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Patch Opinion Thread

v1.0.142

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#1241 KingDerp

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Posted 11 November 2012 - 05:18 PM

Um, the spectator mode is supposed to use the local settings.
Spectators should not be seeing effects they have turned off.
/another coding failure.

And who's idea was it to cram every atmospheric effect the
engine has to offer into the maps ??

Good god that blurry crap is nothing short of headache inducing...

And that quadrillion particle mess in the center of caustic is an
abomination.

#1242 Long Draw

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Posted 11 November 2012 - 06:14 PM

View PostChuckie, on 11 November 2012 - 05:07 PM, said:


Will concur.. I have 16GB of RAM, don't have a problem with this at all.

Hey Chuckle, I also have 16GB of Extremely Low Latency RAM and I have the memory leak problem. Unfortunately, it is a matter of improper memory deallocation by the MWO client that is at fault, not a person's hardware. Check task manager when you first launch the game client, then drop in 2 or 3 matches and recheck task manager. You'll see the memory usage climb just like Internet Explorer, only hellishly faster.

#1243 B4silisk

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Posted 11 November 2012 - 11:34 PM

View PostChuckie, on 11 November 2012 - 04:41 PM, said:


Been playing closed Beta BEFORE the Commando existed.. So.. I think I know how to play, and I know how to adjust my style for changes in the game. Been doing it patch to patch for months now.

The fact we are ALWAYS down by 4 in our team, so its hard to get good scout feedback. Which makes it hard to get a good fix on what your firing at. With the low arch of the missles. It's hard to know if I am hitting buildings, rocks, etc.. I virtually have to have a clear LOS shot to KNOW I am not hitting something other than the Mech I am firing at. Which kind of defeated the purpose of LRM.. they should go up high enough and down fast enough to clear most obstacles between target and launcher. Not saying that hiding behind covre wouldn't work.. but cover shouldn't be a building at 300M when you are 900M away.

Long story short. Average K2D of between 1.8 and 2.8 and last thing I need is someone telling me I don't know how to play a missle loadout. I know how to play, and what they have done with killing teams, and missles has drastically hurt the game.. end of story. If we don't let them know and give them feedback how will they know to fix it.

I will say it would seem I posted a bit early, after that post I went in and it seems they adjusted things a bit on the LRMs, but its not quite right still. That and the SSRMs spread is FAR too wide. I should not hit a left arm and a right leg, with a volley of three SSRMs, I saw me hit both legs and arms and torsos and had a few missles even miss. That's just ludicris. Its one thing to just hit CT, its another to have the spread worse than that of a SRM6.


Sorry i broadsided you there Chuckie, seems like we both blew off a bit of steam^^
I agree that the flight path could still use some adjustments, and on the point of the ssrms you are right anyway, but both weapons are still far from useless. That and i was getting sick of the "gimme back my lrmofdeath" whining all over the board. But reducing the teams to 4man groups has greatly increased the quality of most matches. I´ve seen it from both sides, as i enjoy playing as a team, but my friends are not always online. Before the patch, launching alone was a nightmare and losing almost every round was a given. Now you have a chance of getting more equal teams. The clanwars will come soon enough and for now it is a compromise we´ll have to live with.

#1244 Dimento Graven

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Posted 11 November 2012 - 11:56 PM

On small 'mechs, until you can address the painfully BS "lag shield" any 'mech moving faster than 75kph seems to get, you need to:

A: Increase SSRM lock speed.

or

B: Increase the size of the targeting box so that the little "2 to 5 'mech length teleports" these 'mechs seem to CONSTANTLY be making on your laggy servers doesn't nearly completely incapacitate "locking" weapons.

or

C: Increase ALL 'mechs turn rate.

or

D: FIX the torso twist and 'mech turn bug. Because it really appears if you're turning your torso, the 'mech leg turns slow down to nearly a crawl.

or

E: Bring back tripping. The other annoying thing these little 'mech drivers like to do is run smack into you and hug your legs so that you can't target them. On TALL 'mechs like the Atlas and the Awsome, this makes it nearly impossible to hit them.

ANY ONE of these would resolve a lot of frustration.

It's really frustrating pulling the trigger, and "blip" the target is now teleported 30 meters from where he previously was. The next attempt at firing lasers, "blip" he's 50 meters. The next attempt, "blip" 20 meters the other way.

If the 'mech was moving in a smooth manner, it'd only require skill to track him. With these random distance, lag induced teleportations, it requires ESP too.

#1245 Miken

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Posted 11 November 2012 - 11:58 PM

Current status of MWO, personal opinion.

