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#1 Flamekin

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Posted 16 January 2013 - 11:20 AM

Hello,

I know there are probably other places to post. However I have a mostly overrall opinion on a few things and didnt' want to break it up.

I started playing a while ago, before even river city was around, I have been in and out to check out the various changes that have been going on. Here are my thoughts.

Gameplay -
I like that there is a new format (capture and hold points). Although I wish that it was more likely it mattered, or that you could respawn in order to try to keep taking those points until one team made up the 750 points needed to win. Unfortunately as with capture the enemy base the game is more about just killing the opposing team. This would also cause the light mechs to have a great advantage in stopping captures, and to do some sneaky caps. I understand that C-bills and xp would go through the roof if they stayed the same and would have to be tweaked. But I believe the change in gameplay would be much more exciting and touch on a different skill for some pilots (rather than just aim).


I have enjoyed the changes to Guass and PPC's and even LRMs. These were all a bit different before and I like them a bit better. Now for the specific comments.

SRM's (mainly 6's), these hit very hard and with more mechs around (we will get to those later), boats of SRM6 can shred an Atlas in just a couple rounds. I would be more ok with this if the SRM's had a small splash radius, so when they ram you to make sure the spread is contained they also take some amount of that damage (most noteably they would take it in the location that had the SRM's in the first place, making it that much more dangerous of a strategy.). I do however like the fact that it is valuable to have SRM's so I am not asking for them to be nerfed out of builds. I just would like them to be used in a more honest or intuitive way (Missiles explode. don't get close.).

Ultra AC 5 - I really want to like this weapon, however I can never seem to get it to fire more than 3 rounds before it Jams. I have decided to replace mine with AC5's because over a fight I will actually get more rounds off without the ultra. I just think a small tweak in the jamming chance would help this a bit.

ECM's - I actually like these.. I know they are annoying to lots of people, but I do like the change in the game that they provide. They also seem like the reason LRM mechs have slightly more trouble nowadays. Maybe they are to much like some people say, but I haven't played with/against these enough to know.

Stalker - This is probably my biggest issue right now. I was so excited when I heard this mech was coming out, it used to be one of my absolute favorites. I even used the callsign back in the battle pod days. What I don't like about this thing is a) the look. It looks like a Cat thats missing it's ears most the time, which makes it a harder target than a mech 20 tons lighter. :D it's hardpoints. This thing in the typical designs can have 5 lasers and 5 missiles. I recall people happy about the hardpoints because it would stop "boating". This thing brings it right back. I know that there is a hunchback with 8 laser points. Why that didn't bother me was because it was the only one like that, now it doesn't feel that way.

Overrall very happy where things have gone, and I understand it's still in beta. I am still hoping for other modes (as stated above)..

TLDR - Game is good, but a stalker killed me with SRMS so now I am QQ'ing. :)
Actual TLDR - Game is good, here are my opinions on what could be tweaked to make it things slightly better.

#2 BarHaid

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Posted 16 January 2013 - 11:38 AM

Actually, there might be a bit of a splash radius on SRMs. I was in a Cent carrying 3 SRM6s, and fired point-blank/pushing through at an Atlas (panic mode for me!), and I died. The kill log said "BarHaid has killed BarHaid" I had my missile doors open, and wasn't hearing any high heat warnings, so what happened? Blow back into the missile tubes?

#3 TB Freelancer

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Posted 16 January 2013 - 11:41 AM

Wow :)

A well thought out and reasonable post by a Legendary Founder...

...I think hell just froze over.

#4 Gallowglas

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Posted 16 January 2013 - 11:44 AM

View PostFlamekin, on 16 January 2013 - 11:20 AM, said:

SRM's (mainly 6's), these hit very hard and with more mechs around (we will get to those later), boats of SRM6 can shred an Atlas in just a couple rounds. I would be more ok with this if the SRM's had a small splash radius, so when they ram you to make sure the spread is contained they also take some amount of that damage (most noteably they would take it in the location that had the SRM's in the first place, making it that much more dangerous of a strategy.). I do however like the fact that it is valuable to have SRM's so I am not asking for them to be nerfed out of builds. I just would like them to be used in a more honest or intuitive way (Missiles explode. don't get close.).


I kind of feel like if you're chest-bumping an SRM Stalker, the results should be rather predictable and disastrous. Effectively, it's like trying to trade AC/2 sniper fire with a dual gauss mech. You're not playing to your tactical advantage. In essence, SRM's are short-range shotguns. Nothing more, nothing less. They are virtually ineffective outside of short range. If you take away their short range advantage, you're really not left with much. Stalkers in particular are slow, so if you're letting them come in close, you're playing their game. Sure, it can happen unexpectedly, but that's true of walking into quad PPC fire as well. To my mind, that's all just part of the game. Ultimately, I don't see that the SRM boats are dominating the matches. They can be effective, sure. However, I've also see them get shredded sniping/LRM matches or when they're up against lighter mechs that can outmaneuver them.

Just MHO, of course.

Edited by Gallowglas, 16 January 2013 - 11:45 AM.


