would make for a more interesting game. Nothing else.

Battletech also doesn't work anything like what you see in most of the novels. People aim at specific locations in the novels. Wasps are taken out by jeep mounted machine guns. Pilots manually reroute coolant. Stuff like the fact that the Rifleman has a big honking radar dish on its head is actually supposed to matter.

And . . .again, the role heat plays on the TT varies wildly depending on whether you're playing with Level 2 rules and whether you're cherrypicking TRO variants and/or using all customs. If you use stock 3025/3050 'Mechs, you will run the risk of overheating all the time if you get trigger happy.


Yes, but people are role playing this as if these mechs are weapons involved in actual combat situations. By your logic this is just a bunch of pixels scattered about and made to operate in such a fashion by coding. The use of overheating weapons used by armed forces is what I'm using to make my point of how the mechanic is broken the way it is working right now. And "will run the risk of overheating all the time if you get trigger happy" is not the same as overheating within seconds of starting a battle.

#462 Valaska

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Posted 19 November 2012 - 11:50 PM

I don't like the idea of stacking penalties to be honest, pulse lasers already took a big enough hit when they fixed them and heat is already rough enough.

#463 Myc

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Posted 20 November 2012 - 12:20 AM

I didn't read all 24 pages of this thread, but I was wondering:

Has anyone asked the OP how much his hand-eye coordination or reflexes came into play in the tabletop game? It's not the same world, man. They started with those values and would have kept them if they worked. The Devs are PROS. They are paid well (I hope) and do a good job. They are definitely earning my money.

Keep up the good work guys.

#464 Xerxys

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Posted 20 November 2012 - 12:27 AM

View PostAlexa Steel, on 19 November 2012 - 04:31 AM, said:


What a bunch of nonesense, of course heat needs tweaking, nobody is denying that but not to the degree many want it to be. TRIPLE the heat dissipation? Are you mad? I could hold the trigger in ALL of my mechs and I would NEVER overheat.

The ROF was changed while the heat stayed the same, so what? Stop comparing the TT with the video game, they cant be compared. The game is BASED on the TT not modeled AFTER the TT.

The whole system works quite well, not perfect but to the point actual skill is needed so the piloted fusion reactor does not shutdown. <= and this is how its supposed to be.


Great. You hold the trigger in your mech all day long and I'll find a better balance to deal more damage faster and after I kill you I'll cool down a bit. This is a FPS/Sim game now and we're being held to a TT turn based system where heat dissipation is designed. Things will always be slightly imbalanced and people will always push the limit, but if you triple rate of fire, you have to triple heat dissipation. People say this will be OP.... HOW??? EVERYONE dissipates heat at the same rate, it just depends on how you build your mech now. Do you opt for fewer larger weapons and double heat sinks? Or do you lack the critical space but have the tonnage to carry more SHS? This WILL NOT ruin the game, it will simply make it move at a much faster pace. Don't forget that it still takes time to dissipate all that heat. You're not going to be able to fit enough heat sinks to completely nullify the heat you're producing w/o severely hampering your overall damage output. You will still have to balance your mech, but you're not going to overheat every 6 seconds trying to fight multiple enemies. It will simply increase the pace of the game. Something is only OP when someone has something that you cannot possibly obtain and it tips the scale of the game in your/their favor. Get this into your heads. EVERYONE will have the SAME heat dissipation as everyone else and you can adjust your mech as you choose to fit your style of play. ATM Gauss are OP because nothing does the amount of damage, has the same range, and uses so little heat it can be spammed over and over again with nothing more than basic heat sinks.

#465 Kyle Lewis

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Posted 20 November 2012 - 12:29 AM

Those that can play MWO... those who can not stick with table top.

I play both and they are different animals...same species though.

#466 Hurnn

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Posted 20 November 2012 - 12:54 AM

View PostBleary, on 19 November 2012 - 11:04 PM, said:

[/font]
They weren't very common in the 3025 or 3050 TROs. They also weren't common or often practical under level 1 rules in general, which encompasses the entire founding era of the game's history, and the point where Battletech was the closest it ever came to being balanced.

