This is pretty typical of how 90% of the matches I've been in have gone tonight and last night. Somewhat worse than the average, but this is just sort of the impact point the trajectory was heading towards. (It landed with a heavy splat, like shot-putting a cowpie.)
Just had a game against 6 Victors and Highlanders who were all poptarting. What a horrible, rage inducing round.
Such a good call that they nerfed the poptart sniping fix so we can have poptart sniping again and basically nothing is solved on that front.
This for me was one of the weirder changes that PGI have made. The fact that poptarting is again a legitimate tactic to build for after they'd finally fixed it blows my mind. It wasn't that it was impossible with the initial change, just that it was a lot harder to utilise successfully.
As with everything in the game it's magnified by the weight limit problems. Being able to have a group of 4 organised assaults all poptarting seriously fucking sucks.
I think I'm looking forward to UI2.0 and the connected weight limiting more than anything in the entire history of the game (quite evident by every post I make ITT being about it these days...); bar perhaps my initial closed beta access .
PPCs are still hotter, and Gauss has the charge delay, so that's 2 ways that poptarting is still nerfed.
I don't think that poptarting ever really has to deal with heat issues given the slow rate of fire, and the gauss charge delay doesn't seem like it would affect it, given that you can just start charging on the way up and fire on the way back down.
PPCs are still hotter, and Gauss has the charge delay, so that's 2 ways that poptarting is still nerfed.
Yeah, I agree, those changes help, but the wobbling still solved the bulk of the issue there. The PPC nerfs just show how horrendously stupid it was to not just fix the damn PPCs for months, but even with those fixes, it is still horrendously obnoxious for someone to be able to easily plonk 30+ points of damage off wherever they hit while they drop safely back behind cover and you can't hit them back.
If somebody is in the air, they just plain shouldn't be able to handily deal heavy damage as the tradeoff for being able to get out of the way so quick. The original poptart nerf did exactly that, and then PGI made another stupid choice and more or less got rid of the fix.
I think the screen shake was reduced a few weeks after it was implemented because people complained it made them sick (sick they couldn't poptart effectively, maybe).
This is pretty typical of how 90% of the matches I've been in have gone tonight and last night. Somewhat worse than the average, but this is just sort of the impact point the trajectory was heading towards. (It landed with a heavy splat, like shot-putting a cowpie.)
Looking at this screenshot again this match was actually even worse than I thought, because one of the three 'mechs lost on the enemy side was apparently a team kill, which I didn't notice before. Christ.
Gaslight on
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
This is pretty typical of how 90% of the matches I've been in have gone tonight and last night. Somewhat worse than the average, but this is just sort of the impact point the trajectory was heading towards. (It landed with a heavy splat, like shot-putting a cowpie.)
Looking at this screenshot again this match was actually even worse than I thought, because one of the three 'mechs lost on the enemy side was apparently a team kill, which I didn't notice before. Christ.
There really, really needs to be somethig the game keeps track of where it takes all those people who repeatedly don't break 150-200 damage and puts them against each other rather than in with everybody else. I'm not asking that everybody be a damage-dealing wizard of death at the game, just that the folks who aren't breaking 200 in 100-ton Atlases don't keep getting thrown at other players as dead weight.
There are waaaaaaay too many matches that are effectively 4v12 games, simply because one team gets a bunch of rookies or slack-jawed morons.
This is pretty typical of how 90% of the matches I've been in have gone tonight and last night. Somewhat worse than the average, but this is just sort of the impact point the trajectory was heading towards. (It landed with a heavy splat, like shot-putting a cowpie.)
Looking at this screenshot again this match was actually even worse than I thought, because one of the three 'mechs lost on the enemy side was apparently a team kill, which I didn't notice before. Christ.
There really, really needs to be somethig the game keeps track of where it takes all those people who repeatedly don't break 150-200 damage and puts them against each other rather than in with everybody else. I'm not asking that everybody be a damage-dealing wizard of death at the game, just that the folks who aren't breaking 200 in 100-ton Atlases don't keep getting thrown at other players as dead weight.
There are waaaaaaay too many matches that are effectively 4v12 games, simply because one team gets a bunch of rookies or slack-jawed morons.
Well, I'd say this match was roughly 4vs11.
Me and two other guys on our team pulled the weight, as can be seen. The Locust is a Locust and I expect nothing from them so I don't fault that guy apart from the fact he dropped in the match in a LCT in the first place. Everybody else underperformed to a more or less egregious degree, the most heinous obviously being the two Catapults in our Charlie lance (though one of them hilariously got an assist despite doing 3 total damage).
