

#321
Posted 06 November 2012 - 09:54 PM
Good post, pretty spot on.
#322
Posted 06 November 2012 - 09:54 PM
Draco Argentum, on 06 November 2012 - 09:16 PM, said:
Paypal has been denying refunds. If you'd payed with a credit card you could've done a chargeback.
Gutted, Least i only payed £30, but thats the price of an actual game still. I have no faith in this project anymore. Have my money ****'s, Easy come easy go
#323
Posted 06 November 2012 - 09:59 PM
Why do none of you moderators respond? Developers, where are you now? This is where you should be focusing your ******* attention and you are no where to be found. This is where all of your answers hide on a daily basis to make this game better. From all of these discussions and postings you can find ways of improving from the mistakes you have made and the mistakes of games before yours. This game has so much potential yet you're ******** on all of us. Why?! Get off your lazy duffs and start giving us feedback. Ask questions from actual players and hear our voices!
#324
Posted 06 November 2012 - 10:00 PM
#325
Posted 06 November 2012 - 10:05 PM
- Black Screen problem, still there
- Streak missiles miss target 4/5 times
- LRMs new trajectory is a big no- no...
- Aretmis , from what i know, just augments accuracy per volley, so headshots in 1-2 shots, seen atlas ripped in 1-2-3 seconds.
- seems torso shot on Raven causes the mech to loose a leg...
- Premade limit of 4, ruined the game for me. i just conviced all my friends from other games to come join me here, and guess what, stuck playing against them with partners AFK/ suicide/ etc...
- FPS dropped 10 points
beause looking at my Fairy while the screens tells me "Incoming missiles" just isn't my idea of fun.
i have gotten used to the fact that there is no 3rd perspective view, but this patch has just put a big dent in my enthusiasm.
PS:
for those who say this game is just "BETA"... know that this is just a catch phrase, new age term, promotional factor... I have been working for a Browser Based Gaming company for 3 years now, and while they were telling the fan base "New Features"+"Coming Soon", we actually started working on another game all together with the funds we made from the promotion... so 3 1/2 years later, the game is still beta live... and work has stopped 1 1/2 years ago... while most of the original fan base is gone, those that remain still are hoping for a new patch next summer 2013...
Edited by SgtMaster, 06 November 2012 - 10:34 PM.
#326
Posted 06 November 2012 - 10:09 PM
I could get down with that, especially since it gives NARC a little bite. It shouldn't last more than one volley though.
#327
Posted 06 November 2012 - 10:10 PM
Had a balanced loadout before, 2 LRM 15s, 2 MPL, 2 ML. When I put on Artie I upgraded to LRM 20s and dropped the two ML and some SHS to make weight. Played one match and said "OMG, I need more ammo." Switched out the MPLs to ML and added more ammo. Second match I played I one shotted another Cat and stripped the others to just a CT in seconds. By the 3rd match I was feeling really bad for anyone on the other team, our four man had evolved into 1 spotter and 3 Cats with LRMs. Anyone that lit up in a red box was soon in spectator mode.
#328
Posted 06 November 2012 - 10:18 PM
2. Put unaugmented LRMs back on a fairly flat trajectory, and make sure they run into buildings and terrain.
Really, it's the top-attack profile of vanilla LRMs that are making them overpowered right now. Their damage is good, their groupings and accuracy is good. It's entirely that they can go over cover and drop on their target from above.
The other possibility:
3. Only give a 'yellow' lock grade/signature for enemies you can target only because a teammate has LoS on them, and let this direct missiles already in the air but not lock on with new missiles. This lets you keep already-fired missiles guided as the target drops behind cover if you have a scout watching them, but can't keep unloading racks at a target you personally can't even see. This lets cover still disrupt/stop LRM spam while keeping the spotter's role and still punishing the target for getting locked-onto in the first place.
#329
Posted 06 November 2012 - 10:22 PM
#330
Posted 06 November 2012 - 10:24 PM
Artemis is one ton per launcher, so it should make your weapons significantly better, but significantly better doesn't have to be absurdly better.
From my experience, it cuts down the spread by about double, increases the missiles turn rate, improves their launch and dive angles, and speeds up your locking. Now, I'm OK with Artemis granting all these advantages, the problem is that, combined with LRM's two damage per missile, they end up being too much in their current form.
Lock speeds, firing angle, and dive angle are all fine. They're aweful without it, but great with it, solid trade off for significant tonnage. Improving their spread is reasonable too, but you can't just cut the spread in half without it have serious effects. Hitting a mech is a matter of getting the missile to pass through an area, and cutting its maximum axis deviation in half causes your total area of hits to shrink, not to not just 1/2 but to 1/(2^2) = 1/4 of its original. So where a salvo use to hit the mechs torso, arms, legs, and the ground around the mech, now their bunched up on just the torso with only the most stray of missiles hitting legs and arms.
I would recommend cutting down the spread reduction effects of Artemis by a fair amount. The launch angle benefits and targeting speed are already great ****, no need to shrink their strike area from the size of a two story house to just the garage door. Maybe put the spread bonus on LRMs at something like 0.85 of non-Artemis LRM's, that would still reduce its overall strike area to 70% of its original, effectively increasing its applied dps by ~20-30%, but not making it so that even light mechs are absorbing 3/4 of the missiles and dying in 2-3 salvos.
SRMs are a different story, Artemis doesn't give them the benefits of launch/attack angle or locking speed, they only benefit from spread, so their spread reduction from Artemis is probably fine (haven't gotten to test it much).
