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Balancing Omnimechs?


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#41 Tombstoner

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Posted 16 May 2013 - 01:15 PM

Sigh... i hope the images are wrong... also the image showing the coolant bar also has the artillery and air strike indicators showing.

I hope clan mechs have 5 configurations with a fixed set of hard point layouts. the player gets to choose what configuration to use then slots in the weapons as they see fit. The first clan tech readout lists a primary variant with 4 alternates configs. i think it would be wise to simply copy that.

as for IS and clan weapon comparability... clan will win hands down. The current heat systems take into account the clans ability to boat HS since clan HS are 1 crit slot per to and IS lives with 3. I thinkt he real reason DHS where nerfed to 1.4HS is the clans ability to boat DHS. it would let the alpha more then IS and that leads to charge... bang bang dead..... the first people with clan tech will CRUSH EVERYTHING in the way. until there combat ratting pushes them out of reach.

http://www.sarna.net...28Black_Hawk%29

Please tell me how PGI's going to balance the game around this mech. in the current system i dont see anything else being competitive with it.

Edited by Tombstoner, 16 May 2013 - 01:26 PM.


#42 jakucha

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Posted 16 May 2013 - 01:54 PM

View Postsupernachos, on 12 May 2013 - 11:16 AM, said:

As lore and TT goes clan mechs are better in tech. What balanced them was tactics. I dont know how you can inforce behavior on clan fluffy kitten pilots. So the fix has to be in exspense or drop size limits.
That is the way to balance fairly considering the tech gap.



Probably through money and team size. I don't think clan has nearly as many mech pilots as IS does in lore anyway.

#43 Pariah Devalis

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Posted 16 May 2013 - 02:26 PM

The Nova has no torso twist and will overheat in two or three alphas. You counter it by getting it into a circle fight or hitting it with flamers.

Honestly, every time an omnimech/clan balance thread pops up, you have 1/3 of the people screaming it's balanced in the context of asymmetrical engagements necessitating no intermingling of clan and IS machines on one team, 1/3 who scream they completely make all prior IS tech obsolete which necessitates that Clan tech is freely accessible as an IS pilot (which is outright AGAINST ALL FLUFF in the current point in the time line - arguably outside of the Wolf Dragoons and VSD), and 1/3 who think mixtech, which was designed to eliminate most of the tech gap in IS machines without sacrificing their numbers, will somehow make asymmetric engagements with foes designed from the get go to be numerically inferior but individually more potent, balanced.

While I'm one to side on the first third's view, I can understand the logic of the second. I cannot understand the third whatsoever. The only wat, only way at all mixtech works is if clan mechs are also unrestricted in access and everyone is fighting in 12 mans, despite the double point that clans field in units of five, not four, and that clan tech just does not work for the IS for a good year and a half.

#44 Hotthedd

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Posted 16 May 2013 - 02:28 PM

View PostFupDup, on 16 May 2013 - 06:58 AM, said:

So lemme get this straight. You're okay with and endorse every single piece of IS equipment "PGI has given us to date" becoming obsolete, but you suddenly start to care if IS mechs become obsolete? That right there is a double standard. You're not opposing the general concept of old content becoming useless, you're just picking and choosing which content you would personally prefer to become useless.


If you really want to play the "canon" card for Clantech direct-upgradeiness, you're going to have to factor in mixtech penalties. Putting IS tech in a Clan mech or vice-versa gave penalties for installing unless you were using Omnipods on Omnimechs. Clan Battlemechs don't get penalties for equipping Clan weapons and thus they still obsolete IS mechs by definition. Heck, it isn't a couple of years until Clan tech gets reverse-engineered to be shoved on IS mechs, so there's another violation.
Posted Image
Top of page 182, Strategic Operations.



