Edited by Shadowlure2012, 07 November 2012 - 03:17 PM.


#721
Posted 07 November 2012 - 03:10 PM
#722
Posted 07 November 2012 - 03:20 PM
T0RC4ED, on 06 November 2012 - 07:24 PM, said:

#725
Posted 07 November 2012 - 03:27 PM
Simon Osis, on 06 November 2012 - 06:55 PM, said:
Hm ... i've heard the same statement been made for the last 4-5 patches. Is there a superlative to "broken"?
Most Brokenly ever at allest? Brokenest? Brokest? Broccoli? ... English sucks

Edited by Lerzpftz, 07 November 2012 - 03:29 PM.
#726
Posted 07 November 2012 - 03:34 PM
(There are actually PUGgers that do communicate and do use tactics)
#727
Posted 07 November 2012 - 03:44 PM
Rushin Roulette, on 07 November 2012 - 07:27 AM, said:
Yes we deffinitely will miss them... on the other hand. we do have more than enough LRMs to not miss the remaining 25% of the clan

back on topic. OK. You arent playing.... on the other hand we arent missing you either so this evens out. If you dont want to play, then dont. Posting a rant topic in a forum about how you dont like a game wont get you any further than a few laughs on your cost.
Im not going to post learn to play noob because that would be silly and imply that you are skill less. I have absolutely no idea in regards to your personal skill, so this may be true or not...
But what I will deffinitely write is learn to read noob. As others have written before me, the current matchmaking is not permanent and has been documented very clearly by the developers about which stages will come when and what the planned changes are going to look like and do. Take 2 weeks break and come back on teh 20th if you really feel like it. If it still sucks, then make a constructive feedback with maybe *ghasp* some helpfull observations and suggestions as to how a particular problem may be fixed.... these are all things sorely missing from your post.
The only constructive feedback you need to know is that those who play in premades are droping like flys at this time. That's a fact. Can't understnd that fact--you're problem. The constructiveness of my post is that PGI is losing a very core part of its community and replacing them with run around types that refuse to join coordinated teams and who don't really care about persistent online game play and community, but, rather, like to log in, play the game without communicating, and log off. I have no problem with that. All I'm saying is that it isn't for us, and we conmprise a large part of the community.
Look, you got what you wanted--a much safer game where skilless weapons (LRMs) are the weapon of the day and you don't have to worry about coordinated groups (teamplay in its truest form) "stomping you." Again, this type of play just isn't for us, and it's constructive and important for PGI to understnd that fact. Again, I'm not saying anything should change. I'm simply posting a fact, and it is a fact.
Edited by NoxMorbis, 07 November 2012 - 03:46 PM.
#728
Posted 07 November 2012 - 03:45 PM
When i joined the closed beta the game was extremely engrossing. the sounds, the visuals, the mechanics and the effects sucked me into it. i loved it when i crashed to the ground because i ran into someone else (sure it was annoying sometimes) as it reminded me that im in a big walking machine. Then they removed that and suddenly the games feels like a generic tank game with more weaknesses.
And now they removed the effect of seeing your cockpit shake at the impacts of missiles.
It makes me concerned about the future of this game as the current trend is pointing towards the gaming getting simplified more and more for the broader audience. i play this game cause i love the experience of walking in a large robot armed to the teeth. idc about new mechs and content, i just want to have fun and its starting to get ruined in the name of "Satisfying everyone".
i know some people complained about the distortion, but completely removing it is not the best option if you ask me. Just tone it down a bit instead of completely removing it as (despite causing minor movement sickness or being obstructing) it is both important for immersion and is also a huge reminder that you are being pounded by missiles. oh and fix the ridiculous LRM domination atm.
This game is losing its appeal with every patch atm...
#729
Posted 07 November 2012 - 03:50 PM
I just wanted to express how I felt about my experience since the patch. If I'm repeating things others have said I'm sorry.
Pros
I don't crash nearly as much. My in-game performance has increased significantly.
I haven't had near as many mechlab problems as before. Pre-patch I avoided customizing my mech as much as possible as using the lab was buggy and horribly frustrating. It's one of my favourite parts of the game so thanks for fixing that.
I love being able to see when other mechs are too hot now

