Author Topic: mixed emotions about this mod  (Read 681 times)

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Offline ovaltine

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mixed emotions about this mod
« on: December 31, 2009, 07:35:54 PM »
Clipping bugs, falling through the world, mechs getting stuck in the hangar door because your feet mysteriously fall through the world.

Cockpit shots=hmm, I spent the better part of a match today getting totally annihiliated anytime I used a madcat. I'd go so far to say that nonprecise weapons do too much damage to the cockpit on this mech (and any mech with a large cockpit like bushwacker/etc) - i'd go even further to say that these mechs are purely flavor and not worth using because of the handicap of having such an easily targettable cockpit.

Weapon wise, anything less than a large laser does little more than tickle enemies unless you get cockpit shots on people dumb enough to actually use a madcat (like me)

This is just first impressions from a dozen games.

Offline Toth

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Re: mixed emotions about this mod
« Reply #1 on: December 31, 2009, 07:38:57 PM »
Well the hanger physics breaking is something we're certainly looking into. Infrequent occurrences like falling through the world will also be looked into. Really please remember this is a beta, things like that are relatively minor compared to all the other work we've put into this.

Balance issues will also be addressed going forward, in fact we needed a beta test to even really work that sort of thing out. We ask for your patience and hope to reward you all for it.

Offline Cosmitz

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Re: mixed emotions about this mod
« Reply #2 on: January 01, 2010, 10:04:49 AM »
Just to add this in case he did not notice, if you eject, you lose all cockpit armor, so even if you get back in, it will still be lost and you'll be an easy kill.

I've played a few games myself, and while some bugs here and there, it's more then playable. Sure, ther's tweaking to be done balance-wise, but i feel it's enough to have a good time atm.

Offline UN1T

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Re: mixed emotions about this mod
« Reply #3 on: January 01, 2010, 10:29:31 AM »
ooo the amount of times ive falling off my chair crying after entering a mech on mech duel , only to have my opponet fluster and hit the eject button and land back on his canopy , and i watch as my weapons slam into the little BA standing apon his mech with a look of "WTF just happned?" .


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Pressing the wrong button and being smeared across your own cockpit window........ Priceless.
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline DruidChiken

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Re: mixed emotions about this mod
« Reply #4 on: January 01, 2010, 10:30:35 AM »
Just to add this in case he did not notice, if you eject, you lose all cockpit armor, so even if you get back in, it will still be lost and you'll be an easy kill.

That also happens if u make a pigs-ear of getting into your mech ..if u hit get in and accidently jump back out by hitting the F twice while entering then u have lost your cockpit armour.. even if u repair then it never goes back to full


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Offline Rally

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Re: mixed emotions about this mod
« Reply #5 on: January 01, 2010, 10:51:26 AM »
It's true that, some mechs have an easy to hit cockpit. It's a bit unfair I guess.

But I don't hate the madcat for it. I've found out that if you keep moving at all times, it's not that bad.

Offline direwolf

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Re: mixed emotions about this mod
« Reply #6 on: January 01, 2010, 11:02:43 AM »
Just to add this in case he did not notice, if you eject, you lose all cockpit armor, so even if you get back in, it will still be lost and you'll be an easy kill.

That also happens if u make a pigs-ear of getting into your mech ..if u hit get in and accidently jump back out by hitting the F twice while entering then u have lost your cockpit armour.. even if u repair then it never goes back to full

Yep, and it is sometimes a bit tricky getting into your mech at the start.  Esp in low gravity and even stepping off the mech hanger walkway, you land in the center of the hanger bay.

Offline gryeyes

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Re: mixed emotions about this mod
« Reply #7 on: January 01, 2010, 02:23:11 PM »
I think a big part of it being a "simulator" is having time to make choices. Increase the damage and you will create a situation where you really dont have a chance to counter a big powerful mech. But I do notice that larger weapons create a fappton of heat for what seems a smallish amount of damage. I cant really get a good estimate of power because damage seems very random. Ive crippled a 100% mech with two missiles from a BA (or at least that is what it looked like) but other times someone can take an enormous  amount of damage.  I think a large portion of it is lag and not actually doing damage for what appears to be a clean strike. There seems to be in general a big discrepancy from what is "really" going on and what you see.   I never really played Crysis so I cant tell whats inherent to the game itself and whats a factor of bugs with the mod.

But ive seen a good madcat devastate an entire team more so than one dying from an alpha to the cockpit.

Offline ovaltine

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Re: mixed emotions about this mod
« Reply #8 on: January 01, 2010, 03:57:45 PM »
I think a big problem with my cockpit shots was likely the bug which reduces cockpit armor to zero if you eject, it would explain a lot.

However, it doesn't change the fact that its still very easy to decap those mechs like bushwacker, madcat, and the light mechs especially - their cockpits are generally stuck way out. I'd almost say that the "cockpit" area on those mechs needs to be smaller and the center torso needs to encompass more of what would be the "cockpit" area - that'd like fix it.

