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Patch Opinion Thread

v1.0.142

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#1201 HlynkaCG

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Posted 10 November 2012 - 10:53 AM

View PostFugu, on 10 November 2012 - 09:37 AM, said:

Collision detection is not finished yet and that's why it has been taken out until it works properly.
Have you ever seen what a "clanwar" looks like with the broken knockdown in the game? It's rediculous! 'Mechbowling ain't fun.


I disagree, watching a dragon with an XL engine go "bowling" is hilarious.

#1202 krolmir

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Posted 10 November 2012 - 11:29 AM

Everytime I buy a new mech the game freezes when I try to return from the selection menu. Also the game forces me to play in windowed mode, even after repeatedley, selecting fullscreen mode. On another note, can we get a button in the mech lab to set up our weapons groups before we start a match? When is the zoom upgrade coming? The worst part of the game is having direct fire long range weapons, and no way to accurately hit at range. This defeats the purpose of having any weapon with a range over 350m other than LRM's.

#1203 Covah1606

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Posted 10 November 2012 - 11:41 AM

An explanation at the end of the match as to HOW exactly you died ( i.e. head shot, ammo explosion, etc.) would really help everyone refine there piloting and tactics.

#1204 Javin

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Posted 10 November 2012 - 11:56 AM

More information would be helpful.

I know I do massive damage to mechs because they are so tunnel visioned with another mech.

#1205 ZoomThruPoom

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Posted 10 November 2012 - 12:16 PM

Really hoping this is something they address soon.

Sometimes it seems like lag. I die and on my damage readout it looks like my core could take another shot or two.
Red or orange with the armour stripped.

Now chasing down and pecking away at a Lo Wang the other night, I removed both his arms one at a time as he tried to flee.

After taking much damage the Wang pilot decides to just fight it out with me because he can't get away.

The Wang turns and on his 3rd shot of dual medium pulse lasers he destroys my Raven.

Um no...... it took me a few minutes to get that Wang that injured. The Wang only needed three lucky shots to kill me?

Only three shots from medium pulses to take out a 100% health Raven. So my mech is done with all armour (at yellow) still on. Internals are not even colored.

Stuff like this is ingeniously created to help balance out a turn based table top game. Would work well in a turn based strategy video game like Mechwarrior Tactics.

This has no place in a real time dynamic shooter other than to add inconsistency to the game and to give players a false sense of success by awarding random lucky shot kills.

If what has been happening as of late is a result of a buff to the crit shot system, then they need to fix it like they fixed collisions and cockpit shake.

Edited by ZoomThruPoom, 10 November 2012 - 12:17 PM.


#1206 qki

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Posted 10 November 2012 - 01:44 PM

Imagine for a moment, thatyou are fighting an inept pilot. He is alomost dead, with the 3 of you bearing down on him, and with no hope of victory he hits the 'screw you" button, also known as escape->exit match.

Moments later you see the message "<your nickname> has killed"

And that's it - no point, no kill, no credits and no experience points.

Not a huge, or very common issue, but still.

Doesn't seem fair, that for all the effort, dome d-bag can just DC and invalidate the rewards a few people would get.

I understand that killing a 'mech that DC'd before the fight is no challenge, and shouldn't be particularily rewarding, but a system that works in absolutes just doesn't seem fair, and begs to be abused.

Sometimes, the player in question will just get an honest DC, unintentionally reducing the challenge to zero, but IMO a rare freebie is preferable to possible griefing.

Whaddaya think?

#1207 Taron

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Posted 10 November 2012 - 02:07 PM

Happend to me too. Some pilots manage to log out before you can set the last hit.

#1208 MoonUnitBeta

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Posted 10 November 2012 - 02:16 PM

Any DC or Menu>Exit Game should leave your mech active in-game for 30-45 seconds before it truely disconnects instead of an instant cut-off - edit: there should also be a "reconnect to last game" button which puts you back into the game should you unintentionally DC/your client crashes.

This should be available BEFORE they go to phase 2 for the 8v8 premade match making. I too often hear "game crashed." "yep mine too" over the mic before the game even starts. They need to have an option for those team mates to reconnect within a minute (i,e: enough time for them to reboot the client and click the join button). The [RECONNECT] button can be over the mech that currently shows [IN-GAME].

Edited by MoonUnitBeta, 10 November 2012 - 02:21 PM.


#1209 Taron

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Posted 10 November 2012 - 02:20 PM

Nice idea. OK, not so well for those who really crash in game, but i don't see any other solution for that coward issue.

#1210 Chuckie

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Posted 10 November 2012 - 02:31 PM

Not to be a cry baby.. I know its Beta, and I am just giving my 2 cents, in the hope they readjust the balance and flight path to something between what we had that was OP to a point, and now what we have which is basically completely nerfed guided missles of all shapes and sizes.

I tend to rock a Awesome LRM boat or a Commando with SSRM2s.. I like guided missles they work for me and thats what I am good at. Just as some like thier Gauss Cats, or brawler Atlai, or laser Jenners, or Swayback Hunchbacks, etc..