The fixes to the hit detection and netcode are extremely noticable, much nicer to play. Medium lasers feel right.
Cons
LRMs are awful. I don't know if it's my playstyle that is effected too much by it. I run a HBK-4P with small lasers (I can't afford to get up to mediums yet, need some c-bills to get some other parts to make the weight/heat worthwhile). My existence relies on me getting within 90m of someone. If I even remotely try to do that it's game over for me now. I've had to spend matches sitting idle behind rocks, waiting for LRM guys to start launching missiles.
Truthfully I'm not sure why they were changed. To me they felt perfectly fine before the patch. The few times I ran a mech with LRMs I felt like i was contributing, but I had to think about who I was targeting, whether they could get to cover, things like that. Now I feel like playing one has degraded from a giant mech simulator to a 'keep the circle in the square' simulator. This to me is the most important issue and I feel as though it should be addressed ASAP as playing my hunchback is not even fun right now

Also, the heat on my small lasers is relatively unbearable compared to what it was before. Pre-patch I had to manage my heat but I could survive and prosper if I played well and kept mobile. Now I feel like I'm outclassed by pretty much everyone but a couple of the trial mechs

Other feedback not relevant to this patch
Mechlab should have a section that I can go to that allows you to purchase or sell things that aren't loadable in a mech you own (if there is, I'm sorry I wasn't aware of it, someone point it out). The UI in the mechlab in general needs a lot of usability upgrades. Simple stuff like being able to sell things or buy things in quantity. It took me a while to figure out how to even sell things that weren't equipped on a mech. In general the information distribution is too spread out. I've had an easier time figuring out loadouts using a spreadsheet that some other guy made than playing with the mechlab.
My suggestion would be to put in a place you can play around with parts that you don't have the money to purchase. This way people who aren't too well versed in the universe can test a builds viability mathematically prior to purchasing the parts to ensure they don't waste c-bills.
Group interface and friends list are trash (sorry), I'm sure plenty of people have said it. One simple thing that would make running games lovely is have the leaders button turn from ready/not ready to launch once everyone else is readied up.
Experience as a new player is overwhelming once you purchase your first mech. Perhaps add some explanations as to what things are and how they relate to each other.
Last thing, I wish the launcher was lighter. I have found a clan and I know that more communication/social features will be available later so I'd like to viably be able to run the launcher in the background. As it stands now it's just absurdly heavy on resources. I've never seen a launcher designed the way this one is.
ANYWAY, I'm sorry about the block of text! I just wanted to say these things because honestly I am enjoying the hell out of the mechanics and play style of this game but haven't enjoyed playing since the last patch. Thanks for taking the time to read it all if someone does

Edited by Niko Snow, 07 November 2012 - 04:01 PM.
#730
Posted 07 November 2012 - 03:50 PM

I know they will fix it but till then stick together install AMS on your mechs and charge those LRM sobs.
Remember LRM's are useless with in 130 meters.
So lance form up and CHARGE

