

#741
Posted 07 November 2012 - 04:11 PM
#742
Posted 07 November 2012 - 04:12 PM
Open Beta is still Beta. But the game should be at a point in development during Open Beta where all the developers need to do is fine tuning. Not changing, breaking, and tweaking entire systems. That's what Alpha testing is for.
Someone is pushing unfinished crap out the door for release and it's hurting the game and the community.
#743
Posted 07 November 2012 - 04:13 PM
Sickocrow, on 07 November 2012 - 04:04 PM, said:
Clan players maybe make up AT BEST 5-10% of the total player base, and maybe 20-30% of the active player base. Just because your in a Clan and not getting your Pugstomp on is going to fall on deaf ears when your not the majority of players that the Devs are trying to cater for.
I'm in a old long standing Clan myself (TOG). I like to group up with mates either Clan or not, but I can plainly see how detrimental the matching system was. People/Lone wolves can't and won't be forced into joining Clans and getting on TS if they don't want to, and no whinging will change that. PGI would be a fool to try force them to as well by continuing the Premade versus Pug free for all.
Wargaming (WoT) handled the situation easily with their system, and PGI would do well to follow suite.
I agree with your math, but doubt it's accurate. However, I get what you're saying. And we never liked "getting our PUG stomp on" ever. It's boring. However, forcing coordinated payers to play an uncordinated style is moving the game to a more casual game type. If that's what PGI wants, that's cool. If peope find playing in PUGs more fun than playing in organized clans or merc groups (and we're not a clan, we're a merc group), then PGI would do well to move the game to a more casual game style. It simply boils out to a business decision. I've jsut seen games die fast when they are this casual with little or no community cohesion, and I've seen games held togehtger by a small but hugely dedicated core fan base, like we are.
The only reason we were still playing MWO was because of our persistent online community of players--and yes we allow anyone to play with us as loong as they have TeamSpeak, or can at least hear us--they don't even have to talk. However, we like to talk to them more than not. Every PUG that has come and played with us has left with a greater appreciation for the game played in coordinated teams. They're like, "WOW man that is so much fun. You guys are really fun to paly with." And they come back over and over again and never want to play PUGs anymore. that's why our group "Usually playing under the Room called The Peregrine Legionnaires has grown so popular over time. Even at 3 AM PST we usually have more than two full groups of 8 going all the time.
We are an inclusive loose nit group of mercs and lone wolves. I'm a lone wolf myself but play with a group of people that grows and wans over time, and we always love getting new people into our loose nit group. It's the spice of interaction!
Edited by NoxMorbis, 07 November 2012 - 04:18 PM.
#744
Posted 07 November 2012 - 04:15 PM
Sanjuro, on 06 November 2012 - 04:29 PM, said:
Totally agree, not going to play until the LRM is adjusted. I'll still wait for the game to improve.
Tried to pug today and all I see is catapults and LRM atlas, really, where has role-specific combat gone?
The game is in open beta now, which is in a phase to draw in as much players as possible. Can you see how incredibly off putting this is to new players? how could they get a positive experience when they have no chance if they chose a brawler or a scout?
I accept the game is in beta and they will make adjustments, until then I do not see the need to play this version.
Edited by Itzi, 07 November 2012 - 04:15 PM.
#745
Posted 07 November 2012 - 04:16 PM
Compit, on 07 November 2012 - 03:59 PM, said:
I think most people would prefer that they just rolled this update back.
Thanks for sharing ^^
I don't think the LRMs being overpowered is a bug. They appear to do the same numeric damage. They've changed the angle of attack and the spread so not only do more of them hit you but it appears impossible to hide effectively from them. If you get a jenner or another fast mech spotting you and there isn't really high cover nearby you're stuck with 2 options. You can either try to destroy the jenner before too many LRMs smash your face in (which 99% of the time won't work) or try to run and mess with their line of sight.
In my opinion a hill that's quite a bit taller than your mech should be sufficient cover against LRMs. This would allow someone to at least try to defend themselves if a scout is on them. It would still give them a disadvantage (limited possible range of motion before being in LRM pain).
Edited by mrwicken, 07 November 2012 - 04:17 PM.
#746
Posted 07 November 2012 - 04:16 PM
Hitboxes is bad. I miss from PPC (ping 240), but my aim loose its arm? and i got bonus for destroyed component!
Befor i played on HIGH options, but now i forced use medium.
Jenner model got artifacts. After dead, i see the cockpit visible through the model of the mech.
Owned mesh dissapear from mesh bay!
eventually patch does not fulfill its purpose. Wana back up!

Edited by Niko Snow, 07 November 2012 - 05:40 PM.
#748
Posted 07 November 2012 - 04:22 PM
Interestingly, this makes it difficult to cluster your remaining slots into groups of 3 (when the slot count is totally valid to allow you to do so) in order to fit DHS.
The solution I found is to remove your engine, add your DHS and other gear where it needs to go, and when you slot the engine back into place, the stored dynamic slots are forced into the legs, CT, and Head sections. And locked. Finally.
I imagine this is less problematic when fitting DHS with a standard engine, although if one wanted lots of DHS, Endo, and a standard engine, they could still need the slots that dynamic slots are somehow afraid of.
Hope this makes sense. TLDR: Dynamic slot priority favors placeing/locking them into arm and side torso sections, leaving leg/ct/head sections sometimes "empty" or with unlocked slots instead of locking those and leaving open usable slots in arms/side torsos. Sheesh, even the tldr is long.

