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Pillar Of Design: Role Warfare


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Poll: How do you feel role warfare is shaping up? (117 member(s) have cast votes)

How would you rate Snipers?

  1. Overpowered (96 votes [82.05%])

    Percentage of vote: 82.05%

  2. Just right (19 votes [16.24%])

    Percentage of vote: 16.24%

  3. Underpowered (2 votes [1.71%])

    Percentage of vote: 1.71%

How would you rate brawlers?

  1. Overpowered (1 votes [0.85%])

    Percentage of vote: 0.85%

  2. Just right (25 votes [21.37%])

    Percentage of vote: 21.37%

  3. Underpowered (91 votes [77.78%])

    Percentage of vote: 77.78%

How would you are support (LRMs/TAG/NARC)

  1. Overpowered (2 votes [1.71%])

    Percentage of vote: 1.71%

  2. Just right (63 votes [53.85%])

    Percentage of vote: 53.85%

  3. Underpowered (52 votes [44.44%])

    Percentage of vote: 44.44%

How would you rate flankers (fast mediums/heavies)

  1. Overpowered (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Just right (36 votes [30.77%])

    Percentage of vote: 30.77%

  3. Underpowered (81 votes [69.23%])

    Percentage of vote: 69.23%

How would you rate recon / cavalry? (Lights - Scouting / Base Defense)

  1. Overpowered (8 votes [6.84%])

    Percentage of vote: 6.84%

  2. Just right (66 votes [56.41%])

    Percentage of vote: 56.41%

  3. Underpowered (43 votes [36.75%])

    Percentage of vote: 36.75%

How is Information Warfare working?

  1. Very Well (2 votes [1.71%])

    Percentage of vote: 1.71%

  2. Moderately Well (30 votes [25.64%])

    Percentage of vote: 25.64%

  3. Very Poorly (70 votes [59.83%])

    Percentage of vote: 59.83%

  4. What is Information Warfare?? (15 votes [12.82%])

    Percentage of vote: 12.82%

If your role is not covered here, how do you feel it is performing? (Explain)

  1. Overpowered (2 votes [1.71%])

    Percentage of vote: 1.71%

  2. Just Right (17 votes [14.53%])

    Percentage of vote: 14.53%

  3. Underpowered (20 votes [17.09%])

    Percentage of vote: 17.09%

  4. I don't play another role. (78 votes [66.67%])

    Percentage of vote: 66.67%

In terms of role warfare, what are your biggest balance concerns?

  1. Weak Ballistic Weapons (15 votes [4.23%])

    Percentage of vote: 4.23%

  2. Weak Missile Weapons (47 votes [13.24%])

    Percentage of vote: 13.24%

  3. Weak Pulse Laser Weapons (54 votes [15.21%])

    Percentage of vote: 15.21%

  4. Tonnage Balance (68 votes [19.15%])

    Percentage of vote: 19.15%

  5. Ineffective support modules & equipment (31 votes [8.73%])

    Percentage of vote: 8.73%

  6. A current game mechanic (i.e. Seismic) is currently crippling (57 votes [16.06%])

    Percentage of vote: 16.06%

  7. Only having a few viable options to chose from to be competitive (83 votes [23.38%])

    Percentage of vote: 23.38%

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#41 DocBach

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Posted 28 June 2013 - 08:55 AM

idea to try to salvage information warfare:
http://mwomercs.com/...gathering-tool/

#42 Deathlike

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Posted 28 June 2013 - 12:23 PM

View PostSybreed, on 27 June 2013 - 08:26 PM, said:

Lol, I had a talk with Garth about this a few months ago and PGI basically has an entirely different point of view on the matter. While I prefer the way you described, that is pick the mech you want for the role you want, PGI prefers the "pick the mech you find visually attractive and build it into what you want".


Does PGI actually play its own game? (rhetorical question)

It almost makes me feel I'm shopping with people who care more about fashion instead of form or functionality... and that's NOT EVER HOW MECH DESIGNS WORK.