There is a mech for every ability and style.. UNTIL NOW.

On the LRMs, I understand wanting to adjust flight patch.. but now they are now more likely to hit a rock, a building, etc.. just about anything other than another Mech and when they do they barely scratch them. They should NOT have nerfed them to this point until ECM was in to see what the ECM would do. Now the ECM is pointless because the LRMs are pointless, making ART pointless, TAG pointless, etc.. etc.. When 10 tons of LRMs gets used up and I have 0 kills, basically a few assists, and 350 or less points of damage. The balance has gone too far to the other way.

As for SSRMs, they have nerfed the SSRMs so they are only about 30% as effective as they were. I think they were fine as they were, but an increase in weight would have given balance to them. NOT Nerfing the missiles themselves. So now my commando is annoying, but no even close to deadly, not even against other Commandos or Jenners. I used to say the best defense against a Jenner was a Commando. Not so much now. I efectively in a 3 SSRM Cammando do the damage of 1 SSRM, and that makes takes the commando from a useful, fun mech to play to a useless mech. It's one thing to make them not go center torso, its another to give them the spread of a SRM.. they are NOT SRMs they are supposed to be guided.. and when I miss MORE with my SSRMs than I do with a SRM4 there is a problem with what you have done.

This is because as a Commando, you should have enough teeth to take out other smaller mechs, and be a useful scout. I can't do the first anymore, and scouting for neutered LRM boats, is about pointless now.

So now if you like to play a Gauss cat, brawler, or a laser boat, etc.. etc.. then your in love.with the new rules. Nothing to worry about anymore, and you can sit on a hill and just take pot shots at anyone, because you have nothing to fear from scouts or LRM boats..

If you are like me and prefer a missle loadout, then your basically screwed. Currently I have quit playing until the next patch, because its simply not fun to play the mechs I am good at. The mechs I haven't been good at I am still not good at.. so there you have it.

Not *******' just giving my opinion.. the balance has gone too far to the other side of the equation and pretty much ruined the game for a lot of us. Its similar to WoT, and making artillery useless and the scouts, so now only the med and large tanks can do anything of note.

The other problem is, IF I had a team of 8, a nerfed LRM boat and a scout could probably be useful with other mechs. But since I have no idea what the other 4 are coming with, AND They can't and often won't work as a team with the other 4, it makes that side of balance useless as well.

So basically the long and short, you have ruined balance, and ruined team play.. and taken a game I loved to play 3-4 hours a day on, to a game I haven't played much in the last 3 days as it is no longer fun nor challenging, its just frustrating. IT has also made playing with our team less enjoyable as well, as we only have 4 and can never really play as a team on any given map. Which is exactly what I expected would happen with this stupid 4x4 system.

Seriously you need to quit listening to the PUGs, and listen to the gamers that have been here since Closed Beta. This game is supposed to be about teamwork and to be about a rock (Ballistic) / paper (Laser) / scissors (Missles) style of balance. You have severly damaged both those aspects recently and I am kind of confused as to why you are constantly going down this road of appeasing the FPS crowd..

I hope this wasn't your intention, and that you will rework the balance next patch. Until next patch I will just try other games.

#1211 ATao

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Posted 10 November 2012 - 02:47 PM

Agree with almost everything. Imo missile balance was fine before artemis patch and needed no changes whatsoever. They should've looked at heat balance of laser weapons and especially ppcs rather than introducing changes where everything worked fine.

#1212 B4silisk

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Posted 10 November 2012 - 03:37 PM

And the yet another thread of crying lrm boats...
If you carry 10 tons of lrms and do 300ish damage that just means you suck at using them. I´m running a c1 with 4 tons of lrms and manage to be dealing 300-600 damage if i manage to use up all the missiles.
Try thinking before you fire them, a light mech running @ 100+ kph is not a good target, neither is a medium or heavy next to cover who is just waiting to see the "incoming missile" warning to make a few steps back and laugh at all those missiles hitting the ground where he was standing before.

As for the streakers you are right, they did **** them up. Streakers should hit all over the mech and not all CT as it was before, but they should never miss if there is no cover to pull them into. The Commando is kind of a useless mech anyway, but with 3 streakers it should still be capable of quite an impact, even now. Wich basically means your probably just hitting the firing button without thinking. Again.

As for snipers sitting on hills, they are gonna learn how much of a stupid idea that is when they get sniped themselves, never crest a hill if you wanna stay alive.

As to the last part: stomping PUGs in 8man groups is fun? Where is the challenge in that?
Stop listening to PUGs? What do you think will make up 60-90% of the playerbase one day? The PUGs of today.
In short: Think before talking, think even more before firing, and l2p.
Thank you.

#1213 Aaoogaa

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Posted 10 November 2012 - 03:48 PM

The good. The random FPS loss is gone. No more running along fine and then chug chug chug. I have not had this issue since the patch. So that is good.

