Author Topic: 0.5.0 - ASF Journal (first impressions, experiences)  (Read 11406 times)

0 Members and 2 Guests are viewing this topic.

Offline Come and See

  • Star Captain
  • ***
  • Posts: 1182
  • Karma: 25
  • Thunderbolts, apply directly to the forehead.
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #30 on: May 29, 2011, 04:52:55 AM »
But seriously, some of the aerospace variants needed to be throttled back a tad (for their price) and they have been.  I played for several hours last night as both AA and aerospace and found that the risk/reward for aeros is getting very close to where I'd like to see it.

The variant that I'm most concerned about is the Sulla B losing its armor on top of an increased damage output from the little AC's. Also, the lack of a starter "ground assault" plane (I guess ATM Sulla can count?) without having to bum cash usually means everyone has to hop into a dog fighter and hope they can get to rank 2 to buy whatever they want. This is what I didn't like about 0.32.

The new Shiva handling is a tad unrealistic for its weight, but its more enjoyable to play. I feel that the "close-range" variants are able to avoid damage and slip in-and-out behind cover much smoother which is an overall survivability increase in most situations. The armor buffs, straighter trajectory, and increased ammo capacity for UAC-10s makes the Shiva A one of my new favorite variant to play as it doesn't feel cheesy like the Shiva E. Hell, you can even dog fight with it and knock people out of the sky! Overall the Shiva has seen the most overall improvement, but the Sulla has taken a back-seat in most of its areas that it was king on.

The main reason I enjoyed the Sulla so much in 0.3 and 0.4 was because it was a nimble and small target that was able to sneak through the waves of AA fire, plant narcs, drop bombs or fire its t-bolts and escape. Most of the time you were actually pigeon holed into having to use the Sulla because the close-range Shiva (being so slow and big) got shot out of the sky too easily. The only "real" alternative in 0.3/0.4 was the Shiva B which could basically sit at max range and kill AA tanks all day. This area however seems to be have been improved in 0.5 as the Shiva can take up the task it couldn't before.

I mean, the simplest way for me is to say it is that when I play in a 0.5 Sulla (at dog fighting + Sulla B) I'm frustrated and feel handicapped. What I mean is there's Shiva variants that can basically kill anything in the sky in 0.1s compared to 30s of twists and turns in a Sulla and then there's the Shiva (Sulla A) that doesn't have to re-arm every 20s in the battle field. Anyway, now when I play in the Shiva I actually enjoy myself because those previous weak areas at close range have been improved upon. Hell, I thought the Shiva A was the most useless plane variant in 0.4 and now I can top the score with it.

Quote
Yes, the hard hitting burst damage variants (T-Bolt/F-Bomb) have to return to base after dropping their care packages, but this allows the units that were attacked to relocate and repair or regroup to counter the threat.

Why are you so focused on the Sulla B/C's burst damage which is basically equal to what a Shiva can deal? The Shiva's right now handle better than the Sulla, have better armor, and have plenty of ammo to stay for minutes on the battlefield. You're talking 30k difference in cost and less aggravation for the pilots while negating the last part of your sentence.
« Last Edit: May 29, 2011, 05:21:21 AM by Come and See »

Offline TAX_MAN!

  • Lance Sergeant
  • **
  • Posts: 410
  • Karma: 15
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #31 on: May 29, 2011, 05:52:56 AM »
I think the landings have been made smoother and the bug where you'd occasionally have your front wheel beneath the terrain has been worked out.

I think the quad ERLBL sulla is a little expensive, but I never used it really to begin with.  So maybe it is correctly priced.

I've noticed a small difference in the sulla handling.  I don't mind it.  It forces you to be a better pilot and makes firebombing runs more fun.

The sparrowhawk handles a bit better, but still has that super twitchy feel.  I could see them having a use if they could actually hurt something besides themselves, though.

All in all, I think it's an improvement.  Being forced to reland after every bombing in the Fbomb sulla hasn't greatly impacted me other than forcing me to be more picky about my targets.  Which isn't really a bad thing considering how strong the firebombs are.

