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Speed Of The Game

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#1 Lurler

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Posted 27 November 2012 - 10:26 PM

This may be just my opinion, but I wanted to share it.
So, this post is a rant.

Anyway. I didn't complain about anything since the closed beta, but now it seems with each update they are making the game faster and faster! This patch in particular. Everything is much faster. But what the hell? Are we playing counter strike or something? What happened to original games where you have to think through each your action before you press a button? This game turns more and more towards just a twitch shooter... :D
And it makes me sad. The heat system is broken compltely too... I was okay with that, because they had to do that... but making this game into another counter strike, quake 3 or something... what is the point?

Ok, now feel free to bash me, but what is expressed above is my honest opinion :)


TL;DR; DEVS, PLEADE DONT MAKE THIS GAME INTO A TWITCH SHOOTER!

Edited by Niko Snow, 28 November 2012 - 08:57 AM.


#2 Knoxville

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Posted 27 November 2012 - 11:01 PM

You may have a point, since the mech upgrades and LRM nerf people seem to be closing in to duke it out with faster and harder hitting mechs. What alterations would you make to slow the pace of matches?

#3 Brixx

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Posted 27 November 2012 - 11:09 PM

View PostLurler, on 27 November 2012 - 10:26 PM, said:

This may be just my opinion, but I wanted to share it.
So, this post is a rant.

Anyway. I didn't complain about anything since the closed beta, but now it seems with each update they are making the game faster and faster! This patch in particular. Everything is much faster. But what the hell? Are we playing counter strike or something? What happened to original games where you have to think through each your action before you press a button? This game turns more and more towards just a twitch shooter... :)
And it makes me sad. The heat system is broken compltely too... I was okay with that, because they had to do that... but making this game into another counter strike, quake 3 or something... what is the point?

Ok, now feel free to bash me, but what is expressed above is my honest opinion :P


TL;DR; DEVS, PLEADE DONT MAKE THIS GAME INTO A TWITCH SHOOTER!


What exactly do you consider fast? Concerning what I observed it is WAYS slower gameplay then in the games you compare it to. Not bashing you - my opinion. :huh: Yours is as legit as mine - I just came to a different conclusion. Mostly its up to the players how fast things go. And even if they take a rush and blitzkrieg the **** out of each other... for me its still feeling "slower".
Concerning that... I can´t complain. :)

I mean... maybe its because I am piloting an Atlas and besides that mostly heavies but from my point of view... everything is pretty calculable and there is room to think. Theres just players who don´t accept that as a gift and yell "To hell with it" while blazing headlessly into battle. Then it is quicker than it should be... but compared to CS etc... pretty damn slow and strategic still. :)

Edited by Brixx, 27 November 2012 - 11:10 PM.


#4 Mister Blastman

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Posted 27 November 2012 - 11:10 PM

I'd rather us brawl than snipe all day like we did in Mechwarrior 4. Now, if only the Devs would live up to their original aspirations of letting us pick up the fallen limbs of our opponents and beat them with them! MAUHAHAHAHHAHAHAHAHHA!

#5 parman01

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Posted 27 November 2012 - 11:18 PM

I'm not sure I get, what you mean by faster. AFAIK mechs are moving at same speed they used to. Maybe as said above people are just using more agressive tactics? Like for example on Forest Colony where one team used to sit tight on D4 area. Now I see almost every game people rushing to the center of the map and engaging there.

And just saying....with Atlas I still have to think way ahead...bad positioning and I am doomed. :P

#6 Max Liao

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Posted 28 November 2012 - 02:43 AM

I've always felt the game is too fast. No, I don't believe in 10 second 'rounds,' but I would much prefer a maneuver and fire game - more like BattleTech - than this pew-pew fest. But I do agree with the OP's sentiments; it seems that each patch is slowly making the game faster and more into a twitch shooter and less of a BattleMech simulator.