Other than that, since my last post i've played about another half dozen games and concluded that a few things do need tuning, mainly LRM's and autocannons, the LRM dmg is too high for its range, and the autocannons appear to have relatively unlimited range. I examined the top right where it says the range and I believe the AC5 was 700 meters or something, but i was hitting enemies on my range finder that were 1000+ away, I was using that little tank that has 4 ac5's, but I forget the name at the moment. I'd say this is a autocannon exclusive thing, because when I was using the warhammer, the ppcs which were 700m I believe were indeed only firing 700m

Offline apache1990

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Re: mixed emotions about this mod
« Reply #9 on: January 01, 2010, 04:27:47 PM »
I think a big problem with my cockpit shots was likely the bug which reduces cockpit armor to zero if you eject, it would explain a lot.

That's not a bug, if you do an ejection while powered up, you need to jettison the canopy to get out quickly (thus it's no longer there).

Offline UN1T

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Re: mixed emotions about this mod
« Reply #10 on: January 01, 2010, 04:55:17 PM »
doenst happen in tanks ..but if you do it whsilt in the hanger..just power down and repair..and bobs your auntie.
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline syngyne

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Re: mixed emotions about this mod
« Reply #11 on: January 01, 2010, 05:03:28 PM »
doenst happen in tanks ..but if you do it whsilt in the hanger..just power down and repair..and bobs your auntie.
Well, you're not ejecting from a tank, you're just opening the hatch and hopping out, I imagine.

Offline xKamikazex

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Re: mixed emotions about this mod
« Reply #12 on: January 01, 2010, 05:06:03 PM »
I think a big problem with my cockpit shots was likely the bug which reduces cockpit armor to zero if you eject, it would explain a lot.

However, it doesn't change the fact that its still very easy to decap those mechs like bushwacker, madcat, and the light mechs especially - their cockpits are generally stuck way out. I'd almost say that the "cockpit" area on those mechs needs to be smaller and the center torso needs to encompass more of what would be the "cockpit" area - that'd like fix it.

Other than that, since my last post i've played about another half dozen games and concluded that a few things do need tuning, mainly LRM's and autocannons, the LRM dmg is too high for its range, and the autocannons appear to have relatively unlimited range. I examined the top right where it says the range and I believe the AC5 was 700 meters or something, but i was hitting enemies on my range finder that were 1000+ away, I was using that little tank that has 4 ac5's, but I forget the name at the moment. I'd say this is a autocannon exclusive thing, because when I was using the warhammer, the ppcs which were 700m I believe were indeed only firing 700m

For future releases, we are looking at adding in some Art to really show the player that the cockpit glass is blown out, or even a completely detached canopy which will show the exposure of the cockpit. This should help with the awareness of the vulnerability with most mechs that are being shot out. In my opinion though as far as the Madcat goes, I actually think the cockpit hit box is correct since for a Heavy Mech, it has actually ALOT of armor and is a very difficult opponent to take down. Having different weak points on the mechs gives them characteristics and makes them entertaining to fight since it is never the same "always shoot for CT" fights. Alot of the times I find myself going for the legs of Ullers and Ravens just to slow them down first ;). Also what was said in this post - I usually take the Madcat alot when I can afford it in games and never feel under powered even with a big head (har har).

Also when it comes to the ACs, we've noticed the blatant overpowered damage that they produce and we've been looking into modifying this. Primarily we've always wanted to have the AC2 and AC5 type weapons to be more of an Anti-Aircraft/Anti-Light Armor type weapon without taring into Heavy armor too bad. But since we setup the weapons to deal heavy amounts of damage as vs Air units, we overlooked how much damage they were doing to Heavy. Proper multipliers and modifications are being made to reduce the damage done to heavy armor while still maintaining their damage to light Armor and Air units.

Offline KorJax

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Re: mixed emotions about this mod
« Reply #13 on: January 01, 2010, 05:10:35 PM »
Like Kami said, the Madcat is a VERY powerful heavy mech.  I can't count the time I would get owned by one of these things during dev playtests.  Making it so it's cockpit would be hard to hit would essentually make this mech almost "overpowered".  And even then it's not as easy to hit the cockpit as you say it is.  I've piloted Madcat's before and never had too much of an issue with being shot out of my cockpit.

Offline Ghiest

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Re: mixed emotions about this mod
« Reply #14 on: January 01, 2010, 05:11:44 PM »
I was doing fine in madcats really, I was on clearcut the other day going toe to toe with awesomes and other heavy and assault mechs and still surviving (but battered ofc) without getting headshotted too much, I think it's to do with the ejection thing, I didn't even realise till I was looking at the HTAL readout when I was pissing around ejecting and landing and getting back in quickly in zero grav that I noticed it disabled all my head armour.