Trull, on 17 February 2014 - 06:53 PM, said:
Oddly defensive post responding to slight criticism...
The game seems interesting so far. I haven't played it much, but I've watched quite a bit of gameplay. I'm not so sure the grunts are a good idea in this kind of game. It slowly becomes less about pvp and more about abusing the AI. That said, the titans dominate the match and that is pure pvp territory.
It's OK, Obdi likes to engage in the sport of "Kiwibaiting", so you have to take anything he says in response to me and run it through a filter that reduces its seriousness by about 175%.
Possibly Brent Weeks, on 17 February 2014 - 04:10 AM, said:
Silencer, on 16 February 2014 - 04:53 AM, said:
Right, so, my take so far:
The Titans feel a *tiny* bit vulnerable, but that's probably both a good thing and partly my fault (newbie, lol!).
Titans are easy to blow up if the pilot is shit. Good pilots can survive for entire games in titans, especially if you are working as a team
You'll note I admit to my newbieness in the same paragraph.
I think the teamplay is important. Getting outnumbered in a Titan (as I've seen happen often) is death. Even with the Vortex shield and good dodging, there are only so many directions you can avoid damage from at once. It's possible, but you'd have to play waaaaaaaaay too much to get to that point, imo.
I, for one, am looking forward to alternative chassis. A light/speed one, though weaker, would be right up my alley, I think. XD
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Not many people seem to be taking advantage of/have found a use for the wall running. I think this, and the verticality, really are important to stepping up your skills, but it's hard to get in to. Mainly because it doesn't *seem* to offer many advantages. And partly because while the maps are designed with this in mind, it seems to have limited avenues/the buildings aren't perfect for it (which is fine) so you sometimes get knocked stopped by protrusions rather annoyingly (which is not so fine - IRL you'd be able to get over these, but with the controls available, you can't do anything but run into them/get stopped and fall off - maybe needs some tweaking), and the same with some of the vertical stuff - things that look like they're made for a double-jump-mantle to get higher are *just* out of reach. Now, that could be a beta thing, it could be a design oversight, or it could be poor level design. But it is slightly annoying at the moment. XD
So find another way up. Or equip the 'perk' that makes you wall-run faster and jump farther. Or use one of the burn cards that does the same thing.
The perk doesn't help, because this is a mantle point which is in the middle of nowhere and about an inch too high. My complaint isn't that it's too hard, it's that the map design is not set up to make it clear whether a jump is possible or not.
They just need to make this particular wall a quarter-meter higher off the ground, and it would be obvious it's not for jumping on. Instead it just taunts you. XD (And this is my main complaint with predicating a map's fun on familiarity, and I think Apt is getting at something similar here - it is fine to give an advantage to people who know their way around. It's not fine to make that essentially the deciding factor in the game from the get-go. Especially when it LOOKS like you can get up there, when you can't. Or when you should logically be able to keep running on the surface, but get stopped by a protrusion which IRL would pose zero obstacle. It's like the "military professional can't get over a knee-high hedge" issue of many FPS's of yore - it's stupid, and shouldn't be an issue.)
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I certainly don't feel compelled to enter a Titan as soon as it is available. I'm quite happy running around on the ground and, so far, I seem to do better while on foot than in a Titan. Partly this has to do with familiarity, and partly it is because you can get plenty of points racking up Grunt kills (harder to hit small things in Titans...despite using a 40mm canon...lol). Unfortunately the AI are a *bit* on the mook side of competent. I once led our team to victory by essentially farming a couple of dozen Grunts who happened to be bunched up together/running down a street I had just turned in to. My first instinct upon seeing six guys was "oh fuck", then I mowed them all down. And then it happened again. And then some more dropped in and they all died quickly too. Not the best balance of danger/free kills, IMO. But they do add to the feel of the game.
Put the 40mm cannon on your titan. Run over grunts while shooting pilots. Unless you are some sort of FPS god, your titan is always going to be more powerful.
Did you miss the part where I said I DID have the 40mm canon on my Titan? It's my favorite Titan weapon, lol.
The Titan may be more powerful, but it's also a missile magnet. And if the enemy have two/three Titans up, while you only have one, they are going to (probably) curb stomp you. Unless you are some sort of FPS god. XD Besides, my point was more that the mooks are a bit too easy to farm. Besides, I'm getting better in my Titan. It's just that jumping into one does not feel like "straight away" move, when it's available. I probably need to play some Last Titan Standing for practice, or something, though.
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I certainly feel a bit like this game could benefit from destructible environments. If it were possible to do it without ending up with maps leveled, and Pilots with nowhere to hide (though I've taken down a Titan or two from Pilot-side anti-tank weapons, it's usually facilitated by a distracting allied Titan and some nice cover), I think it would be a great addition, and would prevent some of the "pop-and-shoot" use of the anti-Titan weapons. While that works fine, I personally feel (from both sides of the fence, Pilot and Titan) that a bit of an ability to leverage the supposedly high firepower of the Titans against the cover the Pilots are using would be handy. Especially when Pilots are hard enough to hit as it is.
I kind of like the lack of destructibility. I feel like it would just power titans up farther as the maps go on. Also, Pilots hard to hit? Ha.
I think it doesn't need full destruction. Just a bit. Change the map up slightly, remove some cover. I can see your side of things, but you are a CoD fanatic.

I still don't think Titans are THAT awesome. Plenty of people are still getting used to them, of course, but I have yet to see anyone in a Titan just up and dominate the map.
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Unlock progression seems reasonable...maybe a bit fast, unless I'm not seeing the full raft of options yet. That being said, only one Mod slot on the weapons limits your choices a bit when it comes to making custom kits. I assume there may be more options all around for the full release (would be reasonable), but I think being able to stack two mods and an attachment is not unreasonable from a balance perspective. It just feels a bit light on that side atm, like I'm having to choose a bit too much between option 1 and option 2. Though I haven't unlocked the Titan customization yet, and we of course only have one Titan to play with in that regard. I hope there are more Titan weapons in the full game...
I certainly hope we haven't seen all the unlock stuff, and I'm sure as you level it will get slower. Also, did you just whine about having to make meaningful choices instead of just putting everything and the kitchen sink on your weapon?
Hardly. I was merely pointing out that options are awesome. Making "meaningful" choices by arbitrarily restricting the mods on a gun kinda cheapens it. I can understand it on Titans. I can understand it wrt Kits. But seriously, in what world can I not stick a suppressor AND an extended magazine on my rifle? Those are not incompatible. They are being arbitrarily restricted in favour of "the devs can't be assed balancing this properly". I get it. I really do. But it's vexing to the part of me that likes customising guns, dammit.
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The only thing I would change is that the grunts need to be .5 of each attrition point, instead of 1. Seeing lots of people use the auto-pistol to farm grunts and try and win doing nothing but that. It is currently 4 grunts per pilot kill and 5 grunts per titan kill, which is... odd considering the amount of grunts and how easily they die.
I agree, completely. The Smart Pistol is waaaaaaay too good for farming grunts. It's a bit less useful against Pilots at most ranges, depending on their weapon/skill, of course, and it takes a bit of getting used to with waiting for it to fully lock-on (the advanced targeting mod helps, obviously), but it wrecks the mooks like nobody's business. Also results in some epic kill-stealing some times.
But regardless, mook's shouldn't be 1 whole point. They're too easy to kill, and are pretty much guaranteed not to kill a Pilot (unless they get very lucky). So they either need to be more deadly, or worth less.
....also, I am already tired of hearing people complain that the other team "hacked". "Oh man, if only we could hack as good as them!" etc. Fucking...*mutes everyone*.