

#881
Posted 08 November 2012 - 05:38 AM
As for MM specifically, Phase 2 will be in just a week or two, and then you'll be able to play with your friends again. and then Phase 3 will be sometime around late December or early January I think, they'll implement skill based MM.
#882
Posted 08 November 2012 - 05:38 AM
#883
Posted 08 November 2012 - 05:46 AM
Caleb Lee, on 07 November 2012 - 08:14 PM, said:
As a 'Gausspult' player (use C1/C4/K2 (energy configs) as well), I can definitely say they aren't OP anymore. I routinely have my Gauss rifles blown out of my torso. Sporting an XL engine, it also kills me sometimes too. This wasn't the case a couple patches back and prior to that it was OP as the weapons simply didn't get destroyed and there weren't any vulnerabilities.
I was not talking about Gaussapult as much as Gauss in general. The limitations of a Gaussapult doesn't make the weapon worse. I am quite confident that at some point, when we will have some mech introduced that can fit 3 Gausses, people will see that the weapon is a bit too powerful. I would like to refrain from saying "it's op! OMG!", because it's not immensely overpowered, just a bit - and only when stacked.
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Should figure it would be the JENNER PILOT making comments like these. Raven doesn't even go over 115 kph, not even with the biggest engine it can fit, until you unlock your speed tweak, in which case it'll go 121 kph. Also, it's easy to run around in circles with a Jenner and never get hit:
- You have the same armor as Raven
- You have much smaller profile
- You have much more speed
- You maneuver faster
- You have jump jets in every config
- Your weapon slots encourage hit and run tactics
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They also tightened the normal spread of SRM's. SRM6 even without Artemis is quite deadly again, but only against bigger mechs. I'm thinking the SRM's are somewhat balanced now as they are, but (once again) stacking 6 of them on a 'pult with Artemis may need to be nerfed. Actually, I'd just be happier if they stopped balancing the weapons and heat and remove the damn boating mechs from the game. I get that they are supposed to be a part of CBT and all, but they are the only thing that always keeps breaking the game balance time and again, and when devs try to balance boats out by nerfing heat efficiency or weapons, they usually break a lot of mechs that were only using 1-2 of those weapons.
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__ Streaks should go where the pilot aims, otherwise they should default to how they are now. This is a nerf and seriously undermines their effectiveness.
__ I also hope they reduced the KNOCK on Streaks, it was WAY too high for two missiles. An A1 pilot cycling STRK 2s could keep even a heavy mech from aiming with any accuracy at all.
Streaks were so ridicilously op last patch that I'm still not sure if LRM's in this patch are worse. A scout pilot's life: one patch you get killed by Triplestreak-commandoes and Streakapults, so you need to run away for your life; the next patch you get completely smashed to pieces by one volley of LRM, so better never ever ever poke your head out of cover.
Streaks might use some fixing, but to be honest, I don't think that's in any way a priority. We already have all the tools we need in the game. Streaks just fill a small niche in fending off scouts, but that can be done with other weapons and proper coordination.
#884
Posted 08 November 2012 - 05:47 AM
#885
Posted 08 November 2012 - 05:47 AM
Sa7aN, on 08 November 2012 - 05:08 AM, said:
Oh, deary me, forgive me for not remembering a variant of a weapon that I can't remember appearing on a single mech in any of the technical readouts. Because it's experimental. Meaning not available outside of one-off tabletop games. Oh, wait, looks like it might appear in TRO: Prototypes... PROTOTYPE being the operative word...
Yes, I was wrong, there is a long tom that can be mounted in 'mechs. The point still stands: we shouldn't see it in game.
Edit to add: Also, the mech-mounted Long Tom? It requires 15 crit slots. Given that we can't split locations for assigning crits to weapons (in the current game build) no Mech could mount it.
Edited by Grumm Esverian, 08 November 2012 - 06:04 AM.
#886
Posted 08 November 2012 - 05:47 AM
Chaotic One, on 08 November 2012 - 05:38 AM, said:
This is a really good point, and probably why they don't have it.... So we'll need to think of a solution for that. Without the meta-game, there is nothing to lose as it is now.
How about if manually matched games payout in a winner-takes-all manner? So if your team plays my team, and my team beats you, you get 0, and you still have expenses. That would suck after a while for a clan that has no skills... forcing them to play random matches to earn enough cash to compete with the more skilled clans.
It could work... adds a sense of loss, a reason to fight to win and not concede battles.
-- ChaosKitten
#887
Posted 08 November 2012 - 05:49 AM
#888
Posted 08 November 2012 - 05:53 AM
#889
Posted 08 November 2012 - 05:55 AM
....true MW fans cant leave this game so easily, just because one of many patches brings some disbalance into gameplay)
Don`t forget that game still in open betta test! Test - means that we all TESTERS here, not whiners!))
Btw, developers already react on our....constructive comments, and hotfix is coming - in my oppinion, this is a good sign))
#890
Posted 08 November 2012 - 05:58 AM
Fooooo, on 08 November 2012 - 03:53 AM, said:
In any-case, my point still stands really.....without TT and with the novels, Mechwarrior PC games would still be around.
I'm not 100% sure on this, but I'm pretty sure TT came before the novels. Pretty confident the game was created before the game world was fleshed out.
