Jump to content

Patch Opinion Thread

v1.0.142

1392 replies to this topic

#281 ThePhil

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 110 posts

Posted 06 November 2012 - 08:38 PM

View PostSnuggie, on 06 November 2012 - 08:27 PM, said:

Jace...

Battletech is a RPG game that started in the Mid 80s, and it was NEVER a single player game.

It has evolved to Computer Versions, which because of the fact there were no real internet gaming community (nor capability).

YOU may have known it as a single player experience, but there are many others who know it as ONLY a Multiplayer and Team-based experience.

Either way, everyone should enjoy it as it was originally intended.


By which you, of course, mean table-top?

Edited by ThePhil, 06 November 2012 - 08:39 PM.


#282 Jimmy000

    Rookie

  • 1 posts

Posted 06 November 2012 - 08:41 PM

This patch pretty much makes it impossible to beat a LRM boat at range. Before this patch if I was careful enough and had good cover I used to be able to take down a LRM boat at range with my fast hunchy. Now with the new update between Artemis and the ridiculous angle that the LRM's come down makes using cover with a spotter present a useless task. This is made even worse with the decreased LRM spread. Hell they could even increase the skill required of a LRM boat by decreasing lock on times or increasing the NARC/TAG so that a LRM boat could hook there LRM's over cover.

Kind of mixed with the rest of the changes. Would of probably of like PGI to have dropped the DHS to maybe 1.6 or 1.8 not the 1.4 it currently is as it is a little brutal to current energy builds. I would definitely be a whole lot happier if they gave assault mechs some heat sinks they can actually use, like something that is worth 1.6 heatsinks, same space but double the weight.

Kind of excited to see if the manual missile launcher doors are just cosmetic or going to become a way of limiting LRM effectiveness. Would be cool to if when you damage the missile module with the missile doors open there is a risk that the missiles detonate inside the mech causing massive damage. Maybe if the doors of the missile launcher are closed early after firing some of the heat that is lost through the doors instead goes to the mech increasing the heat.

One of my least favorite things about this patch however is limiting the group sizes to 4, which is probably the worst decision PGI has made with this patch. For a game about teamwork PGI is really going out of there way to prevent teams from forming. The only problem with the matchmaking previously was that it didn't match groups together instead just worried about the mechs. PGI did not need to go to such drastic levels to handle PUG stomping that in the end will only harm there dedicated fan base. Maybe instead of wasting time on this they could of maybe gave a integrated VOIP to all matches and called it a day.

P.S. Sorry about the novel of a post but I see MWO being a great game that people can play at a competive level. However if PGI continues on its current path I can never see this happening.

#283 Verminaard

    Member

  • PipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 305 posts
  • LocationQc, Canada

Posted 06 November 2012 - 08:41 PM

ive actually not noticed any black screens yet, nor my group. Maybe it has to do with optimization problems?

I had them 1/7 games last patch, now I'm 0/10. Further testing will bring them out i'm sure.

My frame rate dropped, but game is less jerky with less rubber-banding, and black-screen seems to have reduced.

#284 miscreant

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 823 posts

Posted 06 November 2012 - 08:43 PM

View PostJeff505, on 06 November 2012 - 06:42 PM, said:

You act as if this is the last patch they will ever put out. Sit down, shut up. They will fix the issues. Whiners like YOU are ruining the game experience, not PGI.


What are you talking about? Whiners are the reason this happened! (derp!)

#285 Quazil

    Member

  • PipPipPipPipPip
  • 127 posts

Posted 06 November 2012 - 08:43 PM

View PostJace11, on 06 November 2012 - 08:16 PM, said:

Mechwarrior has always been a single player game until this iteration.


You played table-top by yourself?

MW2 had IPX LAN play, just like DooM2 did, and was a massive, massive hit game.
You could use the Kali service to tunnel IPX over IP (Kali was a game lobby service in the 90's that brought LAN games to the internet).
Maybe the console (read crap) games didn't do multi-player but team-based multi-player has been the point of these games for 30 years.

Edited by Quazil, 06 November 2012 - 08:46 PM.


#286 Beo Vulf

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 739 posts
  • Google+: Link
  • LocationHalsey, NE

Posted 06 November 2012 - 08:43 PM

View PostAedensin, on 06 November 2012 - 04:18 PM, said:

You know they broke missiles right? We get no credit for the damage we do.

LOL! What I hit with my LRM's they registered damage and I got credit for it. That said when 1 salvo of LRM's can strip every weapon from a cat that is behind cover, but spotted by a light than its not even a balanced game in any way, shape, or form. Not even close. The only two mechs I have that can survive right now are the Jenner, and the Atlas. I do not believe that the intent was for there to be only 2, or 3 viable mechs in the game. So until the Devs can the game I will play WOW. At least it is balanced even if its old.

