If This Game Is In Beta Why Are They Ignoring Their Beta Testers
#241
Posted 17 January 2013 - 07:16 AM
Personally, I think we need him in every thread.
#242
Posted 17 January 2013 - 07:43 AM
Malzel, on 17 January 2013 - 07:16 AM, said:
Personally, I think we need him in every thread.
You are technically correct - the best kind of correct.
I am a literal larger than life ******* here to give stark input to good threads and make ****** threads shittier.
#243
Posted 17 January 2013 - 07:43 AM
#244
Posted 17 January 2013 - 09:21 AM
Nothing but self-imposed deadlines...
#245
Posted 17 January 2013 - 09:40 AM
ollo, on 16 January 2013 - 10:42 PM, said:
I wouldn't worry too much about him, Ollo. He's one of the originals that cried bloody murder about ECM to begin with.
Nekki Basara, on 17 January 2013 - 05:41 AM, said:
Extremely well said!
#246
Posted 17 January 2013 - 09:59 AM
Grraarrgghh, on 17 January 2013 - 07:43 AM, said:
I am a literal larger than life ******* here to give stark input to good threads and make ****** threads shittier.
See if you actually EVER did this, you'd be of more use to the forums.
#247
Posted 17 January 2013 - 09:59 AM
Congzilla, on 17 January 2013 - 07:00 AM, said:
What is currently in game is actually more powerful than Angel.
#248
Posted 17 January 2013 - 10:03 AM
Congzilla, on 17 January 2013 - 07:16 AM, said:
Quote
attached Narc pod lose the Cluster Hits Table bonus for that
system if the pods themselves lie within an ECM “bubble.” The
Narc launcher itself (standard and iNarc) is not aff ected by ECM.
Which I'm taking to understand that means that the NARC launcher isn't affected by ECM, but the pod it fires is.
How is that supposed to work? The weapon itself isn't affected by ECM, but the only reason to use it, is.
#249
Posted 17 January 2013 - 10:11 AM
Nekki Basara, on 17 January 2013 - 09:59 AM, said:
He's ticked caused I've (successfully) called him out twice now. Re-read all the links on this forum and you'll see what is meant. However, nice of you covering for your bud. Kuddos for your support for him. He'll need all he can get
On a related note: I do agree that NARC needs major adjusting in this game, especially how ECM has practically snipped its <censored>, or better said its ammo.
Edited by Novawrecker, 17 January 2013 - 10:14 AM.
#250
Posted 17 January 2013 - 10:16 AM
Novawrecker, on 17 January 2013 - 10:11 AM, said:
He's ticked caused I've (successfully) called him out twice now. Re-read all the links on this forum and you'll see what is meant. However, nice of you covering for your bud. Kuddos for your support for him. He'll need all he can get
He's quite happy I can assure you. The reason he's happy is: Undetected sarcasm.
#252
Posted 17 January 2013 - 10:25 AM
Grraarrgghh, on 17 January 2013 - 10:23 AM, said:
Just because my posts aren't unmitigated complaining doesn't mean they aren't helpful, though I could see how that could be confusing.
Of course your posts are all unmitigated complaining. Complaining about complainers is still complaining ya know.
OMG Complainception!
Edited by Thirdstar, 17 January 2013 - 10:26 AM.
#253
Posted 17 January 2013 - 10:38 AM
Novawrecker, on 17 January 2013 - 10:11 AM, said:
He's ticked caused I've (successfully) called him out twice now.
Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
Aw man, you pubbies sure are dense. This right here is the reason we post outside our thread. Tell us more more about being a forums detective, kolchak. :allears:
#254
Posted 17 January 2013 - 10:42 AM
Garth Erlam, on 16 January 2013 - 04:38 PM, said:
ECM being used on all ECM-able Mechs does show that it is overly powerful. The reason no changes have been made is it takes time to figure out what, exactly, is making that the reason. Is it the lock prevention? The 'cloak'? The range it works at? The weight? Crit space? Variants that use it? That it makes LRMs incapable of lock? SSRMs?
So while total numbers used isn't an indicator it's fine, it does mean people won't just go to ECM because it makes you instantly win. In fact, many builds aren't affected by ECM at all (my Cicada, in particular, does not discriminate.)
So we use that, suggestions, feedback, numbers gathered, watching 8v8's, etc, and eventually we come up with ideas. Then we test them. Tweak them. Test them. Tweak them. etc.
So while I'd love to tell you what changes we've made, none are in stone and until I have something to tell you that won't be wrong as of 9am the next day, I will.