Basically, the spread reduction for LRMs is way more powerful than the spread reduction for SRMs, thus, they shouldn't get the same spread reduction from Artemis.
#331
Posted 06 November 2012 - 10:26 PM
#332
Posted 06 November 2012 - 10:33 PM
Cpt Grunge, on 06 November 2012 - 04:57 PM, said:
Just because the devs call it 'open beta' doesn't mean that it's actually beta.
#333
Posted 06 November 2012 - 10:35 PM
Ronin Starwalker, on 06 November 2012 - 10:26 PM, said:
No. LRMs should stay how it was (2 per missile) before this patch.
EVERYONE! SINCE YOU ALL COMPLAIN ABOUT LRMs,
PRO-TIP: BOYCOTT LRM!!!
#334
Posted 06 November 2012 - 10:38 PM
#335
Posted 06 November 2012 - 10:40 PM
Cthugga, on 06 November 2012 - 10:10 PM, said:
Had a balanced loadout before, 2 LRM 15s, 2 MPL, 2 ML. When I put on Artie I upgraded to LRM 20s and dropped the two ML and some SHS to make weight. Played one match and said "OMG, I need more ammo." Switched out the MPLs to ML and added more ammo. Second match I played I one shotted another Cat and stripped the others to just a CT in seconds. By the 3rd match I was feeling really bad for anyone on the other team, our four man had evolved into 1 spotter and 3 Cats with LRMs. Anyone that lit up in a red box was soon in spectator mode.
^
This is the kind of ******** I'm talking about.
#336
Posted 06 November 2012 - 10:41 PM
1. So much nicer without 8 man premades. In that reguard, matches were a whole lot more fun. We never knew how a match would turn out. We never saw the 'exploit' tactics that premades often use for easy wins.
2. Stealth damage. We were pretty sure this was coming from Gauss Rifles. We died numerous times without knowing we were taking damage. For some reason certain weapons would hit us from long range, but it didn't register. The screen didn't shake, we didn't get the "thump" sounds or anything. Everything would appear fine and then we would suddenly fall over dead wondering what killed us.
3. I died several times with health still on my mech. To be specific, I was in my founders Jenner, with it's default starting engine (standard engine). In these occations when I died, I was still showing health on my CT, Head and both legs. At least one of those times, I seem to have died to losing a side torso, which should be impossible since I wasn't using an XL. One time I definately had not lost any mech parts. My CT was exposed, but it was still yellow when I died for no apparent reason.
The only explanation I can think of would be engine criticals, but last I was aware engine criticals only drove up the repair bill, they didn't kill a mech.
4. I no longer find Medium Pulse lasers to be useful any longer. They have been one of my favorite weapons to use, but the new heat on them is killing me. No seriously, I shut down very quickly now and then I die.
5. Lights are no longer realistic to play. Speed no longer protects a light from LRMs like it has up until now. Artemis LRMs go right into a light and make short work of them. I confirm this from both sides. I have spend a lot of time in both my jenner and an LRM catapult tonight. In my catapult I wrecked lights like they were nothing. In my Jenner I have never died faster in all the months I have been playing MWO. Scouting, spotting and TAGing are nothing but a suicide run now.
Apparently I wasn't the only one to notice this as the hours went on. Shortly after the servers came up, I saw every game filled with lights and LRM boats. By the end of the evening, lights had become very rare. Most people were either in LRM boats or atlases with AMS. I don't know if ECM will solve this problem, but apparently we won't be getting it anytime soon.
6. Even AMS has lost it's limited effectiveness. There are so many LRMs coming down on targets, and with every single missile hitting, the AMS is nothing but a futile gesture. It reminds me of that old Simpsons quote "The goggles do nothing!"
7. Not a new problem, but NARC still sucks.
8. We had some weird problems with game performance. For no apparent reason framerate would occationally take a sudden huge drop. I saw it a few times and so did my friends.
9. Whenever my mech dies, I can see the cockpit. From the external 3d view that is. For some reason it is visible now through the mech whenever I am in the third person camera events. Even when I am spectating someone and see them die.
10. Just a minor pet peeve of mine, but I am disappointed that the water isn't frozen in the new map.
11. Streaks... I am undecided on this one. Granted, a streak boat catapult is one of the overpowered mech builds, but at the same time streaks were one of the few useful weapons for light mechs to make use of. Now they are kinda gimpy. They just spray all over the enemy mech, sometimes even missing. Thats what SRMs are supposed to do! Streaks should be way more realiable than this.
12. Double heatsinks are poorly named.
#337
Posted 06 November 2012 - 10:48 PM
Draken X, on 06 November 2012 - 10:35 PM, said:
No. LRMs should stay how it was (2 per missile) before this patch.
EVERYONE! SINCE YOU ALL COMPLAIN ABOUT LRMs,
PRO-TIP: BOYCOTT LRM!!!
I'm sorry, that's not how it works. This patch turned my Cat-C1 in to a mech that pukes c-bills and craps EXP. I will not be refraining for using it, I in fact will be spamming the hell out of LRMs. A lot of other people will too. That is what will get a fix for the situation, not some silly boycott.
#338
Posted 06 November 2012 - 10:55 PM
For reference, by brawling I mean we usually don't bring ANY LRM boats, we don't like it, it it has worked before by using cover and rushing. Now, now its just dumb. Roll back the patch.
#339
Posted 06 November 2012 - 10:56 PM
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