#7 MustrumRidcully

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Posted 28 November 2012 - 02:55 AM

What exactly would you think is contributing to this? What big changes were made recently to make the game faster? Wouldn't that require something like the following:
1) More damage output
2) Less Armor
3) Faster Mech Engines

Theoretically, Double Heat Sinks could have increased the damage output. It didn't make a big change for the Auto-Cannons and Gauss Rifles, but it made a change for energy weapons - they are more viable now than ever before (which still doesn't mean they are great, but they are better). Streaks suffered from a bug that lowered their effective damage output.
And who knows, maybe something improved in the net code that people hit more often than before?


I had a poll on the pace of the game here: http://mwomercs.com/...ace-of-the-game

Edited by MustrumRidcully, 28 November 2012 - 03:03 AM.


#8 Barbaric Soul

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Posted 28 November 2012 - 03:06 AM

before last night, I hadn't played in about a month, and the speed felt the same to me.

#9 Max Liao

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Posted 28 November 2012 - 03:17 AM

For ME, this patch didn't do much to 'speed up the game,' and it may just be a perception; however, the last patch - when they buffed up AC cooldown timers - really screwed the pooch. While I firmly believed that AC's needed a buff of some sort, being cored in 5 seconds by AC/2's is just wrong. To ME, this had a great impact on the speed of the game.

#10 Team Leader

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Posted 28 November 2012 - 03:24 AM

I suppose it is a little fast, but when I think about it there's not really much they can do about it to slow it down. Just the way the game is designed, with the arm movement and the big engines you can put in, kind of endorse speed. I really think maybe its US making the game too fast. We could all take our time and slowly engage, but we just don't.

#11 Az0r

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Posted 28 November 2012 - 03:32 AM

This game is the slowest mechwarrior yet in terms of shots required to kill or disable an opponent. Also in a game like Counter-Strike one player can kill the entire enemy team in a few seconds, MWO isn't even remotely close to that kind of speed.

#12 Slanski

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Posted 28 November 2012 - 03:34 AM

After patchday usually more veterans and founders log on and suddenly you will find yourself on the wrong end of 3 heavies who focus fire exactly on your CT. Which makes the game feel really quickly (over).

Constructive ceterum censeo: I still think weapon grouped fire of multiple Medium and Large Lasers does too easy focussed damage on any mech that's not a 120kph+ light. I will core your mech in 4-6 seconds with AC20 and 4 MLasers.

#13 RainbowToh

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Posted 28 November 2012 - 03:38 AM

I dunno how much faster you are talking about. My Fatlas is still slowed. The game pace is faster now that most people are learning the ropes of the game and are reacting faster and making the right shots. No way it is as fast as a twitch based shooter where you can pew pew your enemy in 2 shots. Maybe it feels faster to you cus of the excitement and adrenaline rush. But otherwise the game still feels the same to me, every move you make is a commitment to act like a chess move.

#14 ciller

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Posted 28 November 2012 - 03:47 AM

Maybe he (and the player base) is getting better, the fights are more deadly and accurate causing more pilots that make mistakes to get cored quickly. This is not an increase in pace, just an increase in efficiency. It would look the same to most people though.

#15 Max Liao

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Posted 28 November 2012 - 04:04 AM

Yes, but in BattleTech (depending on your tactics and terrain situation) you can back away from a mistake without being shot 10 more times. I may suffer a bad round or two, but that usually doesn't kill you. Here, with no slowing effects of water, nearly perfect indirect fire solutions, the quick reload/recycle time of weapons, and so on, once you're engaged that's (usually) the win/lose point for your 'Mech.

In very simplistic BattleTech terms: If I lose initiative I should be able run away or into cover. If I win initiative I should be able to position myself properly.

Yes, I know that's TT jargon, but in the simulation I should be able to duck around a building (or a hill) or two without being shot ten more times. Even if a rampaging Jenner can keep up with me, the rate of fire should be slower.

The circle strafe crap brought on by the M$ MechWarrior games is still alive and well in this game. Use of fire, maneuver, and terrain, while it does have its uses and is used more in this game than any previous MW game (excluding jump sniping), is not as prevalent as it should be in a MechWarrior game. And while I do believe this is the slowest and best implementation of a MechWarrior combat simulation in this regard, it's still not right.

Really, I like much of what they have done - even some of the things that don't match TT or canon - but to be a 'proper' MechWarrior Simulation (vice an Internet Space Robot shooter) the pace of the game needs to match the pondering, fire and maneuver, pace of the BattleTech universe.