And yes, being able to easily make a chassis heat neutral does have repercussions. Once you do that, heat no longer impacts a game. If you watch two lances of custom 'Mechs square off, or two lances of 'Mechs handpicked from later TROs, heat scales will never go past 4. You also won't see AC/2s, AC/5s, AC/10s, LRMs (unless they're spotting with a C3 network) or SRMs (unless someone wanted a crit-seeker and couldn't get a 'Mech with an LB-20X for some reason). The base game mechanics weren't designed for double heat sinks, and the weapons weren't balanced around double heat sinks.

If you could easily make a 'Mech heat neutral in MWO (or effectively so) everyone would do it. There'd be no real reason not to. At which point they may as well fold the weight of the necessary sinks into the weapon and get rid of the heat scale.


You must own a totally different 3025 TRO than I do. In lights 1 mech had heat issues. Mediums 6, most of which were missile boats with multiple medium lasers for point defense. 10 heavies, again several missle boats with many point defense and a couple brawlers that are meant to switch from their long range to their short range direct fire weapons. Assaults 3 and for the same reasons the heavies had issues. there are 12 lights, 19 mediums, 14 heavies, 10 assaults. Over all 37% had heat issues with heavies being the worst offenders by weight class. However if you weren't a ****** and used the mech the way it was intended the numbers drop even more.

#467 Xerxys

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Posted 20 November 2012 - 12:55 AM

View PostElwood Blues, on 05 November 2012 - 09:35 PM, said:

The only way you can make a canon friendly MW game is Mech Commander style. The most green MW player is better than a good TT BT character because their shots aren't randomized. This breaks almost everything that has to do with TT. Every MW game made has had balancing issues so I welcome any and all attempts to try to make a game work that is balanced.

I think the game balancing so far is ok but has a ways to go.


IMHO the "randomizing" of shots in TT is actually in the game right now and has been from the very beginning. Every missile you take to the face, every AC round that impacts your body bounces you around. The speed/distance is also the factor. We're talking about a way to quantify on TT the "human" aspect of the game. When you miss completely or hit an area on their body that you weren't aiming for you have fallen victim to this "randomizing" aspect. Your argument is mute.

#468 Orkhepaj

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Posted 20 November 2012 - 01:23 AM

I wouldnt mind if they change things from TT ,but these changes arent good. The trial mech are nearly useless as a result. Cicada shoots twice then only can use ultra ac which is impossible to aim well. The Catapult runs out of missiles before can kill anything and the 4 med lasers overheat it too quickly.

#469 BloodLegacy

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Posted 20 November 2012 - 01:34 AM

Wow, this thread is seriously still going?

#470 Mechwarrior Buddah

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Posted 20 November 2012 - 01:50 AM

View PostSkyfaller, on 19 November 2012 - 10:37 PM, said:


TT background is irrelevant. This is a FPS game.


my current favorite part of a quote atm

#471 Rifter

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Posted 20 November 2012 - 01:51 AM

View PostBloodLegacy, on 20 November 2012 - 01:34 AM, said:

Wow, this thread is seriously still going?


Funny thing is its my thread and ive been thinking the same thing all night.

But people keep reading it so i guess its doing its job and getting the word out.

#472 MustrumRidcully

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Posted 20 November 2012 - 01:59 AM

View PostBleary, on 19 November 2012 - 11:29 PM, said:

Sure. And that's how it should be. But if the heat scale was more like the TT and heat neutral 'Mechs were common (as you were advocating) then it would be worth it. There's no reason not to make a heat neutral 'Mech on the TT.

No, it still wouldn't be worth it. Heat neutral mechs in TT were more interesting probably because you never knew whether you would hit anything important with the RNGs. In MW:O, you know for certain. If you know you have 10 DPS you can be relatively sure that you can core an Atlas in less than 20 seconds, even if you're not a perfect shot. So there isn't a good reason to make your mech last much longer than that.

Quote

The game isn't at all like that unless you're playing a Jenner. The existing heat system means that some 'Mechs (fast 'Mechs) are configured to alternate between periods of alpha striking and not firing while they cool down, while slower brawlers are configured so that they can lay down continuous fire long enough to hopefully kill their target. But if they end up in a protracted engagement, or are engaged again too soon after coming out of a fight, they'll be caught 'heat fatigued' and won't be able to fight at 100%.

