Edited by QuanZen, December 11 2012 - 07:15 PM.
Open Beta Patch Notes: 12/12/12
#42
Posted December 11 2012 - 07:15 PM
#43
Posted December 11 2012 - 07:15 PM
The_Eldritch_Abomination, on December 11 2012 - 06:48 PM, said:
Nope. I don't think we've shown off Brommens yet. It's actually my favorite medium chassis!
#44
Posted December 11 2012 - 07:17 PM
Countermeasures I'm very about.
The turret collision point is interesting. I understand the reasoning but I think it's a good thing to bump into it. Otherwise it just seems ... odd.
Overall_
FREAKING PUMPED FOR TOMORROW
#45
Posted December 11 2012 - 07:18 PM
CameronKerby, on December 11 2012 - 07:15 PM, said:
The_Eldritch_Abomination, on December 11 2012 - 06:48 PM, said:
Nope. I don't think we've shown off Brommens yet. It's actually my favorite medium chassis!
#46
Posted December 11 2012 - 07:23 PM
Edited by PitViper401, December 11 2012 - 07:23 PM.
#47
Posted December 11 2012 - 07:23 PM
Lets not kid ourselves, the countermeasures are a sly attempt to implement a soft pay-2-win system. They are not about balancing item usage, they are about creating an in-game economy of consumables to encourage people to spend money to be competitive. The fact that they switched from a limited item use to a cooldown mechanic in CB3 is just more evidence of their intentions.
EMPs will see a short drop in usage during the first player surge of OB, when people still have countermeasures, but will then increase and stabilize encouraging people to get more countermeasures. When you now have to choose whether to spend HC on maintaining your counter measures or saving up for a new mech, MPs suddenly seem a little more necessary.
So well played for toeing the line with P2W. We can't accuse you outright of it yet, but lets not pretend this wasn't a subtle motioning toward a money grab.
So why don't YOU see how much would show our support for skins and the like (and we would for such a well made game), before introducing this rather transparent ploy to ensure continuous revenue, rather than suggesting we trial your duplicitous offering.
Please, I invite anyone from Adh/Met to tell me that I am missing something here. Just don't confirm my fears with silence or try and feed me the usual community damage control garbage, because that would make me very angry.
#48
Posted December 11 2012 - 07:24 PM
QuanZen, on December 11 2012 - 07:18 PM, said:
I don't think I have that jurisdiction, haha. You'll just have to wait and see! Let me know how you like it.
#49
Posted December 11 2012 - 07:28 PM
Scapes, on December 11 2012 - 06:26 PM, said:
No disrespect meant, but you people (the developers) need to stop compositely nerfing the Bruiser.
A nerf to Point-D Vulcan + a nerf to Hellfire missiles == Double nerf to bruiser. Of course, I can always take heat-dissipating countermeasures to do nothing but spam mindlessly now, but that doesn't discount the fact you keep nerfing a mech that never needed a nerf. The fact a skill-less buff item exists that favours this mech does nothing to counter its loss of utility on the battlefield. It's like giving me a crutch after breaking my legs. Certainly, I can walk using the crutch, but that doesn't make my legs any less broken.
I hate to say this, but I feel like my bruiser-related feedback contributed to the forums has been ignored. It makes me (as a die-hard bruiser advocate) extremely disheartened.
Edited by Conquistador, December 11 2012 - 07:32 PM.
#50
Posted December 11 2012 - 07:31 PM
ReachH, on December 11 2012 - 07:23 PM, said:
Also countermeasures would end up just making items useless, causing less people to use them, which ends up with less people buying items in the first place and less people buying countermeasures because they don't need them as much.
I have this feeling that to them the items as they are now are perfect to their eyes. They have to have some sentimental attachment to how the EMP works if they'd rather create a new mechanic against it than just change some parameters it has.
Edited by z121231211, December 12 2012 - 04:35 AM.
#51
Posted December 11 2012 - 07:31 PM
#52
Posted December 11 2012 - 07:33 PM
Edited by Decoy101x, December 11 2012 - 07:34 PM.
#53
Posted December 11 2012 - 07:33 PM
It was already hard to use in CBE3, now it seems like it's going to be impossible...
#54
Posted December 11 2012 - 07:36 PM
because bow ties are cool
#55
Posted December 11 2012 - 07:38 PM
#56
Posted December 11 2012 - 07:38 PM
Countermeasures are indeed new but I encourage you to give them a shot tomorrow and see what you think. Players will equip them before spawning (if they so choose) in the staging area and are automatically activated during gameplay when the defined condition arises. Think of them as small safety nets for specific situations that can only be used once per life. Believe me, we'll be paying attention...
Thanks!
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES
#57
Posted December 11 2012 - 07:41 PM
[ADH]HUGHES, on December 11 2012 - 07:38 PM, said:
Countermeasures are indeed new but I encourage you to give them a shot tomorrow and see what you think. Players will equip them before spawning (if they so choose) in the staging area and are automatically activated during gameplay when the defined condition arises. Think of them as small safety nets for specific situations that can only be used once per life. Believe me, we'll be paying attention...
Thanks!
Once per life is WAY TOO MANY.
It should be limited to maybe 3 times per 15 minute match
#58
Posted December 11 2012 - 07:42 PM
[ADH]HUGHES, on December 11 2012 - 07:38 PM, said:
Countermeasures are indeed new but I encourage you to give them a shot tomorrow and see what you think. Players will equip them before spawning (if they so choose) in the staging area and are automatically activated during gameplay when the defined condition arises. Think of them as small safety nets for specific situations that can only be used once per life. Believe me, we'll be paying attention...
Thanks!
You do realise I can chain the overheat countermeasure to the assault mech's ability to fire my weapons for triple the time I could before, yes_
Let me guess. You probably also included the Vulcan as the assault mech's level 25 unlock. So I can fire the vulcan for essentially... let's see. 27 seconds. Non-stop. Per life.
I'm trying not to be snide here, but someone please tell me how this is even remotely balanced.
Edited by Conquistador, December 11 2012 - 07:44 PM.
#59
Posted December 11 2012 - 07:42 PM
[ADH]HUGHES, on December 11 2012 - 07:38 PM, said:
Countermeasures are indeed new but I encourage you to give them a shot tomorrow and see what you think. Players will equip them before spawning (if they so choose) in the staging area and are automatically activated during gameplay when the defined condition arises. Think of them as small safety nets for specific situations that can only be used once per life. Believe me, we'll be paying attention...
Thanks!
Thanks for the extra bit of info and assurance, but we'll be holding you to your word.
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