Shumabot, on 09 April 2013 - 09:26 AM, said:
The flamer doesn't even heat up enemy mechs. The large pulse laser has the same range as a medium but does less damage per ton and generates more heat. Streaks were free killing lights for a year solid. Small pulse lasers are objectively inferior to medium lasers on everything short of a 6spl jenner, and that's not even a good mech. The AC2 generates more heat per damage per ton than anything else in the game and does less sustained damage before shutdown than any other autocanon in the game.
PGI isn't "not noticing trends" PGI is "not addressing balance issues because it's hard". Every time they address a balance issue it either takes them literally months to change a spread sheet value or they break something when they make the change. Their code base must be some sort of dark fortress of thorn bushes and land mines for them to be this intransigent about balance issues. It's clear that PGI doesn't actually believe balance is a priority.
And honestly? I don't blame them. This community can't recognize balance issues for what they really are. It's got Stockholm syndrome to the battletech franchise and they're free to bleed it dry forever because of that.
Flamers numbers just need changes.
The Large Pulse Laser (as does all pulse lasers) need their "On" duration reduced to 0.5, so that they fire 100% quicker than regular versions. The Large Pulse Laser also dealt less damage per ton than a Medium Laser in the TT, but in the TT, you gained a +1 to hit. The best thing to bring that advantage over is to greatly reduce the "On" duration to 0.5s (instead of 1.0s for a normal laser). Also, the Large Pulse Laser will need it's heat increased again with this change, I would suggest 8.0.
SSRMs needs it's locking mechanics seperated from LRMs so that they can completely lock differently (and not have Artemis IV effect it, along with other equipment that helps LRMs but not SSRMs). Then balance SSRMs based on different mechanics, like losing the SSRM locking mechanic when it is fired.
The Small Pulse Laser also falls into this boat but for a different reason. It needs it's damage increased by 0.5 (dealing 3.5 damage).
The AC/2 needs it's heat decreased to 0.3 heat per shot, so that it is equal to the AC/5 in heat.
I personally think a lot of the above issues is moot when you can converge all your weapons onto a single point. Fix that issue first, then balance everything else.
And the reason why PGI is taking a LONG time to balance is because they want to test, retest, and reiterate the test. But the problem is that with games, that puts too much strain on your community. No other software program has to worry about if parts of the program makes the user feel underpowered or overpowered. It either works or it doesn't, so that means you take your time to make sure it works.
In the gaming world, if the game makes the user feel underpowered or overpowered, it's most likely the fault of the underlying mechanics and values, which, most of the time, is not the fault of the program. Sometimes mechanics and values get translated incorrectly by the program, but most of the time, it's because the mechanics or values are incorrect. And those should not be taking 2 to 4 weeks to test.
And this is why the community is getting fed up with balance. There is not enough balancing changes happening. Make a single change to a weapon or mechanic, then let it run for 1 week. If the community doesn't like it, then go back to change it again for the next week. And do not be afraid of making several weapon/mechanic changes together, especially if they are independent of each other.
A good example of this is fixing pulse lasers and then fixing SSRMs. Both of those should have been changed ages ago but we are getting slow, iterated changes which change balance slowly.
This is also why it would be good to have a Public Test server. Yes, we are in beta, but PGI seems timid on making many changes quickly. So, add a Public Test server, that can change daily for live players to test. It is just impossible to test balancing issues in a closed environment with a specific set of minds.