Fooooo, on 27 February 2013 - 12:11 AM, said:
I think the point that poster was trying to get across was that if the Raven 3L couldn't do tight circles and twist its torso so far, then the other lights would be able to stay behind them almost 100% of the time.
Imagine a 3L doing a circle 3 or 4 times the size it can do now.........that would be a sizable nerf imo.
Meaning the Raven 3L generally won't defeat (will be at a disadvantage in terms of mobility and ability to get a lock) a decent non-ecm comm / jenner / cicada / or other raven variant solo etc. It would also be a little weaker against larger targets as it will be in their sights for longer.
However, your right in that it doesn't really fix the underlying problems which you demonstrate with the streakcat basically............however.............. those things could also be done to the streakcat which would also be a sizable nerf for them also imo.
Not that this should be the way to do it tho............
The problem is - this screws everyone not using the "cheese" builds of these mechs over. If you don't use Streaks, you don't have that Anti-Jenner advantages, but you still have the Anti-Streak Disadvantages. This limits build options.
Fix ECM. Maybe actually more importantly: Fix Streaks. Everything else will just reduce the viable design space for mechs, and make the game more boring.
Zaptruder, on 27 February 2013 - 12:31 AM, said:
Streaks need to be reexamined; but in the mean time, just speed cap the problem mechs while leaving everything else as is. If other exploitative behaviour is found, then find the common intersecting elements (may be streaks, may be something else), and readjust as necessary.
The problem with high minded goals that take forever to implement is that 1. they're of questionable effectiveness 2. It creates a great deal of imbalance, resulting in negative player behaviour in the mean time, while players wait for things to be fixed.
Demand smaller, faster, easier fixes for smaller faster iterations that can collectively produce better results.
Fixing Streaks may not require much more than lowering their effective damage output (for example, lowering their cooldown). It will fix Streaks "forever", and if a new mech is introduced that happens to have ECM and Missile slots, the game will not be screwed up, and they won't need to nerf another mech's maneuverability.
If the Devs are using SCRUM, their goal should be to maximize the business value of the stories they implement.
The business value of lowering the Raven 3Ls speed or maneuverability is lower than the business value of rebalancing Streaks, and I dare say, the complexity is very similar. Just lowering the maneuverability of the Raven means that the next ECM/Streak capable mech will need a similar adjustment, adding complexity to introducing new mechs, because there is an additional factor to consider. If they ever decide to fix Streaks, they will have to undo all the changes to other mechs or these mechs will stay gimped. (But undoing this fix may have such a low business value that they won't do it for a long time, leaving people with "crippled" mechs for no reason.)
Erasus Magnus, on 27 February 2013 - 12:33 AM, said:
I know i`ll make a total ***** of myself asking that but:
what is a state rewind?
sorry i am german and have a hard time translating it into my native.
i cannot picture what it is supposed to do.
can anyone help me out please?
Basically it means:
You shoot at a mech. The information that you shoot at him is sent to the server. But this happens with a time delay. By the time the server receives the information, the enemy mech is already moved a little further. So the server calculates back where the enemy mech was when you took the shot (rewinds the state), and uses this information to determine whether you hit or not.
Without state rewind, you basically have to "lead" even with instant-hit weapons, and what you see on your screen is not the same thing the server "sees".
With state rewind, the server knows what you saw when you pressed the trigger button and what you saw will be what the server will also register.
Edited by MustrumRidcully, 27 February 2013 - 12:55 AM.