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Original Balance Was Correct, But Game Mechanics Bugs Distorted The Issue And Have Lead To Incorrect Current


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#21 Tennex

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Posted 12 May 2013 - 12:44 PM

View PostTexAss, on 12 May 2013 - 12:38 PM, said:


Yes PPCs were bugged and gauss rifles not. look it up. the archive is here, along with the 1000 ppc threads about not working hit registration. I was there as I am since closed beta.


lol i was there since closed beta too... i played a K2 the whole time. Only bug besides the network was a visual bug. and that bug did not apply to the shooter. PPC beams only looked skewed when other people look at it.

again hit registration applies to all ballistics. it doesnt screw PPCs in particular lol....

Edited by Tennex, 12 May 2013 - 12:46 PM.


#22 TexAce

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Posted 12 May 2013 - 12:50 PM

View PostTennex, on 12 May 2013 - 12:44 PM, said:


lol i was there since closed beta too... i played a K2 the whole time. Only bug besides the network was a visual bug. and that bug did not apply to the shooter. PPC beams only looked skewed when other people look at it.

again hit registration applies to all ballistics. it doesnt screw PPCs in particular lol....

just compare search results for "ppc hit registration" and "gauss hit registration" and you'll see.
trust me I piloted a 4x PPC Stalker before the PPC buffs and watched it myself, PPCs were bugged as hell, gauss not.
We wouldn't have had half of the "buff ppc" threads if they werent bugged back then, people would have used it even with 10 heat.

Edited by TexAss, 12 May 2013 - 12:51 PM.


#23 skullman86

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Posted 12 May 2013 - 12:53 PM

View PostTennex, on 12 May 2013 - 12:02 PM, said:


wait PPCs were bugged back then, but somehow you had dual Gauss kittys running rampant? how does that work?

Did netcode somehow only effect PPC and not gauss?? no.

it was the heat.


Dual gauss had the benefit of being better at brawling (that was the name of the game at the time) as well as dealing more damage for less heat.

1. Long range combat wasn't as reliable as close range because of the "lagshield" and there weren't any maps that really benefited long range combat to begin with

2. PPC projectiles were slow as molasses

3. PPC projectiles had splash damage, which made the system unreliable

4. PPCs had/has a 90m minimum range; gauss doesn't, therefore it was/is better at brawling (see #1)

5. The PPC had/has terrible heat management compared to gauss


So yes, heat was a factor in the PPC being completely ignored as a weapon, but there were a number of other things plaguing it. If heat was reverted right now, it would not be anywhere near as bad as it was in closed beta.

Edited by skullman86, 12 May 2013 - 12:55 PM.


#24 Tennex

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Posted 12 May 2013 - 12:57 PM

View Postskullman86, on 12 May 2013 - 12:53 PM, said:


Dual gauss had the benefit of being better at brawling (that was the name of the game at the time) as well as dealing more damage for less heat.

1. Long range combat wasn't as reliable as close range because of the "lagshield" and there weren't any maps that really benefited long range combat to begin with

2. PPC projectiles were slow as molasses

3. PPC projectiles had splash damage, which made the system unreliable

4. PPCs had/has a 90m minimum range; gauss doesn't, therefore it was/is better at brawling (see #1)

5. The PPC had/has terrible heat management compared to gauss














So yes, heat was a factor in the PPC being completely ignored as a weapon, but there were a number of other things plaguing it. If heat was reverted right now, it would not be anywhere near as bad as it was in closed beta.

1. This also applies to gauss. so it doesnt explain why Gauss was used over PPCs preheat buff.

Points

2 and 3 are irrelevant. you keep referencing closed beta. yet you forget that even in open beta (when the speed buff was applied, and when the splash was removed) PPCs were still not used.



Points 4-5 still persist now. yet PPCs are still used widely used; as much or even more thangauss. (since the heat buff)


Edited by Tennex, 12 May 2013 - 01:23 PM.


#25 Tennex

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Posted 12 May 2013 - 01:24 PM

View PostTexAss, on 12 May 2013 - 12:50 PM, said:

just compare search results for "ppc hit registration" and "gauss hit registration" and you'll see.
trust me I piloted a 4x PPC Stalker before the PPC buffs and watched it myself, PPCs were bugged as hell, gauss not.
We wouldn't have had half of the "buff ppc" threads if they werent bugged back then, people would have used it even with 10 heat.


Maybe there was a problem with PPC. maybe it was just psychological. since i never experienced it.

but even if it was true.

any talk of HSR should be irrelevant. since PPC heat buff came before HSR. and PPCs were being widely used right after the heat buff. and even before HSR was applied.

Edited by Tennex, 12 May 2013 - 01:26 PM.


