

#421
Posted 07 November 2012 - 04:35 AM
Well, AMS was never there to negate LRM fire in the first place, if you get boated by 120 LRMS .... but i negates small LRM volleys chipping away.
The heavy LRM batteries should still be able to make it through.
The only real solution against LRM fire is to break contact. Thats how it has been always.
#422
Posted 07 November 2012 - 04:37 AM
Instead of changing things like weapons balancing radically (which already worked and was accepted by the majority of founders (the people that are the true enthusiast and the customers on who you could rely the most)) you could do some useful things which the community wants you to do like creating new maps and mechs and inplement the macroworld and so on. There is enough to do instead of playing around with weapon balancing in such a useless way.
Greets
#423
Posted 07 November 2012 - 04:39 AM
1. new players: They don't know better
2. Premades pug stomping with 3 DC-LRM boats and tag-jenner just for "LOLZ" cuz they can
Most serious players came on, tried things out, and took the rest of the night off in hopes of a fix. We had training cancelled because it is impossible to do anything but LRM.
For new players, after playnig abit, will fall into two camps:
1. Those that love fire-and-forgot no-skill LRMS and stick around and
2. The vast majority who play a few days and decide the game is not for them
Under either of these, do you see anyone paying PGI any money? Wouldn't people "on the fence" either stay there or now be convinced it is better not to spend their money.
You now have people asking for CB refunds because PGI keeps breaking or substantially changing weapons. If this was Closed beta, I would say fine. heck, I would be OK if they said "game is broken on purpose and wait for 2 weeks" because that is what closed beta is for. But we are effectively released and they break the game to unplayable with a patch and what are we supposed to do?
I thought PGI gave us "3 weeks free" founders premium as a reward but I guess they knew the code was fubared until late Nov and to save all the refund requests they extened the "closed beta" while being in open. Only problem is they are losing a tons of players as a result of rushed, half-baked code.
Edited by Chemie, 07 November 2012 - 04:41 AM.
#424
Posted 07 November 2012 - 04:40 AM
Egomane, on 07 November 2012 - 03:39 AM, said:
How about, you try to communicate to the PUGs you are paired with. You may be surprised, about their willingness to coordinate, once or twice.
As a founder I have absolutly no problem earning c-bills. My team mates, even the non-founders, have no problem earning c-bills. C-bills have no actual worth and given enough time, you can get billions of it. Maybe it's your "I want everything now" attitude that's wrong?
You mean communicate llike as in typing things out? Yeah, that works well. That's why pugs get stomped.
Cbills: I never said I wanted things right now, and that has nothing to do with what I was getting at. Comprehension is your friend. Also, perhaps yuor playstyle is different. I play almost exclusively Atlases. They're just a little expensive to run.
Learn to play--LMAO. No comment on that one.
When 80% of mechs are running LRMS, that should tell you something right off. Yeah I know how to couter LRMs with your teamates, but still, tongiht we were all running quad LRMS just to prove a point. Everyone dies baby before they can ever get close. Add up the damage of 4 LRM 15s x 4 firing at the same time on the same focused mech--insta death (Do you know how many missles that is per second? And no, your ams isn't going to keep up with it.) And not only insta-death, but insta boring. I could care less what your opinion is on this. I've seen it first hand and it's confirmed by multiple people. In other words, the evidnce is there. And I'm not even saying LRMs should be nerfed.
Edited by NoxMorbis, 07 November 2012 - 04:42 AM.
#425
Posted 07 November 2012 - 04:41 AM
Double heat sink from my limited test seem to be working better. This could be my imagination but I am having less heat problems now then before the patch.
LRM's are WAY over the top. This is in my opinion a game breaking weapon. Just equip LRM's group with friends = win every time. This should be adjusted ASAP I do not think the game can afford to bleed as many players as this mistake will cause it to.
Just a few observations. Please let me know where I am wrong or if you disagree.
