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#61 SlXSlXSlX

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Posted 22 December 2012 - 01:03 PM

Thanks for the bump Barack.

Titles eludes to the idea that the core community of this game, alot of wot users have coined as "mwo purists" are killing this games future success and current state by: exploiting in game mechanics to buff stats (4 mans vs trial omg what should my first mech be beginners/auto aim indirect fire weapons), thereby hurting if not totally stopping community growth.

In the long run it will mean almost no one plays it but them, and as a result soon thereafter pgi will pull the server, or possibly servers, plugs.

#62 Knights0fNi

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Posted 22 December 2012 - 06:30 PM

View PostSlXSlXSlX, on 22 December 2012 - 10:34 AM, said:

L O L...

1. It is an FPS (are you crazy). Not even worth expanding on. You are jaw droppingly ignorant to argue otherwise.

2. stop playing.. peep the stats. Havnt logged a game in 2 days (I have stopped). Forgot how much fun a game that does not have lag hard coded into it can be. (World of tanks)

3. The lag should be expected? It is ok to have them spending 80% of their effort taking your money, and 20% fixing the product their trying to take your money with.

This level of netcode error, is alpha sh*t. Even wot, on day one of their year + long beta, had functional non laggy netcode. Closest issue we had was the beta server was in Europe and that wasnt fun to connect to. Here that isnt the excuse, the damn lag is hard coded into the game, and they dont have people in their company who seem to know how to fix it.

Anyone throwing money at this game should seriously consider the possibiltiy the game will be just this sh*t laggy a year from now. So I am back to tanks. I may be back but dont hold your breath.

Have fun pub stomping your community into oblivion, in Lag Warrior Online.



MWO is clearly not an FPS. First Person Shooters are characterized by a single aiming reticule, locked to the center of the screen and controlled by the mouse. Moving the mouse turns the character left and right and shifts aim up and down. Left and right turning typically have no limit and a very high limit if any on speed. The character is moved forward and backward by W and S while A and D strafe the left and right . Movement typically stops the moment a movement key is released and moment keys must be held down to maintain movement.

Mwo has 2 recitals, one of which trails the other, a throttle which controls forward and backward and has a limited response time, limited left and right turret turning mapped to the mouse also with limited response time and speed. A and D turn the mech also with limited speed.

FPS games don't have a throttle, whens the last time Master Chief had to throttle down? It is a simulator.

Edited by Knights0fNi, 22 December 2012 - 06:31 PM.


#63 Lokust Davion

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Posted 22 December 2012 - 07:11 PM

View PostSlXSlXSlX, on 20 December 2012 - 01:50 AM, said:

I like this game, so I'd like to see it thrive. PGI, kudos thus far. Issues however, must be addressed pronto.

1. Premade teams are driving away droves of would be customers. My suggestion, look at the world of tanks model. Successful integration of premade teams and randoms is all about ratios.

WOT team 15
Mech team 8

WOT platoon max size 3
Mech max size 4

% of team on premade in wot 20%
Mech % is 50%

20% is the appropriate team premade impact level which public players will accept. That means drop to 2 man teams max, or expand 8v8 to 20v20 to get that magical 20%.



This is the quote that you guys should be discussing with. I totally support the limit of 2man premade for pug drops.

#64 Mycrus

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Posted 22 December 2012 - 08:30 PM

View PostLokust Davion, on 22 December 2012 - 07:11 PM, said:

This is the quote that you guys should be discussing with. I totally support the limit of 2man premade for pug drops.


yup agree - should force 4-mans to convert to 8-mans...

#65 Hellen Wheels

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Posted 22 December 2012 - 09:30 PM

View PostStrataDragoon, on 20 December 2012 - 08:36 PM, said:

I just want people to sum things up.


PGI's game sucks. Sum enough for ya?

#66 SlXSlXSlX

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Posted 22 December 2012 - 10:45 PM

Sad. Maybe someone should ask Wargaming to make a mech game.