Offline LordHack

  • Lance Captain
  • ***
  • Posts: 673
  • Karma: 26
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #32 on: May 29, 2011, 06:07:18 AM »
ASF did have it a bit easy in 4.9.   A bit of a nerf was warranted.  I haven't played 0.5 enough to get a sense of the new balance.

I'm not going to get into the brawl over ASF this early.  It is what it is, for now.  Pilots will adjust, etc.  But, I will comment on the above.  A "nerf" (classic sense) was not "warranted".  Every vet player adjusted to combined arms just fine.  Every game I was in with vet players in the last many weeks in previous release was not "easy" - Shiva-E notwithstanding.  In fact, many very good games highlighted successful use and counters of all aspects of the mod, many of which tactics continue in this new version.

Yes, there are legitimate questions about certain aspects.  I don't find anything "game-breaking" though.  I might personally be less inclined to use air in certain situations than I was previously, but it is just one tool in the shed.  If I don't feel I'm being impactful, I'll just switch to another asset.

Devs can take the raw feedback in context...  We knew there was going to be some swinging of the  balance pendulum, even though, as I note above, vet players had adjusted strategies quite well and no handicapping was "deserved".   We'll see how things shake out.  Devs have shown they can adjust with fixes if it's not working as they planned.

Tax: Yes, the SH is way too twitchy.  That's my biggest gripe with it - both flying in it or against it.

Offline zephoid

  • Recruit
  • *
  • Posts: 190
  • Karma: 5
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #33 on: May 29, 2011, 07:13:47 AM »
i still find that asf are a bit silly. Devs have their own opinion of what they want, but i believe all asf should be a bit faster to resemble the fact that they are actually flying. They arent helicopters that can nearly be outrun by ground assets, they actually have to generate lift. On extremity and such you could make an argument for space, but most maps you are in an atmosphere.

I do like the weight of sulla a bit more. I find aircraft to be very, very twitchy in this game and it bothers me a lot. Im used to being able to aim with keyboard only or joystick, and i find with either control schemes im drawing boxes around a target trying to line it up. I dont even know how to explain my frustration with landing. Mouse is the only option, but dogfighting with a mouse is just a pain. Even with quick changing the sensitivity on my mouse i find it hard to pinpoint a tank from 800m out to strafe it.

Really, i dont mind the AA buffs. If ASF are going to be more of an annoyance rather than a tactical asset, then i dont mind them being relegated to rarely seen. Ballooning is still a problem, as it will continue to be until we get AA missiles. Hopefully soon, but thats up to the devs.

Really, the one problem i have with this mod is that the devs do have a hard set path they want the mod to be on. Suggestions and discussions are ignored or criticized as complaints even by people who should understand that the community is what keeps this mod alive. The occasional request is obliged (2x UAC20 loki removal) but for the most part ideas are shot down or ignored.
RAC speed adjustments should only be limited by imagination, ever increasing, ever higher!!!!
All glory to the BWWWWWWWWWWWWWWRRRRRRRRR
-Flyingdebris

Offline CHHš Siege

  • Lead Texture Artist
  • MWLL Developer
  • Lance Captain
  • *
  • Posts: 563
  • Karma: 43
  • Inveniemus Viam Aut Faciemus
    • Clan Hell's Horses: Gamma Galaxy Reborn
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #34 on: May 29, 2011, 07:16:27 AM »
I have altered the aerospace...
Pray I do not alter it any further.

There you go, fixed that for you.




Proud designer of the Mk II E 'Siege Engine' and the 'Perseus'...
Lo-Wang say, "Animated .gif is worth one mega-word."

Offline Nitro_R

  • Lance Captain
  • ***
  • Posts: 625
  • Karma: 22
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #35 on: May 29, 2011, 07:24:09 AM »
So guys, is it a requirement to get a Joystick for flying?
I suck at flying so much with mouse.
Can't hit anything...