#892
Posted 08 November 2012 - 06:10 AM
#893
Posted 08 November 2012 - 06:11 AM
http://mwomercs.com/...hotfix-nov-8th/
#894
Posted 08 November 2012 - 06:20 AM
#896
Posted 08 November 2012 - 06:41 AM
No one is saying this game has to be translated into TT perfectly. Anyone as involved with this game as many of us long time CBT vets know: there was never any indication over how long a turn should last in TT.
You have two versions of mechwarrior games: simulators and arcade. I am no expert, but this is just to try and get to my thought out, and logical point. The Mechwarrior franchise has always been tied to TT rules as closely as possible. Games like Mech Assault (btw a new title is also due to be launched) are focused on a more upbeat, fast paced, high action and typical arcade experience.
Lets try to put some more though into our responses and be as constructive as possible.
DaveKell, on 07 November 2012 - 10:23 PM, said:
TT nerds need to go play tt FFS.
This game is not able to implement the things straight across.
We fire 3 times faster than TT this is why we have double the armor. I take it you weren't around when mechs only lived 10 seconds because the high fire rate low armor. Do you really want to fire TT rules? this game would die over night.
Not constructive, and not thought out.
TT rules provide a good foundation for the MWO franchise. In time, weapons and technologies will come out that will effect the gamebalance drastically, more-less overnight. Multi Missile Launchers are in my opinion, the best weapon in the game in it's current era (I havent played the latest TO that came out a few months back). HAG cannons, are also very powerful as well. These are technologies yet to be seen for some time in MWO. Nonetheless, you don't need to make LRMs completely useless, or Gauss rifles completely useful.
As for Gauss rifles being affected by a crit. Yes, I would like to see the random crit chance be more effective in MWO, though in reality this could be detrimental to the game. In TT, you always have a 1:36, and then 4:18 chance of getting a crit that could devastate your opponent. IE: in the first turn, first fire, you strike a missle bay with a crit, disable a weapon, crit the Gyro, etc. These more advanced rules however, could really upset the community and new players that do not understand TT rules. Posts like, "I got shot once and now my mech has a hard time standing up, FU PGI!," would appear.
As for gameplay, test the changes extensively before you bring them to the public client. The game would have been way better off if they just changed the DHS and 8man premades as they wanted to, and left everything else the exact same. Having more transparency with the patch notes could help also.
We are NOT guinea pigs in a cage. We ARE the Mechwarrior/CBT/MWO community.
#897
Posted 08 November 2012 - 07:03 AM
I do understand the need to balance different weapons. But before we go into any details flat -50% is simply ridiculous. You can try like -5%, -10%, -15% and see the differences... -50% is simple overkill for almost anything.
Many whined here that streaks and especially streak cats were op. Why? It's not their damage ofc. They had pretty average ~8-8,5dps at close range and without the ability to precisely point your damage to specific location. The cool thing was (and it just got better with DHS introduction) no brain fitting where you could fit max speed engine + ams + enough ammo while being heat stable everywhere except caustic (and even there it was pretty hard to overheat completely). On top of that is noskillnobrain easy to aim system where you just lock and rock. So basically streaks in itself were not op nor was scat. It's just that easiness of use + easiness of fit provided for some faceroll gameplay.
Now what do we do to balance this situation a bit? Surely not going all -50% damage for streaks. AMS are already working better so it's already damage reduction enough. You may increase spread but make ssrm2 compatible with Artemis IV so if you want to have a spread as before the patch you'll have to pay with tonns and criticals. With more weight required goes away easiness of fitting. You'll have to choose whether go for max speed or have ams or more ammo and so on. Easiness of aiming is still there but both streaks and specific mech config are already toned down so they are not that outstanding. That's a way to BALANCE and not OVERNERF.
Of course there are more ways to archive balance. For example you can simply increase heat generated by ssrm2. Players will have to compensate for that meaning more HS needed meaning less free weight to fit everything and so on etcetc.
TL;DR: make streaks compatible with Artemis IV for less spread & no misses. Don't nerf to the ground. Balance.
Edited by Alexander Malthus, 08 November 2012 - 07:09 AM.
#898
Posted 08 November 2012 - 07:07 AM
I was today, together with 2 Groupmates, killed by a StreakCat. The other two were a Centurion 9D and a Hunchback 4SP,
i was sitting in an 9AL. And we were doing not bad. (The "Ears" just didnt fell... maybe due to lag?)
So Streak cant be underpowered. Not really.
#899
Posted 08 November 2012 - 07:12 AM
We join now as Teams of 4 instead of 8.
There is no way to drop against another Team as ist was when a times 8vs8 drop was launched.
So we always end up with the anoying:
afk's
self killers
rambos
no engine disconnectors
black screeners
It#s nice to see that the other side has the same problems but it's still no fun or even challenge.
You need to create a room for real match games:
Simply add an input field to the group options.
Let the group leader input a matchkey to communicate to another group.
Put the two Teams with the same key in the same game.
That should not be a great task to do but let the Teamplayer have real challenges and trainings.
Since matchmaking step 2 will be as anoying as step 1 already is you should consider this for a quick Teamplay matchmaking fun patch.
5ct
#900
Posted 08 November 2012 - 07:14 AM
Edited by StaggerCheck, 08 November 2012 - 07:15 AM.
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