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Give Us Balance Or Give Us Death.


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#1 Frisk

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Posted 20 May 2013 - 09:45 AM

What do you guys think the largest problem in balance is? I've listed some changes below that I feel will help balance the game over all, but I'd like to see others' perspectives.
Try and keep the QQ'ing to a minimum, I know that's a lot to ask.

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Heat Soak - (Reduce Boating) Weapon systems (Especially affects energy-based) share common cooling systems and dissipation of heat can be affected by components not directly connected to the mech's cooling system.

This can happen when a group of weapons fires at once and reaches a level the heating system cannot overcome easily transferring heat from the cooling system to the mech chassis. This causes the mech to become "heat soaked," (AKA hot) and has an adverse effect on other systems not related to weapons, I.E. radar, vision-modes, myomer muscle response time, etc.

Room for tweaking based on chassis. For example an AWS should have a better heat-soak tolerance than a DRG, being it is primarily designed as an Energy-based assault mech.


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Convergence Shake (Reduce AlphaWarrior:Online) - Being hit by a projectile weapon affects weapon convergence. How entirely depends on what chassis and where the projectile impacts the mech.


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LRM Damage Buff - The only true way to deal with pop-tarting HGNs is an indirect fire system.


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TONNAGE Limitation - (See MechCommander) Not just a "light, medium, heavy, assault" distinction as proposed by some devs, but a hard TON limit.


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PPC - I'm fine if you want to run a 6 PPC stalker, that's your prerogative, but you shouldn't be one-shotting mechs with pin-point accuracy.

MBPT:3025 had a great PPC. It did great damage, but simulated the natural arcing nature of what is basically a bolt of lightning. Hitting someone square in the CT with the ppc would split the damage over 2-3 sections of the mech. This was still devasting from range but not completely out of control as boating them in MWO is.

I'd also propose that the ER-PPC and PPC shouldn't have a minimum range, but instead within 98m they should do damage to the firing mech as well as the target (again, simulating the arcing of a large electrical discharge), possibly only doing damage to the firing mech's PPC component.


#2 HighlandCoo

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Posted 20 May 2013 - 09:59 AM

Yeah I always thought that "splashing" the damage done by the PPC made sense tbh.

Dont agree with the "under a certain range, weapon damages YOU" though. That just sounds like a total pain in the *** :D

#3 Appogee

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Posted 20 May 2013 - 11:08 AM

1. The matchmaker persistently lets premade groups walk over solo players.

2. The matchmaker persistently lets premade groups walk over solo players.

3. The matchmaker persistently lets premade groups walk over solo players.

4. Unrealistic convergence, enabling alphas to deliver unrealistic damage accurately to just one armour location.

5. Steady zoom while jumpjetting, as it enables alpha with location-specific accuracy over vast distances.

Edited by Appogee, 20 May 2013 - 11:10 AM.


#4 Blackadder

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Posted 20 May 2013 - 01:50 PM

Sigh, this thread again. SInce its my pet peeve currently i will post.

you cant create game balance when the fundamental principles on which the game play rests, are not working as intended, not complete, or do not exist in the game. Imagine a pyramid, it has a very large base for a reason, to support everything above it. MWO is an upside down pyramid, and every time something new is added, it causes the pyramid to radically shift in one direction or another.

The current proposed changes to the boating issue are basically a band aid fix, to a system that is broken to begin with , rather then fixing the system to avoid future band aid fixes. it is the same thing that has been happening for the last 9 months with MWO , in all its various forms: ECM, Artemis, SRM SSRM, LRM, PPC, ML, SL , etc etc etc. This has also created the mindless white noise from various forum posters, which has lead to the constant nerf/buff posts about various things at various times, all of which have never really resolved the real problem.

In order to resolve the issue, instead of delaying it, the core mechanics that are not working or not in place need to be completed. Half the things you list are not core game mechanics, they are symptoms of the problem with the core game mechanics, and attempting to fix them in any long term fashion will always lead to failure.

The broken areas of the foundation of MWO are : Heat system, Convergence, Lack of Hard Range Caps on weapons, and the Hardpoint system on mechs. The lack of these elements, or problems with them has created a situation where players can game the system to an extreme, that basically breaks it. While its not required to fix every single thing i listed, you will either have to create some hard limits , which players wont like, to limit what they can do, or put in moderate controls across a wider range.

Whats really sad about this, is that the lack of these controls basically removes any meaningful choice in the game, and simplifies it so much, that the game itself fails to live up to its potential.

#5 Frisk

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Posted 20 May 2013 - 03:46 PM

View PostBlackadder, on 20 May 2013 - 01:50 PM, said:

Sigh, this thread again. SInce its my pet peeve currently i will post.

you cant create game balance when the fundamental principles on which the game play rests, are not working as intended, not complete, or do not exist in the game. Imagine a pyramid, it has a very large base for a reason, to support everything above it. MWO is an upside down pyramid, and every time something new is added, it causes the pyramid to radically shift in one direction or another.

The current proposed changes to the boating issue are basically a band aid fix, to a system that is broken to begin with , rather then fixing the system to avoid future band aid fixes. it is the same thing that has been happening for the last 9 months with MWO , in all its various forms: ECM, Artemis, SRM SSRM, LRM, PPC, ML, SL , etc etc etc. This has also created the mindless white noise from various forum posters, which has lead to the constant nerf/buff posts about various things at various times, all of which have never really resolved the real problem.

In order to resolve the issue, instead of delaying it, the core mechanics that are not working or not in place need to be completed. Half the things you list are not core game mechanics, they are symptoms of the problem with the core game mechanics, and attempting to fix them in any long term fashion will always lead to failure.

The broken areas of the foundation of MWO are : Heat system, Convergence, Lack of Hard Range Caps on weapons, and the Hardpoint system on mechs. The lack of these elements, or problems with them has created a situation where players can game the system to an extreme, that basically breaks it. While its not required to fix every single thing i listed, you will either have to create some hard limits , which players wont like, to limit what they can do, or put in moderate controls across a wider range.

Whats really sad about this, is that the lack of these controls basically removes any meaningful choice in the game, and simplifies it so much, that the game itself fails to live up to its potential.


well said

#6 Livewyr

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Posted 20 May 2013 - 03:47 PM

Hope you like death.





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