101011, on 12 October 2015 - 03:51 PM, said:
Increasing structure isn't the way to increase TTK, because we've done nothing but buff for nearly a year and the creep is ridiculous. Weapons need to start getting nerfed, starting with Gauss Rifles and CERML.
While I think some weapons do need some nerfing, increasing structure across the board will have a significant impact on lengthening TTK; and it will also cause people to actually lose more components inside a mech section before the component is destroyed.
101011, on 12 October 2015 - 03:51 PM, said:
As for buffing flamers and AC/2's, I really think that at this point, those aren't a priority. It would be great if they were meaningful, but right now missiles and most ballistics are very poor as well, and those are more important systems.
Any core weapon system of Battletech that isn't working on any sort of functional level is an inherent problem and needs to be addressed. That's not even a point for debate. Other weapons also need attention . . . this is true . . . however all base weapons should at least be in a truly functional state before we start tuning weapons. A basic level of functionality is met, first, and then balance is pushed for.
101011, on 12 October 2015 - 03:51 PM, said:
On the topic of SRMs, I don't believe that ammunition is where they run into issues, rather, it is with their inability to have a meaningful impact past 270 meters when most engagements are decided at 400+ meters. Brawling isn't fun because you must spend most of the match waiting for the enemy to close so that you can finish them off.
True, ammo isn't the only thing. However, ammo is one of the quickest and simplest things that can be done before addressing other issues. Once the ammo is addressed, then they can start looking at ranges, velocities, adding a "maximum" range outside the "optimal" range, etc. Regardless, one of the quickest things that can be done is just giving them equalized ammunition with everything else. Then further balancing can proceed from there.
101011, on 12 October 2015 - 03:51 PM, said:
With regards to slowing down the game: I already spend 4-5 minutes on Alpine just walking to the only useful bit of terrain on the map, and that's plenty long enough for me.
And there are also people who feel the exact opposite . . . that right now scouts serve no purpose in the game because the maps are so small and enemies engaged so quickly. A balance needs to be struck and Information Warfare should play a valuable part in making sure people are moving to the right places. A layer of thinking and tactics should be involved in a game that's supposed to be team based.
Now, another point brought up was that engines shouldn't be directly linked to agility, which is honestly a very good idea on a solid balancing change they could make. That would put the chassis more in direct control of agility/maneuverability over engine size. For Example: A minimum 325 engine wouldn't become absolutely necessary for a 100 ton assault mech to get "good enough" torso twist speed to track targets.
Also, using the largest map in the game is a poor example when even the developers are chomping at the bit to go back and redo it.
101011, on 12 October 2015 - 03:51 PM, said:
Something to note on the topic of TTK is that the amount of deathballing will be inversely proportional to the TTK: the easier it is for a lone 'Mech to kill another 'Mech, the less 'Mechs need to be able to focus on a single target. Lowering TTK will result in less deathballing. In a related manner, lowering TTK will also make it easier for teams to come back; currently, most matches are decided within the first 2-3 kills. Losing any 'Mechs puts a team at a significant disadvantage because of the loss of firepower.
Absolutely not. Lowering TTK is one of the dumbest things they could do.
Mech on Mech combat should be an utter slugfest . . . especially for heavies and assaults. If you decrease TTK (thereby making it quicker to kill targets) then deathballing will become that much more prominent, because it won't take long for people to figure out that they want someone else to take the hits that quickly will kill targets. Also, in PUG matches people will become even more cowardly, knowing that the second they're seen by the enemy they'll be blown to bits.
On the other hand, if you increase TTK (thereby making it take longer to kill targets) then people actually have the ability to recover from a screw-up. People can reposition if they find themselves out of place, they can get back into cover when they round the corner and find themselves staring at the entire enemy team, etc.
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I knew that not everyone was going to like the ideas, and your thoughts and feedback are appreciated. We most certainly disagree on quite a bit, here, but such is life. We'll have to see what stances the developers take on things when the rebalance comes back around to the test servers, again.