

#161
Posted 06 November 2012 - 06:27 PM
I use LRMs and really hope its resolved soon, we get the same c-bills as if we did absolutely nothing. The new LRM flight path is interesting, it makes hitting scouts much harder and standing still suicidal.
#162
Posted 06 November 2012 - 06:28 PM

#164
Posted 06 November 2012 - 06:29 PM
It could be a bug with client syncronization or it could be an actual bug.
#165
Posted 06 November 2012 - 06:29 PM
#166
Posted 06 November 2012 - 06:30 PM
it needs some audio but its much better than the nothing we had before
also the hit box changes are great, i am doing / taking way way more damage now
the ship on forest colony is perfect, i hope the boxes in the water are destructible when they get breaking objects happening
#167
Posted 06 November 2012 - 06:30 PM
I was in closed beta from the second release of keys so early June. I didn't stop playing since and saw:
1. Taking a week to save money to buy one engine.
2. Making the money to buy same engine in two days. (More in line with this economy)
3. First iteration of repair and rearm, people rage quit because they had to spend money to repair their mech, even though the money made overall was more than before. Testers competing how many matches they can go before repairing their mech (OP reminds me of the whining people)
4. Atlas getting headshot from one LRM salvo.
5. People complaining Atlas head hitbox too small.
6. People complaining LRM's need to be buffed. Damage increased to 1.5 per missile. This was perfect.
7. People still complaining and threatening to quit if LRM's aren't buffed. LRM's increased to 2 damage per missile. Fair at this stage.
8. Narc and TAG added. LRM's completely overpowered for their role as a support weapon. (I fear how powerful they are with Artemis)
9. People complaining light mechs doing 200KPH are too fast because their LRM's don't hit, demand they be nerfed.
10. Poor netcoding results in engine nerf. Speeds limited to 138KPH. (Hopefully this is fixed before Firemoth comes in, base speed 162KPH, 216KPH with MASC)
11. AMS shooting down any projectile including Gauss and AC shells. (Gauss boat pilots fuming)
12. Paul joining us in 16 mech Machine Gun brawls.
13. Paul cheating using Machine Gauss Guns. (Still killed him, scored a screenshot)
14. Crash to desktop every 1-2 games. Made unplayable but endured.
15. All pilots restarting clients after 3-4 matches due to memory leak issue.
These are some of the things we had to work with and while some were for the better most of it was just people whining and the devs listening to the WRONG people. Like I've said in other threads, "if you feel nothing is wrong would you post about it?"
The game is heading in the right direction but don't forget, this is still BETA.
Edited by Stonefalcon, 06 November 2012 - 06:33 PM.
#168
Posted 06 November 2012 - 06:31 PM
Brown Hornet, on 06 November 2012 - 05:34 PM, said:
Do u really need a message on your screen to see that you're about to get LRMd? I know every time I'm about to get hit. If you see the missile arc you know who they r targeting.
Yeah of course. But what if you're already in a fight and have a hard time keeping an eye on your surroundings? The message is super effective then. Especially for newer players.
#169
Posted 06 November 2012 - 06:32 PM
#170
Posted 06 November 2012 - 06:33 PM
Mason Grimm, on 06 November 2012 - 05:08 PM, said:
Graphics look stunning now! I get sun glare and everything... Watching a PPC blast travel the distance of the map and hit someone is kinda sexah sexah!
Have to call you out on this... someone shooting a PPC? Screenshot or it didn't happen... Sorry I had to

#171
Posted 06 November 2012 - 06:33 PM
#172
Posted 06 November 2012 - 06:33 PM
Woogoose, on 06 November 2012 - 06:25 PM, said:
This. The difference between MechWarrior Online and other MechWarrior games is in its title: Online. The mainstream games kept with the canon equipment specs because they were more single-player based, thus higher tiers of equipment would be necessary to progress through it. This goes out the window for a MMO: in trying to keep the power level of everyone's 'Mechs reasonably equal, it's necessary to tweak things.
...Though I will admit that perhaps the current DHS in MWO is a little too restrictive. I think it'd be better (and make more sense) if they made them take up two slots rather than three. Just my two cents.
#174
Posted 06 November 2012 - 06:34 PM
REALLY they think taking exp and damage from the Missiles are a good balance solution?
REALLY?
is PGI run by monkeys? I have always suspected
Edited by Tennex, 06 November 2012 - 06:39 PM.
#175
Posted 06 November 2012 - 06:35 PM
Stonefalcon, on 06 November 2012 - 06:30 PM, said:
We expect bugs to not survive 3+ patches unfixed. We also expect patches to not introduce new game breaking bugs that surface in under an hour.
I wasn't aware this was such an unreasonable demand.

#177
Posted 06 November 2012 - 06:39 PM
#178
Posted 06 November 2012 - 06:39 PM
#179
Posted 06 November 2012 - 06:39 PM
Only thing I do not like about this patch is that its still beta.

#180
Posted 06 November 2012 - 06:39 PM
Marvyra, on 06 November 2012 - 06:31 PM, said:
Yeah of course. But what if you're already in a fight and have a hard time keeping an eye on your surroundings? The message is super effective then. Especially for newer players.
if your in a fight it is too late, you have 2 options: kill your target and die or run and die
if your not in a fight it might help or if your like me it says warning and i take cover 10s later nothing happens and its still flashing
its just like "damage critical" after a while you dont care to pay attention to it.
edit: the only important message is "out of bounds"
Edited by BL00D RAVEN, 06 November 2012 - 06:42 PM.
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