And seriously, what the heck is so wrong with tradeoffs? Things like reload time are not canon, just that you could fire once per 10-second turn (or up to twice with UACs and up to six times with RACs). There is no lore or rulebooks that say a Clan laser fires a beam for the same duration as an IS laser...in this case, beam durations don't even exist in canon. Every laser in TT is assumed to be a single-shot hitscan weapon in terms of mechanics. Ballistics and missiles in TT don't have varying projectile speeds. No weapons have a higher crit chance than 1/36 (no crit-seekers, all you could do is fire more projectiles to allow for a higher probability of at least one getting a lucky 1/36 shot). Let's not even get started on ECM, hardpoints, customization, repairs, Battle Value, armor, heat, and convergence...

My proposal lets Clan weapons keep their canon advantages of lower weight/crits and more range/damage while using non-canon mechanics to counteract them. No lore is violated as a result. Whether or not mixtech is used in conjunction with tradeoffs is something that I'm not going to campaign for or against because tradeoffs already accomplish the intended purpose of keeping IS mechs viable while accomplishing even more by keeping the equipment on them still viable at the same time.


You really see no difference between a Battlemech, that costs millions of C-bills and must be leveled by the pilot to get optimum effectiveness, and a medium laser? Even so, I.S. weapons would merely be inferior to Clan weapons, NOT obsolete. They would serve as entry-level weapons. EVEN WITH THAT, it should take years before enough salvage points could be accumulated by an I.S. MechWarrior to fully equip an I.S. mech with clantech.

#45 FupDup

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Posted 16 May 2013 - 05:36 PM

View PostHotthedd, on 16 May 2013 - 02:28 PM, said:

You really see no difference between a Battlemech, that costs millions of C-bills and must be leveled by the pilot to get optimum effectiveness, and a medium laser?

Alright, so it's about money now. I suppose that a mech does have a way higher XP and C-Bill investment than a Medium Laser. If we were forced to choose between one extreme or the other, I suppose that obsolete IS tech would be much preferable to obsolete IS mechs...although I myself would want neither to ever occur. The ideology of power creep does still apply regardless of costs involved, it just takes less time for people to adjust to the power creep in the first extreme.


View PostHotthedd, on 16 May 2013 - 02:28 PM, said:

Even so, I.S. weapons would merely be inferior to Clan weapons, NOT obsolete. They would serve as entry-level weapons. EVEN WITH THAT, it should take years before enough salvage points could be accumulated by an I.S. MechWarrior to fully equip an I.S. mech with clantech.

"Inferior" is literally the same thing as "obsolete," just spelled differently. The end result is certainly the same.

Entry-level weapons have already been tried and failed in the form of trial mechs. IS trials mechs are garbage enough against IS min-maxed FoTM machines, especially with faulty matchmaking that can put trial nubcakes against FoTM veterans/goons. Now imagine an IS trial mech against a mech of either faction packed to the teeth with Clan tech...there would be blood. Lots and lots of blood.



As for the time window of "years" to min-max an IS mech with Clan tech, that sounds like waaay too long no matter how dramatic the tech difference is. Almost nobody is gonna play the game long enough to get anywhere near that, even with premium time benefits. Since we can almost guarentee that Clan mechs will be available for MC purchase just like IS mechs, that could be seen as extremely Pay2Win because the time barrier is simply too high for freebie players to overcome if they have anything resembling a life. I don't remember where, but I believe that PGI once said that they'd "have to be fools not to sell people a Mad Cat."

We also don't yet know whether or not Clan stuff is going to be C-Bills or some other system like salvage points, honor, etc (for the purpose of preventing money hoarders from buying a garage full of Daishis on day one of the Clan update). PGI did once mention that they toyed with the idea of people having to do something special to earn Clan membership, so I suppose there's a decent chance of alternate currency.

Edited by FupDup, 16 May 2013 - 05:50 PM.


#46 Gyrok

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Posted 16 May 2013 - 10:46 PM

View PostTombstoner, on 16 May 2013 - 01:15 PM, said:

Sigh... i hope the images are wrong... also the image showing the coolant bar also has the artillery and air strike indicators showing.

