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Author Topic: Mechwarrior Online  (Read 108497 times)

forsaken1111

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Re: Mechwarrior Online
« Reply #300 on: March 06, 2013, 07:17:55 am »

Star Trek Online and Champions Online did a lifetime sub option when they launched. $200 bucks and you are subscribed for life with all updates and optional content/DLC
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ukulele

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Re: Mechwarrior Online
« Reply #301 on: March 06, 2013, 12:45:19 pm »

Came back after a 6 month pause, i have to say its playable now, the only thing i doubt was a good decision its taking away the repair and rearm of the mech, if you are playing an atlas with top notch equipment you should be punished if you cant outperform a light mech for example. I tought the old method made it posible only to the good players to have assault mechs and i was ok with that.
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Werdna

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Re: Mechwarrior Online
« Reply #302 on: March 06, 2013, 02:32:18 pm »

The problem is that player skill does not necessarily translate to win record, which largely determines your income.  You can be an incredible player, yet still lose regularly if you're dropping with a PUG.  The game already favors premades to a significant degree; it would really suck if only premades can afford to drop with assaults (because they can maintain the W/L ratio to support it).

In any case, Assaults can still get humiliated pretty easily by Lights at the moment, so I think the game is currently at a decent place with regards to the value of the various weight classes (with Medium being slightly underrepresented until the recent Trebuchet hubbub).  On Conquest, I regularly see Assault-heavy teams lose (badly) because they simply get out-capped.
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ukulele

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Re: Mechwarrior Online
« Reply #303 on: March 07, 2013, 10:09:57 am »

Also being stuck in a team with no ECM its a pain, almost 100% guarteed to lose against a team with ECM. By the way i dont understand how to put ECM in a mech, only some can carry it? only the ones that already come with it can carry it?
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nenjin

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Re: Mechwarrior Online
« Reply #304 on: March 07, 2013, 10:24:03 am »

Also being stuck in a team with no ECM its a pain, almost 100% guarteed to lose against a team with ECM. By the way i dont understand how to put ECM in a mech, only some can carry it? only the ones that already come with it can carry it?

No, it's just one of those dumb things they don't make clear via a hard point. Nowhere on the spec sheet does it say a mech is ECM capable. IIRC, if it's available for your mech, it should be either your weapons list or one of the others while you're looking at your center torso.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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Iosyn

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Re: Mechwarrior Online
« Reply #305 on: March 07, 2013, 12:30:44 pm »

There are only a handful of mechs that can Equip an ECM module. Commando-2D, Atlas D-DC, one of the raven variants (X something I think. the real expensive one) and a few others iirc. If it's available for your mech look to the parts page that has the beagle active probe and it'll be there.

COM-2D + ECM + SSRM + Tag = Credit to team. I only wish it had jumpjets too. COM-2D is cheap as hell too.

ECM on an Atlas is stupid, though. It's only useful if the atlas stays with the other heavies and assaults-- even then, with PPCs and a tag laser it's easy money.

ECM is still OP as hell though. LRM boats will hardly ever get a lock if they all stay under that ECM umbrella, or they have LOS and a tag.
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Werdna

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Re: Mechwarrior Online
« Reply #306 on: March 07, 2013, 01:05:50 pm »

Yeah, if you think ECM is powerful, try 8-man premade matches.  It's surreal, you almost never get target info until mid-late in a match, when mechs accidentally break from ECM cover during a dogfight, or the ECM mechs start going down.  And although the ECM Atlas is fairly easily countered once you can put a PPC on him, he's still a much scarier proposition to deal with than any other Atlas.  Particularly because his slow speed encourages his teammates to stay with him to gain his ECM shield; so in a PUG match an ECM Atlas often generates the kernel of an ad hoc lance, and its not unusual for them to appear unexpectedly on a flank. 

These are the current ECM-capable variants:
Commando 2D
Spider 5D
Raven 3L
Cicada 3M
Atlas D-DC

Of the Light Mechs, the Raven and Commando are the most common.  The Raven in particular is hated by most of the community.  I think these two are most common because their missile hardpoints allow them to mount Streaks, which are excellent for hunting other light mechs.  The ECM allows them to be immune to Streaks, or counter the ECM on an enemy and fire streaks at them. 

Hands down, the current ECM implementation is my least favorite part of the game.
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nenjin

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Re: Mechwarrior Online
« Reply #307 on: March 07, 2013, 01:16:33 pm »

I hear both sides of the story. Some people think using a mech with a TAG is an acceptable counter to ECM, that it's ok one upgrade requires another upgrade so a core weapon system can be worth a damn.

I think that's crap, personally. If the game is inspired by the table top, then it should take the table top's mentality on these things. ECM in table top didn't make missile flat out impossible to target. Secondary systems provided extra bonuses that were countered by other secondary systems. Not: primary system is invalidated by a secondary system which requires another secondary system to counter.

