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Patch Opinion Thread

v1.0.142

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#1101 Kardos

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Posted 08 November 2012 - 06:23 PM

Horray for PGI!

#1102 Atheus

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Posted 08 November 2012 - 06:43 PM

This is a nuisance. I agree this should definitely be resolved. I can understand that it's a bit of a headache coding the mech lab to allow you to store partial tons or just a variable number of rounds in your inventory, but if you can do it for mechs, you can do it for the mech lab. It's just common sense that people wouldn't be throwing away ammo, especially with the costs associated with it.

#1103 Atheus

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Posted 08 November 2012 - 07:24 PM

With the introduction of Artemis, we have a new top end for ammo costs at 60,120 C-Bills for a ton of LRM+A ammo. For any serious LRM player toting 8+ tons of LRM ammo to the battlefield, you're looking at a whopping 120k to reload the 1/4 not subsidized by PGI. Some pack even more LRM's — my Atlas AS7-D-DC would cost 150k to rearm each match. It goes without saying, this makes using a LRM+A boat without forgoing full rearms something only premium members can attempt while maintaining any hope of profit.

Some will say "Well you can just use the free 75% rearm...", and indeed I do. I don't really have a reasonable choice. Frankly, this is just irritating and stupid. I can't fathom intentionally designing a game where you have to choose between making a profit from winning a match and actually playing with a full supply of ammo. Note this has nothing to do with taking damage. My LRM boats rarely take a significant amount of damage during a match. If they did, repair/reload could easily exceed 250k - the maximum you could ever expect to earn from a win with your premium bonus in a non-founder's mech. So now in any match where I use more than 25% of my ammo (which is every match) a rearm is simply financially impractical.

For starters, I can't understand why this 75% thing came to be in the first place. Why not just cut ammo costs to 25% of their current values and let people rearm only what they use? Is it because this has been elaborately planned to make people act like they're on welfare, making do on the PGI dole? Why would you ever make 1 ton of any type of ammo cost nearly as much as the losing bonus of a match? Ballistic ammo is all priced down at a relatively reasonable 1-10k per ton. Why not just make missiles the same? It isn't possible to exchange C-Bills among players, so is it fair to expect the LRM guys on your team to pay 100k+ per match just to provide that support for his team with no additional compensation?

To preempt the inevitable response that goes something like "using artemis is a choice": shut up. I was going to say something more thought out but I realized I don't have the patience to deal with silly arguments like that. The end.

Edited to include prescriptions for new ammo budgets.

Edited by Atheus, 08 November 2012 - 08:25 PM.


#1104 B4silisk

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Posted 08 November 2012 - 08:02 PM

matchmaking has gotten a bit better. what makes me wanna cry though is that i keep ending up in teams that pretty much suck completely. most of the time i tend to be dealing the most damage on my team even when im piloting my raven... which feels kinda strange when there were catapults and atlas on my team and and i lit up the targets for them.

#1105 locilocisu

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Posted 08 November 2012 - 08:03 PM

Same here, I think the ammo cost is quite ridiculous. I think when a game is designed such that winning felt like loosing (you actually could lost more money) then it is not fun.

And yea, before all the simulationi purist jump on me, some of us actually play games for fun... not too get the same frustration of not having money just like in real life.

And actually, when rockin missiles, using the trial mech is most of the time more economical. No need to pay for repairs and ammo... PROFIT!

Edited by locilocisu, 08 November 2012 - 08:19 PM.


#1106 Teh Zig

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Posted 08 November 2012 - 08:09 PM

View PostMuffinator, on 08 November 2012 - 03:28 PM, said:

I know right, I wish these freaking whingers would all shrivel up in the corner. The game is great fun. Sure it takes them a couple of patches to get some things balanced and bugs pop up, that's how software development works!


Almost like we're playing a ....beta?! :)

Totally agree though, even a few guys on my ventrillo group are complaining all of the time. Mechwarrior Online is getting there, and it's best that they break and fix their game now, so they'll know how NOT to later.

#1107 Bad Andy

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Posted 08 November 2012 - 08:14 PM

SSRMs and LRMs are no more effective now than lasers or ballstics so why should they cost so much more?

#1108 Tannhauser Gate

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Posted 08 November 2012 - 08:26 PM

I noticed that armor glows without ever fading on dead mechs. Seems to be on Forest Colony.

After recovering from over heating, the Overheat screen stays, hud fails to return and persists until end of the game.