I hope clan mechs have 5 configurations with a fixed set of hard point layouts. the player gets to choose what configuration to use then slots in the weapons as they see fit. The first clan tech readout lists a primary variant with 4 alternates configs. i think it would be wise to simply copy that.

as for IS and clan weapon comparability... clan will win hands down. The current heat systems take into account the clans ability to boat HS since clan HS are 1 crit slot per to and IS lives with 3. I thinkt he real reason DHS where nerfed to 1.4HS is the clans ability to boat DHS. it would let the alpha more then IS and that leads to charge... bang bang dead..... the first people with clan tech will CRUSH EVERYTHING in the way. until there combat ratting pushes them out of reach.

http://www.sarna.net...28Black_Hawk%29

Please tell me how PGI's going to balance the game around this mech. in the current system i dont see anything else being competitive with it.



Well...

Quote

Even with the added double heat sinks, the Nova prime is capable of producing almost twice as much heat as it can dissipate


Basically, once the system for penalties when you blow way past your max heat and shutdown goes in, the issue is 100% resolved.

Additionally, 12 medium lasers are potent up close...but they're not worth much at AC/2 or AC/5 or Gauss or ER PPC/ER LL ranges...

#47 Xeno Phalcon

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Posted 17 May 2013 - 02:39 AM

You just watch, the omnimech "Field testing" the devs do will be them randomly dropping into active matches as a FFA flaged Timberwolf @.@

#48 AntharPrime

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Posted 17 May 2013 - 04:07 AM

View PostXeno Phalcon, on 17 May 2013 - 02:39 AM, said:

You just watch, the omnimech "Field testing" the devs do will be them randomly dropping into active matches as a FFA flaged Timberwolf @.@


Who's to say they haven't already. I spectated one of my teammates during a match and saw a huge weapons list, AC 20, AC2, 6 ML, 2 LL, 2 LRM 15, 4 SRM 6 and saw all of them fire. Like one of the previous posts mentioned they have much of it already in.

#49 Hotthedd

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Posted 17 May 2013 - 05:20 AM

View PostFupDup, on 16 May 2013 - 05:36 PM, said:

Alright, so it's about money now. I suppose that a mech does have a way higher XP and C-Bill investment than a Medium Laser. If we were forced to choose between one extreme or the other, I suppose that obsolete IS tech would be much preferable to obsolete IS mechs...although I myself would want neither to ever occur. The ideology of power creep does still apply regardless of costs involved, it just takes less time for people to adjust to the power creep in the first extreme.

Time IS money. Some weapons are already better than others. Upgrading equipment is easy, I have no time invested in that ERPPC. Having to sell my beloved Hunchie 4SP because everyone is using Clan mechs would be a shame.

View PostFupDup, on 16 May 2013 - 05:36 PM, said:


"Inferior" is literally the same thing as "obsolete," just spelled differently. The end result is certainly the same.

Entry-level weapons have already been tried and failed in the form of trial mechs. IS trials mechs are garbage enough against IS min-maxed FoTM machines, especially with faulty matchmaking that can put trial nubcakes against FoTM veterans/goons. Now imagine an IS trial mech against a mech of either faction packed to the teeth with Clan tech...there would be blood. Lots and lots of blood.


Why do some people still use PPCs when ERPPCs are clearly better? This part of your argument is a straw man. The problem you illustrate is a matchmaker issue, not a tech issue. HOWEVER, 8 trial mechs vs. 5 I.S. maxed out mechs is more balanced, and I believe this is how PGI intends to balance the early Clan vs. I.S. battles.

View PostFupDup, on 16 May 2013 - 05:36 PM, said:


As for the time window of "years" to min-max an IS mech with Clan tech, that sounds like waaay too long no matter how dramatic the tech difference is. Almost nobody is gonna play the game long enough to get anywhere near that, even with premium time benefits. Since we can almost guarentee that Clan mechs will be available for MC purchase just like IS mechs, that could be seen as extremely Pay2Win because the time barrier is simply too high for freebie players to overcome if they have anything resembling a life. I don't remember where, but I believe that PGI once said that they'd "have to be fools not to sell people a Mad Cat."

