Author Topic: About these prices  (Read 3667 times)

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Offline Stahlseele

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Re: About these prices
« Reply #105 on: January 03, 2011, 12:35:44 AM »
Yes, well, making it easier to take them down than in 3.2 should not have been that hard i guess . .
But i still see the aeros do some stuff that not even a hovercraft can do. And i don't mean flying.
I mean doing 180° turns on what looks like on the spot. Also, going from full throttle to 0 movement and back in less than 2 seconds.
Basically like pulling the brakes or throwing an anchor, then adjusting nose to where you want to go and engaging afterburners . .
Granted, it's happening much less frequently than in 3.2, but i'll point you to line one of this post and add that it's probably just a matter of time, untill the pilots have adapted.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline Toth

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Re: About these prices
« Reply #106 on: January 03, 2011, 12:38:52 AM »
Yes, well, making it easier to take them down than in 3.2 should not have been that hard i guess . .
But i still see the aeros do some stuff that not even a hovercraft can do. And i don't mean flying.
I mean doing 180° turns on what looks like on the spot. Also, going from full throttle to 0 movement and back in less than 2 seconds.
Basically like pulling the brakes or throwing an anchor, then adjusting nose to where you want to go and engaging afterburners . .
Granted, it's happening much less frequently than in 3.2, but i'll point you to line one of this post and add that it's probably just a matter of time, untill the pilots have adapted.

The code has been changed, they will adapt but it won't be the same. You can no longer turn on a dime, nor go from 0 to full speed in 2 seconds. That is simply impossible in 0.4. Its a lot harder to play aerospace now, but if you know what you're doing , you can still do well. Thats how it should be.

Offline Stahlseele

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Re: About these prices
« Reply #107 on: January 03, 2011, 12:40:02 AM »
*shrugs*
only telling you what i saw.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
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Offline xInVicTuSx

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Re: About these prices
« Reply #108 on: January 03, 2011, 03:49:50 AM »
I'll start my post with a story:

Today I played on Kogishma and flanked the enemy team in an Osiris Prime to take one of the outmost bases. I then fought and destroyed two harassers, and a light mech. Then after repairing I looked on the radar and saw three light mechs on their way. I for some reason didn't run and defended the base. Somehow with the help of turrets I took out all three of them myself and it was HAWT. I had about 90k Cbills afterward and I deserved every one. :)
BUT even though I had about 300k cash by the end of the round, I NEVER had a heavy, EVER.

The reason for this? Since I made sure not to die, I had to march 5 god damn miles to get back to my base and 5 miles back to get back to battle.

Hell if you can roflstomp people in a heavy, go ahead, you're a patient man, because I'm sure not gonna walk all the way back to base and all the way back, possibly taking 10+ minutes after I have had success.

All of these roflstomp games are due to the speed of ticket bleed, in 'most' of those if you look at the "scores" (Damage and point capping) they are almost always extremely close, but once one team gets pushed back to their end of the map its GG because they cannot overcome the tickets they lost in the first few failed engagements.

And lastly, Air assets are kinda useless in TC... I had a round on death valley where I was the only one to field a heavy mech... I was against some of the DCk guys and they were able to Fbomb three of my loki's... too bad their team got roflstomped because they couldn't cap in bases.

Sure, what I mean is:

Turrets should not be such a threat to lights that death is risked capping an undefended base.
Then we will always have these merrygoround light mech dominated, silliness games. That's good for 1 or 2 outposts, but there should always be a few larger bases that should need to be assaulted to be captured rather than "hey no one's here yuk yuk, oh noes two tiny turrets, ill just hide behind something!"

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Offline Perk

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Re: About these prices
« Reply #109 on: January 03, 2011, 04:13:33 AM »
And lastly, Air assets are kinda useless in TC... I had a round on death valley where I was the only one to field a heavy mech... I was against some of the DCk guys and they were able to Fbomb three of my loki's... too bad their team got roflstomped because they couldn't cap in bases.

VTOLs sure can though - if you can land or hover without ramming into the flagpole or a building...

A lot of the maps do have a couple of heavy bases that you can't take with BA or VTOL though.  The two mech bay bases on Kagoshima have multiple turrets and will hurt you in anything less than a heavy mech, and two of the three middle bases on Mirage have those gawdawful LBL turrets that just never miss out to 900m.

Personally I really like that the scout assets can back-cap so easily.  It forces the other team to - at the very least - commit a player or two of their own to retaking the bases.  That's a big help when one team is base camping, and it can give your side a chance to break out.  It's also a nifty source of Cbills and can get a sorely needed Assault onto the field.  I suspect in league matches, there's going to be a lot of strategic debate as to whether or not to park a light mech or tank in the various outposts to discourage that sort of thing.



Online IG142

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Re: About these prices
« Reply #110 on: January 03, 2011, 04:19:43 AM »
I'll start my post with a story:

Today I played on Kogishma and flanked the enemy team in an Osiris Prime to take one of the outmost bases. I then fought and destroyed two harassers, and a light mech. Then after repairing I looked on the radar and saw three light mechs on their way. I for some reason didn't run and defended the base. Somehow with the help of turrets I took out all three of them myself and it was HAWT. I had about 90k Cbills afterward and I deserved every one. :)

Nice! The Osiris prime is one of the most skill-demanding mechs I know. Gives me an adrenaline rush every time I use one.
*Applause*

BUT even though I had about 300k cash by the end of the round, I NEVER had a heavy, EVER.

The reason for this? Since I made sure not to die, I had to march 5 god damn miles to get back to my base and 5 miles back to get back to battle.

