So after playing with this new patch for awhile now, it dawned on me: this has got to be one of the shittiest patches we've had so far. LPL have a quicker animation but the sound still plays after the actual projectile is done. HSR seems to be worse than ever Seismic sensor is utter shit now. The range is almost useless because you can damn well see anyone in the ranges of what the sensor shows. not AT ALL worth the price now. It needed to be fixed yes, but this went too far. Ive personally witnessed on 2 occasions LRMS going straight through buildings and hitting people. The power of light mechs has been reduced even more so now, by a HUGE factor now. Capping takes forever, no reward for doing it anyways, and with all the extra time and people to shoot at you, the lack of armor is very noticeable. lights at this moment are the red headed step children of this game that gets beaten more and more by PGI. Also, with all the masses of LRMs now, its hard to even circle or stay close to someone without catching LRM teamfire from time to time. The new hero mech is the worst type of mech we could have gotten right now. Any decent SRM alpha this guy is gonna have will have heat issues. SHOULD he run mass SRMS, he has a much lower chance of ever using them due to having to get through 4 additional people, plus having a not so great armor to try and do something like that (not bad for a medium but in general). Hes also gonna get his ass kicked just trying to get in range from snipers and LRMers, 12v12 or 8v8. If he uses LRMs? brings me to the next point. The days of mass LRMs are back because no one wants to actually get into the fray anymore as its suicide now with all the extra people shooting at you. This means the extra buff they gave to the pulse lasers means absolutely dick, as youll never get in range to use em unless its a small map with lots of cover like frozen city. ECM is WAY more important to help protect from the masses of glowy lights raining death down upon you. (LRMs) for some reason, the gauss shots are mostly invisible now. No way to know where the fuck my shot went unless i get the red reticule. Maybe this one is just me, but ive noticed this on my gauss and other people's gauss in multiple games on different days. due to the extra people im getting team shot and killed like its going out of style. Maybe just horrible luck, maybe its people freakin out trying to shoot masses of people and not paying attention, who knows. Did they even leave a way to keep playing 8v8, should you prefer it? not that ive found. if they did, it still eludes me. I could keep going for awhile, this is actually only half of what i actually wrote and decided to keep, but in short: We got a very hurried, unclean, untested patch and it shows. Most every buff they tried to give doesnt mean a damn thing except in a few small occasions. Every match has been a test of which team has the stronger LRM firepower and then the clean up crew come through and finish off those that werent aerially raped. Personally, id say its time to try and find a few new people with fresh, and better, ideas to start trying to move this game along. Its gotten to the point that we are starting to go in circles with how to fix stuff. Use mass LRMS - nerf LRMs- new power weapon appears- nerf new weapon - back to mass LRMs, and repeat. We need different styles of weapons to try and break up this redundancy. Maybe make the damn artillery strike useful to break up those LRM mech clusters. It would be a way to fire back indirectly without having to use LRMs yourself. and guess what? more people equal more targets for an even better use of an artillery strike. Unfortunately, I really love this game and the potential it has, but the actual execution of it is a WHOLE different story. I mean seriously, in this day and age of gaming, how is it this hard to fix the hit detection? a 12 year old could script this better. I've seen it. This is a BASIC gaming ability and PGI has yet to solve this MAJOR issue on something people figured out how to fix back in '94. We need less mechs and maps coming out and more actual work on the important shit. The game is about to be released as a fully operational game and they cant even figure out why our hits aren't registering. I feel like the people at PGI are a bunch of old cooters yelling "back in my day gaming was like this....," and dont understand computers or game making and yet they have the reigns. Hopefully this patch is just a fuck-up. What PGI lacks in ability, they make up for in listening to the community and actually trying very hard to fix stuff. This is very important to me. Wthout the gamers, games are nothing. Its also obvious that they REALLY want to make this happen, as we all do, but sometimes you just gotta grow up and admit that you need help. I know this sounds like a rant on how horrible PGI and the game is, but it isnt. I actually very much like PGI, but they are starting to slip. Their creative juices just seem to be running out. This mostly comes from how utterly atrocious this patch is.
I hear you... this patch has brought ALL the flaws to the forefront. Hit Detection Light/Medium lackluster performance (even more so with reduced capping time) Meta Style of certain weapons Coordination among the lances Reward earnings based only on damage, and damage alone because good luck getting ANY worthwhile rewards when you are a dedicated capper My friends and I have actually STOPPED playing Conquest for the time being, and that has to say something because it was our preferred gaming mode, allowing you to outthink and outmaneuver the enemy side... and now? I might as well stand in the middle of any map, out in the open and bend over -.- Instead of increasing the cap time, they should have raised the victory points to like 1200 or so, a lot more changes in the tide of the battle...
Ive grown really tired of these posts. When patches are released and new features are introduced, things break or there are unintended complications. Whats the best way to find and fix problems? Give it to the public to use and abuse. Fuck, the patch has only been live for 24 hours. PGI has done a very good job at keeping up and implementing fixes to the various issues. The development schedule for this game is not looking at the current time frame, but way further in the future. Nearly everything we have seen so far is laying the ground work for the actual release, not to mention both CW and Clan stuff. Oh yeah, if you've seen a 12 year old script a better hit detection, then why dont you show this work. Can it be implemented into CryEngine? Can it fit into the MWO code? Will it break a million other things? Is the problem an inherent bug in CryEngine and outside of the ability of the MWO programmers to fix?
I actually love the 12v12. It requires a lot more tactical planning and communication. This patch requires teams to work together to hold a line, flank and counter-flank. Holding cap points is now much more difficult, but, also much more crucial with additional players. There is no longer the simple tank-and-spank mindset. Players cannot simply roll in with their biggest alpha and expect to win. Those players are the ones who die fastest through concentrated firepower. Moreover, lights now have to fulfill a role. This is good and bad in my opinion. I love the fact that it forces pilots to think more about the functionality of their build instead of packing the biggest guns on and strolling out. The lights cannot simply circle strafe the biggest target now, because his support structure actually exists! I love that! However, now that lights and mediums have to fulfill the spotting, scouting and capping roles more, the mechs that were already under-powered, are now even more weak. The XP/C-Bill compensation HAS to change to reflect their role-driven play-style that accompanies what I consider the positives to this patch. We are still dealing with the same HSR and bugs, but, over-all, I think 12v12 pushes this game to some great new fronts. The required team work and thoughtful play are something I had found very lacking in this game. However, the same players remain and many of them are still in the mindset of playing solo and boosting their own stats. I think once 12v12 has been around for a month or so and players have had time to adjust and actually start communicating and working together, this will make the game far better and much more fun to play. At least that's my opinion. I would rather have a strategic battle instead of a massive scrum of alpha striking builds who set themselves on the tactics of 18th century armies, marching headlong into battle, face-to-face, to see who can fire first. This is not the American Revolution. Communication and thought out battle-plans make me more excited for the future of MWO.
I have not been that fortunate in the kills, but I have been playing for fun, so we will see later tonight.
I just ran 3 games today, running my TDK, normally I am pretty good, and if I actually get into a duel with another mech, I can normally lay down the hurt, what I have found is it is a lot harder to get into 1 on 1 duels, especially on a small map, if you break away from the main group to go and cap, or be the lone wolf like a lot of puggers do, you wind up getting toasted. Another thing is, in my TDK, I nearly took out a Jager by myself before his buddies rocked up, I was running 4 MPLas and I was bringing the hurt, and I took landed a lot of shots on the others as well, but I only got 93 damage for that match? Something is wrong here, and I do not particularly like it. And I also have to agree with capping taking WAY to long, even with Cap acc, which is a must have now.