#287 Stingz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,159 posts
  • Location*SIGNAL LOST*

Posted 06 November 2012 - 08:44 PM

So PGI thought grouping a pair of ER Large Lasers together, without a major amount of heatsinks is a good idea?

Best part of this patch is fixing streaks to have a proper lock-on, instead of being a CT-magnet, and the CN9-D.
Keeps the eventual Streak 4/6 from being ridiculous.

Edited by Stingz, 06 November 2012 - 08:46 PM.


#288 Demokin

    Rookie

  • Elite Founder
  • Elite Founder
  • 6 posts

Posted 06 November 2012 - 08:45 PM

I will preface this by saying i am not whining, just stating observations, nor am i ranting

One thing that i noticed with this patch so far is that armor seems to be much "thinner" than it was in previous patches. my jenner cant survive much of anything anymore and i used to be able to go through plenty of matches before without dying.

a contributing factor could be the increased efficiency of LRMs with artemis. i will preface this by saying that i know some will disagree, but LRMs must be set to TT rules. with where they are now, they are the be-all-end-all of weapons, and no other weapon currently in the game has the complete viability of an LRM machine. Even long range Ballistic and Energy weapon variants are not effective against the current armadas of LRM boats. i have yet to get into a match with less than 4 missle mechs. as per TT rules each LRM missle is supposed to do half the damage of the SRMS. Which means one of two things, the LRMs should be set to 1.25 dmg per missle or the SRMs would need to be buffed to 4 damage per missle, the Latter of the two being an absolutely horrible idea. the spread, tracking, and Lock are all exactly as they should be but the damage is severely too high compared to what it SHOULD be. they were never designed to have the damage capability that they have now, since no other mech can match the DPS of the LRM mechs right now.

Lastly, i have also noticed the balances between weapon types from both TT and older mech games is not there, IE PPCs should be more devastating and less heat intensive than they are, but only slightly. If i see a PPC in this game, it's being used on a standard setup, and definitely not on a modified setup. They should be as viable damage vs heat as a large laser in all actuality

#289 Ranzear

    Member

  • PipPipPipPipPip
  • 193 posts

Posted 06 November 2012 - 08:48 PM

It's the netcode changes. Your armor feels thinner because you're actually being hit now. Did you ever feel like people were shooting behind you or that they were strangely easy to juke?

MWO still has some latency issues, but lights being immortal via lag-armor has been thankfully cleared up a bit.

#290 Rufus Landale

    Member

  • PipPip
  • Big Brother
  • 29 posts
  • LocationSoutheastern Connecticut USA

Posted 06 November 2012 - 08:48 PM

My impressions of why this patch killed things:

1: Graphical glitches: Ravens especially now look like Rayman with parts not even attached, sometimes a couple virtual yards away.

2: LRMs now god: I love LRMs but now? No point in using ANYTHING else. I did over 1000 damage in a map. And so did another player,

3: Streaks useless: Nuff said.

4: Repair bills: Same mission I caused over 1k damage? Took 90k in repair bills! NO.

5: 4 player premade: This sucks sucks sucks. Playing in 8 player units over mumble was awesome and fun. Why not go 6 premade and 12 on 12? 4 suuucks. It lost the fun.

Good bits: Like the new basecap thingie. Like having some new map versions. Like the map border. Like Incoming Missile warning.

As it stands? I don't even want to play this game this week. And I didn't even mess with the nerfs of pulse and whatever the heck funny math has been done to DHSinks...

#291 Draken X

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 320 posts
  • LocationGMT+8

Posted 06 November 2012 - 08:50 PM

I think someone has jumped into conclusion that EA has bought PGI, or that this game is going to the same path as EA games.

Not to say "This is BETA, yadda, yadda,", but at least have a little faith, man.

Why not register a constructive criticisms to the devs with a game tickets? I'm sure it can be an effective solution.

PS: How was 4v4 premade match sucks bad? Wasn't it supposed to be Lance vs Lance?

Edited by Draken X, 06 November 2012 - 08:55 PM.


#292 XtremeLord

    Member

  • PipPipPip
  • 91 posts
  • Facebook: Link
  • LocationJakarta

Posted 06 November 2012 - 08:52 PM

hit detection is getting way better, my mech with stardard engine destroyed without center torso being destroyed or my mech head, pretty awesome :ph34r: and streak SRM sometimes shoot like AC, just going straight

#293 TheUnderking

    Member

  • PipPipPipPipPip
  • 181 posts

Posted 06 November 2012 - 08:55 PM

Streak changes, hit detection improvements and the new map are my favourites.

All around a great patch! (except the LRM buff from artemis)

#294 Demokin

    Rookie

  • Elite Founder
  • Elite Founder
  • 6 posts

Posted 06 November 2012 - 08:56 PM

View PostRanzear, on 06 November 2012 - 08:48 PM, said:

It's the netcode changes. Your armor feels thinner because you're actually being hit now. Did you ever feel like people were shooting behind you or that they were strangely easy to juke?