Hell if you can roflstomp people in a heavy, go ahead, you're a patient man, because I'm sure not gonna walk all the way back to base and all the way back, possibly taking 10+ minutes after I have had success.

Most of the bases in Kagoshima have repair capabilities. You shouldn't ever have to slog all the way home for 10 minutes unless you're out of ammo, and even then there are a couple forward bases that can resupply as well.
All of these roflstomp games are due to the speed of ticket bleed, in 'most' of those if you look at the "scores" (Damage and point capping) they are almost always extremely close, but once one team gets pushed back to their end of the map its GG because they cannot overcome the tickets they lost in the first few failed engagements.

I've noticed the same thing. This could actually be fixed with serverside settings; just lower the total ticket number and slow down CP ticket depletion. Wouldn't want to change it too much though - capturing bases should still be a priority. Perhaps a slight adjustment to make suboptimal performance in the first few minutes less punishing.

Quote from: ~SJ~ Wolf on Yesterday at 08:11:07 PM

    Sure, what I mean is:

    Turrets should not be such a threat to lights that death is risked capping an undefended base.

Then we will always have these merrygoround light mech dominated, silliness games. That's good for 1 or 2 outposts, but there should always be a few larger bases that should need to be assaulted to be captured rather than "hey no one's here yuk yuk, oh noes two tiny turrets, ill just hide behind something!"

Upgradeable turrets would be good, either through purchasing or time held. A freshly captured minor base would only have a couple MBL turrets, but a large hanger-equipped base that has been held for half the game would have some serious defenses, possibly even a Calliope if someone invested some funds in it.
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Offline Kadreal

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Re: About these prices
« Reply #111 on: January 03, 2011, 08:34:22 AM »
TBH, even with upgraded turret, it wouldn't be that hard to take a base. Just pop away at them from out of range or around a obstacle and you can take them out without return fire.

If you want to hold a base, you'll need someone there, or at least someone in a light that patrols around just to stir up anyone.

Offline Dubious

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Re: About these prices
« Reply #112 on: January 12, 2011, 12:47:07 PM »
Sharing CBills is to be encouraged, using a player as a bank was never the intention. We'll have a replacement for this in the near future, but its not ok in public games to dump everyone's money on 2 players for a huge upper hand. An advantage yes, but doing that sort of thing IS EXACTLY what is breaking things right now. I'm seeing that in half the games I join where one team does it and the other doesn't know about it. Sorry its not healthy for the game.

Maybe the loading tooltip that says to use a player as bank should be removed then?? :o

Offline ~SJ~ Wolf

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Re: About these prices
« Reply #113 on: January 12, 2011, 01:26:58 PM »
Sure, what I mean is:

Turrets should not be such a threat to lights that death is risked capping an undefended base.
Then we will always have these merrygoround light mech dominated, silliness games. That's good for 1 or 2 outposts, but there should always be a few larger bases that should need to be assaulted to be captured rather than "hey no one's here yuk yuk, oh noes two tiny turrets, ill just hide behind something!"

Turrets aren't the reason for light mech domination. The pay system is. There are plenty of quick moving heavy mechs that most people would take in TC IF they could afford them.

I find that so many players taking only demos is a far bigger problems and means we need an adjustment of sorts. The demo has become the single most predominant asset in the game these days and with so many players using it so often shows that other assets are either lacking or that the demo is far too effective for the role.

Offline =KoS= Tripod

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Re: About these prices
« Reply #114 on: January 12, 2011, 01:43:44 PM »
Or that many bases are too cramped :-\
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Offline Harrower

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Re: About these prices
« Reply #115 on: January 12, 2011, 02:57:18 PM »
I find that so many players taking only demos is a far bigger problems and means we need an adjustment of sorts. The demo has become the single most predominant asset in the game these days and with so many players using it so often shows that other assets are either lacking or that the demo is far too effective for the role.

I'm a new player, and very guilty of overusing the demo, for a very simple reason.
Being a noob, I have to work bloody hard to get a few ranks up, and I die more than vets so can't save up the mega cash. Even 3-4 ranks on, i'm still only spawning with 75K, and at that stage the Demo is the only thing that makes a less skilled player feel even SLIGHTLY competitive or useful to the team.

So, as long as I don't really have any choice in the matter, I am going to abuse the f**k out of that Demo prime, and I expect many over less expert players will too.

Offline ~SJ~ Wolf

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Re: About these prices
« Reply #116 on: January 12, 2011, 03:12:05 PM »
I find that so many players taking only demos is a far bigger problems and means we need an adjustment of sorts. The demo has become the single most predominant asset in the game these days and with so many players using it so often shows that other assets are either lacking or that the demo is far too effective for the role.

I'm a new player, and very guilty of overusing the demo, for a very simple reason.
Being a noob, I have to work bloody hard to get a few ranks up, and I die more than vets so can't save up the mega cash. Even 3-4 ranks on, i'm still only spawning with 75K, and at that stage the Demo is the only thing that makes a less skilled player feel even SLIGHTLY competitive or useful to the team.

So, as long as I don't really have any choice in the matter, I am going to abuse the f**k out of that Demo prime, and I expect many over less expert players will too.

Take this into consideration, if you abuse the demo you won't become skilled in the other assets and the cycle will not break.

Offline Harrower

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Re: About these prices
« Reply #117 on: January 12, 2011, 03:21:19 PM »
I know, and I do try to mix in other stuff as much as possible. This is more the case when the vets on the opposing team are all in heavies, and my choices come down to a light, an Uziel, or a Demo....
Though I am starting to love the Bushwacker, IF I can earn that much :/