-Heat
Heat management is pathetic. Almost all canonic mech configurations overheated after 1-2 shot. Than more HS that worse it works each one, after 30 does not make sense to put more. Players liked battletech universe for its simplicity. Heatsinks must operate linearly from real heat efficiency to their number, just like it used in old mechwarrior games. Simple and effective. It is easy to calculate the required amount.

-DHS
DHS have many negative aspects (like triple volume and price, installation only in the hands, torso, engine.) But only one advantage (double power) is nerfed. It's wrong. Always DHS=2xHS and no compromises. Just balance something else, don't brake canonic rules so openly.

-LRM
Damage of LRM was pretty balanced in 2.0 per rocket, should not have to change it. It is better to increase AMS efficiency.

-AMS
AMS piece of crap, wasn't helped before hotfix, and not help now. For balance, one AMS must almost shut down rockets swarm of one LRM15 and less.

-Artemis
LRM launched without lock does not lock on target
LRM trajectory same with or without artemis
Spread on LRM same with or without artemis
Сonclusion: Artemis status "OFF" just like collision physics. Otherwise this is huge bug!

Endo-Steel
Endo steel doesn't protect from loosing arm after side torso was destroyed. Tested several times on different mechs. It works on CBT.

P.S. Of course i don't mention about NARC, PPC, ...

Edited by Miken, 19 November 2012 - 10:31 AM.


#1246 Mild Monkey

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Posted 12 November 2012 - 12:40 AM

As a Jenner pilot, I have to say I fully agree with you, especially the "tripping" part. I just run up close to a tall 'Mech (tall in this case being anything other than a light 'Mech) and hit the trigger, then disengage at full speed or using JJs. Easy to score a lot of damage. And avoiding collisions at high speeds did actually require some level of evasive skill and maneuvering. On the other hand, collisions didn't work right, if you remember, one should be able to plaster that sprawled lil' ****** with rounds, but you couldn't do that, because of lag and hit detection (far as I recall).
I wouldn't touch the turn ratio or twist speed of assaults, however, that would make hitting to easy once the lag shield you referred to is fixed. You need to take us apart from afar, barring that you need to anticipate our maneuvers, which can be done, since most lights tend to just circle clockwise or anticlockwise. BTW, when collisions and tripping come back (and they will be reintroduced, I assure you) your turn rate won't be that much of a disadvantage.
So yes: fix the hitboxes and bring back collsions to even the chances.

Edited by Mild Monkey, 12 November 2012 - 12:42 AM.


#1247 Dimento Graven

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Posted 12 November 2012 - 12:51 AM

View PostMild Monkey, on 12 November 2012 - 12:40 AM, said:

As a Jenner pilot, I have to say I fully agree with you, especially the "tripping" part. I just run up close to a tall 'Mech (tall in this case being anything other than a light 'Mech) and hit the trigger, then disengage at full speed or using JJs. Easy to score a lot of damage. And avoiding collisions at high speeds did actually require some level of evasive skill and maneuvering. On the other hand, collisions didn't work right, if you remember, one should be able to plaster that sprawled lil' ****** with rounds, but you couldn't do that, because of lag and hit detection (far as I recall).
I wouldn't touch the turn ratio or twist speed of assaults, however, that would make hitting to easy once the lag shield you referred to is fixed. You need to take us apart from afar, barring that you need to anticipate our maneuvers, which can be done, since most lights tend to just circle clockwise or anticlockwise. BTW, when collisions and tripping come back (and they will be reintroduced, I assure you) your turn rate won't be that much of a disadvantage.
So yes: fix the hitboxes and bring back collsions to even the chances.

Well I can anticipate your moves, but I can't anticipate how far lag is going to cause you to jump from moment to moment. Will it be 20 meters? Will it be 5? No wait, it was 30 meters this time. Ok, next time, count on 30 meters... Nope, only 15...

Get me a predictable rate of travel and a direction and I'll be happy to use my skill.

But trying to use my ESP only gives me migrains...

#1248 Mild Monkey

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Posted 12 November 2012 - 01:01 AM

yeah, I agree. hitbox and lag/netcode need a fix. the problem seems to be less grave when I am dogfighting other light 'mechs, but when spectating assaults trying to stop lights, I can fully understand why this is frustrating. Your skill and dexterity simply do not matter as much as they should. Needs a fix, true that.

#1249 Rapiddescent

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Posted 12 November 2012 - 01:13 AM

Just an opinion - and delete or move if in the wrong place.

The Mech Bay - why can we not ready one mech, have it locked for combat then happily go and fiddle with our other mechs? Surely this is easy, that way we can ready a mech and do upgrades / reconfigures while we wait on our lance mates.

Second - again the mech bay - why do I have to restart my client before I do any major changes just so that I am sure I can get the changes to stick? Or when I dont I have to restart and try again 2-3 times before they stick?