BANZAI
Edited by Hatamoto Shi, 07 November 2012 - 03:57 PM.
#731
Posted 07 November 2012 - 03:54 PM
#732
Posted 07 November 2012 - 03:57 PM
Wizace, on 07 November 2012 - 07:35 AM, said:
boring ? you must mean more difficult ?
now 75% more pugs have a chance ?
Its Bata, get over your selfs.
Wiz
HAHAHA, more difficult, uh no. What I mean is more boring because of a lack of people on a team to perform advanced tactics. 75% more PUGs won't have more of a chance because we don't comprise 75% of the pug population. If this is an example of how PUGs think critically, then I completely understand why they don't want to try and join premades. they wouldn't, no couldn't, understand the concepts. (I know this must be you really since we have had PUGs who stay with us and do a damn good job of supporting, even w/o coms, even though that's a rarity.)
Playing in a premade is a ot more fun thatn running around spraying and praying, like most Pugs do. And killing unorganized pugs was boring as hell too. However, even in grojups of four players we were still "stomping pugs."
The only tihng that hampered that was 5 PUGs on the opposite side LRMing to oblivian and the fact that our premade doesn't have the tactical numbers to sucessfully counter all of the LRMs in order to perform more advanced tactics. I mean you have our little 4 man lance pinned down without the ability to oflank a diversion.
But we still managed to win 9-10 matches, but that was with having 3 LRMS out of 4 people in our lance. That's boring (mash 1 key, wash repeat.)
When you have 6+ man teams, you have the mech number to have smaller, faster mechs harrass LRMs and break up the steady flow of LRMs after LRMs. Then you can work on tactics. What's so tactical about having a bunch of uncordinated LRMs firing at each other? I have no problem with LRMs, even artimis lrms, but give us the mech power to deal with them tactically.
It's funny too because we are still stomping PUGs.
New Tactic: allow PUgs to run out and enguage while we stay in a tactical location. Assist if we can, but never run out and die needlessly. After the pugs are dead, enguage in a coordinated manner and clean up the mess. This we did very effectively, with little real team tactical coordination, and thus it got boring really, realy fast. Yes, we cleaned PUGs before with 6+ man crews, but waht kept in a little fun wasw the abilityn to coordinate advanced tactical maneuvers. We were always trying new stuff. For reasons already covered, that little bit of fun is now gone.
Add in that we cannot talk to each otehr with larger groups and it gets even less fun. More people to talk with and coordinate with is just more fun.
What I'm seeing is the argument is realy soemthing like this: PUGs don't like to talk with other people and coordinate. It's not their game style. So people who do need and like team play and community should change their play style. That's fine, it's just not for us.
Edited by NoxMorbis, 07 November 2012 - 04:04 PM.
#733
Posted 07 November 2012 - 03:59 PM
I think most people would prefer that they just rolled this update back.
Thanks for sharing ^^
#734
Posted 07 November 2012 - 04:01 PM
#735
Posted 07 November 2012 - 04:02 PM
NoxMorbis, on 07 November 2012 - 03:44 PM, said:
The only constructive feedback you need to know is that those who play in premades are droping like flys at this time. That's a fact. Can't understnd that fact--you're problem.
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.
#736
Posted 07 November 2012 - 04:04 PM
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.
#737
Posted 07 November 2012 - 04:06 PM
Like a Sir, on 06 November 2012 - 06:12 PM, said:

Nope.
Just Chuck Testa.
But seriously, too much "slips through the cracks" for there to be a team of internal testers at all.
#738
Posted 07 November 2012 - 04:06 PM
Also, where the hell is the internal testing? The patch before this totally screwed up hitboxes and netcode and nobody caught it. In-engine HS on a DHS upgraded mech were still single heatsinks. This patch is also a disaster. Missiles are the be-all, end-all weapon now. All a lance needs to be successful is a spotter and 3 missile boats. Where's the balance? How did this get through internal QA\Testing? Cover, an integral part to being successful prior to this patch, no longer matters. Unless one is hiding behind a skyscraper that's about 3 times as tall as the mech, they're not safe from the "wall of missiles" you see in every drop now. No longer can you hide from LRMs behind decent cover and take out the enemy spotter before you die. LRMs WILL wreck you before you can take out the enemy light spotting for the LRM boats, oftentimes before your team can LRM the light to death because, in most cases, the light will spot and target you before you even know you're lit up to the enemy team.
All of this begs the question: What the hell are the developers thinking when they throw these knee-jerk "fixes" out without due diligence. For the last month it has seemed that every patch has only made things worse and these patches aren't tested at all before they're rolled out. I've always loved the Mechwarrior/Battletech universe and that's the reason I decided to be a founder. Right now, I just wish Microsoft and FASA were making this game. I worry about the competence level of the people at PGI.
Edited by ShootToThrill, 07 November 2012 - 04:08 PM.
#739
Posted 07 November 2012 - 04:09 PM
Metalice99, on 07 November 2012 - 03:54 PM, said:
Thanks man. I can see a lot of the posts are born of anger. I don't blame people for anger as it's a symptom of passion, and passion is something you want people to have for your product. I just prefer civil discourse

#740
Posted 07 November 2012 - 04:10 PM
I think it's a holdover from a previous build that they forgot to code out with this patch. They used to fly like this about 2 months ago and it was horrible.

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