#426
Posted 07 November 2012 - 04:44 AM
#427
Posted 07 November 2012 - 04:46 AM
#428
Posted 07 November 2012 - 04:47 AM
PartyAlias, on 07 November 2012 - 04:05 AM, said:
LRMs will be nerfed fast (i thing its some kind of error in LRMs new trajectory, they just all strike to ct-area from above). The 8 man premade will be returned in a few weeks.
I hope they don't nerf them. They;re good. But I would hope for something like Long Tom Artilery to take out missle boats. Long Tom's for instance would have a slightly longer range than LRMs, but be unguided. So you would neede to aim them like any artillery piece sans any guidance. Since they don't lock on, you can move away from incoming ordinance, but since LTs are high explosive bombs, you would take splash damage at a specific radius. In other words, you will most likely never hit anything square on. And that, of course, is why long toms would do massive damage it they did hit you, like 90% damage to overall mech armor. But again, that would be lucky as hell.
As far as not missing us, that's cool. We'll see how long the game lasts when people are running around FPSing. Probably about as long as any casual FPS does. The only way any game continues is community. Take that away, and it's over. TeamSpeak Voice is to MWO as Guilds are to MMOs.
All the snappy one liners and "cry mores" will never save a game (although for some saying those things does feel really good).
Edited by NoxMorbis, 07 November 2012 - 04:50 AM.
#429
Posted 07 November 2012 - 04:51 AM
#430
Posted 07 November 2012 - 04:54 AM
Put 8 players in a teamspeak channel
Divide them into 2 groups in game with different classes.
For example: Group 1: 2 lights 2 mediums, Group 2: 2:heavies 2 assaults
Countdown 3.2.1 and press "Launch" simultaneously
End up with a 8 man premade on the same team
We were doing it yesterday and 4 out of 5 games we ended up on the same team.
#432
Posted 07 November 2012 - 04:58 AM
Corrado, on 07 November 2012 - 04:46 AM, said:
This just shows you how ignorant you are of how good premades work, and why you get stomped. First off, no one uses "r". We macro it to mouse buttons. Same for zoom and heat vision and alternate fire buttons, etc. Many of us set up primary fire buttons, and then link a couple backup weapons to an alternate button to fire as we cool down. You never take your hand of that mouse.
Thumb to the CTRL button allows you to talk instantly and give tactical updates about the entire map. Flanking moves rely on instant informatin and clear coms, luck, and good coordination. Many times we do run out but we have played so much with coms and with each other, we know waht the toher guys is (1) Piloting and the his mechs load out and capability, (2) stay with your wingman, and (3) always focus fire when and if you need to, and always try to focus fire when in fur balls.
So even when we're messing around, we're somewhat coordinated. For instance, using voice, when we need assist from LRMs, we can call the grid and enemy phonetic instantly. You simply cannot coordinate like that when in a PUG.
These things come instinctively to us. And BTW, we're good shots too

#434
Posted 07 November 2012 - 05:01 AM
Flapdrol, on 07 November 2012 - 04:55 AM, said:
Ah yes, counterstrike, not competitive at all...

It's a free game. It doesn't need to make money. Simply because it is competitive doesn't mean it can sustain a develoment team--please see the hisoty of how many games have gone out of business, and which have stayed in business. It's community and a persisntent online structure that keeps people playing. Take that away, and it's over. Forcing our members to NOT play with each other but with sterangers, and well, ok, have at it. We're going elsewhere. I just hope that the Counter Strike like crowd can support the continued development of MWO.
And for me, Counter Stirke lasts about 20 minutes and I'm done for a week. It's boring to me. All run and gun games are boring to me. Oh I know, wait iin the hallway and see if they toos a smoke or a HE, blah blah. Big deal.
Edited by NoxMorbis, 07 November 2012 - 05:04 AM.
