Slx Suggestions
#61
Posted 22 December 2012 - 01:03 PM
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
Posted 22 December 2012 - 06:30 PM
SlXSlXSlX, on 22 December 2012 - 10:34 AM, said:
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
Posted 22 December 2012 - 07:11 PM
SlXSlXSlX, on 20 December 2012 - 01:50 AM, said:
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.
#66
Posted 22 December 2012 - 10:45 PM
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
Posted 23 December 2012 - 07:52 AM
#68
Posted 23 December 2012 - 12:44 PM
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
Posted 23 December 2012 - 01:00 PM
SlXSlXSlX, on 20 December 2012 - 01:50 AM, said:
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
Posted 23 December 2012 - 01:11 PM
SlXSlXSlX, on 23 December 2012 - 12:44 PM, said:
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
Posted 23 December 2012 - 01:27 PM
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
Posted 23 December 2012 - 01:36 PM
#73
Posted 23 December 2012 - 01:49 PM
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
Posted 23 December 2012 - 01:56 PM
#75
Posted 23 December 2012 - 01:58 PM
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
Posted 23 December 2012 - 02:23 PM
SlXSlXSlX, on 20 December 2012 - 07:09 AM, said:
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
Posted 23 December 2012 - 02:34 PM
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
Posted 23 December 2012 - 02:41 PM
#79
Posted 23 December 2012 - 02:48 PM
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
Posted 23 December 2012 - 02:52 PM
http://mwomercs.com/...79-matchmaking/
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