On the enemy side, the dead Jenner was my kill, he ran out onto the Theta cap and parked there and let me unload on him from the caldera rim, died in the first 15 seconds of the engagement, I can barely take credit for it. Their Spider I think did nothing but cap. Really the damage numbers for the rest of their team aren't great at all aside from the Ilya and the one Atlas. But they totally dominated the match from a positioning and momentum standpoint. Their heavies rolled out onto Theta in force at the very beginning, chased me off right after I fragged the JR7, while our big guys milled around uncertainly behind the rim. Their fast guys took the wing caps pretty much unchallenged by ours. Our lights did then throw themselves into the rear of the enemy forces at the caldera and made a commendable effort at creating a distraction, but nobody but me pushed to take advantage of it. Predictably our little guys got smushed, and after that we were down 4-5 kills to 1 and a hundred or two resource points, and their main force just steamrolled down out of the caldera and overwhelmed us.
So yes lots of people on the team performed very badly but the real causes of the loss were pusillanimity and indecisiveness, which seem to be rampant in the MWO player population, even among people who are actually decent in terms of piloting and gunnery. It wasn't like we met the enemy head-on and got annihilated due to lack of fighting ability, we never gave ourselves a chance.
So yes lots of people on the team performed very badly but the real causes of the loss were pusillanimity and indecisiveness, which seem to be rampant in the MWO player population
Which I really don't understand. Seeing as how this is a game all about giant, stompy, god damn robots you'd think the problem would be people going in balls to the wall because FUCK YEAH STOMPY ROBOTS BLAM BLAM PEW PEW PEW! Instead the players are generally really timid and afraid of everything. Not even in Counterstrike are the players that cowardly.
+2
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
So yes lots of people on the team performed very badly but the real causes of the loss were pusillanimity and indecisiveness, which seem to be rampant in the MWO player population, even among people who are actually decent in terms of piloting and gunnery. It wasn't like we met the enemy head-on and got annihilated due to lack of fighting ability, we never gave ourselves a chance.
I don't disagree with that assessment at all, it's just that the people who get stomped like that play like that constantly, and it definitely shows up in their post-game report. There should just be a way to put those underperforming folks together, instead of saddling one team with most of them. It would make the game better for everybody, since the solid players wouldn't be stuck with the hesitant idiots all the time and the hesitant idiots wouldn't get steamrolled by good players all the time.
Of course, that assumes MWO even has the playerbase to support a split like that, which I really really doubt.
Of course, that assumes MWO even has the playerbase to support a split like that, which I really really doubt.
I'd be willing to wait up to 3 minutes for a match that only pitches together players averaging 250+ damage a match. That's a player who in five matches has one good round (600) one average round (300) and 3 poor rounds (120 damage each).
I think you can't use damage done numbers as a metric in this sort of thing. The more good pilots there are, the less chance an opposing good pilot will have to do lots of damage, because they will already be dead. I can do 1000 damage versus average people, but put a single skillful sniper on the enemy team, and I'll be dead before I've broken 100. There's only ever so much damage that will be done in a single match... if the average damage per person per match is about 200, and one person racks up 800, 6 other people will only be able to do 100 damage before all mechs are dead. It's pretty simple statistics, really.
Yeah. Even in an assault mech, you could make one mistake and that's your ass. I can't really get mad at the guy who gets splatted early on, unless he did something really stupid like wander too far away from the team or chase the Locust into a pack of enemies.
The only people I can really get mad at are non-LRM assaults or heavies that make it to the very end of the match unscathed, having contributed little to the team, and even then there are circumstances where I couldn't blame the pilot.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I think it would be a totally fine metric to use, it would just take adjusting for tonnage and checking across multiple matches. Fight twenty matches in a day with 10 losses and have two where you do something dumb/unlucky and get pasted? That doesn't count against you. Have 7-8 of those same losses where you never break 100-150 damage in an assault? Into the kiddie pool, because you're bad at the game and a major hindrance to people that aren't.
Obviously it wouldn't be based off of one-game snapshots, and adjusting for weight would also be pretty necessary. But otherwise, using a minimum-damage metric would totally be viable, because there are shitloads of players who sit around and do jack shit except get you and your team butchered easily. One or two really bad games a day isn't a trend, but the playstyles of bad players have consistently bad (measurable) results, and it sucks to have to keep dealing with that.
I mean, in Gaslight's shot, you have an Atlas that does 163 damage, a Locust that does 164, and a Cicada that does 141. For an Atlas, that's shitty damage. For a Cicada, that's not at all bad given how the game went. For the Locust, it's pretty solid. If the Atlas was just having a bad game, fine, but most of the time, the guy in that Atlas is going to be having results like that (or probably worse) every game he loses; in the games he wins, he does okay and it's because other people literally carry him. So he's ballast for the winning team, and a huge dead weight for the losing team.