I hope you all understand, we don't do this to be cruel, we do it because there is, quite literally, nothing of use to tell you yet, beyond that we've gathered our data, your suggestions, and are going through testing them now.
I would say the primary reason for the prevalence of ECM is basically meta-gaming:
- Guided Weapons (StreakSRMs, LRMs) greatly out-class Direct-Fire Weapons (Lasers, Ballistics, SRMs) at killing fast-movers due to netcode issues hurting direct-fire efficacy and the guided nature of SSRMs/LRMs making them easier to do consistent, unavoidable damage.
- ECM provides a hard counter to these weapons by preventing them from being used on the target, making a light mech with ECM tremendously more survivable.
- The only counter to this is actually more ECM, due to the jamming/counter mechanic.
The net result of this is that you end up with a positive feed-back system pushing the metagame towards more ECM:
Direct-Fire Scout < StreakSRM Scout < ECM Scout < StreakSRM + ECM Scout < More StreakSRM + ECM Scouts
To me, the cornerstone here is how effective Streaks are. Before ECM, the JR7-D and COM-2D were the kings of light-on-light combat, and very few "striker" lights were used because you would usually end up getting murdered by enemy lights anyways. Streaks were not always so dominant -- it used to be that they would not hit a target if you were both locked in tight turns, making them a much more interesting weapon, and really balancing their effectiveness against Lasers (which were easier to hit with) and SRMs (which you could lead with, and pack more damage into the same effective tonnage/hardpoints). However, Streak Improvements plus ECM have shifted the metagame completely away from this.
One simple starting point would be to nerf streaks. Since they're guided weapons, give them the same damage as LRMs (1.8-2.0) instead of SRMs (2.5). That's a BIG nerf, but it wouldn't be too crippling to light mech damage output, as now there would be a real clear benefit to packing a SRM4 launcher instead. Alternatively/additionally, implement some of the streak lock time suggestions -- make the time required to acquire a lock with SSRM2's scale with the number of launchers equipped (and likewise, make the lock easier to lose).
Unfortunately, I think that nerfing streaks right now is actually a Bad Idea because of the state of the netcode. When you could counter light mech's mobility by knocking them over and blasting them when they got too aggressive, there was some semblance of balance -- light pilots needed to be aggressive to use high-efficiency close-range weapons, but they had to be very careful and highly skilled to not end up face down in the ground and getting a back full of SRMs. With knockdown suspended, they're much less fragile by default, and the effectiveness of streaks is the only thing balancing that. So to fix ECM, I'd suggest the following:
- Work on the netcode so that hitting fast-moving mechs with un-guided weapons gives you reasonable DPS as compared to slower targets.
- Once this happens, evaluate how effective streaks are compared to balanced direct-fire weapons, and consider re-adjusting their damage/usability
- Once this has been tuned, re-examine the rest of the ECM mechanic and see if it's still a problem.
#256
Posted 17 January 2013 - 11:01 AM
Novawrecker, on 17 January 2013 - 10:11 AM, said:
#257
Posted 17 January 2013 - 11:06 AM
Tennex, on 16 January 2013 - 07:54 AM, said:
So why ignore the beta testers?
I mean if you take a A1DS test and it calls you a wh*re while you are taking it, do you ignore the test results just because it was rude?
No, that'd be denial, and ignoring the issue just ends up killing you, when you could have gotten it treated. Here is the A1DS test PGI: http://mwomercs.com/...esponse-survey/
I'm not saying its okay to be rude in these forums, but take it objectively as an indication that there are some issues in the game.
You are not a PAID Q & A tester for PGI are you? No. So therefore your opinion doesn't matter. I would just suggest sending proof of bugs by sending screenshots or video to support@pgi.com would be the best way to get YOUR concerns to the devs. Flaming the devs or other community members on the forums will definitely NOT make your voice heard.
Perhaps being tactful, direct and doing what the devs have TOLD you to do as a tester might work. Again this is a case of someone bitching about something they don't know much about because they haven't taken the time to see what they're SUPPOSED to be doing as a Beta Tester.
#258
Posted 17 January 2013 - 11:09 AM
Rannos, on 17 January 2013 - 10:38 AM, said:
Aw man, you pubbies sure are dense. This right here is the reason we post outside our thread. Tell us more more about being a forums detective, kolchak. :allears:
Nekki Basara, on 17 January 2013 - 11:01 AM, said:
Do you all come with matching sets of pompoms too? IJS
Hubis, on 17 January 2013 - 10:42 AM, said:
I would say the primary reason for the prevalence of ECM is basically meta-gaming:
- Guided Weapons (StreakSRMs, LRMs) greatly out-class Direct-Fire Weapons (Lasers, Ballistics, SRMs) at killing fast-movers due to netcode issues hurting direct-fire efficacy and the guided nature of SSRMs/LRMs making them easier to do consistent, unavoidable damage.