#5 Flamekin

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Posted 17 January 2013 - 11:43 AM

View PostGallowglas, on 16 January 2013 - 11:44 AM, said:


I kind of feel like if you're chest-bumping an SRM Stalker, the results should be rather predictable and disastrous. Effectively, it's like trying to trade AC/2 sniper fire with a dual gauss mech. You're not playing to your tactical advantage. In essence, SRM's are short-range shotguns. Nothing more, nothing less. They are virtually ineffective outside of short range. If you take away their short range advantage, you're really not left with much. Stalkers in particular are slow, so if you're letting them come in close, you're playing their game. Sure, it can happen unexpectedly, but that's true of walking into quad PPC fire as well. To my mind, that's all just part of the game. Ultimately, I don't see that the SRM boats are dominating the matches. They can be effective, sure. However, I've also see them get shredded sniping/LRM matches or when they're up against lighter mechs that can outmaneuver them.

Just MHO, of course.



I agree that I should lose a fight where a short range build stalker gets into his short range. I understand SRMS are short range and don't have much use at 1000 meters. But that short range shouldn't include the 2 foot range. I understand why a LBX 10 doesn't splash. But SRM's "are" still missiles. Maybe they do splash some and I simply don't see it in the damage. For analogy sake, it's like having a sniper rifle vs someone with a rocket launcher. Sure they most likely win at the close range. But they are also more likely to blow themselves up too, or at least suffer some negative effect. Also to be clear, I am happy with the fact that I now see good amounts of all the weapons, before it was simply lasers are better...go! :rolleyes:

That said, one other thing I forgot to mention is simply I wish that people that enter a battle but then disconnect before the match starts get dropped, rather than causing a 7v8 (or sometimes even a 6v8). But I am sure that will get addressed eventually.

#6 Solis Obscuri

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Posted 17 January 2013 - 12:14 PM

So you're saying SRMs should be forced to miss at point blank range because you're trying to facehug a Stalker instead of flank it? :rolleyes:

#7 Voridan Atreides

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Posted 17 January 2013 - 12:18 PM

View PostFlamekin, on 16 January 2013 - 11:20 AM, said:

or that you could respawn.....


Gonna stop you right there........this is MechWarrior. Its a simulator. There are no respawns.

Edited by Voridan Atreides, 17 January 2013 - 12:20 PM.


#8 Kylere

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Posted 17 January 2013 - 12:18 PM

Respawn is an awful idea. That is the one thing that would make me rage quit, it is simply little kids demanding that they can run at the enemy over and over again. The abuse of a respawn system would be atrocious and we may as well all go play some console game.

#9 Flamekin

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Posted 11 February 2013 - 08:56 PM

It's funny, yes it's a game. It's meant to be palyed as a game. You seem to think that respawn could be abused by any and all and there is no way to make it fair. Go figure the internet turns around and does the **** this is my game! Go play something else.

First off, it was a suggestion to get a different play feel,
Secondly, it was not intended to be "you died, instant respawn in the fight go!"

What I would expect is some amount of points towards the conquest of the current match and a delay in spawn in a designated area away from the capture points. This would give people a reason to be light/medium/heavy/assault in the fights for obvious reasons (or would you like me to spell them out?)

I love mech warrior and I enjoy mech warrior online. What I don't care for is every match regardless of mission is just "kill the other 8 mechs". Heck even base capture has a "chance" of a team winning by not destroying the other team, but it's not a common thing to have happen.

If you are going to post, at least be constructive...not "your a kid go home, leave your ball".

#10 Sug

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Posted 11 February 2013 - 09:22 PM

View PostFlamekin, on 11 February 2013 - 08:56 PM, said:

What I would expect is some amount of points towards the conquest of the current match and a delay in spawn in a designated area away from the capture points. This would give people a reason to be light/medium/heavy/assault in the fights for obvious reasons (or would you like me to spell them out?)


Please do. I don't know what the hell you're talking about.

Edited by Sug, 11 February 2013 - 09:22 PM.


#11 Davers

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Posted 11 February 2013 - 09:39 PM

SRMs have a 3m splash radius and damage is divided into how many sections are hit.

#12 Thirdstar

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Posted 11 February 2013 - 10:03 PM

View PostDavers, on 11 February 2013 - 09:39 PM, said:

SRMs have a 3m splash radius and damage is divided into how many sections are hit.


I think he means they should splash back at the shooter.

If you stay in the front arc of an SRM Stalker, you're going to die. So, uh, don't stay in the front arc. Because the stalker turns like a blimp.

Man, you're going to be REAL mad when a splatcat dusts you.

At least the OP is being honest.

Edited by Thirdstar, 11 February 2013 - 10:06 PM.


#13 Marj

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Posted 11 February 2013 - 10:32 PM

I've seen people die from their own SRM fire before so there is a blast radius that can damage the shooter, it just isn't very big.

#14 MERC Mournblade

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Posted 11 February 2013 - 10:37 PM

Personally, I think that Conquest should be limited to three capture points (two at both ends of the map, and one in the middle). Five just seems better suited for a larger scale game (12v12 or greater). Another thing, to keep people capping, most of the game score should be about the capping, and very little reward for killing (other than k/d ratio). It needs to be a distinctly different gametype than Assault.