There's just no need for that, when it's easy to make a chunk of code and some flags to pick up on the fact that somebody has consistently shitty damage-per-ton so they can work on their game with other similar players and the decent players aren't stuck with shit teammates.
It's really just a suggestion for a functioning skill-based ranking system, not something to punish people. Whether a player is bad or good, players would end up against appropriate opponents and everyone would have a better time. Poor/inexperienced players would be happier because veterans aren't annihilating them with a harsh look, and veterans aren't pissed because more than half their team is mouth-breathers.
+3
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I can say that this weekend's sale will be a little different and you'll want to check it out.
And then they gave me an alleged code for 24h premium time that didn't work.
I think you need to vet your sources a bit better, Kashaar. :P
Clearly
To dispel the mystery, apparently PGI don't know how to use their own forum properly. Instead of posting announcements for the public when they're announcing them, they post them in advance and then hide them from everyone except admins/moderators. So their "Follow this forum" function has been rendered completely useless. Instead, they now put up placeholder text in those announcements for the people subscribed to email alerts when they post them, sometimes even scornful, as if the people using their forum software as it was intended are doing something wrong.
So that was my source. They even felt so clever:
Kashaar,
Viterbi has just posted a new topic entitled "Sale November 29" in forum "Announcements".
Hello again. This time I've got you and I'm not telling you anything about the announcement.
I can say that this weekend's sale will be a little different and you'll want to check it out.
And since you're such a keener, here's a code for 24 hours of free premium time:
B341CD-6AFAD5
Having just tried UI2.0, I'm honestly not really a fan. Somehow, the old layout is more useable. What they really need to do is get a full mech diagram thing going like we have in the Outreach Mechlab.
Honestly kinda disappointed. I guess I'm mostly looking forward to it for all of the other things they're going to be able to do with it, but the actual messing around with your mech stuff kinda sucks.
Should have had another kill, but my first target turned away from me before I could kill him, exposing his open back to a flight of LRMs. This is on a 3M with only Cool Run unlocked.
This was brought to my attention just now. Hydro, you are the best!
Edit: Also, I miss you guys!
Where in the shit have you been???
Moving to the Seattle, unpacking, new job that actually makes me work.. a lot. (as opposed to old job where I could keep up with forums) Since I'm not dealing with family stuff for turkey time, and fuck shopping, we should play some stompy robots this weekend.
Having just tried UI2.0, I'm honestly not really a fan. Somehow, the old layout is more useable. What they really need to do is get a full mech diagram thing going like we have in the Outreach Mechlab.
Honestly kinda disappointed. I guess I'm mostly looking forward to it for all of the other things they're going to be able to do with it, but the actual messing around with your mech stuff kinda sucks.
Yeah, I puttered around with it a bit this morning, and I don't really like it. Part of it is probably because it's different and yet still not like every other mechlab ever where you can see the whole mech at once, part of it is because the navigation is completely non obvious. After a couple minutes of trying to ignore the gigantic render of my mech while searching for the button that lets me do x, I decided my pancakes deserved better entertainment. Also.. gigantic list of engine cards with identical icons WHYYYY.
Having just tried UI2.0, I'm honestly not really a fan. Somehow, the old layout is more useable. What they really need to do is get a full mech diagram thing going like we have in the Outreach Mechlab.
Honestly kinda disappointed. I guess I'm mostly looking forward to it for all of the other things they're going to be able to do with it, but the actual messing around with your mech stuff kinda sucks.
Yeah, I puttered around with it a bit this morning, and I don't really like it. Part of it is probably because it's different and yet still not like every other mechlab ever where you can see the whole mech at once, part of it is because the navigation is completely non obvious. After a couple minutes of trying to ignore the gigantic render of my mech while searching for the button that lets me do x, I decided my pancakes deserved better entertainment. Also.. gigantic list of engine cards with identical icons WHYYYY.
Yeah, it's like they didn't plan how to make it useable. It takes so many clicks to see anything or to do anything. Honestly, the current UI with all its limitations is still miles better than UI2.0. You can at least get stuff done efficiently with the current UI.
Also, I wasn't able to figure out how to change colors. I could change the pattern, but not the colors.
Having just tried UI2.0, I'm honestly not really a fan. Somehow, the old layout is more useable. What they really need to do is get a full mech diagram thing going like we have in the Outreach Mechlab.
Honestly kinda disappointed. I guess I'm mostly looking forward to it for all of the other things they're going to be able to do with it, but the actual messing around with your mech stuff kinda sucks.