The lag is much worse. Mechs are jumping (no I don't mean jump jets)around especially the smaller faster ones. I have never had this issue before beyond the FPS loss. The entire game just seems to be laggy now.

LRM damage is sub par now forcing me to drop the balanced loadout to a more brawler oriented one. Every game seems to be a tacticless zerg now. I liked running a large laser 2 med and an lrm 15 on my cent. Now the LRM 15 is pretty much a waste of tonnage. I am doing much better with 4 meds and 2 x srm 6. Please balance lrms so that it is worth it running a balanced mech like they were designed.

Winter weather map is great. I love the white out forcing the use of heat vision. The caustic valley map needs...something. The city maps are good although I miss actually walking through buildings and skidding from the table top rules.

Something is happening with hit boxes and lasers. The LL just doesn't seem to be as effective as the previous patch. This may be due to lrms doing less damage and lasers having to cut through more armor. Dunno it just seems off somewhere...could just be the lag.

#1214 IceSkraven

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Posted 10 November 2012 - 03:53 PM

When I was thinking about missles earlier I thought about how effective they were as an area denial weapon. When I see the incoming missle warning I duck for cover. That right there tells me missles are at least somewhat effective as a weapon. I also then began thinking about it from a time to kill perspective. A brawl fight can take quite some time to resolve as both participants dodge and maneuver for shots on each other. In contrast, a barrage of missiles in the open will eliminate a target quite rapidly without requiring any aim from the user. Right now missles feel about perfect to me. When ecm is added, that might change.

As for SSRMs, remember that the SSRM6 is not in game yet. Do you really want lights getting annihilated in a single volley from a non aimed weapon? It wouldn't be much different for heavier mechs either when you remember how many hardpoints some mechs have. SSRMs currently do hurt, just not as overpoweringly as much as before.

Edited by IceSkraven, 10 November 2012 - 04:04 PM.


#1215 HardRider

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Posted 10 November 2012 - 04:23 PM

I like the idea that your mech stays active in the match for 10-20 seconds as it also doesn't really hit out on those who actually DC instead of quitting. I wouldn't say any longer though.

#1216 Gulinborsti

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Posted 10 November 2012 - 04:58 PM

View PostMoonUnitBeta, on 10 November 2012 - 02:16 PM, said:

Any DC or Menu>Exit Game should leave your mech active in-game for 30-45 seconds before it truely disconnects instead of an instant cut-off - edit: there should also be a "reconnect to last game" button which puts you back into the game should you unintentionally DC/your client crashes.

This should be available BEFORE they go to phase 2 for the 8v8 premade match making. I too often hear "game crashed." "yep mine too" over the mic before the game even starts. They need to have an option for those team mates to reconnect within a minute (i,e: enough time for them to reboot the client and click the join button). The [RECONNECT] button can be over the mech that currently shows [IN-GAME].

I fully agree on every bit of this post, maybe with some additional features:

1. Exiting the game should leave your Mech in the game standing at zero speed (or maybe powered down for some time or maybe until the match is over. The timespan should be long enough for real DCs to come back (see below)

2) Your mech will show a "Disconnected" icon above it's head, leaving the remaining enemy players a choice to hit you or leave you, because ...

3) in case of a real disconnect you should have the chance to start the game and get back into your mech. Once the game client is started again the "Disconnected" state is extended until you are loaded back into the game

4) Disconnected Mechs don't count for the match win stats by the end of the match timer

I didn't invent this procedure but know a similar procedure from another PvP oriented game and there it worked ... well, most of the time. You can't stop stupid kids from shooting disconnected players but serious enemies will have the choice to ignore them.

#1217 Greyfyl

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Posted 10 November 2012 - 05:08 PM

View Postrandom51, on 08 November 2012 - 05:27 PM, said:

I can't applaud fixing something that wouldn't even have made it in if they had tested it for just a SINGLE match.

Might as well applaud somebody cooking hotdogs for you on the house they just burned down.


I agree - I am amazed at what people consider a 'good job' now days.

#1218 Nokkeli

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Posted 10 November 2012 - 05:13 PM

I'm not really one to complain but this game really need a new patch soon. All games end within a few minutes. If the base does not get capped one of the teams completely destroys the other 8-0. I have only played two games where it really was anyone's game until the last minute (as it should be). Also the HUD seems to disappear randomly and the mechs legs seem to get damaged from just about anything. I don't really see any improvement to the latest patch, on the contrary this game seems to have gone downhill. I know the game is still in beta and we are the ones that are supposed to test it, but still i don't really know how to react to this new patch (even in beta).

#1219 SteelyDan

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Posted 10 November 2012 - 06:06 PM

I don't know if this has been adressed, but....

When I die in Battle, and I go into Spectator mode, the view is all fuzzy, to me.
Is this new?

#1220 Sand Lantern

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Posted 10 November 2012 - 06:09 PM

This sounds like a bug to me.





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