If you lower capacity and increase dissipation, every 'Mech will configure their heat the same way and the fatigue aspect will be taken out. You'd basically just be giving weapons a manual cooldown.

But here we have the perfect situation to make Single Heat SInks and Double Heat Sinks balanced against each other. Single Heat Sinks could be what you take to deliver alpha damage - high heat capacity, but low dissipation. Double Heat Sinsk would have a low heat capacity, but a high dissipation. And *ZACK*BOOM*BANG* you've fixed several problems at once. Balanced the weapons and balanced the heat sink technologies. If you set the values right, you may even fix the Stock mechs, and cure cancer.

#473 Xerxys

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Posted 20 November 2012 - 02:08 AM

View Postvan Uber, on 06 November 2012 - 03:29 AM, said:

We get that Lore dictates the diminishing use of SHS. Does this mean it absolutely has to be translated into MWO? No, even though Lore describes a natural evolution of technology it does not translate into fun game mechanics and therefore it should be skipped. Again: fun takes precedence over Lore and/or TT rules.


What's fun about overheating constantly? What's fun about having 3 critical slots taken up to get a 40% increase to your head dissipation? The problem is simple here. PGI screwed the pooch when they cut fire times down by a third and and then doubled armor, but refuses to change anything else so make it work as a sim. What they should have done is cut fire rate, damage, armor, and heat cost, and heat dissipated by 2/3. Then triple the rate of heat dissipation and amount of ammo. Right here you have just converted those pesky TT numbers into a system working on a roughly 3 second timer. From this point here they could have fine-tuned every aspect of the game for play as a FPS simulator and most of this bickering would have been avoided. You can't adjust only certain aspects of a game and ever hope to have it function in anything resembling a balance. This is simple Yin and Yang. What you do on one side of the equation, you have to balance on the other. How in the hell can anyone say that a system that keeps the same everything except rate of fire ever be balanced? Simple fact of the matter is that you have particular variations that are practically useless even after heavy alterations, and most of those are energy based mech variants.
If PGI had followed this very simple formula, something taught in basic chemistry/mathematics, the whole DHS and making SHS obsolete wouldn't really matter very much. I would love to know what chassis allows for the most DHS over the original 10. I managed 5 on my HBK and I don't have enough critical slots to do anything else. Running 2 SRM6 and 6 MLs I can overheat in a heartbeat and really need those DHS to actually work twice as hard. I had few critical slots to begin with, and nothing I do will change that, but after I've "improved" to DHS why should I have to change from a stock weapon build to keep from overheating? Honestly the difference from a .96 to a 1.14 on the heat efficiency scale hasn't made any real difference for me. I might be able to fire my SRMs again after an alpha before I'm shutting down. EVERY weapon system should have it's place in this game. People shouldn't have to downgrade all their weapons and upgrade/max out their heat dissipation just to have a relatively equal energy mech. I suppose since they're dropping the efficiency of them even further I'll go elsewhere for a while and check back later. I would also love to know how many of these people that say heat dissipation is just fine ever run a wholly energy based mech.

Edited by Xerxys, 20 November 2012 - 07:31 AM.


#474 Xerxys

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Posted 20 November 2012 - 02:19 AM

View PostBleary, on 19 November 2012 - 11:14 PM, said:


The problem with that argument is that many variants were worthless under TT rules. If MWO sticks to TT, do you really want to run around in a Jagermech?


Thank god their are all those other mechs to choose from! It still doesn't do **** about the heating issue. If the mech is crap under TT rules, then why bring it when there are so many other, and far more preferred, mechs out there?

#475 Xerxys

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Posted 20 November 2012 - 02:47 AM

View PostMister Zeus, on 06 November 2012 - 04:28 AM, said:

Keep in mind that there are other advantages to double heat sinks than simply disspiating more heat (2x or 1.4x) than a single heat sink.