- ECM provides a hard counter to these weapons by preventing them from being used on the target, making a light mech with ECM tremendously more survivable.
- The only counter to this is actually more ECM, due to the jamming/counter mechanic.
The net result of this is that you end up with a positive feed-back system pushing the metagame towards more ECM:
Direct-Fire Scout < StreakSRM Scout < ECM Scout < StreakSRM + ECM Scout < More StreakSRM + ECM Scouts
To me, the cornerstone here is how effective Streaks are. Before ECM, the JR7-D and COM-2D were the kings of light-on-light combat, and very few "striker" lights were used because you would usually end up getting murdered by enemy lights anyways. Streaks were not always so dominant -- it used to be that they would not hit a target if you were both locked in tight turns, making them a much more interesting weapon, and really balancing their effectiveness against Lasers (which were easier to hit with) and SRMs (which you could lead with, and pack more damage into the same effective tonnage/hardpoints). However, Streak Improvements plus ECM have shifted the metagame completely away from this.
One simple starting point would be to nerf streaks. Since they're guided weapons, give them the same damage as LRMs (1.8-2.0) instead of SRMs (2.5). That's a BIG nerf, but it wouldn't be too crippling to light mech damage output, as now there would be a real clear benefit to packing a SRM4 launcher instead. Alternatively/additionally, implement some of the streak lock time suggestions -- make the time required to acquire a lock with SSRM2's scale with the number of launchers equipped (and likewise, make the lock easier to lose).
Unfortunately, I think that nerfing streaks right now is actually a Bad Idea ™ because of the state of the netcode. When you could counter light mech's mobility by knocking them over and blasting them when they got too aggressive, there was some semblance of balance -- light pilots needed to be aggressive to use high-efficiency close-range weapons, but they had to be very careful and highly skilled to not end up face down in the ground and getting a back full of SRMs. With knockdown suspended, they're much less fragile by default, and the effectiveness of streaks is the only thing balancing that. So to fix ECM, I'd suggest the following:
- Work on the netcode so that hitting fast-moving mechs with un-guided weapons gives you reasonable DPS as compared to slower targets.
- Once this happens, evaluate how effective streaks are compared to balanced direct-fire weapons, and consider re-adjusting their damage/usability
- Once this has been tuned, re-examine the rest of the ECM mechanic and see if it's still a problem.
VERY interesting points made. This does, however, make me wonder what effect Angel ECM will have in the game if this is looked at upon CWs begining (or how ever it will be finally implemented).
#259
Posted 17 January 2013 - 11:20 AM
#260
Posted 17 January 2013 - 11:22 AM
Novawrecker, on 17 January 2013 - 11:09 AM, said:
Well, to quote the Sarna articles:
Quote
Affected systems includeArtemis IV, C3 and C3i Computernetworks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor.[3]
Quote
Game Rules
[color=#000000]
The Angel ECM Suite represents a great advance in ECM technology from the standard Guardian model. Within its 6 hex radius of effect, the Angel suite completely blocks the following systems on enemy units:Artemis IV, Artemis V, Beagle Active Probes, Bloodhound Active Probes and their Clan equivalents, C3 Master Computers and C3 Slaves, Streak Missile Launchers and Narc missile beacons. Streak missiles may be fired at units affected by the device, but they function as standard missiles.[/color]
[color=#000000]
When using ECCM rules, the Angel ECM Suite counts as two ECM/ECCM units (depending on how it is set) for the purposes of determining the ratio of ECM to ECCM in a given area.[/color]
Aside from the "counting as 2 ECM/ECCM" units, note the fact that Angel blocks streak missile launchers, but Guardian does not. So basically, relative to the technology currently in the game, GECM is actually behaving as AECM. That's not necessarily a good or bad thing, but it is worth pointing out. Personally, I think a good "soft" fix would be removing the "jamming prevents streak locks" -- though still retaining the +50% lock time debuff. This would allow for some non-ECM light hunters like the JR7-D or the HBK-4SP to be viable again, while not totally removing the protection ECM granted.
Edited by Hubis, 17 January 2013 - 12:35 PM.
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