The gold bar startup screen stays throughout the game.

Im still seeing cockpits of destroyed mechs lose their textures disappear. Every time Ive see it, its on a Catapult or maybe just because the Cat's cockpit is out there more.

Blurred vision never goes away sometimes. Ive seen this when I die with blurred vision and it persists as I watch the game through my team's mechs.


Thanks guys

Edited by LakeDaemon, 08 November 2012 - 08:26 PM.


#1109 Silkfire

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Posted 08 November 2012 - 08:40 PM

IMO, the matchmaking is better for PUGs now, although every now and then you do seem to drop against 2-4man groups. I usually PUG, and when my friends are on we group up. The PUG stomping by premades is much better since the patch, kudos to the Devs. I do have my suspicions about premades sync dropping, and ending up on the same team in the same match, and a couple of times I have seen 4 members of our team suicide shortly after the match starts, as if they got dropped against their teammates instead of with... had never seen that before this last patch. Sometimes in PUGs we dominate, and sometimes you get teammates that aren't worth much, but if there is a constant influx of new players that will be the case. New players starting and learning is a good thing for the community, because the community needs to grow.

#1110 Meatsnacks

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Posted 08 November 2012 - 08:48 PM

After the hotfix, I am not lagging graphically at all. Even though they didn't mention anything about fixing performance, my game is just performing WAY more smoothly than ever before. I can brawl easily now and I can actually aim my LB-X 10 AC easily. Did they do something or is it just a one time thing because this is freaking awesome.

#1111 B4silisk

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Posted 08 November 2012 - 08:51 PM

good point skillfire, but 6 guys in heavies or assaults dealing between 0 and and 80 dmg? it feels like trying to make a bunch of farmers try to hold off an elite unit...

edit: corrected my spelling...

Edited by B4silisk, 08 November 2012 - 08:52 PM.


#1112 Odweaver

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Posted 08 November 2012 - 09:05 PM

I had the opposite, lost around 10-15 fps and now there is massive rubberbanding.

#1113 WarMonkey14

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Posted 08 November 2012 - 09:13 PM

seen nothing but mixed reports on this. think coding may have gotten bugged for some people somehow. idk. my game certainly looks better, without seen mechs react to hits, i feel like something's missing (even though that's a immersion issue, it feels like a graphic issue lol)

#1114 Zargulis

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Posted 08 November 2012 - 09:35 PM

I think some of you may have misconceptions about what 'beta testing' is. Our job as beta testers is to discover bugs and balancing issues that the internal testing miss, NOT test software for the very first time (which we obviously are). In addition, we are wasting our time reporting "bugs" that actually turn out to be intended behaviour that is not documented in the patch notes.

PGI either needs to get their testing department's **** together, or stop pushing untested patches.

#1115 ArmyOfWon

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Posted 08 November 2012 - 09:52 PM

The thing is that the mechlab Does allow for partial tons of ammo. If you have 8 Gauss rounds in your mech, you can put those 8 Gauss rounds into your inventory (and it shows 8 rounds in your inventory). The thing is that once you take those 8 Gauss rounds back out of your inventory, the game acts as if you need to buy 10 instead of 2.

#1116 Adrienne Vorton

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Posted 08 November 2012 - 10:09 PM

funny thing is, I and the guy i was spectating have motion blur deactivated ^^ dunno if THAT´s the problem here :)

#1117 Darth Mech

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Posted 08 November 2012 - 10:44 PM

I downloaded the patch last night but didn't get a chance to play. Not knowing what to expect, and coming across this post, I'm not sure I want to. Mind you, I love my Catapult missle boat, and would really love to get a kill with less ammo using LRMs. Reading how the patch has changed the game so drastictly I don't want to put my fellow Mech players through the torment of an unfair match.

Signed off till the game is balanced.

#1118 fxrsniper

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Posted 08 November 2012 - 10:47 PM

After all this whining and no one understanding the meaning of BETA look at it today LMAO

#1119 Fetladral

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Posted 08 November 2012 - 10:49 PM

The trial dragon did that too. it was at 100% for maybe 20 seconds before finally shutting down to overheating. In which time I could still fire.

#1120 Killashnikov

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Posted 08 November 2012 - 10:59 PM

He had a valid point - the team grouping should never have been changed - all they needed to do was build in comms in the first place. It was stupid to assume people would team up using their own. They CAN but not in a random drop which is the true problem with game balance.





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