#26 skullman86

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Posted 12 May 2013 - 01:28 PM

View PostTennex, on 12 May 2013 - 12:57 PM, said:

1. This also applies to gauss. so it doesnt explain why Gauss was used over PPCs preheat buff.

Points 2 and 3 are irrelevant. you keep referencing closed beta. yet you forget that even in open beta (when the speed buff was applied, and when the splash was removed) PPCs were still not used.





Points 4-5 still persist now. yet PPCs are still used widely used; as much or even more thangauss. (since the heat buff)







-Gauss was used (and later the AC/20) because brawling was the meta of the day. If you had unreliable netcode at close range, would you want a gun with a 90m min range and 10 damage or a gun with no min range and 15 damage?

-If people are ok with the heat and the minimum range in this new meta (so much so that they want to boat), it wouldn't be a problem to raise heat levels if we wanted to lower the amount of boating, right?

EDIT: Let's not forget that the only one boating gauss at that time was the K2. There aren't a whole lot of other mechs that have the ability to flip flop between weapon types like that.

Edited by skullman86, 12 May 2013 - 01:36 PM.


#27 MrDrunkenMaster

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Posted 13 May 2013 - 01:14 AM

Well, in my opinion poptarting is fine tactical option, it doesn't lower the depth of the gameplay it increases it. The real problem is that with the current heat of the PPC + mechanics + short range weapon nerfs it doesn't lose it effectiveness close up - you have enough heat dissapation to maintain your superiority.

The meta should be that you can choose a long range alpha build and play tactically to keep your opponent at range you win, but if you allow a brawler so close up without taking damage the brawler should win. Then the game has depth and balance- if you brawl you have use cover and team work effectively.
For those who don't think HSR is a factor I would like to add the circle strafe issues. Back before netcode + HSR fixes, closing to less than 100m and keeping your speed above 100KPH meant that you had a huge, broken mechanic induced lag shield that mean a medium/light pilot was viable and overpowered. This mechanic has gone and a speed of 130kph is now required for effective circle strafing, and this is not possible for most medium mechs.

Well balanced games with different weight classes follow a classic pattern I will outline below, and that MWO USED to follow reasonably well.

1. Heavy Tanks. These have high damage output and high armour. They are balanced by having slow speed ( which means you must be tactical in play as once you commit to a fight you cannot flee and must stick together ) and poor targeting ( making it hard to hit small fast moving objects ) and poor turning speed ( this makes a high skill "blindspot" attack possible )
They can be configured with either powerful close range or long range weapons or a mix of the two.
The skill comes from your tactical/strategic manuvering and difficulty in hitting targets. Team play should be essential.

The counter is light fighters, and they should be excellent at killing medium mechs.


2. Medium cruisers. Medium damage, Medium armour. These are used as a support platform for the heavy tanks, to provide fire support during snipe/brawl phase of battle, however the primary job is to shield the heavy tanks from the lights. Losing your medium mechs while the opponent still has light mechs should mean the heavy tanks lose.


The skill comes from balancing your engagements to avoid being focussed by heavy's and do your job of killing the lights, being being the master of nothing but good at everything.

They should have the widest combat role, being able to have long and short range weapons, and should be configurable into machines that either murder lights more effectively whilst being more vulnerable to heavies , or are more powerful/survivable vs heavies whilst being less effective vs lights. There should always be compromises when min maxing one particular class.


The counter to a medium cruiser is a heavy tank, and a medium should be excellent at killing lights.


3. Light fighters. High speed, low armour. Balanced by a correctly landed shot ruining your day, whilst it should is very hard to land that shot due to he speed. They should be fast enough to manuvure into a heavy's blindspot. They should be limited to Primarly short range weapons - giving a high speed with long range often end up with a "kite" that can use its speed to avoid being hit whilst still hitting the enemey which is very problematic for game balance.

The skill comes from playing in a high speed twitch fashion. They require less tactical skill to play as is is easier to swarm, and you have options to disengage/engage at will due to superior speed.

The counter is medium cruisers and they should be excellent at killing heavies close up when played with a high level of skill.

With the above meta, the game naturally balances, beacause if an overpowered heavy build appears, people can switch to lights to counter it. If an overpowered long range build appears, people switch to fast close range build to counter. If a overpowered raven type light build appears, people can play mediums to counter. It's a player chosen evolving system of rock paper scissors.

The game has depth, tactical moves are important, and teamplay is more important as you need your teammates to survive.

MWO has lost all this. Long range weapons are as effective as close range weapons. Heavies are just fine at killing lights unsupported. Medium mechs don't counter light mechs and do all jobs badly ( apart from a few gimmick builds like medium laser boat hunch ) As a result you are seeing games where the team with the most assault mechs with PPC's wins and you are NOT seeing peopel going lights to counter this. You can conclude that the meta is broken.

Edited by MrDrunkenMaster, 13 May 2013 - 01:16 AM.






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