Offline Seraph

  • Lead Developer
  • Living Legend
  • *
  • Posts: 4078
  • Karma: 101
    • The Living Legends Mercenary Unit
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #36 on: May 29, 2011, 07:37:16 AM »
So guys, is it a requirement to get a Joystick for flying?
I suck at flying so much with mouse.
Can't hit anything...

Its required to have the skill to fly with mouse if you wanna fly with mouse :D If you can't then possibly a joystick could help. Or just train a bit, maybe you will get the hang of it.
Seraph - "The Can Man"
In the heat of battle, legends are born ...



Offline ELH_Vivicector

  • Star Captain
  • ***
  • Posts: 1028
  • Karma: 37
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #37 on: May 29, 2011, 07:56:45 AM »
Oh, yesterday I was a bit frustrated, so now I'll try to be more exact.

New Shiva is fine (except for RAC5 bug - fix it, please!). Shivas are just fine now. SparrowHawks are too. Good dogfighter, can out-turn VTOL. Damage output is not so good, but it works.

Problem is with the Sulla. What nerfs do we have here:
1) Damage of AC2/5 up
2) Armour down.
3) Price up
4) Needs to land

Landing is OK, not a problem.
Other things... We can have ONE of them, but not all of them together. All Sullas other then FBomb/TBolt are useless or nearly so, if the enemy has some AA. I was just shocked by how fast Sulla is dying now. 

Offline [CW]Aresye

  • Star Captain
  • ***
  • Posts: 986
  • Karma: 154
  • Clan Wolf
    • Clan Wolf
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #38 on: May 29, 2011, 10:09:13 AM »
ASF did have it a bit easy in 4.9.   A bit of a nerf was warranted.  I haven't played 0.5 enough to get a sense of the new balance.

I'm not going to get into the brawl over ASF this early.  It is what it is, for now.  Pilots will adjust, etc.  But, I will comment on the above.  A "nerf" (classic sense) was not "warranted".  Every vet player adjusted to combined arms just fine.  Every game I was in with vet players in the last many weeks in previous release was not "easy" - Shiva-E notwithstanding.  In fact, many very good games highlighted successful use and counters of all aspects of the mod, many of which tactics continue in this new version.

Yes, there are legitimate questions about certain aspects.  I don't find anything "game-breaking" though.  I might personally be less inclined to use air in certain situations than I was previously, but it is just one tool in the shed.  If I don't feel I'm being impactful, I'll just switch to another asset.

Devs can take the raw feedback in context...  We knew there was going to be some swinging of the  balance pendulum, even though, as I note above, vet players had adjusted strategies quite well and no handicapping was "deserved".   We'll see how things shake out.  Devs have shown they can adjust with fixes if it's not working as they planned.

Tax: Yes, the SH is way too twitchy.  That's my biggest gripe with it - both flying in it or against it.

You bring up a good point, assuming I've understood your post in the right context.

ASF balance is a constant adjustment, and personally I can't help but feel we usually end up as the whipping boys of the assets.

0.1 was the only instance I can recall that ASF was actually overpowered.  The TBolt Sulla was pretty brutal against...everything.  This however, was the only time I really feel ASF balance needed some tweaking.

0.2 was the complete opposite.  The nerf against ASF and VTOLs was so extreme, they were pretty much like flying paper mache through the air.  Sometimes it would seem you just spontaneously combust, only to realize an AA tank peppered you from across the map.  Likewise, those of us who really enjoyed the flying things, learned to adapt and overcome this issue.  Most often I feel those of us who land shark the ASFs, are former 0.2 era flyers.

0.3 had it pretty close to perfect.  The armor for the VTOL seemed to be the biggest issue, which got fixed mid-way through 0.4

0.4.9 seemed absolutely perfect for me.  I could do well in a game if I focused on being evasive, using cover, and not going after AA head on.  This version also showcased the better ASF pilots, because newer pilots didn't survive long.

0.5 right now is quite frustrating.  AA is much more deadly now, which effectively renders the 5 second tactic almost useless, and that brings me to my main gripe.

