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I got drunk one night (SURPRISE!) and played a match a couple months ago... at least I *think* it was a couple months ago... maybe it was last month. I don't know. ANYWAYS, I played a match and threw up 5 minutes into it. I didn't even throw up after drinking, competitively with Backhack, nearly a liter of Rev's Apple Pie on a slosh-op. The way this game has (d)evolved disappoints to the level of violent vomiting is what I'm sayin'.
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# ? Jul 24, 2014 21:05 |
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# ? Jun 5, 2024 04:14 |
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Chomp8645 posted:You seemed to know enough before... And then another poster corrected me like 10 posts ago What the gently caress is your problem? You forget to take your meds or something? Jesus
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# ? Jul 24, 2014 21:20 |
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Super Slash posted:It was a pretty neat game, but discounting the legit criticisms everyone in the thread has made; I stopped playing because I got pretty drat bored of playing the same three maps on the same single gameplay mode (come on, nobody seriously enjoyed capture the points). I play almost exclusively conquest because the maps tend to be better They really hosed up the capture point mechanics though, since it takes like 5 minutes to cap a loving point and you're better off just joining the action. I've only lost a match once, ever, where we had their whole force wiped except 1 guy and they won by points.
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# ? Jul 24, 2014 21:22 |
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I dig on the art style and the looks really hard, but I just didn't much enjoy playing this. And the P2W stuff is a turn-off. I think 'MechWarrior' would benefit tremendously from keeping the aesthetic/theme and all the fiction, but moving further away from the tabletop wargame's rules. Like, your robot has legs and poo poo - why does it drive exactly like a tank? Why is there a throttle? Mechwarrior 2M had that Hovercraft level, where you controlled a lovely vehicle with one laser and tried to escape from the Clans. The control scheme was exactly the same. If I'm using a goddamn Leg Robot, I want to be able to use the fuckin' legs. Where's the side-stepping? And the weapon balance is usually atrocious (PPC Supremacy) and the engagement ranges make no sense because those are lifted from battletech. The biggest autocannon is only effective to like 200 meters. What? In the Battletech Fiction, this is sort of an abstraction - the shell goes a lot further, but it's only effective out that far because the nimble-rear end Mechs will dodge it from any further out. I had a Centurion variant in the beta that didn't have any guns on its left arm. I don't mean I didn't put any guns there, I mean there were no hardpoints to possibly mount a gun. Why was that arm even there. If there was the possibility of shoving it into someone's cockpit, that would've been great, and Battletech had some melee rules, but that stupid arm is just a useless vestige of a half-implemented system that nobody seriously thought about. The Mechwarrior franchise has always been really half-baked. It was excusable in the 90's, because computers. And sometimes (2Mercs, 3, 4Mercs) it was great in spite of that. StringOfLetters fucked around with this message at 21:35 on Jul 24, 2014 |
# ? Jul 24, 2014 21:26 |
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Chomp8645 posted:[eulogizing] I like this. Can we make the thread this? Dropship mode was coming in December, 2012. Shortly after, community warfare. And who can forget their masterful PR?
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# ? Jul 24, 2014 21:29 |
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oswald ownenstein posted:In particular some of the maps - especially the beta maps - are just awful in 12v12. There's that one with water and a boat cracked in half which comes to mind. One of the things that I was saying they should do a year ago was separate 8vs8 and 12vs12 modes for the different maps. lol
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# ? Jul 24, 2014 21:30 |
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oswald ownenstein posted:Wait, really? I thought solo queue was solo queue and that's it. Lack of elaboration on my part. Solo queue does only fight 2-4 mans. It's the 2-10s that will get mixed together into a 12.
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# ? Jul 24, 2014 21:36 |
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Chronojam posted:I like this. Can we make the thread this? Dropship mode was coming in December, 2012. Shortly after, community warfare. I'll happily put that all in the second page as an example of how lovely PGI has been. Call it history - like learning about how bad Stalin was. But you have to collect it all and PM me StringOfLetters posted:I dig on the art style and the looks really hard, but I just didn't much enjoy playing this. And the P2W stuff is a turn-off. I think you nailed the big flaw with trying to stick to the TT rules with an online TDM type game. There's just balance issues galore and they're easy to solve if you aren't sticking to TT just because. Pulser Lasers are considered kinda bad right now due to a heat nerf + their weight (double that of regular lasers, in the case of medium and small).
