Quirks As Bandaids For Bad Weapon Balance
#1
Posted 27 March 2015 - 11:38 AM
Example, PPCs in general, very rarely used outside of mechs with very specific quirks for them, in particular velocity buffs. So the question is, would it not be better to just make PPCs fly faster and put the quirks into heat gen or something else rather than making a weapon inherently bad so only specific mechs can use it. I'm sure part of the reason this hasn't happened is out of fear of the PPC becoming the goto weapon again like it was for more than a year, but a lot has changed since then and that's still not considering the PPC got hit hard with the velocity nerf for a supposedly mid-range weapon.
Then there is the I-ERPPC which requires a significant heat gen quirk to even contemplate running it, and even then it is generally a main weapon rather than a supporting one because of the heat demands. This one doesn't really need much in the way of velocity, but it would be nice to see the heat reduced slightly instead of quirked so it can be useful on other mechs. Maybe 12.5 heat instead of 15. This also helps balance it against the C-ERPPC since it now becomes more heat efficient to make up for the 1 ton difference and lack of splash damage.
This is also another thing, the weapon balance needs to be improved so quirks can be less of a band-aid to improve the IS vs Clan tech parity and more for flavor and boosted inherently flawed chassis'. I guess under that you could consider being IS tech an inherent flaw, but that is part of the problem, imo that should not be the case. The parity between tech should be equalized and weapon balance is still a good way to help that.
#2
Posted 27 March 2015 - 11:59 AM
I believe they specifically want to control what mechs are good with some weapons, like ppcs.
There are definitely weapons that need work, but it needs to be both weapon systems and quirks in combination
Edited by Ultimatum X, 27 March 2015 - 03:23 PM.
#3
Posted 27 March 2015 - 12:05 PM
But alas, I agree with Ultimatum as well. Quirks should make flavor among mechs and make less popular/good mechs more viable and a reason to take. At the same time, I don't think quirks should ever go above 25-30% on anything offensive.
#4
Posted 27 March 2015 - 12:23 PM
Dissipation lags behind our Rate of Fire, made worse with Quirks (and not really the fault of quirks), and IMO Heat Capacity should not be able to get as high as it currently can.
#5
Posted 27 March 2015 - 12:37 PM
Ultimatum X, on 27 March 2015 - 11:59 AM, said:
I believe they specifically want to control what mechs are good with some weapons, like ppcs.
They are definitely weapons that need work, but it needs to be both weapon systems and quirks in combination
I think that was how it started, but there is a common theme among many of the weapon quirks when it comes to certain weapons. How many Medium Laser quirks are there among all the IS weapons, I get that it still is one of the better support weapons the IS has and is mounted on a lot of them due to its utility. The problem is that almost all of these share buffs to a weapon that should not need any buffs outside of mechs like the HBK-4P or any other medium laser boat. I still think there is a little too much fear over PPCs in general. Buff the weapon slightly to remove the necessity of certain quirks, and put those quirks to better use elsewhere. The LBX10 quirks stand out in my mind as well, as even the most significant of quirks still can't save this weapon from being only "meh". Quirks aimed at MGs are another decent example.
I guess what I'm really driving at, is the current good chassis are not running certain weapons for a reason, that unless you have significant quirks related to that weapon, it is worthless to run. Or in cases like the LBX10, even significant quirks can't save this weapon from being bad. This is very telling of bad weapon balance and I feel like a lot of quirks aim to correct that imbalance rather than just add flavor.
Praetor Knight, on 27 March 2015 - 12:23 PM, said:
Dissipation lags behind our Rate of Fire, made worse with Quirks (and not really the fault of quirks), and IMO Heat Capacity should not be able to get as high as it currently can.
While I agree, this is not the context of the discussion because it is somewhat obvious we will never get this thanks to he who will not be named.
Edited by WM Quicksilver, 27 March 2015 - 12:41 PM.
#6
Posted 27 March 2015 - 03:28 PM
WM Quicksilver, on 27 March 2015 - 12:37 PM, said:
I guess what I'm really driving at, is the current good chassis are not running certain weapons for a reason, that unless you have significant quirks related to that weapon, it is worthless to run. Or in cases like the LBX10, even significant quirks can't save this weapon from being bad. This is very telling of bad weapon balance and I feel like a lot of quirks aim to correct that imbalance rather than just add flavor.
I don't disagree, and you made a lot of important points.
It needs to be a combination of equipment/weapon balances and also quirks where needed.
To be honest I have a post brewing on lasers, and range and trying to close the gap a touch between IS & Clan (and then going back and reducing some quirks) to normalize factional balance and then address any mechs that need to be up-tweaked or down-tweaked).
The good part is that all of the Clan-only crew have told me range is meaningless, so they will all likely be on board!
Edited by Ultimatum X, 27 March 2015 - 03:30 PM.