1.) Mounting 20 double heat sinks in order to accomplish what 28 single heat sinks does still nets you 8 extra tons to work with. Say hello to backup weapons on the Awesome 9M so now it is actually much more effective at close range than the stock 8Q.
2.) As noted in the Nov. 6 patch commentary, Single Heat sinks increase maximum heat scale by 1 per single heat sink, while double heat sinks increase maximum heat scale by 2 per double heat sink. 20 double heat sinks thus increase maximum heat scale by 40, while 28 single heat sinks only increase it by 28. Thus, the Awesome 9M not only has 8 addition tons to play with from above, but it also can take more heat points before shut down (and thus gains more from Heat Containment than the 8Q).
3.) Engine heat sinks. A cool running mech mounting only DHS in the engine gets the best of both worlds. Heat dissipation increases by 40%, maximum heat scale gets twice the boost, and you don't end up using up any additional space to do so. Remember, the 9M is mounting a 320XL engine, that can hold 12 DHS out of the 20 DHS on it, so it ends up using up 24 (8*3) crit spaces for heat sinks, while the 8Q's 240 engine can only hold 9 of it's 28 heat sinks, leaving 19 crit spaces for heat sinks. A whole whopping 5 crit spaces extra are needed over the 8Q.


Now, on to my personal experiences. The first mech I built up in this most recent reset was an 8Q. I upgraded it to double heat sinks and ERPPCs as soon as I could, at first settling on 3 ERPPCs and 2 Large Lasers (in the right arm) as backup close range weapons.

She's only carrying 17 DHS at this time, but I can easily fire all 3 ERPPCs 2-3 times in rapid chain fire succession before I have to pace my fire. The amount of time I have to spend adjusting aim at a moving target more than allows me to keep my heat in check. The additional range of the ERPPC over the standard models also gives me a huge advantage on the battlefield, ripping LRM boats and Gauss-apults out of their comfort zone as they start taking hard hitting long range fire beyond the range of their weapons. I also upgraded its engine to a 275, thus carrying 2 extra heat sinks over the standard 8Q in the engine. Since they are now double, that works out great for me, and my 8Q now has endo-steel as well to fill out the legs, CT, and head slots as well as the odd slots in the arms and the right torso.

Does she ever have heating problems? Yes, just like a standard 8Q would if rushed by an enemy in close range and forced to fight at a pace not set by the Awesome. But that's why I carry my secondary weapons. I can engage at close range at near redline heat capacity, but still constantly chain fire my twin large lasers. The 9M can do the same with its pulse lasers and Streak SRM-2s.

What I'm hearing from the OP is that they are using the mythical "ineffectiveness" of the 9M as a reason to get DHS, which I and many others like me judged were broken as all holy hell in CBT, up to their CBT power level. As others have pointed out in this thread already, this will shatter the holy trinity of weapons that CBT originally introduced and you will see the same builds that plagued the majority of Inner Sphere mech design through 3050 TRO and beyond.

Example: Look at the 3050 TRO and find one mech other than the Hunchback that still retains its AC/20 instead of replacing it with a Gauss Rifle. Now look in the 3055 TRO and find a mech with an AC/20 other than the Thunder that doesn't instead have a Gauss Rifle and ERPPC combo with standard 10 DHS, or 2 ERPPCs, Gauss Rifle, and only 15 DHS.

It is painfully obvious to me, and I believe the developers at PGI, that such designs ruined the spirit of the weapon holy trinity, replacing the balance of high heat weapons and low heat ballistics, with high heat weapons, a handful of double heat sinks, and the magically delicious gauss rifle which broke all the rules. Thankfully PGI didn't see fit to increase the Gauss Rifle's ammo by 50% like it did for the majority of other weapons, or we'd see even more of the damn things.

Long story short, DHS were broken in CBT, PGI is fixing them to better balance this game. 1.4 heat dissipation might be too low. Be patient and focus on how the game plays rather than the nuts and bolts CBT construction rules that we all know and love from our childhood.