Those of us who enjoy flying, are willing to adapt to changes, and for those of us who fly often, the adaption period is relatively fast.  The issue I'm getting tired of, is getting nerfed more and more, and at the rate we're heading at, eventually only the very top pilots will be able to survive, and even then, it would be a game focusing on extremely precise maneuvering and aim.

My question is, when those of us who fly, adapt and start getting kills in this new version, how long until we see the ASF rage threads?  Will the next updates or versions nerf us further?

The pattern I see going on regarding ASF pilots with each new version:
Suck>>>Good>>>Proficient

The pattern I see among the community in response to ASF changes in each new version:
Content>>>Equal>>>Rage Thread>>>Nerf

So while those of us who fly are initially struggling with these new changes, eventually we're going to find a way to survive and do damage.  We've done it every version, and unfortunately, I see it the same here.  We're getting the hang of things now, and down the road when we get proficient at it, we'll start seeing the rage threads.

To be quite honest I was not expected lower armor values, and more damaging AA with this version, because in 0.4.9 AA was already extremely deadly.  We just learned how to survive with it, and that's when we started seeing my favorite threads, the ones calling for more damaging weapons to use against pro ASF pilots.

It's like if somebody intentionally masters the Uziel, because its their favorite mech, despite the lower armor and big target it presents.  If that pilot gets proficient enough to start racking up kills, and learning how to survive, I doubt you'd see a rage thread.

Then you have ASF, where it doesn't matter how weak they initially are.  As soon as we get good at them, we see rage threads, talking about how it isn't our skill, but that they're overpowered.  Towards the end of the 0.2 era, which was when ASF was at its weakest, a lot of us we're actually doing well, having learned to deal with weaker armor by adjusting our tactics.  How did that play out?  People were pleading to the devs to make ASF weaker for 0.3.

So I don't know about the rest of the flyers here, but I'm pretty sick of getting good at something, getting handicapped further, and then repeating this same cycle nearly every version.

When will the community realize that we will adjust to each change anyway, because we love to fly?

Quote
Really, i dont mind the AA buffs. If ASF are going to be more of an annoyance rather than a tactical asset, then i dont mind them being relegated to rarely seen.
This is the attitude I see community wide.  We're nothing more than an annoyance to them, and therefore deserve to be nerfed until eventually we stop taking them.

I guess there's only one thing to do...
...race to see who inspires the first ASF rage thread of 0.5!  Get flying!

Offline Cik

  • Lance Captain
  • ***
  • Posts: 602
  • Karma: 39
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #39 on: May 29, 2011, 10:18:17 AM »
ASF did have it a bit easy in 4.9.   A bit of a nerf was warranted.  I haven't played 0.5 enough to get a sense of the new balance.

I'm not going to get into the brawl over ASF this early.  It is what it is, for now.  Pilots will adjust, etc.  But, I will comment on the above.  A "nerf" (classic sense) was not "warranted".  Every vet player adjusted to combined arms just fine.  Every game I was in with vet players in the last many weeks in previous release was not "easy" - Shiva-E notwithstanding.  In fact, many very good games highlighted successful use and counters of all aspects of the mod, many of which tactics continue in this new version.

Yes, there are legitimate questions about certain aspects.  I don't find anything "game-breaking" though.  I might personally be less inclined to use air in certain situations than I was previously, but it is just one tool in the shed.  If I don't feel I'm being impactful, I'll just switch to another asset.

Devs can take the raw feedback in context...  We knew there was going to be some swinging of the  balance pendulum, even though, as I note above, vet players had adjusted strategies quite well and no handicapping was "deserved".   We'll see how things shake out.  Devs have shown they can adjust with fixes if it's not working as they planned.

Tax: Yes, the SH is way too twitchy.  That's my biggest gripe with it - both flying in it or against it.

You bring up a good point, assuming I've understood your post in the right context.

ASF balance is a constant adjustment, and personally I can't help but feel we usually end up as the whipping boys of the assets.