- Mournblade

#15 Thirdstar

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Posted 11 February 2013 - 10:46 PM

View PostMarj, on 11 February 2013 - 10:32 PM, said:

I've seen people die from their own SRM fire before so there is a blast radius that can damage the shooter, it just isn't very big.


Pretty sure there's no self-splash damage, you may be seeing an ammo explosion.

#16 Herr Vorragend

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Posted 12 February 2013 - 04:19 AM

Respawns are no option for a simulator like mechwarrior. Thinking about how to survive is a main factor of this game.

#17 buttmonkey

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Posted 12 February 2013 - 05:18 AM

View PostFlamekin, on 16 January 2013 - 11:20 AM, said:

Hello,

I know there are probably other places to post. However I have a mostly overrall opinion on a few things and didnt' want to break it up.

I started playing a while ago, before even river city was around, I have been in and out to check out the various changes that have been going on. Here are my thoughts.

Gameplay -
I like that there is a new format (capture and hold points). Although I wish that it was more likely it mattered, or that you could respawn in order to try to keep taking those points until one team made up the 750 points needed to win. Unfortunately as with capture the enemy base the game is more about just killing the opposing team. This would also cause the light mechs to have a great advantage in stopping captures, and to do some sneaky caps. I understand that C-bills and xp would go through the roof if they stayed the same and would have to be tweaked. But I believe the change in gameplay would be much more exciting and touch on a different skill for some pilots (rather than just aim).


I have enjoyed the changes to Guass and PPC's and even LRMs. These were all a bit different before and I like them a bit better. Now for the specific comments.

SRM's (mainly 6's), these hit very hard and with more mechs around (we will get to those later), boats of SRM6 can shred an Atlas in just a couple rounds. I would be more ok with this if the SRM's had a small splash radius, so when they ram you to make sure the spread is contained they also take some amount of that damage (most noteably they would take it in the location that had the SRM's in the first place, making it that much more dangerous of a strategy.). I do however like the fact that it is valuable to have SRM's so I am not asking for them to be nerfed out of builds. I just would like them to be used in a more honest or intuitive way (Missiles explode. don't get close.).

Ultra AC 5 - I really want to like this weapon, however I can never seem to get it to fire more than 3 rounds before it Jams. I have decided to replace mine with AC5's because over a fight I will actually get more rounds off without the ultra. I just think a small tweak in the jamming chance would help this a bit.

ECM's - I actually like these.. I know they are annoying to lots of people, but I do like the change in the game that they provide. They also seem like the reason LRM mechs have slightly more trouble nowadays. Maybe they are to much like some people say, but I haven't played with/against these enough to know.

Stalker - This is probably my biggest issue right now. I was so excited when I heard this mech was coming out, it used to be one of my absolute favorites. I even used the callsign back in the battle pod days. What I don't like about this thing is a) the look. It looks like a Cat thats missing it's ears most the time, which makes it a harder target than a mech 20 tons lighter. :) it's hardpoints. This thing in the typical designs can have 5 lasers and 5 missiles. I recall people happy about the hardpoints because it would stop "boating". This thing brings it right back. I know that there is a hunchback with 8 laser points. Why that didn't bother me was because it was the only one like that, now it doesn't feel that way.

Overrall very happy where things have gone, and I understand it's still in beta. I am still hoping for other modes (as stated above)..

TLDR - Game is good, but a stalker killed me with SRMS so now I am QQ'ing. :)
Actual TLDR - Game is good, here are my opinions on what could be tweaked to make it things slightly better.

im sorry i tried to read it but stopped when you said the R word (respawn) :wacko:

#18 Flamekin

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Posted 12 February 2013 - 02:52 PM

View PostMERC Mournblade, on 11 February 2013 - 10:37 PM, said:

Personally, I think that Conquest should be limited to three capture points (two at both ends of the map, and one in the middle). Five just seems better suited for a larger scale game (12v12 or greater). Another thing, to keep people capping, most of the game score should be about the capping, and very little reward for killing (other than k/d ratio). It needs to be a distinctly different gametype than Assault.

- Mournblade


This! Exactly this. This is what I am saying. Something like this is what I would love to see, something different from assault, something that focuses on capping.

#19 Flamekin

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Posted 12 February 2013 - 02:58 PM

View PostSug, on 11 February 2013 - 09:22 PM, said:

[/size]

Please do. I don't know what the hell you're talking about.


If there is a respawn away from any conquest point and I am in a light mech I can get back to the fight or get to another capture point sooner but I simply don't do as much damage as a heavy and thus less likely to take a defended point. If I am an assault I have more incentive to sit and defend a point. If I die has a assault it's slow to get back to the fight so the time loss is greater and thus the impact of your death. Thus I have reasons for running all sizes (medium mechs can get to a fight quicker than a heavy and serve up more damage than a light mech),

The point is simply a way to play where the thought isn't "kill the other team". The only way to do that is to make killing another mech an advantage and not a win condition. For all the "it's a simulator, there is no respawn".... it's also a game, with multiple modes, with such it should have different feelings for those modes. Not everyone will want to play like this, but not everyone will immediately hate it either.





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