

What We Can Do To Change The Meta
#1
Posted 28 April 2013 - 10:30 AM
http://www.reddit.co...hange_the_meta/
#2
Posted 28 April 2013 - 10:39 AM
#3
Posted 28 April 2013 - 11:11 AM
SRM6? Unreliable, spreads damage
LBx10? Utter pile of ****.
AC20? only a select few mechs can mount
Large Pulse Lasers? You've got to be joking...
So of course people are going to take the two most reliable weapons with a strategy thats worked since mechwarrior 3 days. Its not the player base's fault for taking the best setup. Its PGI's for allowing brawler weapons to remain absolutely worthless. I'm glad PPCs are viable, but they REALLY just need to fix the other weapons so good brawlers can still exist.
#4
Posted 28 April 2013 - 11:35 AM
mwhighlander, on 28 April 2013 - 11:11 AM, said:
SRM6? Unreliable, spreads damage
LBx10? Utter pile of ****.
AC20? only a select few mechs can mount
Large Pulse Lasers? You've got to be joking...
So of course people are going to take the two most reliable weapons with a strategy thats worked since mechwarrior 3 days. Its not the player base's fault for taking the best setup. Its PGI's for allowing brawler weapons to remain absolutely worthless. I'm glad PPCs are viable, but they REALLY just need to fix the other weapons so good brawlers can still exist.
LRMs being viable would also change the long range meta specifically, as the support fire options would then vary.
#5
Posted 28 April 2013 - 01:06 PM
the fix is going to be the redo of the LRMs/SRMs both the HSR and the damage fix. I think this will be the meta fix other than a PPC nerf
#6
Posted 28 April 2013 - 01:23 PM
For example, I played Sins of a Solar Empire from closed Beta right on through to the expansion packs. Early on we had finite resources but the game was not 'arcade' like enough, so infinite resources were introduced. Given this change players would just spam whatever was the most efficient unit and rush to field as many of the said units as possible.
The debates on the forums mistakenly placed the spam issue at the given unit that was the flavour of the month. So, the devs would modify armour and weapon stats of units and create a new unit that would become the preferred choice. In terms of that game's patch history, it was the case of constantly tweaking said values and all that happened was that the unit used to spam, would change. The real reason for the spam issue was actually the economy and the existence of infinite resources.
Anyway, just a story but one I think that captures the constant 'tweaking' that we are likely to see with MWO in the future.
EDIT: Oh, any developer that gets unknowingly caught in the cycle of 'balance tweaking' and focuses here too much, is a fool.
Edited by Purplefluffybunny, 28 April 2013 - 01:31 PM.
#7
Posted 28 April 2013 - 01:39 PM
#8
Posted 28 April 2013 - 01:59 PM
V1RAL, on 28 April 2013 - 10:30 AM, said:
http://www.reddit.co...hange_the_meta/
I suspect this will work as well as shooting all the 3L pilots did (which is to say... not at all - it took HSR and a hitbox fix to change the game balance).
#9
Posted 28 April 2013 - 03:08 PM
#10
Posted 28 April 2013 - 03:30 PM
Teralitha, on 28 April 2013 - 03:08 PM, said:
Not an option. Sorry. Unless you only want the Clans to have DHS, and theirs are better anyway.
I really think the problem is Battletech. Battletech has some core elements that just don't translate well into a FRS with any degree of customization. Thats why we have the same problems now that pretty much every MW game had.
#11
Posted 28 April 2013 - 04:31 PM
Davers, on 28 April 2013 - 03:30 PM, said:
I really think the problem is Battletech. Battletech has some core elements that just don't translate well into a FRS with any degree of customization. Thats why we have the same problems now that pretty much every MW game had.
Not true, the core elements would transfer just fine. The problem is to many people would QQ if only BT variants were available.
The true problem is that the variants have hardpoints, unlike BT where upgrades/changes were not so easy.
Drop back to the BT variants (wont ever happen) and the TT values work. The TT values are useless due to the fact that BT wasn't followed off the start line.
Also, poptarting was not an issue in MW 3. As I recall it was mostly shadow cats running 13 or 14 small lasers. One shot one kill. Poptarts appeared in MW 4 and contributed to its down fall.
Edited by krash27, 28 April 2013 - 04:33 PM.
#12
Posted 28 April 2013 - 05:48 PM
Purplefluffybunny, on 28 April 2013 - 01:23 PM, said:
EDIT: Oh, any developer that gets unknowingly caught in the cycle of 'balance tweaking' and focuses here too much, is a fool.