Don't mistake this for "I hate bobbleheads and camo" I do like that stuff and will pay MC for certain aspects..

But please fix the absolute basics before introducing fluff items that have no affect on gameplay.

Cheers, Rapid.

#1250 CocoaJin

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Posted 12 November 2012 - 02:11 AM

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#1251 Slanski

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Posted 12 November 2012 - 02:45 AM

The half finished collision mechanic in closed beta with its warps before recovery and get up was infintely better than what we have now. It almost appears as if collisions bleed into the movement of the object into the next 10-20 seconds, causing them to constantly lag and displace. In closed beta there was a hard reset as mechs got up and started moving again.

PGI had a system that worked better than the current and decided to discontinue it in preparation for their projected implementation, making the game worse in the meantime.

#1252 Carmaga

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Posted 12 November 2012 - 04:02 AM

I'm a Jenner player too. Haven't played much with other mechs. I bought Jenner with MC and I have been extremely happy with the mech.

Yesterday I finally got enough money to buy a Centurion CN9-D. I was really exited about it: It has XL Engine and LB 10-X AC (mech-mounted cluster-round shotgun). By the specs Centurion seemed to be the right mech for me, but after playing for 3 hours in the battle field, I hate it. I should have gone with a cheaper Catapult or Awesome or other mech than this Centurion. Atm. I really regret spending MC for exp conversion from Jenner, lots of time and work and 8,158,000 to get it.

With the default loadout, LRM-10's do not do enough damage to keep them equipped. LB 10-X AC is worthless at short range: it constantly misses the targets by firing an arm length to the right. The same happens with any ballistic weapon attached to the arm - maybe not machine guns, but they do so small damage with my playing style. So to put short, Centurions right arm's trajectory sucks at short range, even if your opponent is stationary and front of you. Sometimes it feels I do lesser damage with Centurion compared to Jenner. Not fair!

The repairing and arming cost for Centurion is + - zero. Centurion feels really fragile mech and the repair/arming costs are approx at the same level as you get from a lost battle. You can't earn much money compared to Jenner. And yes, I constantly keep dying with Centurion so maybe it's not the right mech for me -- which reminds me that now it's a good time to look my belly button and rethink different playing strategies with this medium mech.

With Jenner I can out take (not always) for example Yen-Lo-Wang (1 vs 1). With Centurion charging Yen-Lo-Wang means a certain death. As much as I hate it, I think I'm going back to grind with Jenner and continue to drive you all mad. Jenner rules over Centurion specially with the "floating head" bug. The same goes with other fast runner (over 100 kph) mechs which also seems to rule the battle field.

So I don't wonder why people rather chose fast and manoeuvrable light mech -- I'm also one of those and yes, I think it's unfair that they rule the battles. The true rulers should be Awesome, Atlas and other heavy mechs as they were in MW 1, MW 2, MW 3 and MW 4. They are slow, but they have armor and firepower.

Have you ever entered in-to a battle where your opponent is entirely filled with small mechs? On your teem you got Atlas, Awesome, Catapults, and couple light and medium mecs while the opponent has Jenner's, Commandos and Cicadas and Ravens only. With this you can be sure that you already lost the battle. The decision was made before the match even began. Been there, done that and our team was wiped out in no time.

Edited by Carmaga, 12 November 2012 - 05:14 AM.


#1253 Ashnod

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Posted 12 November 2012 - 04:16 AM

View PostDimento Graven, on 12 November 2012 - 12:51 AM, said:

Well I can anticipate your moves, but I can't anticipate how far lag is going to cause you to jump from moment to moment. Will it be 20 meters? Will it be 5? No wait, it was 30 meters this time. Ok, next time, count on 30 meters... Nope, only 15...

Get me a predictable rate of travel and a direction and I'll be happy to use my skill.

But trying to use my ESP only gives me migrains...



you know at 50 MS i have yet to see anyone jump 15-50.. That would **** me off just a little bit, what I've noticed is jenner's teleporting like 1-2 meters to the left or right, sometimes 3m ahead and its been frustrating me so much.

#1254 Mason Grimm

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Posted 12 November 2012 - 05:02 AM

Guys, it isn't that we are teleporting it's just that we are moving so fast it causes a doppler affect!

Yes, fast moving mechs do need some serious work. Watching two Jenners duel, or being one of them, at full speed can sometimes be like watching Comedy Central. It's supposed to be funny but just ends up leaving a bad taste in your mouth!