0.1 was the only instance I can recall that ASF was actually overpowered.  The TBolt Sulla was pretty brutal against...everything.  This however, was the only time I really feel ASF balance needed some tweaking.

0.2 was the complete opposite.  The nerf against ASF and VTOLs was so extreme, they were pretty much like flying paper mache through the air.  Sometimes it would seem you just spontaneously combust, only to realize an AA tank peppered you from across the map.  Likewise, those of us who really enjoyed the flying things, learned to adapt and overcome this issue.  Most often I feel those of us who land shark the ASFs, are former 0.2 era flyers.

0.3 had it pretty close to perfect.  The armor for the VTOL seemed to be the biggest issue, which got fixed mid-way through 0.4

0.4.9 seemed absolutely perfect for me.  I could do well in a game if I focused on being evasive, using cover, and not going after AA head on.  This version also showcased the better ASF pilots, because newer pilots didn't survive long.

0.5 right now is quite frustrating.  AA is much more deadly now, which effectively renders the 5 second tactic almost useless, and that brings me to my main gripe.

Those of us who enjoy flying, are willing to adapt to changes, and for those of us who fly often, the adaption period is relatively fast.  The issue I'm getting tired of, is getting nerfed more and more, and at the rate we're heading at, eventually only the very top pilots will be able to survive, and even then, it would be a game focusing on extremely precise maneuvering and aim.

My question is, when those of us who fly, adapt and start getting kills in this new version, how long until we see the ASF rage threads?  Will the next updates or versions nerf us further?

The pattern I see going on regarding ASF pilots with each new version:
Suck>>>Good>>>Proficient

The pattern I see among the community in response to ASF changes in each new version:
Content>>>Equal>>>Rage Thread>>>Nerf

So while those of us who fly are initially struggling with these new changes, eventually we're going to find a way to survive and do damage.  We've done it every version, and unfortunately, I see it the same here.  We're getting the hang of things now, and down the road when we get proficient at it, we'll start seeing the rage threads.

To be quite honest I was not expected lower armor values, and more damaging AA with this version, because in 0.4.9 AA was already extremely deadly.  We just learned how to survive with it, and that's when we started seeing my favorite threads, the ones calling for more damaging weapons to use against pro ASF pilots.

It's like if somebody intentionally masters the Uziel, because its their favorite mech, despite the lower armor and big target it presents.  If that pilot gets proficient enough to start racking up kills, and learning how to survive, I doubt you'd see a rage thread.

Then you have ASF, where it doesn't matter how weak they initially are.  As soon as we get good at them, we see rage threads, talking about how it isn't our skill, but that they're overpowered.  Towards the end of the 0.2 era, which was when ASF was at its weakest, a lot of us we're actually doing well, having learned to deal with weaker armor by adjusting our tactics.  How did that play out?  People were pleading to the devs to make ASF weaker for 0.3.

So I don't know about the rest of the flyers here, but I'm pretty sick of getting good at something, getting handicapped further, and then repeating this same cycle nearly every version.

When will the community realize that we will adjust to each change anyway, because we love to fly?

Quote
Really, i dont mind the AA buffs. If ASF are going to be more of an annoyance rather than a tactical asset, then i dont mind them being relegated to rarely seen.
This is the attitude I see community wide.  We're nothing more than an annoyance to them, and therefore deserve to be nerfed until eventually we stop taking them.

I guess there's only one thing to do...
...race to see who inspires the first ASF rage thread of 0.5!  Get flying!

ASF didn't really need a nerf. sure firebombs are powerful. sure tbolts are powerful. but a skilled pilot can just jump out of the way anytime. AA isn't terribly effective vs. even a mediocre pilot, this is why we have CLBX20 shadowcats ;p
the only semi-broken aero was the LRM shiva, which could stay 800m in the air and rape AA tanks taking little or no damage. and even that can be solved with even a barely-skilled beatstick shiva. maybe landing to rearm was a warranted change; the rest though? pah. take jumpjets and stop whining.