Pubbies can face premades, but should not be saturated by them. Do look back at the original post and try to keep the conversation constructive.

It would be peachy to come back to this game and enjoy it.

#67 Helbourne

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Posted 23 December 2012 - 07:52 AM

Go ahead ask Wargaming to make your mech game. They cannot make Mechwarrior or Battletech, they do not have the rights to do that. I will stay here and play Mechwarrior no matter how flawed it may be. I choose to give them time

#68 SlXSlXSlX

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Posted 23 December 2012 - 12:44 PM

You and exactly 1999 other people, in the entire world. (a shrinking number)

1998 if that stat counted me.

Let me ask you two questions mr hellbourne..

I. That number 2000, if true, (waiting on double confirmation in parallel thread)... how many founder does it take to make 5 mill... more or less than 2000? Do you mean to tell me this games community is smaller than the group was when pgi stuck their hands out and took yer moneyz? That there are less people playing it now, than there were founders who invested in it?

*Please respond*

II. What do you think the community size will look like if they take 6 months to remove pub v founder mode from the game?
(closest estimate weve heard thus far)..

Afraid to ask for an eta on the netcode, arguably the #1 issue killing this title.

#69 Inappropriate1191

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Posted 23 December 2012 - 01:00 PM

View PostSlXSlXSlX, on 20 December 2012 - 01:50 AM, said:

You have a small fringe group of mech die hards, middle age dice throwers with little to do other than fill your forums and heads with "everything is fine" dribble. Think of them as similiar to the Tea Party, willing to flush everything away for everyone in the interest of maintaining the status quo, their daily 80% + win rate when they team up with their dice throwing pals. They will argue to the death to keep as many exploits as they can, where they can, when they can.


You had me until this statement. You clearly don't know the Tea Party, politics, or what you're talking about. While I will always rail that the LRM boat players are merely pissed that their OP build isn't the gamebreaker it used to be, all you're doing is looking for cheap troll material. You clearly found it. GG

#70 Shredhead

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Posted 23 December 2012 - 01:11 PM

View PostSlXSlXSlX, on 23 December 2012 - 12:44 PM, said:

You and exactly 1999 other people, in the entire world. (a shrinking number)

1998 if that stat counted me.

Let me ask you two questions mr hellbourne..

I. That number 2000, if true, (waiting on double confirmation in parallel thread)... how many founder does it take to make 5 mill... more or less than 2000? Do you mean to tell me this games community is smaller than the group was when pgi stuck their hands out and took yer moneyz? That there are less people playing it now, than there were founders who invested in it?

*Please respond*

II. What do you think the community size will look like if they take 6 months to remove pub v founder mode from the game?
(closest estimate weve heard thus far)..

Afraid to ask for an eta on the netcode, arguably the #1 issue killing this title.

I think as a closed beta veteran of your oh so praised bs game WoT I need to clarify some things:
Netcode: Wargamings netcode was bullcrap for years, warping tanks making it impossible to shoot at distance. I don't know how it is with their newest update, and I don't really care, but you my friend have clearly no clue what you're rabbling about!
Teamplay: WoT is awful for teamplayers, period! Having to pay to make a clan, having to pay for gold ammo to compete and let's not talk about having to pay money to keep your top tier tanks running. In random matches you usually have team mates fresh home from kindergarten, griefing, teamkilling and so on!
Maps and game modes: It took WG YEARS to implement two ****** new gamemodes!
Why don't you go back to your company and troll the kiddies in your forums, because you're clearly paid to come here and unload your dirt in these forums!

Edited by Shredhead, 23 December 2012 - 01:12 PM.


#71 SlXSlXSlX

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Posted 23 December 2012 - 01:27 PM

Lets talk about our credit rating. The moment that went up every american got poorer. IM oh so humble opinion, it was wrong of that fringe extremist group to tank negotiations as long as they did.. here they are doing it again but cliffs can be fun right...

