

No Repair/rearm ... No Consequence For Playing Like A Doofus?
#121
Posted 17 December 2012 - 01:46 PM
These are truly infuriating changes.
#122
Posted 17 December 2012 - 01:56 PM
Col Forbin, on 17 December 2012 - 12:12 PM, said:
ITT, I mentioned that a multiplier could be included in the bonus calculation based on battle value: ie. a 1.0 multiplier for tech level 1, a 0.8 multiplier for tech level 2, 0.7 for upgrades past a certain threshold. Upgrades go back to being a "tactical decision", expensive stuff costs more to run, but nobody is losing money because they took LRMs and got cored.
#123
Posted 17 December 2012 - 01:56 PM

#124
Posted 17 December 2012 - 01:58 PM
I expect some changes to XL's in the future.
#125
Posted 17 December 2012 - 01:58 PM
Ecres, on 17 December 2012 - 10:24 AM, said:
Good equipment comes with its own price besides c-bills. Artemis comes at the cost of 1 additional ton and critical slot for each weapon. Double Heat Sinks take up additional space, as with Endo Steel and FF.
Balancing is MUCH harder to do at an economical level than at the gameplay level. If you're complaining about DDC Atlases running 3 LRM 15's with artemis, then either use cover and only engage in short range, or use/have a teammate use an ECM.
#126
Posted 17 December 2012 - 01:59 PM
Chacatumbi, on 17 December 2012 - 10:14 AM, said:
there certainly would be 1000 ways to tweak the costs and mission rewards to a satisfying level...removing RnR seems like a quickshot to me... and the rewards system? i see only kills and damaging really pay out, looks like a promotion for a slugfest.. but we will see...
#128
Posted 17 December 2012 - 02:00 PM
Grits N Gravy, on 17 December 2012 - 01:56 PM, said:

I lol'd a little
Honestly, XL Engine repair costs weren't ever a deterrent for me to use/not use them. Either the weight, critical slots, or knowing that if my torso goes I'm dead is usually the factors to weigh for me. Then again, I have premium time so my c-bills earnings were pretty good to begin with, that and using founders mechs also help.
I suspect that this new system is just what we need for right now to help out new users. This game needs to grow, and grow fast. They'll be other ways for us veterans to outshine other pilots with the same gear that only took them 1/4 of the time to grind for (it's called playing better than them).
#129
Posted 17 December 2012 - 02:03 PM
Edited by PANZERBUNNY, 17 December 2012 - 02:03 PM.
#130
Posted 17 December 2012 - 02:06 PM
Jelan, on 17 December 2012 - 01:38 PM, said:
I'd be happy if mechs at least had some generic upkeep cost for their combined gear. Problem to me was that no matter what you took the reward never seemed proportionate to the risk without any meta game. Just grinding matches never made me consider pulling out an expensive mech because all I got was a little bit of CB and XP, which I would get either way. With the whole Community Warfare idea though some sort of check to keep people from stacking all the high tech (beyond crit space) would be nice. I think in that environment RNR would have been nice but right now you pay through the nose (upgrade and RNR) for minor combat effectiveness which I love it from the simulation aspect, but out of context it does feel weird coming from nearly any other game out there. For now at least.
King Arthur IV, on 17 December 2012 - 01:39 PM, said:
XL's still splode when you side goes and ferro still only grants you some weight in favor of losing space you'd need to use that weight. Both can be great and now, very affordable but like before not HUGE advantages. Now you can stack ferro, endo, DHS, and an XL on a mech with no downsides except one... no room for weapons.
I love the concept of RNR, the only issue I had beyond the
Edited by Karyudo ds, 17 December 2012 - 02:07 PM.
#131
Posted 17 December 2012 - 02:09 PM
SicksGunz, on 17 December 2012 - 01:30 PM, said:
Yes, in fact, we should have to work as an asTech for a year or so, before being promoted to Tech with a merc corp. Maybe a year or two in the corp will salvage a mech or lose a pilot and I'll be chosen to fill in. Or maybe I shouldn't get to play at all unless my great-grandfather passed down a 100-year old account? We need more realism!
I should take a shiny new mech out on the battlefield, get it cored, and lose it. That's realism... repairs are for p.ussies. Or lose the match and our entire team should lose their mechs as salvage to the other team. Bet you'll see a lot of upgraded tech on the field if that 12 million c-bill mech has a 50/50 shot of coming back. Hey, if I get headshot, I should have my account deleted... I mean, the pilot is dead, realism, right?
I'm glad you're not in charge.
Edited by FerretGR, 17 December 2012 - 02:09 PM.
#133
Posted 17 December 2012 - 02:09 PM
These modern days of full reward no risk gaming is tepid disgusting swampy BS and we all know it.
You play with expensive tech, you risk a large repair bill. Sometimes you can pull your mech out of the fire, sometimes your opponent gets a crit and you go down.
Playing this game should never be an easy no risk endeavour, but they are steering it towards MechAssault Online.
Absolute fail.
Are you sure that MicroSoft doesn't have a say in how the game is developed? Maybe Sony and MS have teamed up behind the scenes with all their game destroying power to see it sink.
Discuss.
Edited by PANZERBUNNY, 17 December 2012 - 02:11 PM.
#134
Posted 17 December 2012 - 02:12 PM
Edited by FerretGR, 17 December 2012 - 02:13 PM.
#135
Posted 17 December 2012 - 02:13 PM
That said, I would think the best structure for MW:O rewards would primarily focus on damage done. For example, assigning a mech a value (e.g. fixed number based on weight class, something based on total cost, or based on DPS rating), then dividing that value by the total damage done to the mech in game and rewarding the players that did that damage in a manner that is proportional to the damage they did. I believe this will actually encourage people to fight to win. You can easily include small bonuses for component destruction and kill shots, but the whole "kill assist" is worth X c-bills no matter how much damage you do problem should be resolved. It might even make sense to scale rewards (or proportions of rewards) based on the "value" of the mech doing the damage so that people would be rewarded for hitting above their class.
personally, I like the cap "option", but again the reward structure is broken. Players should get a reward for the time they are in the cap region. They should also probably get a smaller reward for being "near" the cap region while thier team is making capture progress, since they are hopefully protecting against returning defenders or the like. But again, make the reward proportional to the actual "damage inflicted" on the enemy (in this case capturing the base) rather than rewarding just showing up for 1 sec the same as being there for 1 min.
As for the whole issue of R&R costs, I think the existing system is broken, and I suspect the new system will be broken in different ways. The current system can heavily penalize new players that do not do their research about the game economics early on, and that probably limits the growth of the player base significantly. However this new system is probably going to encourage everyone to buy the best/fanciest tech ASAP so they can get mroe kills/assists and get more c-bills/bigger mechs/tech quickly. This will probably reduce the variety of mechs on the field, which I do not think is a good thing. In my opinion, repair costs make sense, they encourage people to use economically sensible builds. However rearm costs really just penalize the use of ammunition based weapons. If those weapons were really all "better" than energy weapons, then paying (c-bills) for ammunition is just a form of "pay-to-win". Of course it is not that simple, but I suspect removing ammunition costs (since so few bother to pay for it anyway) and keeping some form of repair costs would be the best solution. However repair costs need to be managed, they are clearly a punishment aimed at discouraging bad behavior, and as has already been mentioned punishment based schemes are far inferior to reward based schemes at teaching people what good behavior is in this type of setting.
#136
Posted 17 December 2012 - 02:13 PM
ManDaisy, on 17 December 2012 - 10:06 AM, said:
Actually stupid people do stupid things no matter what you try to fix.
#137
Posted 17 December 2012 - 02:15 PM
It would seem they are moving away from the Role Warfare concept.
#138
Posted 17 December 2012 - 02:18 PM
PANZERBUNNY, on 17 December 2012 - 02:15 PM, said:
I agree that this is a definite concern. Scouting tasks need to be better rewarded... the challenge is in figuring out how to do so.
#139
Posted 17 December 2012 - 02:18 PM
Adrienne Vorton, on 17 December 2012 - 01:59 PM, said:
removing R&R is them trying to appeal to the lowest common denominator. Anyone NOT worried about the number of people spending money in this game yet?
#140
Posted 17 December 2012 - 02:20 PM
You add an actual economy, and not silly costs that punish big mechs for no reason, when said big mechs are already punished by the initial cost and hardpoints.
PANZERBUNNY, on 17 December 2012 - 02:09 PM, said:
These modern days of full reward no risk gaming is tepid disgusting swampy BS and we all know it.
You play with expensive tech, you risk a large repair bill. Sometimes you can pull your mech out of the fire, sometimes your opponent gets a crit and you go down.
Playing this game should never be an easy no risk endeavour, but they are steering it towards MechAssault Online.
Absolute fail.
Are you sure that MicroSoft doesn't have a say in how the game is developed? Maybe Sony and MS have teamed up behind the scenes with all their game destroying power to see it sink.
Discuss.
I want to play giant robots fighting, and not excel sheets 2012.
Guess which concept brings in the more players.
PANZERBUNNY, on 17 December 2012 - 02:15 PM, said:
It would seem they are moving away from the Role Warfare concept.
Oh, wow, this again. What role warfare? What scouts? You mean the lagshielded lights that take more damage to kill than atlases, and have FAR superior firepower, or similar?
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