I am not sure if you are aware of this, but any business model that does NOT base itself on people playing for years is doomed to failure. Are you saying that you have no intention of playing this game 2 years from now no matter what? Of course Clan mechs will be available to purchase with MC--you just will not be able to drop in it as an I.S. pilot, you will need an alter ego of some sort that plays as a Clanner. Having the grind for an I.S. pilot to acquire enough clantech to max out his ride should take 2 years, as it fits with the canon timeline. Clantech should not be allowed to be purchased with MC or C-bills by I.S. affiliated pilots, hence "salvage points" or whatever alternate currency the devs decide on.

#50 Lee Ving

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Posted 17 May 2013 - 05:53 AM

View PostAntharPrime, on 17 May 2013 - 04:07 AM, said:


Who's to say they haven't already. I spectated one of my teammates during a match and saw a huge weapons list, AC 20, AC2, 6 ML, 2 LL, 2 LRM 15, 4 SRM 6 and saw all of them fire. Like one of the previous posts mentioned they have much of it already in.

Posted Image

#51 Viper69

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Posted 17 May 2013 - 06:06 AM

View PostGyrok, on 16 May 2013 - 10:46 PM, said:

Additionally, 12 medium lasers are potent up close...but they're not worth much at AC/2 or AC/5 or Gauss or ER PPC/ER LL ranges...


Correction...12 ERMED lasers. They have a range that of a IS large laser. So no they are more than potent up close they are also potent at long range. Yo are right in that they are not viable at ranges of the AC2 gauss and ERPPC. However how long do you think an engagement will stay at those ranges?

#52 FupDup

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Posted 17 May 2013 - 06:16 AM

View PostHotthedd, on 17 May 2013 - 05:20 AM, said:

Time IS money. Some weapons are already better than others. Upgrading equipment is easy, I have no time invested in that ERPPC. Having to sell my beloved Hunchie 4SP because everyone is using Clan mechs would be a shame.

The current direct-upgrade scheme is a bad system as it is, the only reason it isn't very obvious yet is because the cost is fairly small. This kind of stuff belongs in singleplayer games, not player-versus-player multiplayer games.


View PostHotthedd, on 17 May 2013 - 05:20 AM, said:

Why do some people still use PPCs when ERPPCs are clearly better? This part of your argument is a straw man. The problem you illustrate is a matchmaker issue, not a tech issue. HOWEVER, 8 trial mechs vs. 5 I.S. maxed out mechs is more balanced, and I believe this is how PGI intends to balance the early Clan vs. I.S. battles.

ERPPCs aren't clearly better. If anything, they're clearly worse in a lot of cases. They generate 5 more points of heat. That makes it a tactical decision of whether to equip them. "Is the extra range worth the heat increase?" is what players have to ask themselves when mounting them. A similar question is asked by a player when mounting Artemis. "Is what I gain worth what I lose?" Tactical decisions add gameplay depth. Direct-upgrades, however, are not tactical decisions. They make it shallow. Most players play to win, so they equip what they think will help them win. With sidegrades, the winning gear is not made very clear, requiring the player to think it through and experiment a little. With direct-ugprades, the game makes the decision for you by clearly outlining what is superior. No thinking required.

It's also not a straw man, because you want IS weapons to be "entry-level" and I brought up an example of entry-level items being used in-game right now and the flaws associated with them. 8 vs 5 for trials versus min-maxed will still result in the min-maxers roflstomping them, because they can fire more than once per minute without overheating, dish out good damage, absorb more hits, move faster, have all of the pilot tree efficiencies unlocked, and pack themselves with modules. And, to top it all off, the players in the min-maxed mechs will have a lot more individual skill as well (only nubcakes or I guess alternative accounts of veterans use trials)--and maybe they'll even be on teamspeak, giving them another force-multiplier.