I don't even run an LRM boat but I find it pretty annoying, and with the high prevalence of pre-mades in MWO....it seems like a poor choice of balance when something is so good you can expect to see it in every single match.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Iosyn

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Re: Mechwarrior Online
« Reply #308 on: March 07, 2013, 01:24:28 pm »

Indeed. they really need to give the beagle active probe or artemis some kind of ECCM capability.
Seriously, TAG + Artemis + Beagle Active probe = a hell of a lot of tonnage and only the TAG will do ANYTHING against an ECM-laden mech-- and even then it still takes an age to actually lock on-- and if you lose Line of sight it's wasted. And artemis, a supposed FCS only works via LOS too, but apparently it doesn't stack with the tag laser? the hell does that make sense?  ???

Same with the beagle, gives you an increased sensor range... except against anything with ECM. Yes, I can understand a small mech being hard to spot or find even before we get to ECM, , but having to come to 200m to even spot it for a lock and then getting disrupted at 180m? You realize how fast a light or med could run through that 20m just to mess with your lock? An LRM boat would have fits.

Of course, you could always roll ballistics and ER PPCs and other stuff that you don't need a lock for, but meh. This laptop isn't good for anything but spamming LRMs and running around in my COM-2D.

and yeah werdna that's what I meant-- if people stick close to an Atlas D-DC it can be a pretty scary prospect. PPC ECM disable is 4s, so even then you might JUST be able to get a lock and fire before it wears off. Of course, your missiles would then be unguided unless you got another lock. and indeed nenjin. ECM is a pretty hard LRM counter right now, flat out invalidates them unless you fire unguided-- which for LRMs means a miss, usually. You could always run SRMs, but why should heavies and assaults have to change entire builds to deal with what should be a secondary or scouting ability?
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Werdna

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Re: Mechwarrior Online
« Reply #309 on: March 07, 2013, 02:01:25 pm »

OTOH, they've tuned LRM's in light of ECM.  They are probably as strong as they've ever been (they've gone through a lot of tweaks) - I've been trashed by LRM many times lately, and been pretty shocked to find that the enemy LRM 'boat' was only sporting a couple LRM10's when it had felt like LRM 20's.  I tried a 2xLRM15 +TAG Trebuchet build last night, and had 3 easy kills in its very first match (their ECM were capping points instead of protecting the bruisers).  If they do nerf ECM, they will need to nerf LRMs a little as well.  Ditto with Streaks probably.  I don't mind Streaks but others hate them; the main nerf I think they need is their ability to do 90-180 degree turns in midair and clip through your own mech to essentially hit any target within 360 degrees - in other words, you ought to be facing the mech you're firing them at.  That would alleviate the Light's complaints about Streaks being OP in "vs Light" combat.
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nenjin

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Re: Mechwarrior Online
« Reply #310 on: March 07, 2013, 02:11:20 pm »

I'm ok with LRMs doing less damage. It definitely is not fun getting reamed continually by missiles when you can't even see the attacker...but equally not as fun is having a bunch of useless tonnage because of 1 system.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Iosyn

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Re: Mechwarrior Online
« Reply #311 on: March 07, 2013, 04:11:26 pm »

If they nerf streaks I'll just make a splattercat. 6 SRM6s, mmm... Besides, even without ECM lights are overpowered enough as it is.
(on a laptop. i had to do some optimizing just to get the game playable lol. trying to turn to get those freakin lights annoys me no end.)

Also how have they tuned LRMs? I've not noticed much difference, though maybe I joined after any boost. I routinely get about 3 kills a match with 400-600 dmg as long as I don't rambo in. that's 2 LRM15s with artemis. honestly, I wouldn't mind LRMs doing less damage either, as long as they aren't completely invalidated by ECM.
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Neonivek

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Re: Mechwarrior Online
« Reply #312 on: March 07, 2013, 04:29:13 pm »

I played this...

It is unfortunately as I found it a "Freemium" game. So I kinda stopped playing this game immediately. I just don't have the kinda money to pay to make this game playable.
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nenjin

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Re: Mechwarrior Online
« Reply #313 on: March 07, 2013, 04:37:35 pm »

Eh, to each his own. But frankly I think if you can't enjoy/succeed at this game without money, you need to go back to Mech Piloting School.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Neonivek

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Re: Mechwarrior Online
« Reply #314 on: March 07, 2013, 04:49:21 pm »

Eh, to each his own. But frankly I think if you can't enjoy/succeed at this game without money, you need to go back to Mech Piloting School.

It is because the game is designed around that. It isn't "To each his own". If you do not pay money you cannot advance past a certain point (or the game just becomes extremely unfeasable) namely because you HATE to buy storage space.

And you have to buy storage space because you need to gain skills

And to even buy those skills you need a certain number of the same mech. Yet you start off with less storage space to get all the skills (though I don't know if you can sell mechs and it will still count you as having the right amount).

If I know there is no future for me and this game unless I pay money and I am not willing to pay money... I stop. This is why I stopped Playing Dungeon Fighter Online. I COULD continue but the mechanics it adds that makes not paying harder drove me away.

It was fun though and I even outdamaged my team a few times.
« Last Edit: March 07, 2013, 04:51:24 pm by Neonivek »
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