Yeah, I puttered around with it a bit this morning, and I don't really like it. Part of it is probably because it's different and yet still not like every other mechlab ever where you can see the whole mech at once, part of it is because the navigation is completely non obvious. After a couple minutes of trying to ignore the gigantic render of my mech while searching for the button that lets me do x, I decided my pancakes deserved better entertainment. Also.. gigantic list of engine cards with identical icons WHYYYY.
Yeah, it's like they didn't plan how to make it useable. It takes so many clicks to see anything or to do anything. Honestly, the current UI with all its limitations is still miles better than UI2.0. You can at least get stuff done efficiently with the current UI.
Also, I wasn't able to figure out how to change colors. I could change the pattern, but not the colors.
Same here. Which is funny, seeing as the one thing this looks like it'll be awesome for is admiring pretty mechs.
Posts
Steam ID: Obos Vent: Obos
You get Counter-ECM Credits and XP for running BAP! Awesome!
Such a good call that they nerfed the poptart sniping fix so we can have poptart sniping again and basically nothing is solved on that front.
This for me was one of the weirder changes that PGI have made. The fact that poptarting is again a legitimate tactic to build for after they'd finally fixed it blows my mind. It wasn't that it was impossible with the initial change, just that it was a lot harder to utilise successfully.
As with everything in the game it's magnified by the weight limit problems. Being able to have a group of 4 organised assaults all poptarting seriously fucking sucks.
I think I'm looking forward to UI2.0 and the connected weight limiting more than anything in the entire history of the game (quite evident by every post I make ITT being about it these days...); bar perhaps my initial closed beta access
http://steamcommunity.com/id/pablocampy
3DS FCode: 1993-7512-8991
They made it less wobbly, and I believe the wobbling to last a shorter time when you release the JJs.
http://steamcommunity.com/id/pablocampy
MWO: Adamski
I don't think that poptarting ever really has to deal with heat issues given the slow rate of fire, and the gauss charge delay doesn't seem like it would affect it, given that you can just start charging on the way up and fire on the way back down.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Yeah, I agree, those changes help, but the wobbling still solved the bulk of the issue there. The PPC nerfs just show how horrendously stupid it was to not just fix the damn PPCs for months, but even with those fixes, it is still horrendously obnoxious for someone to be able to easily plonk 30+ points of damage off wherever they hit while they drop safely back behind cover and you can't hit them back.
If somebody is in the air, they just plain shouldn't be able to handily deal heavy damage as the tradeoff for being able to get out of the way so quick. The original poptart nerf did exactly that, and then PGI made another stupid choice and more or less got rid of the fix.
When did they remove the shake? :O
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Looking at this screenshot again this match was actually even worse than I thought, because one of the three 'mechs lost on the enemy side was apparently a team kill, which I didn't notice before. Christ.
There really, really needs to be somethig the game keeps track of where it takes all those people who repeatedly don't break 150-200 damage and puts them against each other rather than in with everybody else. I'm not asking that everybody be a damage-dealing wizard of death at the game, just that the folks who aren't breaking 200 in 100-ton Atlases don't keep getting thrown at other players as dead weight.
There are waaaaaaay too many matches that are effectively 4v12 games, simply because one team gets a bunch of rookies or slack-jawed morons.
Well, I'd say this match was roughly 4vs11.
Me and two other guys on our team pulled the weight, as can be seen. The Locust is a Locust and I expect nothing from them so I don't fault that guy apart from the fact he dropped in the match in a LCT in the first place. Everybody else underperformed to a more or less egregious degree, the most heinous obviously being the two Catapults in our Charlie lance (though one of them hilariously got an assist despite doing 3 total damage).
On the enemy side, the dead Jenner was my kill, he ran out onto the Theta cap and parked there and let me unload on him from the caldera rim, died in the first 15 seconds of the engagement, I can barely take credit for it. Their Spider I think did nothing but cap. Really the damage numbers for the rest of their team aren't great at all aside from the Ilya and the one Atlas. But they totally dominated the match from a positioning and momentum standpoint. Their heavies rolled out onto Theta in force at the very beginning, chased me off right after I fragged the JR7, while our big guys milled around uncertainly behind the rim. Their fast guys took the wing caps pretty much unchallenged by ours. Our lights did then throw themselves into the rear of the enemy forces at the caldera and made a commendable effort at creating a distraction, but nobody but me pushed to take advantage of it. Predictably our little guys got smushed, and after that we were down 4-5 kills to 1 and a hundred or two resource points, and their main force just steamrolled down out of the caldera and overwhelmed us.