5 v 8 for Clan versus IS probably won't work either. 5 v 8 assumes that Clan mechs have the same effectiveness compared to IS mechs as they did in TT. Problem is, there are a lot of new variables in MWO that mess this equation up. Clanners in MWO will probably be either a bit stronger in MWO or a bit weaker. We have no way of knowing that it's gonna equal out the same way it did on the gameboard. And, even if the magic ratio is found along with the holy grail, then there is another issue: splitting up friends. I'm a powergamer so I'll grab whatever mathematical superiority I can get my hands on the first moment I can do so. But, what if I have a friend or friends that like to play IS mechs? Are we supposed to not be able to enjoy our favorite factions if we want to work together on the same team?


View PostHotthedd, on 17 May 2013 - 05:20 AM, said:

I am not sure if you are aware of this, but any business model that does NOT base itself on people playing for years is doomed to failure. Are you saying that you have no intention of playing this game 2 years from now no matter what? Of course Clan mechs will be available to purchase with MC--you just will not be able to drop in it as an I.S. pilot, you will need an alter ego of some sort that plays as a Clanner. Having the grind for an I.S. pilot to acquire enough clantech to max out his ride should take 2 years, as it fits with the canon timeline. Clantech should not be allowed to be purchased with MC or C-bills by I.S. affiliated pilots, hence "salvage points" or whatever alternate currency the devs decide on.

By the time years have passed, most people have gotten long bored of a game and moved on to the next mainstream blockbuster title. This is especially true to the F2P genre, which is designed to entice people to take a free test-drive of the game but the fact that they don't have to pay to play makes them feel less obliged to keep playing (if you pay for it, you'll want to get your money's worth). As for my own playtime, this game is already getting stale and I'm getting a tad cynical about how development is being handled. I might boot it up from time to time but it's nowhere near good enough right now to keep me playing it in sprees like I do with other games. Team Fortress 2, on the other hand, is a game that I've sunken 1562 hours into and keep coming back to over time. It's all about quality: something that MWO needs improvement on.

Even if quality were improved, taking years to unlock a few items is just bogus, especially when those items are literally must-have in order to compete with everybody else who does have them. In TF2, weapons keep coming out all the time and I don't have them all. I don't need them all, however, because the stock weapons and the ones I already have are very competitive against them if not better in a lot of cases. To be fair, TF2 does have a couple of direct-upgrade items as well; but, fortunately, most of them are just melee weapons, which tend to have very little impact in a game with guns. And they're easy to acquire as well by either random drop, crafting, or direct purchase. New weapons there just give you new options and playstyles to tinker with except for those few exceptions. Clan weapons would not be like that if we go by the book.

Edited by FupDup, 17 May 2013 - 06:37 AM.


#53 Viper69

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Posted 17 May 2013 - 06:42 AM

View PostFupDup, on 17 May 2013 - 06:16 AM, said:

Clan weapons would not be like that if we go by the book.

The good thing is they are developing a game very loosely based on the books and game. In none of the rules they address fire rates and such so they could make clan weapons fire slower to make up for their greater damage. I personally think all weapons should have their damage reduced to a point where their damage per shot per ten second is equal to their current damage. So basically Total weapon damage/number of shots per ten seconds=new weapon damage.

Edited by Viper69, 17 May 2013 - 06:43 AM.


#54 VanillaG

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Posted 17 May 2013 - 06:47 AM

View PostTombstoner, on 16 May 2013 - 01:15 PM, said:

...The current heat systems take into account the clans ability to boat HS since clan HS are 1 crit slot per to and IS lives with 3...

Clan DHS sinks take up 2 crit slots, not 1. This allows them to be placed in the legs and CT where IS DHS cannot be placed.

Edited by VanillaG, 17 May 2013 - 06:49 AM.


#55 Zerberus

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Posted 17 May 2013 - 07:30 AM

View PostVanillaG, on 17 May 2013 - 06:47 AM, said:

Clan DHS sinks take up 2 crit slots, not 1. This allows them to be placed in the legs and CT where IS DHS cannot be placed.


And that is really the primary advantage, that they can be placed in the legs and CT.

