Gameplay Update - Feedback
#441
Posted 11 June 2013 - 09:54 PM
For future reference, to all the people who wonder why a large part of the forums gets defensive and upset when bad ideas are floated our way, it is because they almost inevitably get implemented, even though the community says no.
#442
Posted 11 June 2013 - 09:58 PM
#443
Posted 11 June 2013 - 10:04 PM
#444
Posted 11 June 2013 - 10:09 PM
Maxx Blue, on 11 June 2013 - 07:28 PM, said:
1) Are the number of weapons and heat penalty different for each mech or mech variant?
2) How will the max-weapons-before-penalty be communicated to the player. I would prefer it wasn't a black box we have to play-test our way into figuring out.
1) It's by loadout, not mech variant.
2) Who knows, they usually do a poor job of making things obvious/apparent to the player.
Sharp Spikes, on 11 June 2013 - 08:12 PM, said:
If "gameplay balancing" will go down this road I'm done with this game.
[wanted to describe some significantly better solutions to the problem here, but there's no point in it]
The PGI Dartboard of Balance would like a word with you.
mwhighlander, on 11 June 2013 - 08:13 PM, said:
Wrong, do not state opinions as facts. Both pulse and standard beam lasers have the same exact weapon firing mechanic, albeit pulses have a shorter burn time.
Here, review the images in this post here so that you can enlighten yourself. Don't be fooled by the different audio clips used by the pulse weapons. The audio of the pulse laser does not match up with the actual weapon mechanic.
Here is the burn of a pulse laser (Notice the "hundreds" of little dots that fire to make up the continous beam. Note that there is NOT 6 individual pulses.)
And here is the burn of normal beam lasers. (Also note the "hundreds" of small dots that make up the continuous beam).
It is literally the same weapon mechanic with just a shorter burn time. Hence why pulse lasers suck, same weapon with less range, more heat and MUCH more tonnage. Tweaking the numbers will do nothing.
Oh... well then.
In any case, this is still a really crappy LPL nerf.
#445
Posted 11 June 2013 - 10:10 PM
My HGN-732 thanks you and will continue as was.
#446
Posted 11 June 2013 - 10:17 PM
Quote
Dunno what is the "PGI Dartboard of Balance™", but it sounds scary... I don't want any contacts with it
#447
Posted 11 June 2013 - 10:20 PM
Sharp Spikes, on 11 June 2013 - 10:17 PM, said:
The PGI Dartboard of Balance™ is the game where you pick random ideas out of one's arse and see what idea sticks.
Of course, it sounds the same as monkeys throwing at poo at each other, which is more or less the result.
Edited by Deathlike, 11 June 2013 - 10:20 PM.
#448
Posted 11 June 2013 - 10:22 PM
Kageru Ikazuchi, on 11 June 2013 - 07:19 PM, said:
My two big concerns are:
1- We have more than enough information to make a judgement. The system is flawed right at it's very core. You don't need to take this to to the prototype stage to realize that.
2- If it gets added, prepare to suffer it for months, if not until next year as they constantly swing weapons back and forth on the modifier scale in ways nobody actually wants. Yes, this is based on track record with horrendous features like this (i.e. Trial 'Mechs, which they are wisey getting rid of.. eventually).
Duncan Jr Fischer, on 11 June 2013 - 10:04 PM, said:
I get the feeling 99% of the people that post this read it, don't think it through and don't read the thread. They see the buzzwords of "NERF" and "ALPHA" and that's where they stop considering ramifications.
aniviron, on 11 June 2013 - 09:54 PM, said:
For future reference, to all the people who wonder why a large part of the forums gets defensive and upset when bad ideas are floated our way, it is because they almost inevitably get implemented, even though the community says no.
I believe it was mine. A community moderator came in to assure us it wasn't designed to hurt mediums shortly before all the other threads got locked.. in the same announcement that specifically talks about how it will nerf the Swayback. So I think they were in error about some things.
I had some other people jump on the band wagon too, insisting I was crazy because they wouldn't do that.. despite the announcement pretty clearly explaining yeah, they are.
3 PPCs & Gauss not causing heat but 4 PPCs causing heat alone makes this whole thing hilarious. To be honest, I can say with complete sincerity I have never seen a dev try to tank an entire game's balance around nerfing a single broken element (In this case, the Stalker, and I'd argue it's not even broken in the first place) before.