This solution is a player driven fix not a dev oriented oriented one. It mentions nothing of game balancing, Though some are mentioned in the comments. If the players themselves caused a shift in the meta there wouldn't be any real predictable trend for the first few weeks until a new (and hopefully different) meta is formed.
#13
Posted 28 April 2013 - 05:53 PM
krash27, on 28 April 2013 - 04:31 PM, said:
Not true, the core elements would transfer just fine. The problem is to many people would QQ if only BT variants were available.
The true problem is that the variants have hardpoints, unlike BT where upgrades/changes were not so easy.
Drop back to the BT variants (wont ever happen) and the TT values work. The TT values are useless due to the fact that BT wasn't followed off the start line.
Also, poptarting was not an issue in MW 3. As I recall it was mostly shadow cats running 13 or 14 small lasers. One shot one kill. Poptarts appeared in MW 4 and contributed to its down fall.
Some BT variants are much better than others. If we only used canon variants there are plenty of mechs that would never be used. Not to mention that TT values for things like ammo would all have to be increased since most mechs come with very little.
#14
Posted 28 April 2013 - 05:59 PM
#15
Posted 28 April 2013 - 08:53 PM
#16
Posted 28 April 2013 - 09:00 PM
Purplefluffybunny, on 28 April 2013 - 01:23 PM, said:
.
This is the exact issue, and yet gamers wont grasp it, or cant grasp it. PGI needs to rebuild the core game mechanics, not keep constantly tweeking the weapons systems, because its just changing the FOTM weapon, and all it does is force players to rebuild mechs in order to use the "best" weapon possible.
#17
Posted 29 April 2013 - 02:33 AM
Wintersdark, on 28 April 2013 - 10:39 AM, said:
Your syntax is wrong.
The metagame in MWO has never changed. It has only been changed. There isn't any normal metagame in MWO, because a metagame is supposed to evolve on its own, without external changes. What MWO has is the flavour of the week. The game is patched, and there is a new most-powerful weapon/build/strategy until the next balance change.
At least since I've started, I have never seen the metagame change without a patch. It takes a short amount of time to find out what's currently overpowered, and how to abuse it. Then PGI nerfs it, or buffs something else, and players find the new overpowered builds for the next two weeks. This is not a metagame.
Poptarting may fall off, but poptarting was only a small part of the issue; the problem currently is ERPPCs being grossly overpowered because of the implementation of HSR.
#18
Posted 29 April 2013 - 04:04 AM
The core of balance in mechwarrior is heat. The balance is destroyed by having 2 sets of heat scales. Remove one of them, and balance can then be achieved. Thats pretty much it.
Remove double heat sinks, problem solved. There should only be 1 kind of heat for which all game balance is centered around... not 2. Single heat sinks gave the game balanced synergy between all classes of mechs, The addition of double heat sinks destroyed it. It just took awhile for this to be realized.
#19
Posted 29 April 2013 - 05:54 AM
Teralitha, on 29 April 2013 - 04:04 AM, said:
The core of balance in mechwarrior is heat. The balance is destroyed by having 2 sets of heat scales. Remove one of them, and balance can then be achieved. Thats pretty much it.
Remove double heat sinks, problem solved. There should only be 1 kind of heat for which all game balance is centered around... not 2. Single heat sinks gave the game balanced synergy between all classes of mechs, The addition of double heat sinks destroyed it. It just took awhile for this to be realized.
There is only one scale. But two ways to handle that scale.
#20
Posted 29 April 2013 - 06:13 AM
Teralitha, on 29 April 2013 - 04:04 AM, said:
Increase Heat Cap per installed heatsink over 10 with factor or 2 or 3 - make the base heat cap value chassis dependend
Awesome with 28 SHS could have a Heat Cap of (30+18*2 = 66)
JaegerMech with 10 SHS could have a Heat Cap of (10) - ok we need much cooler Autocannons.
Stalker have with 24 SHS could have a Heat Cap of (20+14*2 = 48
Stalker with 18 DHS could have a Heat Cap of (36)
Increase Heat Dissipation per installed SHS for 0.1 and for 0.2 if it is a DHS.
So still there are kinds of different heat approaches but this time...there is a real difference.
Instead of nerfing buffing removing etc. things you are afraid of try to think about alternatives
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