Rest is spot on.. but attacking my knowledge of political views does nothing to change the statistical facts. If you saw al my posts you also saw I want this game to win. The only ones winning in this argument are plentside 2, hawken, and wot.

Where do you think a congressional representatives loyalties should lie. With those the constitution directed them to represent? The constitution of the United States? Or a party document forbidding them from voting in favor of saving the credit rating.

**please respond**

As for the lag, any lag you had in wot was your ping, not hard coded. Your right they took too long w modes, Couldnt agree more.

Awful teamplay? Never been in a clan that held land in europe obviously. Pub matches, occasional teams, but nothing comparable. Pro exp... enjoyable... new user exp enjoyable. Player base in us alone.. 22-30k ish. However, nowhere near the customization. I love ma mech lab. Just wish the enjoyment extended beyond there. I still have my cataphract 4x pic as my wallpaper. Make it fun, I wanna drive my new baby!

Im trying to help you guys see the error of your ways. They should unhide the counter, so you can see for yourself.

I can bare you, but the numebrs show most cant. As a never ever played a mech title noob to it, I can barely stand you and the only saving grace atm is the mech lab.

#72 PiemasterXL

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Posted 23 December 2012 - 01:36 PM

Don't kill yourself! It's a permanent solution to a temporary problem!

#73 Karl Split

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Posted 23 December 2012 - 01:49 PM

@op dear god

for the record i drop solo the whole time i win some i lose some and i never had too much of a problem with missiles only ecm i hate. I hardly think painting the game in that light is appropriate you can have a hardcore tactical game and a large playerbase easily just look at eve online its second biggest mmo or dark souls a mindblowingly hard rpg that revells in the player endlessly dying and throwing the controller at the wall.

#74 Roland Archer

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Posted 23 December 2012 - 01:56 PM

Read the first couple of lines then scrolled down ans saw the size of the op's ramble and said funk dat. Just wanted to chime in and say if ur killing yourself remember to cut down not across and aim for the base of the skull.

#75 Velba

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Posted 23 December 2012 - 01:58 PM

How does gameplay work?

MechWarrior Online puts MechWarriors into a first-person, team-based, tactical battlefield where the victors swim in the spoils of war and are rewarded with the almighty C-Bill (in-game currency).
Each team has 8 players and the two teams are pitted in combat in an enclosed battlefield. Communication is key, be it in-game chat, integrated C3, or a third party VOIP solution, keeping in constant communication with your teammates will drastically increase your team’s chances of success.
The various weight classes of BattleMechs help create their own evolving roles on the battlefield. Fast moving scouts can feed target and tactical information back to the main battle group and the team commander. This information allows the support and assault role pilots to decide where to put their resources to work. Long-range fire support and heavy hitting assault class Mechs will use this invaluable information to finish the job at hand. It is up to you, the pilot, to customize your BattleMech’s loadout and electronic systems to fulfill the role you want to take.

#76 Vodrin Thales

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Posted 23 December 2012 - 02:23 PM

View PostSlXSlXSlX, on 20 December 2012 - 07:09 AM, said:

Only things I have seen so far are your assertions that.. yes you do play op lrm boats, u have no explaination for how i expent 1/10th the effort and score 2-3x better when lrm boating without even trying, nor the win % of these teams of droppers. You are a handful of fanboys, who like your exploitable game full of daily fresh meat. You will dine till the last morsel has been picked, and the communities is full of nothing but the founding vultures.

Ill address the few and sparse counter-points after work, or maybe during a break if I get lucky.

Have a wonderful day of scaring away new players.

Let me attempt to respond to your entire original post but do it succinctly.

1. A lot of this has to do with the current unfinished state of the game in beta. PGI has stated that they are both shooting for 12v12 matchups in the future, and they are also going to be shortly introducing the next stage of matchmaking that will attempt to match teams according to skill level and mech class.