I would love to see the chassis you mount 20 DHS to. You may have the tonnage, but your critical slots went bye-bye about 3-4 DHSs ago. You're talking 30 critical slots taken up by those DHS and to only get 1.4 heat dissipation is just complete ********. You're paying for this upgrade as the initial 1.5M cost, the 12K per DHS you add, the repair cost increase when you get cored and the loss of 3 critical slots. The balance is there already, you don't need to limit it's functionality.
That holy trinity of weapons are broke even as you type that ****. Energy weapons are nowhere near as effective/efficient as the other two weapon systems. By weight, heat generation and damage dealt energy weapons are 3rd rate in all categories.
I'm getting really tired of people using ERPPC's in sniping mode as a reason to not have full heat dissipation. I wouldn't need much heat dissipation if I was popping off the random shot either but for all the other energy weapons it's impossible to have a high dps:hps ratio by comparison to other weapon systems. I want to know how people can figure that lasers are all that powerful. 2 SRM6's far exceed the dps:hps of a 6 pack of medium lasers. All weapon systems should be able to function reasonably well, and most energy weapons fall far short of that.
As for the boost to heat capacity... Why not reverse it? Double the heat dissipation efficiency and increase the containment by 40%? You're saying it's ok that your DOUBLE heat sink only dissipates 40% more heat from my single heat sink because you get twice as much capacity from it. Please, bash your head against a brick wall and try to knock some sense into yourself. PGI added a feature to something that wasn't there, and quite frankly is just this side of useless. I'd rather it just work like it's supposed to rather than this hand-me-down consolation effect. With five double heat sinks I get a whopping 2 ML shots instead of a much needed double dissipation rate.
Sorry to sound hostile, but everyone is concentrating on the sniper/fire support Awesome and not the medium mechs that are up in the mix brawling, or trying to. We have wholly energy dependent variants and every energy weapon creates a dps:hps unbalance. You simply cannot find a firing design with energy weapons that can go the distance. They're all burst damage/burst heat and they're a bit light on the damage. This is where the whole heat dissipation is really needed. The light mechs have the advantage of speed/maneuverability and can employ hit and run tactics (sometimes), but my HBK is too slow to run away effectively, too lightly armored to stand face to face, and overheats from its over dependence on energy weapons. The assault mechs have the armor to stand there and take it for the most part, and pack enough of a punch to kill most things before heat really becomes an issue. The only all energy heavy mech I can think of is the Awesome, and it's role is quite different. HBK's and other energy heavy mechs depend on a heat dissipation that currently is already short and now PGI wants to make it even worse. This is the whole missile debacle on a different stage. Look at Caustic Valley! This map already has people overheating like mad and it's just gonna get worse with this "fix".

Edited by Xerxys, 20 November 2012 - 07:38 AM.


#476 Xerxys

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Posted 20 November 2012 - 03:29 AM

View PostEverCross, on 06 November 2012 - 05:50 AM, said:

I've been playing Mechwarrior/Battletech games since TT and when they made their way to console and PC I jumped on them and enjoyed them for many many years.

First and foremost, this game IS Mechwarrior and Battletech. The devs are doing a good job of bringing yet another addition to the MW/BT family. They have to take a game that's loved and cherished by many and make it work in as fair a way as possible. Is it perfect? No, nor will it EVER be.

Lasers vs Ballistic
Gauss vs LRMS/PPC
Double heat vs Single

We're gonna be dealing with these for...um..ever? This game will NEVER be by the TT standards and ppl looking for that...I'm sorry, truly, but your gonna be disappointed. They can't make it like that for fear of someone crunching enough numbers to find that perfect ratio so they can fire forever with hard hitting weapons and NEVER approach over heating...yeah, no thanks please. I don't want easy mode spam. This game will NEVER be by the lore. The lore would actually have all none ER and pulse lasers do LESS damage every time it hits (that's some deep lore for ya) hence WHY they developed ER and pulse lasers.

No game will ever have 100% happiness rating. This game sits at about a 80-92% for me. I'm eager to see the changes to come. Danke

You mean like the GaussCat? They'll never allow something like that to happen!

#477 Xerxys

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Posted 20 November 2012 - 04:06 AM

View PostTechnoviking, on 06 November 2012 - 09:15 AM, said:


Fellow TTer, pointing at a table of numbers and saying "There, I translated them" while having no concept of what makes a video game fun, or considering any of the ramifications of when and how often it is fun to fire, and when its fun to dodge, or anything that has to do with playing a fun action game on the computer is EXACTLY why we keep having these long discussions.

Friends this is not supposed to be a visualization of the cinematics in your head when you move 7 Hexes and fire. Its not. Its better than that, and attempting to tie it to those memories limits MechWarrior, which can transcened our beloved table bound game. I'm sorry that your Awesome overheated. Perhaps if you only fired every 10 seconds, it would be a better simulator for you.