The 2 primary disadvantages being (1 canon, 1 MWO)
1. (canon) That they could not be removed from those positions without rewiring the entire mech and "de-omnifying" it

2. (MWO) and that they are (currently) 30% less effective in comparison to "true" DHS.That means that 20% more heatsinks are still about 10% less effective at cooling overall than they "should" be.

This is a direct nerf to numerous canon builds, and makes designs like the aforementioned Nova (Blackhawk for the freebirths) border on "overheating deathtrap with no real ingame viability that makes trial mechs look awesome".

Reason 2 alone is (IMO) more than enough reason to tell people to take their preconcieved, purely canon-based notions about OP clan mechs and shove them where the sun don`t shine until we actually see one perform in battle.

Especially since the Devs have hinted at a "prerequisite" for joining the clans, which we have no idea what it will be, and will probably make a lot of people QQ when they can`t put clan tech on IS mechs 2 years ahead of time and go shooting at clanners on their own personal version of a "level playing field" . Even though the same canon they base their nerf-posts on also clearly implies that the playing field was never level to begin with.

So essentially , they`re cherrypicking facts from canon to support arguments pertaining to MWO gameplay balance, with the firm and obvious intent of dislodging the relevance of that same canon from gameplay balance, while somehow usually turning around and arguing that not doing so would damage canon becasue all the IS pilots would leave otherwise....

I`m still trying to wrap my head around the logical (in)feasibility of that concept tbh....

TLDR: "Scissors are fine, Nerf paper" - Rock :lol:

Edited by Zerberus, 17 May 2013 - 07:45 AM.


#56 FupDup

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Posted 17 May 2013 - 07:53 AM

View PostZerberus, on 17 May 2013 - 07:30 AM, said:

2. (MWO) and that they are (currently) 30% less effective in comparison to "true" DHS.That means that 20% more heatsinks are still about 10% less effective at cooling overall than they "should" be.

This is a direct nerf to numerous canon builds, and makes designs like the aforementioned Nova (Blackhawk for the freebirths) border on "overheating deathtrap with no real ingame viability that makes trial mechs look awesome".

Reason 2 alone is (IMO) more than enough reason to tell people to take their preconcieved, purely canon-based notions about OP clan mechs and shove them where the sun don`t shine until we actually see one perform in battle.

The Nova ran way too hot even with 2.0 truedubs in TT, of course it's going to suck donkey balls in MWO if somebody doesn't remove at least 4-6 of those lazors and shove in some more DHS (heat sinks can in fact be mounted in omnipods).

We can't use stock mechs for either faction to judge MWO performance, because almost every single stock mech ever conceived would be absolute trash in MWO's environment (the exceptions are boats like the Hellstar, but that doesn't come for quite a few years...). There aren't exactly a whole lot of canon mechs with 3 PPC + 1 Gauss Rifle + JJ's or 6 PPC... People in MWO are going to use loadouts that Tabletoppers never dreamed of. This goes for our current Inner Sphere weapons and will be true for the Clanners when they eventually arrive. 'Tis the reality of min-maxing.

Edited by FupDup, 17 May 2013 - 07:59 AM.


#57 Hotthedd

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Posted 17 May 2013 - 08:13 AM

View PostFupDup, on 17 May 2013 - 06:16 AM, said:

The current direct-upgrade scheme is a bad system as it is, the only reason it isn't very obvious yet is because the cost is fairly small. This kind of stuff belongs in singleplayer games, not player-versus-player multiplayer games.



ERPPCs aren't clearly better. If anything, they're clearly worse in a lot of cases. They generate 5 more points of heat. That makes it a tactical decision of whether to equip them. "Is the extra range worth the heat increase?" is what players have to ask themselves when mounting them. A similar question is asked by a player when mounting Artemis. "Is what I gain worth what I lose?" Tactical decisions add gameplay depth. Direct-upgrades, however, are not tactical decisions. They make it shallow. Most players play to win, so they equip what they think will help them win. With sidegrades, the winning gear is not made very clear, requiring the player to think it through and experiment a little. With direct-ugprades, the game makes the decision for you by clearly outlining what is superior. No thinking required.