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# ? Jul 24, 2014 21:59 |
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quote:Come Aug 7th when the patrons of the Founder’s Program gain access, the game will still be in Closed Beta 2, with on-going patches added every 2 weeks; therefore, not every feature we have discussed on the web site will be playable. We expect to have each of the features we have announced and discussed on the website (with one exception), in the game by the Open Beta date (which cannot yet be announced other than Summer 2012). quote:This new frontier of online free-to-play titles really is a shift in thinking and we still have lots of work to do between here and open beta, when we will immediately work to put in the Community Warfare features and from there it will be a sprint to the invasion of the clans and so on. shit_that_didnt_happen.txt
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# ? Jul 24, 2014 22:04 |
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oswald ownenstein posted:I'll happily put that all in the second page as an example of how lovely PGI has been. Call it history - like learning about how bad Stalin was. But you have to collect it all and PM me You have it all quoted right there, what do you need a PM for? Do you know how to use the forum? Just paste it. Chronojam posted:shit_that_didnt_happen.txt They had a whole big interview on community warfare features in 2011 (lol). Funny guys these mechwarriors! EDIT: Bonus questoin for Paul Inouye, master game designer... quote:ZAM: For our final question, what about players who just want to see the world burn? By that, I mean that, given MechWarrior Online's big focus on team play and communication, are there any systems in place to prevent some players from simply disrupting games or taking bribes from the other team to "throw" a match? Gold farming prevented! Oh wait you can just chain join games and AFK every single one of them and because you get C-Bills even if you lose and do literally nothing the entire match. Fine job there Paul! Meme Poker Party fucked around with this message at 22:19 on Jul 24, 2014 |
# ? Jul 24, 2014 22:14 |
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Should I get back into this or is my 3 x SRM6 centurian and 8 large laser stalker boat now useless garbage for idiots?
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# ? Jul 24, 2014 22:18 |
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Drone_Fragger posted:Should I get back into this or is my 3 x SRM6 centurian and 8 large laser stalker boat now useless garbage for idiots? SRMs are less crap than they have been, but gently caress you if you fire more than two large lasers at a time, eat your ghost heat and like it.
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# ? Jul 24, 2014 22:20 |
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Drone_Fragger posted:Should I get back into this or is my 3 x SRM6 centurian and 8 large laser stalker boat now useless garbage for idiots? This is a question that has longed plagued the community... I think people are having trouble with it.
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# ? Jul 24, 2014 22:22 |
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May 8, 2013: UI 2.0 will have a public test in August, live in Summer Oct 28, 2013: UI 2.0 has its public test, huge letdown, everybody and their brother had a litany of must-fix feedback Feb 4, 2014: UI 2.0 goes "live" but is missing all the mech bay overviews and changes everybody wanted, not even a "strip mech" option they boasted over Feb 5, 2014: UI 2.0 critical hotfix to solve "Game won't start," "Game can't log in," "Can't use paid-for premium account or paid-for consumables"
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# ? Jul 24, 2014 22:31 |
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It is still impressive to me to see how obvious the problems are and how easy they would be to solve. What they did to make it poo poo over the course of a few years could have easily been averted, or even fixed now. The problem is the people in charge are complete fuckheads. Back out ghost heat, experiment with quicker balance changes, go back to 8v8, make jump jets shake the cockpit sufficiently again. It would be so simple to fix but they will never do it. It must be really depressing to be any of the people involved with implementing the changes passed down to them. There's no way they think anything they're being forced to do is a good idea. Imagine having to work for and take orders from that fat gently caress.
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# ? Jul 24, 2014 22:39 |
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I yearn for that brief period of time that lasted about two months, I think it was January or February of 2013 where MWO was a fun game to play and I was telling myself that if only PGI could "tighten it up" a bit and go on to add content and community warfare, it'd be one of the best F2P games ever. A big thing though is that while we all take the piss on PGI for being retards who don't understand the mechanics of their own game or how to balance it, far worse was/is their deeply held prejudice against any kind of competitive play. MWO certainly wasn't ever going to become DOTA or LoL, but maybe it could have gotten to a level like CS:GO. The depth and teamplay elements to make it an exciting game to play and watch competitively were almost there. The community actually tried to run competitive leagues and PGI made no attempt to even make lobbies for two groups to play together. Instead we had to try to do "sync drops." To this day there's no way for organized groups to set up matches with each other. PGI doesn't care, they've tailored their game toward solo players who they think will have the incentive to buy hundreds of dollars of mechs. Made by pubbies, for pubbies. Making a true competitive game would have been more profitable in the long run.
