First, thank you Paul, and whatever staff you have assisting you at PGI for this rebalance. Regardless of the results, I'm sure PGI is spending a lot of work hours on this rebalance.
I agree with your post introducing this Public Test stating that the Quirk System had gotten out of hand. In order to offer the feedback you request I downloaded the PST client and have spent the morning in Testing Grounds (insufficient population for matches so far).
Now the essense of my post. I believe part of the reason for the failure of the Quirk System is it was far too complicated. While the new system you are letting us test appears well thought out, it also seems to be very complicated.
I believe the new concepts of changing target aquisition time and delay to targeting data should be very good for balancing. However, I still see very LARGE changes in mech structure points (over +20 to some light mechs), accelleration differences (+60% to some variants), etc. which make the system very complicated.
I urge you to scale the proposed changes back a bit. Less is More and Keep it Simple. As you have posted, each chasis as unique geometery and each variant has unique hardpoints. Increasing the number of variables should only be done as a last resort.
I will post addition feedback for individual mechs in the appropriate folders as I test them.
Thank you for taking on this project.
![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/davion.png)
Less Is More
Started by SilentScreamer, Sep 12 2015 08:03 AM
No replies to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users