It's also not a straw man, because you want IS weapons to be "entry-level" and I brought up an example of entry-level items being used in-game right now and the flaws associated with them. 8 vs 5 for trials versus min-maxed will still result in the min-maxers roflstomping them, because they can fire more than once per minute without overheating, dish out good damage, absorb more hits, move faster, have all of the pilot tree efficiencies unlocked, and pack themselves with modules. And, to top it all off, the players in the min-maxed mechs will have a lot more individual skill as well (only nubcakes or I guess alternative accounts of veterans use trials)--and maybe they'll even be on teamspeak, giving them another force-multiplier.

5 v 8 for Clan versus IS probably won't work either. 5 v 8 assumes that Clan mechs have the same effectiveness compared to IS mechs as they did in TT. Problem is, there are a lot of new variables in MWO that mess this equation up. Clanners in MWO will probably be either a bit stronger in MWO or a bit weaker. We have no way of knowing that it's gonna equal out the same way it did on the gameboard. And, even if the magic ratio is found along with the holy grail, then there is another issue: splitting up friends. I'm a powergamer so I'll grab whatever mathematical superiority I can get my hands on the first moment I can do so. But, what if I have a friend or friends that like to play IS mechs? Are we supposed to not be able to enjoy our favorite factions if we want to work together on the same team?



By the time years have passed, most people have gotten long bored of a game and moved on to the next mainstream blockbuster title. This is especially true to the F2P genre, which is designed to entice people to take a free test-drive of the game but the fact that they don't have to pay to play makes them feel less obliged to keep playing (if you pay for it, you'll want to get your money's worth). As for my own playtime, this game is already getting stale and I'm getting a tad cynical about how development is being handled. I might boot it up from time to time but it's nowhere near good enough right now to keep me playing it in sprees like I do with other games. Team Fortress 2, on the other hand, is a game that I've sunken 1562 hours into and keep coming back to over time. It's all about quality: something that MWO needs improvement on.

Even if quality were improved, taking years to unlock a few items is just bogus, especially when those items are literally must-have in order to compete with everybody else who does have them. In TF2, weapons keep coming out all the time and I don't have them all. I don't need them all, however, because the stock weapons and the ones I already have are very competitive against them if not better in a lot of cases. To be fair, TF2 does have a couple of direct-upgrade items as well; but, fortunately, most of them are just melee weapons, which tend to have very little impact in a game with guns. And they're easy to acquire as well by either random drop, crafting, or direct purchase. New weapons there just give you new options and playstyles to tinker with except for those few exceptions. Clan weapons would not be like that if we go by the book.


Even you admit that the difference in 8 trial mechs vs. 5 maxed mechs comes down to skill and teamwork. That would be even in 8 maxed I.S. mechs vs. 5 clan mechs. I am all for sidegrades, but SOME things are UPgrades, pure and simple. Clan tech is simply better in every way than I.S. tech...making it a sidegrade would be a mistake, IMO.

#58 VanillaG

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Posted 17 May 2013 - 08:16 AM

View PostFupDup, on 17 May 2013 - 07:53 AM, said:

We can't use stock mechs for either faction to judge MWO performance, because almost every single stock mech ever conceived would be absolute trash in MWO's environment (the exceptions are boats like the Hellstar, but that doesn't come for quite a few years...). There aren't exactly a whole lot of canon mechs with 3 PPC + 1 Gauss Rifle + JJ's or 6 PPC... People in MWO are going to use loadouts that Tabletoppers never dreamed of. This goes for our current Inner Sphere weapons and will be true for the Clanners when they eventually arrive. 'Tis the reality of min-maxing.

The reason that stock configs are not very competitive in MWO is because they are built with an entirely different combat environment in mind. In TT you are dealing with a combined arms environment in which mechs had to deal with un-armored infantry, armored vehicles, and aerospace fighters. The Spider is a perfect example of this with 2 variants specifically built for anti-infantry roles.

