Your Vote On Balance Issues
#1
Posted 29 April 2013 - 09:26 AM
If you had to vote a single balance issue in this game, what would your pick be? It is possible the game has several but which one should be given absolute priority in your opinion?
If you think there are multiple issues please feel free to post your analysis after voting the main one.
#2
Posted 29 April 2013 - 11:18 AM
#3
Posted 29 April 2013 - 11:20 AM
EvilCow, on 29 April 2013 - 09:26 AM, said:
If you had to vote a single balance issue in this game, what would your pick be? It is possible the game has several but which one should be given absolute priority in your opinion?
If you think there are multiple issues please feel free to post your analysis after voting the main one.
There is one problem I have with this vote:
Most of the above listed problems are interconnected and co-dependent on each other.
But I voted pin-point accuracy for the number 1 issue.
#4
Posted 29 April 2013 - 04:10 PM
#5
Posted 29 April 2013 - 04:11 PM
Acid Phase, on 29 April 2013 - 11:18 AM, said:
Yea MW4 was awesome, 14 Medium laser mechs everywhere was brilliant
right track, probably a hybrid of both MWO + MW4 would be optimal
Edited by Karr285, 29 April 2013 - 04:12 PM.
#6
Posted 29 April 2013 - 04:15 PM
Thus people fighting would be less capable of pinpoint long range accuracy without some other crazy mechanic like weapon convergence and spread.
It's still possible to make shots from that range but fights over all would move into a variety of range bands and involve more skill besides mousing over someone through a sniper scope as it is now.
#7
Posted 29 April 2013 - 04:43 PM
#8
Posted 29 April 2013 - 04:46 PM
Carrioncrows, on 29 April 2013 - 04:15 PM, said:
Thus people fighting would be less capable of pinpoint long range accuracy without some other crazy mechanic like weapon convergence and spread.
It's still possible to make shots from that range but fights over all would move into a variety of range bands and involve more skill besides mousing over someone through a sniper scope as it is now.
I could live with this.
#9
Posted 29 April 2013 - 04:53 PM
Neverfar, on 29 April 2013 - 04:49 PM, said:
YUP no offence but id rather have 6 LL or 6 PPC stalkers then 14med laser mechs that free enough space to move at top speed... 14 med lasers 14 crits 14 tons 70 damage , 6 LL 12 crits 30 tons 54 damage , 6 ppc 42 tons 18 crits 60 damage. yea....
I dont even want Clan mechs until this crap is fixed just because they have mechs that boat 12 Mediums.....
Edited by Karr285, 29 April 2013 - 04:54 PM.
#10
Posted 29 April 2013 - 04:57 PM
Matchmaker needs to increase the Elo tolerance and get a closer match based on either weight class, tonnage or some from of BV.
#11
Posted 29 April 2013 - 05:49 PM
And before anyone jumps down my throat. The stock weapon does not always need to determine the max size of said slot which will give more cusotmisation options not constrict too much.
Better weapons balance would still be needed for this though as some weapons are pretty poor, the medium pulse needs to be just as viable as the medlas for instance.
#12
Posted 29 April 2013 - 10:01 PM
Asmudius Heng, on 29 April 2013 - 05:49 PM, said:
And before anyone jumps down my throat. The stock weapon does not always need to determine the max size of said slot which will give more cusotmisation options not constrict too much.
Better weapons balance would still be needed for this though as some weapons are pretty poor, the medium pulse needs to be just as viable as the medlas for instance.
Because it weighs twice as much and has shorter range, the med pulse should be *significantly better* than the med las.
#13
Posted 29 April 2013 - 10:10 PM
Lefty Lucy, on 29 April 2013 - 10:01 PM, said:
Because it weighs twice as much and has shorter range, the med pulse should be *significantly better* than the med las.
Indeed. I do not mind the shorter beam duration idea that puts pulse at a slightly different mechanic ... for me it is the range that makes them suck so damned hard for the weight more than the damage.
