More problems are created than solved.
PGI lately has been "balancing" weapons and gameplays that were part of natural of
the Mechwarrior franchise and breaking the game further by doing so.
In reality, PGI is just nerfing everything, which is not helping the game.
Please consider more effective, LONG TERM changes.
Constant nerfing has become a habit to PGI; this issue has to be addressed NOW. At this rate, the game itself is hurt because nerfing is a poor, short-term method for PGI to accommodate players, especially unskilled/unexperienced players, who are complaining on the forums about a playstyle they cannot tolerate and/or counter. This hurts the competitive base of players, a very important aspect of this game.
A weapon isn't overpowered or broken if you cannot develop counter strategy.
PLEASE LISTEN, the situation sits like this as an example:
A person pilots a medium mech and gets hit with two alpha strikes in the first two minutes of
the game, gets cored and dies,
and comes to the forums to complain that alpha striking is a problem,
pinpoint damage is a problem, boating is a problem. The player has to wait until
the game finishes so he/she may re-use the same mech.
This situation would not occur as frequently if PGI realized that these situations happen when
1. experienced/skilled players HAVE GREAT ADVANTAGE OVER non experienced/skilled players, especially because this game has a very steep learning curve.
2. alpha striking is more of an advantage in favor of heavier weight classes
3. newer players that die early have to sit out and watch the game (it's very boring,
especially if they want to use the same trial/owned mech, and they only have one)
Proposals: Changes that can be made to satisfy the complaining player base, instead
of nerfing and breaking the game.
1. Change the current elo system and matchmaking. It may be advantageous
to make an explicit ranking system so players can see the level of themselves, but
more importantly, THEIR OPPONENTS, so players can give appropriate feedback on the elo
of the opponents that they are playing, instead of trying to nerf things that don' t need to be nerfed.
Currently elo system balances in teams. To make things easy for people to understand for this example, we must assume that the average between HIGH elo and LOW elo = MEDIUM elo.
I will use HIGH, MEDIUM, LOW elo to avoid using numbers.
What this means if team A has a HIGH elo
rating, then the current matchmaking will place a player on team B with LOW elo rating to create an overall "balance" of MEDIUM elo among teams.
This is the poor, flawed, and noncompetitive way to balance.
The elo rating system, or an explicit ranking system should place a player on Team
A of MEDIUM elo, and a player of Team B with MEDIUM elo. What about players with
HIGH elo? Then in another, different, separate match, team C will have a player with
HIGH elo, whereas team D will have a player with HIGH elo. Same with players with LOW elo. This change is to prevent players of different skills levels playing each other. Obviously this is a simplified scenario. There will a number value assigned to each player, so teams should be assigned to players with MOST SIMILAR elo rating. A similar argument is addressed here, but stated slightly differently, more vaguely:
http://mwomercs.com/...ng-off-balance/
2. Create more game modes. The current conquest and assault
will force a light to fight an assult; a heavy to fight a medium, etc. Like I said,
alpha striking, even poptarting, caters to the advantage of heavier weight classes.
You can avoid people complaining about alpha striking and poptarting if
a gamemode allowed players within, for example, 15 maximum tons difference, to play against each other. You can even have a game mode where lights can only fight lights, mediums can
only fight mediums, heavies can only fight heavies, assaults only fight assaults.
Now if a light WANTS to play against an assault class, or if an assault wants to play against a light class, then we have "Conquest" and "Assault" game modes to work with. It should just
be formally stated by PGI that playing in these game modes makes lighter classes vulnerable
to alpha strikes, and heavier classes vulnerable to base capping by lighter classes. If a player
wants to expose themselves to these risks (advantages of weight classes), then the player
should have the choice. But the player should also have the choice to NOT let themselves
be exposed to advantages/disadvantages of weight classes.
3. I tried getting new people to try MWO. One of the drawbacks I noticed is that players die early and have to sit out and watch a game if they want to use the same (trial or owned) mech again. MWO is not fun if a play often runs out into the open without knowing and gets cored in the second minute of game. However, this issue is not only present with newer players.
This issue can be improved with a respawn in a certain amount of time,
or limited respawn game mode.
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I need help in telling PGI that tweaking little by little and testing is excellent,
but not excessively "balancing" CONSTANTLY. 5+ heat for one extra boating weapon fired?
What madness...At this rate, the game will not be successful in terms of creating a competitive environment. Also, this heat restriction garbage is not making it easier for newer players,
especially when the trial mech is currently a hunchback 4P. Oh what finesse, PGI is nerfing
a trial mech, for new players.
It was stated PGI will move on to nerfing ballistics, then missiles? Someone help me stop this madness PGI is doing to try and satisfy a portion of the player base. HURT EVERYONE to satisfy a portion? It's making me sick. Might as well just make everyone carry an AC10 and be happy right?
No one wants that kind of game.
An Awesome IS a PPC boat. A catapult IS a missile boat. Hunchback 4P IS a laser boat. In the future, a Masakari is a PPC boat. Boating is not a problem people are making it out to be, it's part of the game's franchise. PGI is trying to nerf boating in PPC's, but felt they had to be fair will all mechs, and will nerf boating on the Hunchback 4P. TO NERF MEDIUM LASER BOATING ON A HUNCHBACK 4P, A LASER BOATING MECH THAT WASN'T EVEN A PROBLEM TO BEGIN WITH, IS INSANE. If PGI were to nerf boating and weapons first, they spend their time working on the much less relevant issue, making patchwork fixes that don't address where the problem is coming from.
You see how PGI is using their efforts in a skewed way, breaking the very basis of the game gradually? By putting a band aid on, nerfing boating and energy weapons, a temporary and irrelevant fix,the broken limb of the game is not being addressed. Game modes and matchmaking need to be addressed.
An irrelevant treatment will only make the situation of a broken limb worsen by improper bone regrowth and attachment, or infection/gangrene, only to have the arm completely amputated, or even cause death by infection. That is where this game is headed.
Nerfing weapons need to be evaluated AFTER game modes and matchmaking is arranged appropriately in a fashion that won't place a rookie against a veteran, or give a choice to players if they want to play as a light against an assault.
For now, I am begging PGI to leave weapons alone, and inform players on how a larger issue has to be changed first. I wish PGI would create a message such as "Please bear with the game if it currently creates unfavorable situations; we are working at the root of problems due to imbalance (matchmaking and game modes), not creating unnecessary fixes (nerfs)"
I need help; someone else has to realize this madness and help me create some awareness among the community so the developers can read this. Developers need their to re-prioritize their list. I wish I had an official reply of some sort to inform me that PGI is not tearing the Mechwarrior game and franchise apart piece by piece...
Edited by Inhibition, 18 June 2013 - 03:49 AM.