2. I really don't see LRM's the same way you do. I run primarily direct fire mechs and rarely lose out to LRM carriers. There is plenty of cover on maps now, and ECM further interferes with LRM function. The funny thing about your statements is that LRMs are much weaker now than prior to the introduction of ECM (and before the recent ECM nerfs/TAG buffs were almost completely unusable), and many on the forums are still complaining how the game now is a complete brawlfest without any use for long range mech loadouts including LRMs. Personally I think both extreme opinions are wrong.

LRM's are still very strong, and are easier to play under the right circumstances. But I would love to see your damage numbers if you run into an opposing drop with 3 ECM scouts in it. I'll bet you die without doing more than 20-30 damage.

My own primary mechs are cataphracts. My favorite is a 3D that uses an ERPPC and gauss rifle as it's primary weapons. I recently had a game with over 800 damage and 7 kills with that build. Does that make direct fire long range fire support completely OP? In my mind no it does not, so your limited sample of using an LRM mech is equally meaningless.

3. And as many others have already stated, the game has deviated from table top in a number of very significant ways (effects of fero-fibrous armor, double heat sinks, missile damage, heat generation, ECM effects), and they state that they will be tweaking many other things as well to be different than table top.


Overall I just don't agree with any of your points. I think the game could definitely use some tweaking. Improved net code, reintroduction of collisions, some changes to ECM or introduction of ECM counters, and fixing of numerous bugs and crashes. All of these things are pressing needs for the game, but LRM nerfs? I just don't see it.

#77 SlXSlXSlX

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Posted 23 December 2012 - 02:34 PM

Some of those, are my points? As for lrm, another factor i didnt consider is that i played it diff.. my phracts went to the front, and fought till they died, the atlas i boat tested i sat in teh back and boated till i had no ammo ir they wree dead.. i had 1100 to 1300 missles.. never ran out of ammo they always died first, or we did. also used 4 small lasers... (see noob at this saw a post they suck.. geez). So i lived longer, thus surely doing better... but that aside.. brass tacks,, 2000 people. Couldnt you guys be a little firendlier. My most adament points ill digress to as your post surely has me thinking. I can be convinced. Standing 100% firm on premade impact at 20% max and netcoe needs fixed yesterday.

Also said

.. mech lab is great
... hawken sucks
.. avoiding "good fights" hinders skill progression.


Nothing there youd endorse huh? Not one point?

(if this does fly ulll have wot divisions moving over, while no mech pros they know teamwork, precision, online warfare, forum warfare, atc etc.. pretty darn well. Def had a mwo talk w mine and its, tell us once x y z is sorted out.)

I can be reasonable, im sure you guys can too. We want teh same thing. MWO to be the biggest, best.. Don't we?

Edited by SlXSlXSlX, 23 December 2012 - 02:37 PM.


#78 Azru

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Posted 23 December 2012 - 02:41 PM

Alright, WoT's MM during it's beta was worse than MW:O's MM. First 30 into queue and then the MM tried to sort people into teams. Has WoT's MM gotten better? Yes, with time it did also they didn't have platoons in the beginning either.

#79 SlXSlXSlX

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Posted 23 December 2012 - 02:48 PM

It matches based on stats and tank quality? Thats not a good thing? And it works but your right its been updated a few times now. If you used xvm youd know its spot on. And the measurement tehy point to to prove this pt is the fact taht by and large everyone floats between 40-60% almsot everyone. Beyond that is .6% of the community. Look up google XVM WOT and see the formula. XVM will be a part of this game so you might as well see it now. It shows, game adter game balance, to some degree. Sure sometime theres a steamroll but tahts the rarity, and usually a cause for back patting.

Apparently 3 ace tankers + 12 terrible red tankers is a good match vsing 15 med tankers (yellow) who knew..? MM did, but I saw it first hand. I hope this game gets a similiar system. If your an ace, your curse is primarily competing against your own, as opposed to mwo founder steam rolls.

#80 Azru

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Posted 23 December 2012 - 02:52 PM

That is where MW:O's elo MM comes in which is the next phase of their MM system

http://mwomercs.com/...79-matchmaking/





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