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# ? Jul 24, 2014 22:55 |
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http://www.mwomercs.com/theplan Lots of laughs here! This is the developers official tracking of their progress. Community warfare is 71% done? How can that be... lol. Ok how about them maps PGI? I'm dying. Meme Poker Party fucked around with this message at 22:58 on Jul 24, 2014 |
# ? Jul 24, 2014 22:56 |
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If there's one thing developers love to do and are very accurate at, it's giving percentage based estimates of how much progress has been made on a task.
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# ? Jul 24, 2014 23:03 |
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Oswald can we get a percentage estimate of your progress in posting Chronjam's material like you said? I suggest the following metric... 0% - nothing done (default) 50% - copy button pressed (end of August?) 100% - paste button pressed (Q1 2015?)
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# ? Jul 24, 2014 23:07 |
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Lemming posted:It is still impressive to me to see how obvious the problems are and how easy they would be to solve. What they did to make it poo poo over the course of a few years could have easily been averted, or even fixed now. The problem is the people in charge are complete fuckheads. Back out ghost heat, experiment with quicker balance changes, go back to 8v8, make jump jets shake the cockpit sufficiently again. It would be so simple to fix but they will never do it. The thing about 8v8 is that a lot of balance problems people keep bitching about (like LRM spamming) is a lot less problematic when it's 8v8 instead of 12v12
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# ? Jul 25, 2014 01:41 |
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There have been a couple of occasions where members of the Flaming Drongos have been known to assemble and roll out ( generally when it involved a free robbit or garage slot ), play a few rounds then fail cascade because gently caress this game seriously. My biggest gripes are with 12 a side and ghost heat. I don't hugely care for the canon ( Ennnnnh, *adjusts glasses* an Inner Sphere Company consist of 3 Lances of 4 'Mechs, ennnnnh *inhales from Asthma inhaler* ), but the decision to up from 8 a side to 12 a side was pretty stupid considering the already cramped nature of the beta maps up until Alpine ( which while really roomy is still just a blobby clusterfuck ). Don't even get me started on Ghost Heat. Also, the inner sperg at me wants to point out the various factual errors in the OP, especially since outdated info in the OPs of the previous threads caused drama.
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# ? Jul 25, 2014 02:19 |
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Can anyone explain why ghost heat is such a problem? I only encountered it when trying to do more than 6 medium lasers on my light mech, and even then I just put them in different weapon groups and chain fired NP. It sounds like a bunch of people angry that they can't alpha on one mouse button with 8 million things on their assault mech and I can't shed any tears over that. Different weapon groups, mouse 1, mouse 2, done.
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# ? Jul 25, 2014 02:23 |
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I don't know how this works, but damnit if I'm not convinced you're wrong!
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# ? Jul 25, 2014 02:40 |
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A final CotD for this dumb failure of a game...
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# ? Jul 25, 2014 02:46 |
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# ? Jul 25, 2014 02:52 |
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oswald ownenstein posted:Can anyone explain why ghost heat is such a problem? Key things you need to understand: It works differently when you introduce different but similar weapons Some weapons get better when chainfired, some weapons get worse It's not actually explained or documented anywhere except in disparate forum posts Ghost heat made sniping more effective by killing its hard counters (e.g. sniping's safer to do) Ghost heat made sniping more effective by killing its alternatives (e.g. reduced build diversity) A tongue in cheek explanation of the results: quote:To recap:
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# ? Jul 25, 2014 03:18 |
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So how is M.A.V. ? I picked it up on steam for cheap a while ago but didn't really play it yet. Was it a good choice for building stupid robbits and killing other stupid robbits or should I stick to Hawken for my Mech fix?
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# ? Jul 25, 2014 03:26 |
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I'm guessing a whole class of mechs is still worthless and they'res still both medium and heavy mechs that are bigger then assaults right? Game sucks.
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# ? Jul 25, 2014 03:28 |
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Saalkin posted:I'm guessing a whole class of mechs is still worthless and they'res still both medium and heavy mechs that are bigger then assaults right? You can do pretty well with Mediums it's just you won't consistently do as well as someone playing an Assault.
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# ? Jul 25, 2014 04:01 |
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Chomp, how much money did you give PGI when they were doing Founders? I have a suspicion it may be revelatory.