#7
Posted 27 March 2015 - 04:30 PM
Ultimatum X, on 27 March 2015 - 03:28 PM, said:
I don't disagree, and you made a lot of important points.
It needs to be a combination of equipment/weapon balances and also quirks where needed.
I agree, I'm not against weapon quirks as a whole like with the HBK-4G, it just needs to be done for flavor.
Ultimatum X, on 27 March 2015 - 03:28 PM, said:
The good part is that all of the Clan-only crew have told me range is meaningless, so they will all likely be on board!
I have been thinking about lasers as well, because once the IS get the rest of the ER lasers and the Clans get Heavy Lasers, things start to get messy. Throw in X-Pulse and ER Pulse and things just get complex because of the relationships each laser has with another family.
#8
Posted 28 March 2015 - 03:26 AM
The important part here is reasoning. PGI actually tried to do the right thing - reduce the amount of damage applied in one hit becuse all weapons in that shot hit single component, forcing players to pass two "aiming checks" is another way of spreading damage, buisiness friendly one as it won't alienate players with RNG cone of fire or frustrating convergence systems. Alas their means were dumb. They've introduced 20 damage soft cap for PPC and A20 with Ghost Heat, caped Gauss damage at 30 when Dire Wolf came out but all this band-aid fixes have a loopholes - weapon combos, it's the reason why we have laser vomit meta right now which laughs at builds above because of much higher potential damage.
PGI could've just caped group fire damage for weapons of particular type (FLD, Hitscan DoT) and none of this stupid nerfs would ever existed.
#9
Posted 28 March 2015 - 07:03 AM
Cuz if they took the PPCs
PPC: 10/10, 3.75s CD, 1100ms
IS ERPPC: 10/13, 3.75s CD, 1200ms
CERPPC: 15/15, 5s CD, 1300ms
each would have its place, each would be unique in its own right and we wouldnt need quirks to buff them and stuff
Since the IS are the high damage output, low heat faction, making their PPC lower overall damage, faster CD, meh velocity and lower heat would fit that bill
While the CLans, they would get a 15/15 CERPPC, higher damage at a slower rate, higher heat, higher velocity, longer CD. Would be no need to quirk all the mechs...
#10
Posted 28 March 2015 - 10:45 AM
LordKnightFandragon, on 28 March 2015 - 07:03 AM, said:
It's not just about PPCs, there are multiple issues they are trying to address and things they have yet to fully address.
1) IS inter-faction balance
> IS inter-weight class balance (ex: 60T heavies vs. 75T heavies)
> Mechs with Good Geometry vs. Mechs with Bad Geometry
> Mechs with Good Hardpoints vs. Mechs with Bad Hardpoints
> IS weight class balance (ex: Lights vs. Mediums vs. Heavies vs. Assaults)
> Overall IS vs. IS weapon balance
2) Clan inter-faction balance
> Clan inter-weight class balance (ex: 60T heavies vs. 75T heavies)
> Mechs with Good Geometry vs. Mechs with Bad Geometry
> Mechs with Good Hardpoints/Omni-pods vs. Mechs with Bad Hardpoints/Omni-pods
> Mechs with Good, Mediocre & Poor available "free" tonnage
> Mechs with locked and unlocked equipment
> Clan weight class balance (ex: Lights vs. Mediums vs. Heavies vs. Assaults)
> Overall Clan vs. Clan Weapon balance
3) Faction vs. Faction balance
> Engines
> Weapons
> Crit slot disparity
> Locked vs. Unlocked Equipment
Edited by Ultimatum X, 28 March 2015 - 10:47 AM.
#11
Posted 28 March 2015 - 10:51 AM
Its one bandaid this, bandaid that, short terms fixes trying to hide deep long term fundamental problems.
#12
Posted 28 March 2015 - 10:56 AM
#13
Posted 28 March 2015 - 11:07 AM
Ultimatum X, on 28 March 2015 - 10:45 AM, said:
> IS inter-weight class balance (ex: 60T heavies vs. 75T heavies)
> IS weight class balance (ex: Lights vs. Mediums vs. Heavies vs. Assaults)
2) Clan inter-faction balance
> Clan inter-weight class balance (ex: 60T heavies vs. 75T heavies)
> Clan weight class balance (ex: Lights vs. Mediums vs. Heavies vs. Assaults)
These are the ones that are incredibly hard to pull off, and the Adder is proof of that. Having played in a planetary league for 5 years, the inter-weight class balance is usually balanced by the team tonnage limit system. Simply put, without changing the underlying mech construction rules, lights never have a 1 to 1 worth with heavies. So it is best to make classes fit within roles and each mech have some sort of trade-off if it is not the heaviest of the class. As it is now, the game has a very "accept no substitutes" attitude about it, probably because it is a very confused game that wants to do too many things that are often contradictory to each other.