I mean honestly I am kind of hoping this thread ends with Paul popping in and saying forget this was ever even brought up.
Ralgas, on 11 June 2013 - 10:10 PM, said:
My HGN-732 thanks you and will continue as was.
3 PPC + 1 Gauss is fine. 4 PPCs though, they've got to go! Oh and those dangerous Swaybacks, they're unstoppable!*
*Well, were in closed beta almost a year ago. Better nerf them anyway!
Edited by Victor Morson, 11 June 2013 - 10:29 PM.
#449
Posted 11 June 2013 - 10:38 PM
For the record these heatpenalities would not have a chance to affect a single one of my builds and worse they do not even affect the most of the problematic ones. First ideas are normally the best:
Quote
This is wat you should have done since it is excatly what you want to do to make people play more balanced builds and be affected by heat once in a while.
If you want to stick to the sneaky backdoorroad you have taken here that will lead only to new FOV minmaxer builds your limits without penality should be as follows:
light weapons limit (SL, SPL, MG, flamer,LRM5,(S)SRM2): 6
medium weapons(ML, MPL, SRM4 , LRM10, AC/2*): 4
heavy Weapons ((ER)LL, LPL, (ER)PPC, LRM15, SRM6, (u)AC/5*, AC10*): 2
Overheavy weapons (AC/20, LRM20, GAUSS): 1
*AC are in wrong categories due to the way you made them work
Adittinally you should also consider making the CD 1 sec even if that means you have to change your chainfiring mechanic.
and the selfdestruct mecanisem should start sooner then 150%.
If your balancing does not affect typical sniper=highalpha pinpoint builds ( 2PPC + gauss , 3 PPC + gauss) at all and others (4/5/6 PPC) are only affected by a 0,5 sec alpha delay - not to mention the basically unaffected AC and gauss builds - we do not need this unrealistic change at all.
Besides your system does not seem to affect e.g. 4ML+ 2LL alphas since they are not the same weapontype right?
Is one variant of pinpoint alpha differend from another? Either you need to controll it over the board or not at all.
another more realistic approach would be to forgett the above and to assign max alphastrikes that can be dealt per weightclass of mechs without causing a delay or autoswitching to chainfiremode (energy usage) eg lights 15dmg , mediums 20 dmg, heavys 25 dmg and assaults 30 dmg - that way you would prevent high alphas over the board including low heat weapons.
Edit: Oh the noneconvergence while firing multiple weapons would also be a great option.
Edited by Nebelfeuer, 11 June 2013 - 10:40 PM.
#450
Posted 11 June 2013 - 10:40 PM
Victor Morson, on 11 June 2013 - 10:22 PM, said:
Exactly. They have yet to read HOW it is implemented and doesn't even attempt to consider "how can this be circumvented?" Well, by the description alone, it can be. Of course, I'd rather have someone else who thinks it will "just work" try to justify it (they won't be able to, due to flawed logic).
Quote
Technically, it will and it won't. The commonly found 9 med laser Hunchy will still be alive.. it would simply be used differently by those with high ELO or those that understand the game's mechanics. None of the proposed changes would actually "nerf" the total damage.. it would change the length of time to dish it.
Simply people, it is a terrible nerf, and can be circumvented by the wiser few.
Also, this was the "best way" of avoid all talk of 3rd person. Imagine that!
#451
Posted 11 June 2013 - 10:41 PM
Victor Morson, on 11 June 2013 - 10:22 PM, said:
My two big concerns are:
1- We have more than enough information to make a judgement. The system is flawed right at it's very core. You don't need to take this to to the prototype stage to realize that.
2- If it gets added, prepare to suffer it for months, if not until next year as they constantly swing weapons back and forth on the modifier scale in ways nobody actually wants. Yes, this is based on track record with horrendous features like this (i.e. Trial 'Mechs, which they are wisey getting rid of.. eventually).
I get the feeling 99% of the people that post this read it, don't think it through and don't read the thread. They see the buzzwords of "NERF" and "ALPHA" and that's where they stop considering ramifications.
I believe it was mine. A community moderator came in to assure us it wasn't designed to hurt mediums shortly before all the other threads got locked.. in the same announcement that specifically talks about how it will nerf the Swayback. So I think they were in error about some things.
I had some other people jump on the band wagon too, insisting I was crazy because they wouldn't do that.. despite the announcement pretty clearly explaining yeah, they are.