(Edit: Thank you for the tag, topic title edited accordingly.)
Edited by Bagheera, 07 November 2012 - 11:16 PM.
#749
Posted 07 November 2012 - 04:24 PM
Karyudo ds, on 07 November 2012 - 04:02 PM, said:
Because of temporary "fixes"? Sounds more like it's theirs to me if they're done for good. I mean the 4 man group thing is supposed to be very temporary, not sure why you even bothered to complain about it like they should fix it. If the blogs are to be believed missile boats will have some counters once more modules exist.
I also haven't had much issue getting Cbills. It's just a bit slow but if it were quick then there wouldn't be any point to having Cbills or repair/rearm anyway.
Not done for good, but you know how that goes. Once you start to stop playing a game yuou find other things to do. Of course we'll always check back. I have accounts with Eve and Mortal Online too, and I check back with them, but I haven't playing Eve in over a year and I haven't played Mortal in over 6 months.
Edited by NoxMorbis, 07 November 2012 - 04:24 PM.
#750
Posted 07 November 2012 - 04:24 PM
#751
Posted 07 November 2012 - 04:25 PM
I am a Jenner pilot. My Jenner is fairly well armored. I expect LRM barrages when I scout to spot for the LRM-boats in my own team, but usually, I can escape.
This patch, though? Somehow the LRMs nail me so uneeringly that my mech turns to a ruin in seconds. This is not a game I can presently have fun with. I cannot play my role, be useful to my team, and have fun with by skirmishing with the enemy since just showing the tip of my cockpit means destruction by Long Range Missiles.
I get how LRMs are a crucial expression of the Information Warfare angle of this game, but this needs to get reconsidered quite badly.
Until it is, I'll take a MWO break. I hope the next patch will return gaming sessions on MWO to 'fun' instead of 'exercise in futility'.
Thank you.
Edited by Zoberraz, 07 November 2012 - 04:26 PM.
#752
Posted 07 November 2012 - 04:30 PM
mrwicken, on 07 November 2012 - 04:16 PM, said:
I don't think the LRMs being overpowered is a bug. They appear to do the same numeric damage. They've changed the angle of attack and the spread so not only do more of them hit you but it appears impossible to hide effectively from them. If you get a jenner or another fast mech spotting you and there isn't really high cover nearby you're stuck with 2 options. You can either try to destroy the jenner before too many LRMs smash your face in (which 99% of the time won't work) or try to run and mess with their line of sight.
In my opinion a hill that's quite a bit taller than your mech should be sufficient cover against LRMs. This would allow someone to at least try to defend themselves if a scout is on them. It would still give them a disadvantage (limited possible range of motion before being in LRM pain).
Im honestly confused about if its a bug or not as people are currently pointing out to the behaviour of some lrm streaks going like javelins (fly to somewhere high above the enemy and then Plummet in a straight line downwards) looks a lot like the effect of a old bug that appeared again because of how the artemis is buffing the arc. hence my uncertainty. maybe its not a bug or maybe the ridiculous arc is a bug that needs correcting asap.
Oh well. with all the anger on the forum i doubt the devs won't be fixing this very soon.
altough i really hope to see the shaking back. altough some people complained about it causing sickness it was a important mechanic that really helps when you are in the heat of battle and need to be able to make a split decision. only a "incoming" message is not noticable and doesn't indicate how much of a threat these missiles pose.
Edited by Compit, 07 November 2012 - 04:33 PM.
#753
Posted 07 November 2012 - 04:32 PM
As for the figures on player base I'm just getting the data from the WoT servers and I'm just drawing conclusions from there. I'd imagine the numbers wouldn't be far off the mark here. I hate to keep drawing comparisons, but WoT is the game I play because there was no MWO. I still do play WoT on the SEA server as they have a very good sorted MM system in place after over a year and a half of tweaking.
MWO is only still a young pup, and has many fixes and tweaks to come. Can't just throw in the towel this early when it's only just begun.
#754
Posted 07 November 2012 - 04:33 PM
#755
Posted 07 November 2012 - 04:35 PM
NoxMorbis, on 07 November 2012 - 03:23 AM, said:
My unit would be happy to train your unit in counter-LRM tactics. It's rather simple.
#756
Posted 07 November 2012 - 04:35 PM
#757
Posted 07 November 2012 - 04:35 PM
If so, I assume you say its "locking slots" because you tried to slot something where ES or FF [STRUCTURE] was located and [STRUCTURE] wasnt auto-displaced to other available slots on the mech?
#758
Posted 07 November 2012 - 04:39 PM
Dorque, on 07 November 2012 - 04:35 PM, said:
Cool, that at least is good to hear. I'm not sure how such an obvious bug made it into the patch then!

#759
Posted 07 November 2012 - 04:42 PM
#760
Posted 07 November 2012 - 04:49 PM
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