So yes lots of people on the team performed very badly but the real causes of the loss were pusillanimity and indecisiveness, which seem to be rampant in the MWO player population, even among people who are actually decent in terms of piloting and gunnery. It wasn't like we met the enemy head-on and got annihilated due to lack of fighting ability, we never gave ourselves a chance.
I don't disagree with that assessment at all, it's just that the people who get stomped like that play like that constantly, and it definitely shows up in their post-game report. There should just be a way to put those underperforming folks together, instead of saddling one team with most of them. It would make the game better for everybody, since the solid players wouldn't be stuck with the hesitant idiots all the time and the hesitant idiots wouldn't get steamrolled by good players all the time.
Of course, that assumes MWO even has the playerbase to support a split like that, which I really really doubt.
I'd be willing to wait up to 3 minutes for a match that only pitches together players averaging 250+ damage a match. That's a player who in five matches has one good round (600) one average round (300) and 3 poor rounds (120 damage each).
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
The only people I can really get mad at are non-LRM assaults or heavies that make it to the very end of the match unscathed, having contributed little to the team, and even then there are circumstances where I couldn't blame the pilot.
And then they gave me an alleged code for 24h premium time that didn't work.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
So wrong! So much wasted potential!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Obviously it wouldn't be based off of one-game snapshots, and adjusting for weight would also be pretty necessary. But otherwise, using a minimum-damage metric would totally be viable, because there are shitloads of players who sit around and do jack shit except get you and your team butchered easily. One or two really bad games a day isn't a trend, but the playstyles of bad players have consistently bad (measurable) results, and it sucks to have to keep dealing with that.
I mean, in Gaslight's shot, you have an Atlas that does 163 damage, a Locust that does 164, and a Cicada that does 141. For an Atlas, that's shitty damage. For a Cicada, that's not at all bad given how the game went. For the Locust, it's pretty solid. If the Atlas was just having a bad game, fine, but most of the time, the guy in that Atlas is going to be having results like that (or probably worse) every game he loses; in the games he wins, he does okay and it's because other people literally carry him. So he's ballast for the winning team, and a huge dead weight for the losing team.
There's just no need for that, when it's easy to make a chunk of code and some flags to pick up on the fact that somebody has consistently shitty damage-per-ton so they can work on their game with other similar players and the decent players aren't stuck with shit teammates.
It's really just a suggestion for a functioning skill-based ranking system, not something to punish people. Whether a player is bad or good, players would end up against appropriate opponents and everyone would have a better time. Poor/inexperienced players would be happier because veterans aren't annihilating them with a harsh look, and veterans aren't pissed because more than half their team is mouth-breathers.
I think you need to vet your sources a bit better, Kashaar. :P
Clearly
To dispel the mystery, apparently PGI don't know how to use their own forum properly. Instead of posting announcements for the public when they're announcing them, they post them in advance and then hide them from everyone except admins/moderators. So their "Follow this forum" function has been rendered completely useless. Instead, they now put up placeholder text in those announcements for the people subscribed to email alerts when they post them, sometimes even scornful, as if the people using their forum software as it was intended are doing something wrong.
So that was my source. They even felt so clever:
And so on. And no, that code doesn't work.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
... Currently 89 miles from home in a different state.
Honestly kinda disappointed. I guess I'm mostly looking forward to it for all of the other things they're going to be able to do with it, but the actual messing around with your mech stuff kinda sucks.
Should have had another kill, but my first target turned away from me before I could kill him, exposing his open back to a flight of LRMs. This is on a 3M with only Cool Run unlocked.
[LCT-3M]: 4xSPLS, TAG, 190XL, DHS, Endo, Ferro
Moving to the Seattle, unpacking, new job that actually makes me work.. a lot. (as opposed to old job where I could keep up with forums) Since I'm not dealing with family stuff for turkey time, and fuck shopping, we should play some stompy robots this weekend.
Yeah, I puttered around with it a bit this morning, and I don't really like it. Part of it is probably because it's different and yet still not like every other mechlab ever where you can see the whole mech at once, part of it is because the navigation is completely non obvious. After a couple minutes of trying to ignore the gigantic render of my mech while searching for the button that lets me do x, I decided my pancakes deserved better entertainment. Also.. gigantic list of engine cards with identical icons WHYYYY.
Yeah, it's like they didn't plan how to make it useable. It takes so many clicks to see anything or to do anything. Honestly, the current UI with all its limitations is still miles better than UI2.0. You can at least get stuff done efficiently with the current UI.
Also, I wasn't able to figure out how to change colors. I could change the pattern, but not the colors.
Same here. Which is funny, seeing as the one thing this looks like it'll be awesome for is admiring pretty mechs.