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# ? Jul 25, 2014 06:54 |
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hey Oswald, Paul Inoyue made some super descriptive charts concerning the heat penalties... maybe someone has the fucks to fish them out of the brown sea for the OP? I never activated my 60 days Founders premium, I probably never will. I last played for a few weeks at the beginning of the year: I enjoyed the Shadow Hawk, but UI 2.0 was more obtuse than 1.0, and all other the poo poo aside that is a really amazing bit of incompetence. Heavy gear is a TT game too right? Looks promising but quote:The Heavy Gear Assault development team plans to release HGA in the form of modules. Heavy Gear Assault will release in a series of modules, culminating with the launch of the Heavy Gear persistent universe with episodic single player warfare. sounds way to familiar. I want to believe. EDIT: I am glad this thread is back, I enjoy watching ya'll poo poo post about DiHK fucked around with this message at 07:08 on Jul 25, 2014 |
# ? Jul 25, 2014 07:06 |
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Orv posted:Chomp, how much money did you give PGI when they were doing Founders? I have a suspicion it may be revelatory. $0 during Founders, and $0 at any other time as well. I never paid any money for MWO in any way. Thank goodness! I have in my entire life spent a grand total of $25 on F2P games, and that's split between three different titles. They usually just aren't worth it. EDIT: Realized I could prove it... No transaction history. Joined after closed beta/early whatever concluded. No founder title or anything. Meme Poker Party fucked around with this message at 07:29 on Jul 25, 2014 |
# ? Jul 25, 2014 07:10 |
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oswald ownenstein posted:Can anyone explain why ghost heat is such a problem? The issue is that rather than tuning weapon damage, weapon heat, weapon tonnage, weapon slots, projectile speeds, beam duration, cycle times, how many heat sinks you get by default, how much heat each sink disspiates, how many slots each sink takes up, how heavy a sink is or any of the many, many options that they had at their disposal, PGI opted to bolt yet another mechanism on top. Rather than encourage diverse builds, they opted for a system that slaps your hand when you do something the design team don't like, and for a good couple of months after it was introduced we still had no explanation as to what it was supposed to accomplish. As it stands you still need to go to an third party site (Smurfy's mechlab) to see exactly what penalties you're attracting with particular loadouts. There wasn't even an in game indicator until after UI 2.0 dropped, and even that is just a red triangle that tells you you built your mech wrong. It's lazy, it's ham fisted, and it didn't even do what they were trying to do with it - PPC and Gauss rifles still ruled the roost after it came in until they nerfed PPCs and stuck the charge up time on the gauss.
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# ? Jul 25, 2014 07:39 |
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I got lucky and quit the game during December of 2012 which apparently was a month before the game went to poo poo. So I have good memories of mech warrior I guess.
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# ? Jul 25, 2014 07:46 |
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DiHK posted:hey Oswald, Paul Inoyue made some super descriptive charts concerning the heat penalties... maybe someone has the fucks to fish them out of the brown sea for the OP? TLDR: Alpha striking 3 AC2s with 0.52s between shots will fire 36 shots in 5.72s with 0 penalty and 36 total heat. Firing them one after the other with 0.1s between shots will fire 12 shots in 1.76 seconds with 59 heat penalty and 71 total heat. In other words, for the benefit of firing 8% more shots per second, you get an amazing 500% heat increase in the first 2 seconds of firing which continues to increase exponentially. I'll also point out that the 2 bottom graphs don't even have the right math even though it's a spreadsheet because they seem to be terrible at everything. koolkal fucked around with this message at 08:14 on Jul 25, 2014 |
# ? Jul 25, 2014 08:09 |
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koolkal posted:I'll also point out that the 2 bottom graphs don't even have the right math even though it's a spreadsheet because they seem to be terrible at everything. Sums it all up, really.
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# ? Jul 25, 2014 08:10 |
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God drat, that may be the worst quick fix "mechanic" I've seen in any game ever. Not even exaggerating.
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# ? Jul 25, 2014 08:35 |
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oswald ownenstein posted:Can anyone explain why ghost heat is such a problem? Stupid people don't mind it.
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# ? Jul 25, 2014 08:49 |
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I do indeed play this poo poo game more than I'd like to admit and if anyone else ever wants to play feel free to send Blackdog420 an invite.
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# ? Jul 25, 2014 10:59 |
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# ? Jun 5, 2024 04:14 |
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Don't play this game. PGI and Paul are directly responsible for taking away my ability to get excited about video games. They stole my innocence.
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# ? Jul 25, 2014 11:47 |