To many the concept of having fun involves a good balance. I don't want to be able to just run around in my HBK with 9 MLs holding the trigger down and blowing **** to kingdom come. I do want to be able to act in a manner that the design was obviously meant for. It's is a close/medium range brawler in practically every configuration, but without the necessary heat dissipation to allow for this. Certainly I could drop from 8 MLs to 8 SLs and have a pretty heat efficient machine, but at about half the damage output to begin with. It is NOT fun having to stop every 6 seconds or so because you've overheated. The mech is designed for this kind of warfare, but the lack of heat dissipation kills it in this role and thereby kills the "fun" of the game. The most common builds I've seen so far are missile boats and gauss builds. I see AC's on other medium mechs, but why should I have to take that one mech type in order to be of any use?
I'm sorry, but they started with TT values. For everyone saying they can't convert from TT to a fps sim I say this, "Don't use the TT as a place to start from then!" They started at one point and then changed only certain aspects of the game. I'm sorry, but when they chose to make a "round" a 3 second period of time then EVERY single stat should have undergone the same reductions. This is the first step it sounds like PGI did and it's the place where I think most people are saying they fracked the game. You can't have it both ways though. If you're going to use TT values for everything then you need to change all applicable values to match. Otherwise you end up with OP missile boats and GaussaPults.....

Edited by Xerxys, 20 November 2012 - 07:55 AM.


#478 Xerxys

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Posted 20 November 2012 - 04:45 AM

View PostJade Kitsune, on 06 November 2012 - 11:22 AM, said:

Implying Mechwarrior has ever been a 100% faithful representation of Battletech.

Implying MWO has "Strayed" too far from it's roots.

You know what makes Mechwarrior...Mechwarrior? Giant Robots that look "close enough" to the source material, with weapons that are close enough to the source material, that function close enough to the source material.

Notice I never said "That are exactly" the source material.

Cry more about a game that would be totally broken in a real time environment.


The game has already been successful in a real time environment. It's not just the equipment that make it BT. Not just the mechs either. It's everything from weapon types to mech roles and especially the balanced mechanics. Close enough in looks and equipment isn't what's being bitched about here. It's the mechanics of the game in whole and in parts. I'm very good at managing my ROF and keeping my heat down, but I shouldn't have to be borderline useless b/c of this POS heat system they have. For those who don't extensively use their energy weapons this really wouldn't make a bit of difference other than they would have to take laser boats seriously.

Edited by Xerxys, 20 November 2012 - 07:53 AM.


#479 Xerxys

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Posted 20 November 2012 - 04:49 AM

View PostRoland, on 06 November 2012 - 11:26 AM, said:

Let me just stop you right there.

There is no such thing as a "Mechwarrior/Battletech" game.

There is Mechwarrior, and there is Battletech.

They are two separate things. They will never be the same thing.


That fancy / you put between the Mechwarrior and the Battletech is an an/or type of deal.

#480 Xerxys

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Posted 20 November 2012 - 05:14 AM

View PostSandpit, on 06 November 2012 - 12:21 PM, said:

This isn't a proper discussion. This thread's title is nothing but a troll hunt. People are complaining about issues in the game that
A.) DEVs know about and are adressing http://mwomercs.com/...-command-chair/
:unsure: Have multiple threads already in existence about
C) Let people argue over whether this is actually a BTech game

The devs aren't giving them a shot because the devs are designing the game. You don't have to like their ideas, you don't have to play the game that is developing here. It gets old hearing about how every time they change something it's the doom of dooms and MWO is now dead in the water and won't make it. Then the exact same people are back next week complaining about the new changes and how THESE changes will kill the game.
Bottom line is you can't please everyone and the best ideas are the ones that find the middle ground (which is ironic given DHS are 1.4 in the middle) that pleases the most people


I'm sorry, but if the Devs really did know about how the heat system is bonered right now they wouldn't be foolish enough to suggest making double heat sinks dissipate .14 hps and would keep it to the .2. You're right about changes though, but I rarely complain about the changes that go on. My only other complaint was with the missiles a patch or two ago and it was hot patched to fix it. The 1.4 that you speak of pleases the people that hardly need the dissipation to begin with. This game is becoming for frustration than entertainment and the bone head moves keep on coming.





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