#1255 Stradius

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Posted 12 November 2012 - 05:16 AM

Honestly, I don't have a big as a problem as most people. But that could be because my average ping is the the 12-18ms area. I only experienced it a few times where someone was lagging so bad that they were teleporting in bounds, otherwise it's been relatively smooth. Jenners are my favourite... love hitting them with my AC20. If there was stat collection, I'm sure my AC20 shot to hit ratio would be pretty high, at least 40%. The times I tend to miss a lot is when it's turning plus combat over the hill terrain but that's more my fault than anything else (should know better than to chance it when the mech is unstable).

That said, I think it should be worked on if people with higher pings are having issues but I think people are latching on to the whole "lag shield" thing a bit too frequently.

#1256 EnigmaNL

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Posted 12 November 2012 - 05:22 AM

View PostMason Grimm, on 12 November 2012 - 05:02 AM, said:

Guys, it isn't that we are teleporting it's just that we are moving so fast it causes a doppler affect!

Yes, fast moving mechs do need some serious work. Watching two Jenners duel, or being one of them, at full speed can sometimes be like watching Comedy Central. It's supposed to be funny but just ends up leaving a bad taste in your mouth!


What? Light mechs do teleport all over the place! You can't anticipate where they're going so shooting the little buggers is out of the question.

Sometimes when the lag is not so bad you can shoot them with a little bit of luck but most of the time it's very hard.

They really need to bring back collisions, perhaps we will see a decrease in the amount of lights running around, there are way too many (also due to the people changing from trial to their first mech).

#1257 Carmaga

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Posted 12 November 2012 - 05:34 AM

View PostEnigmaNL, on 12 November 2012 - 05:22 AM, said:


What? Light mechs do teleport all over the place! You can't anticipate where they're going so shooting the little buggers is out of the question.

Sometimes when the lag is not so bad you can shoot them with a little bit of luck but most of the time it's very hard.

They really need to bring back collisions, perhaps we will see a decrease in the amount of lights running around, there are way too many (also due to the people changing from trial to their first mech).

First you buy a light mech (eg. jenner). You rip all gear out of it, including armor. Get all available upgrades. Put in 120-130+ kph engine. Add 4 Medium Lasers and double heatsinks. Equip with AMS. Get enough exp to unlock all available mech tree items and get one jumpjet. Top-up your armor back. And off you go to the battle field. Now you can go and kill Atlas - stand behind it and pound it with 4 m-lasers and run like hell if something goes wrong. You vanish from sight in few seconds, no one can hit or touch you. You can gun down all heavy and medium mechs 1 vs 1. And when you fight 1 vs 1 with a light mech, the battle is like from a cheap cartoon.

Even thought I play with Jenner, this is a bit unfair :ph34r: Sometimes It feels like being in "god mode". At first it didn't annoy me (of course it didn't), but then when I tried other mechs and got my part on this I realized how unfair it is.

Edited by Carmaga, 12 November 2012 - 06:09 AM.


#1258 Serraphin

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Posted 12 November 2012 - 05:38 AM

just roll back to closed beta far less isuues then 8-) , also this shouldn't even be in open beta yet. Far too many issues some big some small , at least it would stop people complaining a bit.

Edited by Serraphin, 12 November 2012 - 05:39 AM.


#1259 Aegis Kleais

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Posted 12 November 2012 - 06:22 AM

Not to dishearten you, but lag armor on lights has been around since I started closed beta. If it hasn't been addressed yet, you might not want to hold your breath on it getting addressed.

Smaller targets already make for harder-to-hit-hitboxes. Couple their speed on top of that, lag armor (where shots that hit, don't register) and their stuttering movement (which, as hard as we try, our brains cannot easily fathom hit locations in open space).

It all comes down to lights living in a Gold Age. When proper collision damage is re-introduced (and if hopefully done right), a dumb light pilot who doesn't watch where they're going and runs into larger Mechs is going to find themselves on the floor a lot more often (and even now, when lights are stopped from moving, you can more reliably damage them). This is the stage of game development I think we have to wait for before we can even begin a partial resistance to lights; til then........

#1260 Ragor

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Posted 12 November 2012 - 06:37 AM

:)
I do something wrong. Me is located in the EU and I have a ping to the NA servers of 120-130ms.
And the jumps only occure on my screen when the fast mechs do sharp turns.
When a player has 'just' a bad ping then he does 1m jumps every second, so it is really predictable for me.

Maybe my router is set wrong or my system is running too stable or I have any other thing working as intended.
Or should I have any messenger tool or down-/upload running in the background?

Any advise how I can **** up my system/connection as well?
Me wants to experience these frequent 15-30m jumps as well. :ph34r:


But I suppose it is all PGI's fault for the netcode they got with the Cryengine they licensed from Crytek which actually did the netcode.

But I suppose I can't be about my rig at all since all other games work fine. Has to be on their end.

Edited by Ragor, 12 November 2012 - 06:39 AM.






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