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Post by infinitefire on Mar 7, 2017 1:12:37 GMT
Regarding the balancing/multiplayer issues I'd like to point out several things just to clarify:
Basically you were playing against THE 2 mechwarrior 3 Players, not just any skilled player, but people who have been playing for a long time.
We all brought Extremely Overpowered builds, Stoney's Anihilator would finish off anything at close range versus normal lasers, those mechs could reduce anything less prepared to piles of molten scrap, and we always seriously take OP configurations to those kinds of matches.
And even for average players, the mod can be very challenging, it takes time to get a hold of it because of new variables.
Stock games are more balanced compared to custom mech type matches, because the builds are more realistic. I dont know why but I always used to take poor configs which would fail horribly on the battlefield, and then you develop this kind of instinct, for example, I brought the same build as Stonewall on one match past week.
In short: After some frustration and time you are inexplicably given the Skillz and spontaneously become a pro XD
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Post by StoneWall on Mar 7, 2017 1:20:42 GMT
What's with the pink background? Is it supposed to be that way? Well by the end of the MSN Gaming Zone, there was brought together a 328 collection of maps. People were not too skilled in making maps and many of them were just copies with different colored fog. This map was originally called Rooftop Fun, but this person added pink/purple fog and renamed it. lol Pretty ugly looking.
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Post by herby on Mar 7, 2017 1:21:02 GMT
...so then I'll just have to get better and do some ass kickin too. First I'm gonna get used to some of the other weapons...
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Post by herby on Mar 7, 2017 1:22:32 GMT
...I'm done complaining... for now
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Post by AncientxFreako on Mar 7, 2017 1:22:39 GMT
What's with the pink background? Is it supposed to be that way? That map is just some knucklehead from the old days being creative with a custom mp map.
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Post by AncientxFreako on Mar 7, 2017 1:25:51 GMT
lol love it.
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Post by AncientxFreako on Mar 7, 2017 1:27:09 GMT
...so then I'll just have to get better and do some ass kickin too. First I'm gonna get used to some of the other weapons... Now yer talkin' 
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Post by herby on Mar 7, 2017 1:28:52 GMT
I guess I'm a bit of a sore looser... It wasn't fun getting my ass handed to me so quickly but that won't stop me from playing with you guys.
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Post by AncientxFreako on Mar 7, 2017 1:32:11 GMT
Nah, you're not a sore loser. You just got frustrated that's all. We've all been there. To be honest though, I've been playing this game so long I don't get frustrated. In fact, very seldom do I feel anything LOL. When I lose now it's like, "oh, wow...LOL that was cool he just wacked me good!"
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Post by herby on Mar 7, 2017 16:59:12 GMT
Can you clarify for me: We are testers. What are we to be testing for? What should we be watching for? ...or are we just playing?
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Post by AncientxFreako on Mar 7, 2017 17:41:58 GMT
From my perspective, everyone just needs to play. My experience with the game together with my intentions are for the most part the measuring stick I use for judging observations. The more people who play, and the more games, the more observations there are, and the more adjustments can be brought about.
Other player's input and suggestions are certainly just as much a part of it. But it's really about having more and more games played. We could sit and test weapon after weapon, config after config, but I've done all that and don't really want to subject people to the dull and dreary if I don't have to. At this point in the history of the game it's simply a blessing to have people play in multiplayer, and so it's all about the fun of it and the test observations are secondary.
When we play c6 games...be creative and flexible with your configs. When we play other game modes, be adventurous. Take stock for example...there are many new stock mech builds in the mod; try a different one each game and see how you like it. Post screenshots, post your personal opinions and other input, observations, and so on.
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Post by infinitefire on Mar 7, 2017 17:55:16 GMT
It was mostly a joke.
When we started to play Multiplayer, eventually there were some weapons that were too strong, others too weak, so Freako Released The Mod Version 2.1 to balance such issues And so we have been playing
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Post by herby on Mar 7, 2017 21:04:02 GMT
Question: Is there a way to cap specific weapons... kind of like the jump jets are capped? Then you could cap the super weapons to mech size so you can't upset game balance... just a thought...
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Post by AncientxFreako on Mar 7, 2017 21:07:41 GMT
Not possible at this time. I can change certain material parameters but not inner workings of certain hard coded game physics.
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Post by AncientxFreako on May 22, 2017 16:04:58 GMT
Having re-read this thread I'm thinking about changing the flamers to a different weapon, since it's pretty much black-listed in our multiplayer games anyway. The only drawback is that there are a few canon stock mechs that are supposed to have flamers, such as the Puma Primary. Thoughts and opinions?
At one time I was thinking about trying to make an "elemental claw" but that would only be good in single-player. Not sure how I'd do the animation for it either.
One other consideration, if I make a new weapon using the flamer it can't be an ammo requiring weapon.
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