3 PPCs & Gauss not causing heat but 4 PPCs causing heat alone makes this whole thing hilarious. To be honest, I can say with complete sincerity I have never seen a dev try to tank an entire game's balance around nerfing a single broken element (In this case, the Stalker, and I'd argue it's not even broken in the first place) before.
I mean honestly I am kind of hoping this thread ends with Paul popping in and saying forget this was ever even brought up.
I think having different kind of weapons combine vs same weapons combination is hard to explain due to the hardpoint system that PGI had implemented and thus we have this situation where we cant favor both sides at all..
If PGI had implement the same hardpoint system as MW:4.. i dont think there is a need for this thread at all and will make players really appreciate the mechs customization more than ever..
#452
Posted 11 June 2013 - 10:43 PM
Vaan, on 11 June 2013 - 10:41 PM, said:
That version is borked on so many levels, it's sad. Abusing that game's mechanics was just as easy.
#453
Posted 11 June 2013 - 10:43 PM
TheForce, on 11 June 2013 - 03:24 PM, said:
If the right direction was forwards and the wrong direction was backwards, this change is a flying leap to the left ultimately landing on it's face.
There is absolutely no logic or good reason to do any of this, sans the Flamer/MG buffs and maybe tweaking Streak tracking. I'm still puzzled how something so flawed on a fundamental level even got posted publicly and I'm more than a little alarmed if people handling balance (sans feedback from the upper tier of players) could think this was a good idea, because it shows all kinds of misunderstandings about how the gameplay actually works.
Edited by Victor Morson, 11 June 2013 - 10:45 PM.
#454
Posted 11 June 2013 - 10:45 PM
Great, you noticed that. So did we.
Why did you ignore the obvious solution of increasing heat dissipation accordingly to maintain sustained DPS numbers?
#455
Posted 11 June 2013 - 10:47 PM
FiveDigits, on 11 June 2013 - 10:45 PM, said:
Why did you ignore the obvious solution of increasing heat dissipation accordingly to maintain sustained DPS numbers?
A quote that should have followed:
"... so instead we nerf'ed every 'mech in the game in an entirely new and exciting way. Well most 'mechs. We didn't touch the high pinpoint snipers, but we totally screwed those light & mediums. We like to keep 'em guessing."
Edited by Victor Morson, 11 June 2013 - 10:49 PM.
#456
Posted 11 June 2013 - 10:49 PM
Well.. we're heading in that direction at this point.
Edited by Deathlike, 11 June 2013 - 10:52 PM.
#457
Posted 11 June 2013 - 10:49 PM
I will make it short.
It won't help.
It solves nothing.
Give a good shrubbery each mech.
"Ekke Ekke Ekke Ekke Ptangya Ziiinnggggggg Ni!"
Edited by Argent Usher, 11 June 2013 - 10:50 PM.
#458
Posted 11 June 2013 - 10:53 PM
Quote
That's why the notion of "lower the heat capacity" is always accompanied with "increase heat dissipation". Less alpha, better sustainable damage. Force people to chain-fire (and not launch pinpoint precise alpha after pinpoint precise alpha), without forcing them to just use half the weapons they used to do before.
#459
Posted 11 June 2013 - 10:54 PM
Relic1701, on 11 June 2013 - 11:35 AM, said:
Example, normally you accrue penalties when you fire more than 3 at a time, but the a quirk for the HBK-4P is that it can fire 6, as it was designed for boats.
The same can be said for the AWS-8Q. Traditionally, few mechs sported more than 2 PPCs', so firing more than 2 at a time would give you the penalty, but a quirk of the AWS (as a PPC boat) is that it can fire 3 without the heat penalty.
Oh, and as a side note, personally I feel the the 150% thing is a bit too generous.
I like the changes announced. And I think this is a wonderful opportunity to make each variant slightly more individual by using quirks as proposed in the quote above. This might be a better solution than absolute numbers for weapon stacking.
Edited by Aylek, 11 June 2013 - 10:58 PM.
#460
Posted 11 June 2013 - 10:57 PM
I disagree. Reducing max heat threshold would nerf high heat weapons. Ballistic weapons would become more popular, maybe even more than the PPCs. And this would be a good thing.
And since heat dissipation would not change, this would shift the balance from high alfa to high dps builds. We would even see Awesomes being used once more.
Edited by Kmieciu, 11 June 2013 - 10:59 PM.
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