MWO is more in line with Solaris in that the combat is geared towards mech on mech so builds tend to favor loadouts for killing big things fast. Those builds however would struggle in environments where combined arms are more prominent.

#59 Zerberus

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Posted 17 May 2013 - 08:20 AM

View PostFupDup, on 17 May 2013 - 07:53 AM, said:

The Nova ran way too hot even with 2.0 truedubs in TT, of course it's going to suck donkey balls in MWO if somebody doesn't remove at least 4-6 of those lazors and shove in some more DHS (heat sinks can in fact be mounted in omnipods).


Very true on all points. THe net result is that it essentially loses almost half it`s firepower to become viable with MWO values.

Quote

We can't use stock mechs for either faction to judge MWO performance, because almost every single stock mech ever conceived would be absolute trash in MWO's environment (the exceptions are boats like the Hellstar, but that doesn't come for quite a few years...). There aren't exactly a whole lot of canon mechs with 3 PPC + 1 Gauss Rifle + JJ's or 6 PPC... People in MWO are going to use loadouts that Tabletoppers never dreamed of. This goes for our current Inner Sphere weapons and will be true for the Clanners when they eventually arrive. 'Tis the reality of min-maxing.


I basically agree, but to the point of the heat system: Almost all clan Omnis have DHS as stock equipment, unlike the IS mechs used as trials, and tbh a balanced loadout is a balanced loadout (not the nova specifically, but). Hence I fear at present that they would overheat almost equally as fast, but not have the possibility of upgrading, unlike their IS conterparts that can often "simply"spend 1,5 mil and be somewhat viable :lol:

Edited by Zerberus, 17 May 2013 - 08:21 AM.


#60 FupDup

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Posted 17 May 2013 - 08:33 AM

View PostHotthedd, on 17 May 2013 - 08:13 AM, said:

Even you admit that the difference in 8 trial mechs vs. 5 maxed mechs comes down to skill and teamwork. That would be even in 8 maxed I.S. mechs vs. 5 clan mechs.

In the example above, it's because good players play to win and thus simply never drive anything resembling a trial mech unless they start an alternate account. If we made the skill level of both teams equal, the maxed mechs would undoubtedly wipe the floor with the trials due to:
A. Not overheating if the pilot so much as farts in the cockpit
B. Not exploding when the enemy sneezes on the armor
C. Having vastly superior firepower
D. Having all of the pilot tree stuff like faster speed, quicker turning and convergence, even better heat efficiency, etc.
E. Modules to add a sprinkle on top


I'd take a 6 PPC Stalker or Poptart Highlander/Cataphract over a trial anything any day of the week.


View PostHotthedd, on 17 May 2013 - 08:13 AM, said:

I am all for sidegrades, but SOME things are UPgrades, pure and simple. Clan tech is simply better in every way than I.S. tech...making it a sidegrade would be a mistake, IMO.

It's a terrible design, pure and simple. It might not seem so bad when the spacebucks needed are low, but Clan gear ain't cheap. Earlier even you were opposed to UPgrades if entire IS mechs became inferior...which, if I recall, is exactly how canon plays out until fancy tech like MRMs and RACs come out.





I think that Zerberus hit the nail on the head a few posts up: all of us, myself included, are just hunting down canon facts to support our individual personal beliefs on how this should be handled; and pretty much all of us have missed a few important details. For instance, my "sidegrades" system doesn't explicitly violate canon because stuff like reload times aren't specified, but it is implied that they would be the same or perhaps even faster for Clanners due to other straight-upgrade stats. Your own violation is that you don't want IS mechs to become obsolete, when in reality that is exactly what happens (also, Mixed tech doesn't happen for a few years and receives penalties unless using Omnipods). Zellbrigen folks miss the fact that Zell only applies until the enemy violates it. Omni-restriction dudes miss the fact that those restrictions only apply when switching between a primary and alternative configuration; they can still change those things, but it becomes a totally separate non-Omni unit when that is done.

Edited by FupDup, 17 May 2013 - 08:33 AM.






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