#435
Posted 07 November 2012 - 05:03 AM

8 Lrm boats VS 8 Lrm boats..... wow how Fun and demanding. Push to kill....
Edited by Ras187, 07 November 2012 - 05:28 AM.
#436
Posted 07 November 2012 - 05:05 AM
Ragie, on 07 November 2012 - 04:44 AM, said:
Likewise. I hope the foolios support PGI, since we won't, not like this. ANd I'm not saying that PGI is bad or anything like that. I'm simply saying that we like community and we like to play with our team mates, jsut like in an MMO and guildmates.
#437
Posted 07 November 2012 - 05:13 AM
Apollo Brand, on 07 November 2012 - 04:54 AM, said:
Put 8 players in a teamspeak channel
Divide them into 2 groups in game with different classes.
For example: Group 1: 2 lights 2 mediums, Group 2: 2:heavies 2 assaults
Countdown 3.2.1 and press "Launch" simultaneously
End up with a 8 man premade on the same team
We were doing it yesterday and 4 out of 5 games we ended up on the same team.
That would mean that the player-number is quite low.
#438
Posted 07 November 2012 - 05:14 AM
Edited by Takeo, 07 November 2012 - 05:14 AM.
#439
Posted 07 November 2012 - 05:14 AM
- 4-person groups (in 8-person matches): So, basically, the things that are good about MechWarrior - communication, strategy, and commaraderie are thrown out the window because every match is a PUG match! So all those people that went and found VOIP solutions because MWO doesn't have built-in voice are forced into a PUG with farmers, AFK'ers, and suicide trial mechs. The whole group/social system was fairly broken already, see my other thread where I go into detail about it: Playing Together
- LRMs: My two favourite 'Mechs are the Jenner and the Catapult. I prefer the Jenner, but I'll run a Catapult if the team needs LRMs... LRMs were too easy before. More or less lock-and-click. Oh but now the missiles fly straight up and over buildings and mountains and crush my enemies swiftly. It's BORING as a Cat pilot and it's BORING as a Jenner. *IF* I can get in close enough to scout, maybe our LRMs can take out theirs, or I can distract them. It was a tough job before, but it's near impossible now.... and how can we really do tactics if half the team is off comms and randomly placed?
- Pulse Laser heat: Pulse lasers were pretty much perfect. They have reduced range and extra heat. As it was before the patch, I already rarely used them because of the heat since overheating a Jenner is death on a plate. Really... you had them right. If anything, decrease their cycle time, reducing damage proportionately, which will cause them to generate more heat over time and have a more pulsey feel.
- Double Heat Sinks at 1.4: I don't think this is the right number.... It takes up 3x the space and only gives a 40% increase in function? At least allow a 'Mech to put single heat sinks on still if they only have space for a single.
- Mechlab bug: I'm sure you're working on it, but sometimes in the MechLab, when you go to save it freezes up and you have to kill the client. You lose the money that you spent, but usually get the things you bought. Not true with Upgrades. If it happens after an upgrade, you just lose the money and get nothing. I bought Artemis twice last night for the same 'Mech... It was expensive!! If we are not going to have another wipe, then how do we request a refund of our CB or MC that gets lost due to bugs?
- You're still tweaking core game mechanics. You're calling it a beta. After patches, allow people affected by the patch to get a full refund on MC and CB spent on mechs, including upgrades and modules please. I know your aim is to make money, but try to do it honestly, and not by tricking us into buying more stuff.
-- ChaosKitten
Legion of Steel -- "We love Polka!"
#440
Posted 07 November 2012 - 05:19 AM
NoxMorbis, on 07 November 2012 - 03:23 AM, said:
(1) 4 man premades. Sounds great.. One problem: Now we can't play with a full group of our teamates (which is always more fun than 4) and without more mechs, we can't run tactically advanced manuevers, such as timed flanking. It's boring now. Like mind numbingly boring.
.......
Lol, you lost me with the first paragraph. Tactical advanced manuevers against a group of chickens. That is really how to improve your teamplay.
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