Offline Defender

  • Creative Director
  • Lead Developer
  • Living Legend
  • *
  • Posts: 3056
  • Karma: 9087
  • I Like Shiny Things
    • Patrick Salerno's Porfolio
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #40 on: May 29, 2011, 12:05:50 PM »
I dunno. All I seem to be getting out of this thread is that people seem to be angry that their assault-instagibbing death machines now take more damage from units specifically designed to counter them, rather than being able to rape with impunity.

How about we give the patch more than two days and some actual gameplay testing rather than random some shoddy math and personal interpretations of balance changes before we come to any conclusions.

It really seems like some people like writing novels rather than adjusting to change.
"A Goal without Vision is a Hallucination"


"An open mind is like a fortress with its gates unbarred and unguarded."

Offline Ralux

  • MechWarrior
  • **
  • Posts: 319
  • Karma: 7
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #41 on: May 29, 2011, 01:17:02 PM »
Try to ajust to those capped-base turrets on tc-mirage.

Either kill them every 3? mins or area denial in the whole center of the map.. Not funny :(

Ground assets won't have that problem due to base walls.

Offline Virt

  • Star Colonel
  • ****
  • Posts: 1323
  • Karma: 53
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #42 on: May 29, 2011, 01:51:38 PM »
A "nerf" (classic sense) was not "warranted".  Every vet player adjusted to combined arms just fine. 
Wow.  You must have done a *lot* of research to be able to be able to make that claim about *every* vet player. 

Have you passed on your research to KingLeer?  Based on his comments above, and the changes he made in 0.5, he seems to have come to the wrong conclusion!!!
Creating Kodiak Moments since 1984.

Online Vlaad

  • MWLL Developer
  • Lance Captain
  • *
  • Posts: 503
  • Karma: 63
  • 80 percent human
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #43 on: May 29, 2011, 01:52:11 PM »
I dunno. All I seem to be getting out of this thread is that people seem to be angry that their SAFELY-assault-instagibbing death machines now take more damage from units specifically designed to counter them, rather than being able to rape with impunity.
...
Fixed.

ASFs were killing machines.  Monsters like madcats, novacats, atlases and awesomes run from a single aero and are forced to go in half-a-speed-of-smell huits...  God help you if there is a hill ahead.

rape with impunity:
-Game starts. 40 seconds later im rtbig couse i have no arm and torso. Aero badass loled when 6 light mechs tried to shoot him down... and singlehandedly crippled 2 lights with no problem.
-Teammate and myself are in madcats. One aero appears and shoots all the base turrets (lbl sulla) and systematically takes apart both madcats. While we cant do anything about it. And after that cries: "oh noes a huit! Now i must change location and tearapartsafelywhilenobodycantouchme somewhere else".
-One aero with knowledge of balooning. He congratulates himself for forcing half of the team to go aa. And complains about aa.
"The howler monkey is the guy who calls in a meeting just to avoid doing real work. He never shuts up, challenges every opinion and opens EVERYTHING up fo debate. He thinks he's helping but hes really just mindlessly shreaking into the jungle. Without him tigers would be inventing jet-skis. Rhinos would be speaking Japanese. Shit would get DONE."

Offline Virt

  • Star Colonel
  • ****
  • Posts: 1323
  • Karma: 53
Re: 0.5.0 - ASF Journal (first impressions, experiences)
« Reply #44 on: May 29, 2011, 02:04:00 PM »
One aero with knowledge of balooning. He congratulates himself for forcing half of the team to go aa. And complains about aa.
You and the mech drivers just need to get some skills, and accept that this is a combined arms game.  It's not the ASF's fault if you guys don't know how to lead the target when you're shooting at them, or dodge by simply jumping or changing direction as they approach. 

Given that "every vet player adjusted to combined arms just fine" it's time that you devs skilled up too!

:D
« Last Edit: May 29, 2011, 02:47:43 PM by Virt »
Creating Kodiak Moments since 1984.