MWO still has some latency issues, but lights being immortal via lag-armor has been thankfully cleared up a bit.

come to think of it, you are correct, but i used to assume it was because my jenner going 149 KPH was a little too fast for them to track. i see what you mean on that.

#295 Ted Wayz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,922 posts
  • LocationTea with Romano

Posted 06 November 2012 - 08:59 PM

If by MW2 being a massive hit you mean Modern Warfare 2, I agree. Sold 7 times more units than all the Mechwarrior franchises combined in one day. Why? Because it is low risk/high reward and big enough to suit the hardcore and the casual.

If MWO can attain the sort of population where the two communities (casual and hardcore) interact in an infrequent basis then the populations will be able to coexist. If the population is small then the hardcore will be able to enforce their will no matter what as skill and teamwork>>>>gear. In that case the only to maintain the casuals will be to segregate the populations. Keep in mind the hardcore will be the steady heartbeat but it is the casuals who decide which games go from small to moderate or great success.

#296 Beo Vulf

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 739 posts
  • Google+: Link
  • LocationHalsey, NE

Posted 06 November 2012 - 08:59 PM

View PostRanzear, on 06 November 2012 - 08:48 PM, said:

It's the netcode changes. Your armor feels thinner because you're actually being hit now. Did you ever feel like people were shooting behind you or that they were strangely easy to juke?

MWO still has some latency issues, but lights being immortal via lag-armor has been thankfully cleared up a bit.

True, but the missile buff with Artemis is just insane. Even if you are behind cover if you get spotted your almost certainly dead before you can move very far. I did not want to believe what I read on the forums when i got home from my college class so i went in game and tried my various Mechs. The Atlas lasted longest against the missile boats thanks to is massive amounts of armor. But the cat even behind, and under cover got spotted by a light I did not see and one salvo stripped it completely of all weapons. Until ECM goes live it's not even worth my time to do any further testing. Unfortunately that sentiment is shared by to many members of the community, and if PGI goes much further in this direction they may find themselves failing before they even launch the game. That would be a shame given the popularity of the Mech Warrior franchise.

#297 TheUnderking

    Member

  • PipPipPipPipPip
  • 181 posts

Posted 06 November 2012 - 09:00 PM

I thought the streak nerf was fine. They were far too good before and you know it. I hit with approximately 995/1000 ssrms i fired today. I do not boat them though, i have 2xSSRM2's on both my Jenner and my Dragon.

I also feel LRMs need a strong nerf since they are the only weapon doing more than DOUBLE the damage it did on TT (due to higher hit percentage and the flat out doubling of their damage).

#298 Glaive-

    Member

  • PipPipPipPipPipPipPip
  • Storm
  • Storm
  • 951 posts
  • LocationIn a cave

Posted 06 November 2012 - 09:01 PM

View PostDemokin, on 06 November 2012 - 08:45 PM, said:

If i see a PPC in this game, it's being used on a standard setup, and definitely not on a modified setup.


I run a modified Cicada-3C that carries a single ER PPC for armament, 14 double heatsinks (including engine HS), and has an extra ton of armor.

It is an excellent sniper, and is great for finish off targets or softening up enemies at range.
Sucks in most dueling situations though.. :ph34r:
Also, some of my best games with that mech have been on Caustic.

#299 Ted Wayz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,922 posts
  • LocationTea with Romano

Posted 06 November 2012 - 09:04 PM

I think people understand what Beta is.

I also think the developers need feedback, and question the people who tell people to shut up, do they know what Beta is?

This is a forum which is supposed to be an open exchange. Let's try and keep it that way.

Edit: punctuation

Edited by Ted Wayz, 06 November 2012 - 09:16 PM.


#300 Ranzear

    Member

  • PipPipPipPipPip
  • 193 posts

Posted 06 November 2012 - 09:04 PM

If MWO is still in beta, then, why does it seem they are completely ignoring their real testers? This was the massive issue when Tribes: Ascend was in open beta: Total ignorance of the community's demands and input.

We tell them DHS that aren't actually 'Double' are stupid and useless; they 'fix' the heat generation of small and pulse lasers.

We tell them LRM fests are only because there is no possible way to manage heat on other high damage long range weapons (ER Large, PPCs), and they add artemis to the game to make LRMs even more deadly.

We tell them Trial Mechs being more viable for grinding than Owned mechs is a bit silly, and they just put Atlas and Cicada in the trial rotation.

For all this 'Beta testing' we're supposed to be doing as an excuse for dealing with the bugs and imbalance, we sure are being totally ignored as a common voice over their internal testing which fails to notice missiles not giving damage points at the end of a match.

Edited by Ranzear, 06 November 2012 - 09:05 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users