This means they cannot be lazy with weapons either and simply ignore the bad ones because people will simply boat the few most optimal weapons. Different mechanics, different roles that matter (make crit seeking worth a damn!!).
As such, wepaons withing whatever hardpoint size would have different roles enough to create a huge amount of variation even with mroe restrictive hardpoints.
#14
Posted 29 April 2013 - 11:23 PM
Asmudius Heng, on 29 April 2013 - 10:10 PM, said:
Indeed. I do not mind the shorter beam duration idea that puts pulse at a slightly different mechanic ... for me it is the range that makes them suck so damned hard for the weight more than the damage.
This means they cannot be lazy with weapons either and simply ignore the bad ones because people will simply boat the few most optimal weapons. Different mechanics, different roles that matter (make crit seeking worth a damn!!).
As such, wepaons withing whatever hardpoint size would have different roles enough to create a huge amount of variation even with mroe restrictive hardpoints.
Someone had the idea to make pulse lasers like machine guns with really high DPS. The DPS would be offset by high heat generation and the fact that having to maintain line of sight on the target is a huge disadvantage. This would make them premier brawling weapons.
I like ideas like this because I think that while achieving perfect balance is not realistic, if we at least have a lot of options for unique weapon mechanics then certain weapons will fit how some people like to play more than others which could potentially increase weapon variety.
#15
Posted 29 April 2013 - 11:28 PM
#16
Posted 30 April 2013 - 12:09 AM
LBX's useful, MGs plausable, Small lasers viable, Flamers effective, AC5s better, single heatsinks optional, LRMs faster.
Suddenly there is diversity.
#17
Posted 30 April 2013 - 12:13 AM
DukeDublin, on 30 April 2013 - 12:09 AM, said:
LBX's useful, MGs plausable, Small lasers viable, Flamers effective, AC5s better, single heatsinks optional, LRMs faster.
Suddenly there is diversity.
Small lasers will be viable when they remove the 150kph speed cap.
Most Jenner builds are pushing the limits of the chassis, if someone piloting one (like myself) wants to go faster they'll need to start downgrading Medium lasers to Smalls and removing heatsinks.
Small Pulses, however, are and will remain crud until they no longer suck so badly compared to the medium Laser which has the same weight.
Edited by One Medic Army, 30 April 2013 - 12:14 AM.
#18
Posted 30 April 2013 - 01:16 AM
Lefty Lucy, on 29 April 2013 - 11:23 PM, said:
Someone had the idea to make pulse lasers like machine guns with really high DPS. The DPS would be offset by high heat generation and the fact that having to maintain line of sight on the target is a huge disadvantage. This would make them premier brawling weapons.
I like ideas like this because I think that while achieving perfect balance is not realistic, if we at least have a lot of options for unique weapon mechanics then certain weapons will fit how some people like to play more than others which could potentially increase weapon variety.
An interesting proposal, now netcode is better and the shorter duration beam is good but not as good as before when lasers were still a bit hit n miss this might be worth looking at. Unless it is treading on the mechanics of another laser weapon from the future? Heavy lasers? Maybe they should be what pulse lasers are now mechanics wise ... anyway off topic *retreats from thread*
#19
Posted 30 April 2013 - 02:55 AM
This doesn't only apply to items, but also to more abstract things like user interface.
Edited by Denolven, 30 April 2013 - 02:56 AM.
#20
Posted 30 April 2013 - 08:15 AM
I think if we had more multi-objective, asymmetrical gameplay modes, designed to force teams to split up a bit and actually run as two lances instead of just blobbing up along the ridge, things might be better.
Timed, optional objectives would be nice for giving lights more of a "race for the prize" role in the early part of the match, while having more than one objective for the heavies to gun for would make for more varied matches and lower the occurrence sniper duels, or at least ensure fewer instances of focus fire or make focus fire harder to achieve or harder for as many mechs to focus on one as the map forces you to split up.
They really need to encourage us to divide up on the map - right now, you send four one way, and four another, you are most likely going to lose the first four that find all eight of the enemy.
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