Cross posted from the Game Balance forum as this is just as much a suggestion as a complaint:
http://mwomercs.com/...-balance-issue/
Efficiencies as they currently stand are the largest balance issue in the game. The basic fact that with 1 upgrade I can get a 25% boost to a stat is outrageous. To make matters worse if someone unlocks the Elite efficiencies it doubles those, so a 50% boost to some stats. This is a MASSIVE advantage over someone with equal skill.
Modules are already upgradeable in stages. You can unlock the first stage of something, and then the second. Clearly the code is already there for this... so why is it not taken advantage of for efficiencies?
One counter argument to this is that unlocking all the basic efficiencies is pretty quick. This is true, however it's not a valid system. The unlocks should be in incremental stages of 2-5%.. and they should go as high as 25% IMO.
The doubling, and quadrupling of efficiencies needs to go. This system is simply BROKEN and leads to a massive unbalance. Sure, you can argue that matchmaking is supposed to even this out, but it doesn't... and even as it gets more and more implemented I'm sure there will still be times when people slip through with full efficiencies for a mech. Not to mention starting from scratch with a new mech is a TERRIBLE experience if you're already in the high ELO matches.
There's currently 2 mechs that I have 25k+ XP stored up on, and I'm sure this is a pretty small amount compared to others who play more. The system in it's current iteration leads to massive amounts of unusable XP being stored up. This is a very unfun system.
Please look at completely redoing the efficiency system before implementing a new system such as consumables that would break balance.


Efficiencies Need To Be Reworked
Started by FerretWithASpork, Mar 08 2013 04:32 PM
2 replies to this topic
#1
Posted 08 March 2013 - 04:32 PM
#2
Posted 08 March 2013 - 05:08 PM
I LIKE the efficiency system. I see it as a tool that can add a balancing force to Clan Mechs (because they do not have variants).
#3
Posted 08 March 2013 - 05:18 PM
Hotthedd, on 08 March 2013 - 05:08 PM, said:
I LIKE the efficiency system. I see it as a tool that can add a balancing force to Clan Mechs (because they do not have variants).
To clarify, I like the system, I hate the implementation.
Copypasta from this thread in the Balance forum:
I Think the best system would be to increase the cost of all of the efficiencies... quite a bit. I think the basics should be broken up in to 3 stages that all add up to no more than a 15% boost per stat. (Base stats should be buffed to compensate). When you get all of them you can unlock the Elite efficiencies. The cost for these should be about 10k each and they should be 2 stage. Once you get all Elite efficiencies you maybe you unlock the ability to unlock 2 more stages for each basic efficiency.. This encourages progression in a way that rewards long term play. The economical downside being it discourages people from buying new mechs. This is the reason why the compmany won't do it.. I can't really think of a way to properly implement this which encourages people to buy more mechs.
Because this mechanic shouldn't. This should be your retention mechanic. This encourages people to commit to not only a mech but to the game. This is the "achievement" system that will get people hooked. This DOES however encourage people to buy cockpit and mech customization. This gives people a sense of ownership on their mech.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users