Revo13, on 14 January 2013 - 10:15 AM, said:
Mathematics is a wonderful thing, the Raven is in every way better than the Commando. My Commando has been pushed through to the end, so has the Raven. The Raven is better, yet they both have ECM.
Your argument is invalid; this is a failure of game balance. A mech should not be 'better' than another mech. Why? Because it contravenes and undervalues player choice completely. If every choice and every permutation is not equally valid, then it cannot be called a choice. I don't care if mech imbalance is lore-supported. I don't care if it's in TT. It was bad game design there too, and bringing broken mechanics from TT into MWO will screw up MWO as well.
Revo13, on 14 January 2013 - 10:28 AM, said:
Wrong, wrong, wrong! I have to play so much harder against a ECM heavy team, which makes me a better player. I enjoy the difficulty it brings to the game as I only have one ECM mech that I use as a Scout Striker when my Lance requires one for our joint purposes.
You obviously did not read or chose to ignore my original post: No player deserves that much power over another player, under any circumstances. This is no mere opinion, this is the very fundamental nature of game design itself. ECM is bad game design because it gives a player the capability to completely undo or otherwise prevent taking action against another player. Additionally, it proceeds down the path of metagame paper-rock-scissors with its narrowly constrained roles, especially since so few mechs can use ECM.
Revo13, on 14 January 2013 - 10:28 AM, said:
When I was Mastering my Raven chassis I used a sniper build people laughed at while posted 300+ damage each game and getting 1-3 kills. ECM or not, I do not rely on targeting to snipe, I just snipe. This must be from all of the time I spent sniping in Battlefield 3 with my squad.
Your argument is again invalid. Light mechs are against my preferred playstyle; I prefer mediums and heavies. If you pilot something <75 KPH, that cannot instantaneously change battlefield position on a whim, you will discover that you must calculate your desired sniping point 30+ seconds in advance. I actually liked it better this way. Now, if you choose the wrong firing point because of a lack of targeting data, you either end up getting blasted by multiple battlemechs simultaneously, or you end up simply not sniping at all. The reason your tactic is valid in a light mech is because you have enough maneuverability to change position on a whim. I encourage you to generate the same result in a mech with a top speed <75 KPH; you will find that without the insane speed and the lagshield generator, the game is actually quite difficult,
and not in a way that the developers can reliably monetize.
Revo13, on 14 January 2013 - 10:28 AM, said:
Here you admit to being a noob-boater. LRM's are great for those who cannot use ballistics or energy weapons properly. So, they rely on others to do their targeting so they can noob-click to fame while fighting P.U.G.S. This is nothing to be proud of, and if I were you I would never admit this to anyone, ever.
You misunderstand, though it is an easy enough error to make, and I harbor no ill will against you for doing so. If you had read my posts, you would quickly discover that I am a staunch advocate of strong indirect-fire LRM nerfs. While I enjoy using LRM's as a weapon, I always wait for direct-LOS engagement. ***** spotters never hold targets, and even if they do, players do not deserve to apply statistically firepower when another cannot retaliate.
Revo13, on 14 January 2013 - 10:28 AM, said:
You speak of having player skill yet you are proud to announce your noob-boating to get top blah blah blah. I bet you are a K/D-R phreak, also.
I don't even know where to find my kill/death ratio, nor do I care. I enjoyed the old days, where competitive gaming was about having fun, not about metagame analysis and exploitation of game mechanics, and application of insurmountable firepower.
That being said, I do enjoy using my dual LRM-10 Hunchback...at least, I did, when I could strafe at 300-400 meters with direct line-of-sight and hunt lights, mediums, heavies, and occasionally soften up assaults. In tandem with my secondary laser armament, I would regularly end up near the top of the scoreboard, with no indirect fire use whatsoever.
Revo13, on 14 January 2013 - 10:28 AM, said:
Please, PGI, keep making the game more difficult so only the devoted pilots will remain and the noobs will be forced to play better by practicing as hard as we have. Don't ruin a good thing!
Hey PGI, casual gamers are the primary monetizers of any and every F2P game in existence. The devs will either cater to them with balanced mechanics that prevent hardcore veterans from exploiting imbalanced mechanics and stomping all over them in combat, or they will not monetize your game and you will go out of business. The irony is, you need them to monetize or else your gaming experience goes away completely. Recognize your symbiosis with casual gamers and recognize that no one deserves either autowin or instadeath under ANY circumstances.
There are far better methods of dealing with the game's obvious imbalances than implementing another broken set of mechanics.
Revo13, on 14 January 2013 - 10:28 AM, said:
ECM is perfect, reference sarna.net --->
http://www.sarna.net...rdian_ECM_Suite
If you have at least a Fifth Grade reading level you will understand that PGI it the nail on the head with ECM.
Your argument is completely invalid, and all subsequent arguments thereof. This is the single largest threat to the continued existence of the game: Adherence to TT. Sarna.net is not infalliable. What makes you begin to think TT mechanics can translate to a shooter with absolutely no changes whatsoever? Have you designed either a shooter or a tabletop game? You don't bring a walrus to a dog show, and you don't bring tabletop mechanics to a shooter. Other examples of TT's obvious imbalance? Clan tech is OP, Supernovas and similar battlemechs are disproportionately ineffective due to poor heat balancing, and medium laser boats > all. Heck, clan tech screwed things up so badly, they had to implement battle values in lieu of tonnage.
Additionally, several things in TT are balanced with cost as a factor. That does not work in the slightest with the present MWO mechanics without becoming a purely progression-centric grind2win game. Either the game's economic mechanics need serious revision, or metagame cost and combat effectiveness must be seperated from one another completely.
Additionally, take away your premade groups and engage in some solo PvP, where you and you alone are singly responsible for the damage you do and the events you cause, and you will quickly discover that the solo PvP aspect of the game is COMPLETELY missing, due to ECM. It destroys the capability of obtaining sensor data except in an extremely narrow range of circumstances.
You never really make any deliberate attempt at reasoning, aside from "L2Pnoob" and "ECM is fine, I like ultra-hardmode." Additionally, if you intend to quote & disagree with everyone who posts on behalf of ECM changes, I encourage you do so in a constructive and analytical manner. I still harbor no ill will against you, but I would encourage you to read through the posts that I (and others) have made, prior to your arrival in the thread. We fundamentally agree on many issues, I suspect - such as a way to nerf indirect-fire LRM boats and streak platforms.
Edited by Xandralkus, 15 January 2013 - 02:53 AM.