#16 Lyrik

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Posted 28 November 2012 - 05:28 AM

The addition of DHS, FF Armor and Endo means that you have a lot more space for heatsinks/weapons. And more firepower means that you will be killed faster.

Nerv of the LRM means that brawling is more enforced. And brawlings means closing the gap as fast as possible to use your AC20 and 4 medlaser as efficient as possible .

And a lot the new players finally have enough Cbills to afford the new toys and have now the skills to use them proberly.

And a sim is ALWAYS faster than roundbased combat on hexes where you think for minutes about where to go and what weapons to use.

Still MWO is a lot slower than Quake or Unreal. MWO is a snail compared to Quake. Like postal to email :-)

#17 FallguySoldier

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Posted 28 November 2012 - 07:02 AM

I don't speak for the OP, but when he says the game is "faster" I believe he is talking about players' behaviors (i.e. aggressiveness) in combat as opposed to the technical aspects (e.g. throttle speed, torso twist speed, rate of fire, etc.) And honestly, I can agree with the OP.

I guess you can consider the patches as milestones, so for every milestone achieved, newer players are rushing in (literally and figurateively) and/or veterans are getting smarter, so no one is cautious and thinking twice anymore. They all just converge and decimate, and if you're on the bad PUG chances are the match will end in less than a few minutes. There's also the rush to cap bases, and while I do agree that Assault Mode's primary objective is to do just that, it doesn't necessarily mean we zerg our way through it. In fact, base rushing is very risky and I wouldn't recommend it, but people do it anyways. Sadly, the game is designed in such a way that promotes this among other exploits and poor strategic methods.

The reality is that if this was a single-player game and story driven with multiple checkpoints in place then matches would last longer. But it's not. We only have one mode to play with, with one goal in mind, with only a handful of stages, and I hate to admit it but the stages themselves are not as large and expansive as I expected, nor are there any environmental hazards to contend with, so there's not much strategy needed once the maps have been learnt. Thus, players just go on all-out brawls, and once again if you're in a PUG facing a pre-made, those matches will likely go by very quick.

#18 Hayashi

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Posted 28 November 2012 - 07:21 AM

I think most of the increase in the perceived speed of the game the OP has is due to either a degradation of reserve on existing players, or an influx of new players who banzai instead of plan - rather than any ingame factor.

Just a personal opinion. People like to charge more often then they used to, and so it's also starting to get easier to kill them before their backup can arrive. 'Stay at base and wait for them to come one by one' is now a valid tactic; 2 months ago doing so would have bored anyone to death.

#19 FallguySoldier

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Posted 28 November 2012 - 09:50 AM

Light mech pilots naturally need to go ahead and scout, but without saying where they're heading or whatnot may lead newcomers to think they should speed up ahead as well. Light mechs can do this because they're designed to do this, but a newcomer on a heavy or even medium mech doing the same thing will only get themselves killed. The more people die early on in a match, the harder it is to win for that particular team. Again, this goes back to the whole communication aspect.

Case in point, I was just in a match prior to posting on the forums and at the very beginning two lights sped up to scout (which makes sense), but there was one guy on a heavy who tried to follow them. And then two of our teammates wanted to "guard" a certain section that wasn't necessarily close to our base, but wasn't exactly a hotspot for fights to happen commonly either. And then a few of ours went off a slight tangent from where the light mechs were. And here I was, by myself, at the center of it all. Not sure if I pugged myself in a pre-made, but honestly from the battlefield grid it looked like a total mess, we were all over the place. I actually had to stop and type in, "What's the plan? Cuz we're all scattered". No one responded (unsurprisingly, this is how it is with pugs) but I may have had an effect with my comment because eventually people started to move and converge and focus their shots, as opposed to before where we were each taking our own guy.

TL;DR since no one communicates, it's like every man for himself, which does NOT apply to a game such as this. And those who believe in that twitch-shooter mantra will most likely get themselves killed, lower the team's morale, and inevitably fail to win the match.

Edited by FallguySoldier, 28 November 2012 - 09:53 AM.






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