Ultimatum X, on 28 March 2015 - 10:45 AM, said:
> Engines
> Weapons
> Crit slot disparity
> Locked vs. Unlocked Equipment
This is the one I really dislike them doing, I'd much rather see Clan vs IS be distinct yet equal. Right now they seem to insist that Clans have some sort of edge and use quirks to prop up the IS, but they want to keep that edge minimal which to me is still just bad design. Especially give the F2P status of this game and how often they have flirted (and sometimes crossed) the P2W line.
mogs01gt, on 28 March 2015 - 10:56 AM, said:
I understand that. I'm not saying quirks are bad, I'm saying quirks that are intended to fix the current weapon balance is bad.
Edited by WM Quicksilver, 28 March 2015 - 11:10 AM.
#14
Posted 28 March 2015 - 11:16 AM
Anjian, on 28 March 2015 - 10:51 AM, said:
Many, if not most*, of the "deep long term fundamental problems" derive directly from trying to apply the IP source material into a first person game - and that includes even things like mech design and geometry.
Personally, I like piloting a giant mech.
Realistically the foundation for the game would have been better in a top down RTS type of game where unit costs have an actual impact and player as general vs. player as general works if you have one side with the "cannon fodder" type army vs. one side with the "elite unit army".
That's not the game we are playing though.
Everyone wants to make an impact, everyone wants their mech choice to count.
That requires balance, and balance on that scale requires a lot of work, and is an ongoing process of constant tweaks and maintenance that ultimately will never be fully realized.
*In other places PGI has made good strides but also dropped the ball. Some mechs are scaled very well, and others are scaled very poorly for example.
Edited by Ultimatum X, 28 March 2015 - 11:17 AM.
#15
Posted 28 March 2015 - 11:23 AM
The LBX-AC, however, needs work aside from the quirks. I prefer adding damage per pellet. 1.1 or 1.2 to start, but I could see it going as high as 1.5, given how it works mechanically. A quirk for 5% tighter spread is not particularly meaningful, but a damage boost to the base weapon would both significantly help those mechs "stuck" with LBX-AC quirks, and make the LBX more attractive as an option compared to its competitors.
#16
Posted 28 March 2015 - 11:28 AM
WM Quicksilver, on 28 March 2015 - 11:07 AM, said:
Distinct yet equal is an admirable goal, but one I feel is highly unlikely in a game with an IP such as this one.
All of the IS weapons/tech are the predecessors of Clan weapons, except Clan weapons are just superior versions.
Unfortunately that makes "equal but different" unrealistic for the most part because at their base they are basically the same things.
If the source material in BT had clans actually be really alien and different in their weapons and design then that would have been possible - but that's not what we have.
As I stated above, the design of Clans vs. IS with Clans having outright superior items could make more sense in an RTS where Player A has 5000 points to spend on cheap but weak troops vs. Player B spending 5000 points on ultra-expensive elite units.
That's not the game though.
Edited by Ultimatum X, 28 March 2015 - 11:30 AM.
#17
Posted 28 March 2015 - 11:38 AM
Ultimatum X, on 28 March 2015 - 11:28 AM, said:
Well you have to make some serious compromises as far as the source material goes (in regards to weapon stats), but I believe it is possible having played in one that is decently balanced as far as tech goes.
The real key is getting the weapons to feel different and not just different colored versions which MWO has more tools to do than MW4 ever did (better burst fire mechanics, beam durations, missile streams, etc).
Edited by WM Quicksilver, 28 March 2015 - 11:40 AM.
#18
Posted 28 March 2015 - 11:45 AM
Disclaimer: This post applies equally for IS and Clans. This isn't a "Nerf Stalker4N" post at all.
Edited by Evan20k, 28 March 2015 - 11:46 AM.
#19
Posted 28 March 2015 - 11:48 AM
Evan20k, on 28 March 2015 - 11:45 AM, said:
Again, I think you confuse what I'm actually asking for. The STK-4N is currently an example of a mech that need quirks over the other Stalkers to differentiate itself from the others, that I agree. At the same time, a lot of mechs that had LL oriented quirks needed them to be heavy handed because the LL has been one of the worst laser weapons since the death of the 6 LL Stalker back before ghost heat was introduced.
Edited by WM Quicksilver, 28 March 2015 - 11:49 AM.
#20
Posted 28 March 2015 - 12:47 PM
kapusta11, on 28 March 2015 - 03:26 AM, said:
Indeed. Any competent game dev would quickly have noticed that the problem lies not in the individual weapons, but in those problematic combinations, but PGI still tried to "fix" it by changing the weapon, instead of fixing the root of the problem. This of course also "fixed" the weapons for anyone who wasn't using these combinations.
One day I'm going to show everyone how this whole mess could be solved, one day.
Edited by zagibu, 28 March 2015 - 12:49 PM.
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