For instance if someone fell in love with a Spider for any reason... they will give you the middle finger for making them suffer in the 5K. The Spider design in its initial debut was really just another DOA mech for the most part.. which gradually over time became more of a niche sniper/ninja mech of hilarity. The problem is, to actually SUCCEED in a mech, it requires A LOT MORE THAN JUST BASIC SKILLS and it is NOT FOR JUST ANY RANDOM PERSON TO PLAY WITH.

This is how fundamentally WRONG that idea is.

It's not like you could make the Awesome into a ballistic mech anytime soon, unlike say the Misery and Stalkers...

#43 Thorqemada

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Posted 28 June 2013 - 12:37 PM

View PostFupDup, on 27 June 2013 - 05:11 PM, said:

Seismic turns it into Information Welfare because it lets you know everything around you at all times.


THIS! itft!

:D

#44 stjobe

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Posted 28 June 2013 - 01:38 PM

View PostDeathlike, on 28 June 2013 - 12:23 PM, said:


Does PGI actually play its own game? (rhetorical question)

It almost makes me feel I'm shopping with people who care more about fashion instead of form or functionality... and that's NOT EVER HOW MECH DESIGNS WORK.

For instance if someone fell in love with a Spider for any reason... they will give you the middle finger for making them suffer in the 5K. The Spider design in its initial debut was really just another DOA mech for the most part.. which gradually over time became more of a niche sniper/ninja mech of hilarity. The problem is, to actually SUCCEED in a mech, it requires A LOT MORE THAN JUST BASIC SKILLS and it is NOT FOR JUST ANY RANDOM PERSON TO PLAY WITH.

This is how fundamentally WRONG that idea is.

It's not like you could make the Awesome into a ballistic mech anytime soon, unlike say the Misery and Stalkers...

Funnily enough, I just dropped in a game with [PGI] Colin Powell on the opponent's side, in a Spider 5K. He did 9 damage before he died, and claimed he "sucked in a Spider".

Well Colin, everyone sucks in a 5K. That's why we want you to make the MG viable, and increase rewards for traditional light roles - like information warfare.

#45 Deathlike

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Posted 28 June 2013 - 01:52 PM

View Poststjobe, on 28 June 2013 - 01:38 PM, said:

Funnily enough, I just dropped in a game with [PGI] Colin Powell on the opponent's side, in a Spider 5K. He did 9 damage before he died, and claimed he "sucked in a Spider".


I hope he's taking my Spider-5K challenge seriously! :D

Edited by Deathlike, 28 June 2013 - 01:52 PM.


#46 Victor Morson

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Posted 28 June 2013 - 03:21 PM

View PostDeathlike, on 28 June 2013 - 12:23 PM, said:


Does PGI actually play its own game? (rhetorical question)

It almost makes me feel I'm shopping with people who care more about fashion instead of form or functionality... and that's NOT EVER HOW MECH DESIGNS WORK.


I don't get why they would think the two concepts are mutually exclusive. There's no reason you can't make functional 'mechs look cool, and thus no reason to put that ahead of everything else.

#47 MustrumRidcully

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Posted 29 June 2013 - 04:31 AM

I was expecting a lot more from role warfare. It seems to me that a few key elements made role warfare a lot less possible and interesting as it could be:
  • Everyone can share targeting information. Everyone should be able to share sensor contacts, but sharing targeting information (eventually from multiple enemies, with detailed scans) should be something for the scout role.
  • ECM became an LRM missile counter rather than a tool of misdirection. (Imagine false sensor echoes and stuff like that)
  • Module System overall underwhelming, with outliers like Seismic that are completely out of line with the power level of other module in the current game mode.
  • Indirect Fire implementation lacks nuances. I would have preferred IF to be a special firing mode that benefits from the quality of your spotter and your own modules. It should var yin strent


View PostHellcat420, on 27 June 2013 - 05:23 PM, said:

the thing you are missing is that in mw4 if you wanted to boat ppc, you would have to take a mech that was made to be able to handle boating ppc, not just grab any mechs with a bunch of energy hardpoints and fill it to the brim with ppc. those mechs made to handle boating things like ppc had some drawbacks to go along wtih being able to boat like that. the awesome is a perfect example of that. its made to boat large energy weapons, but it also has a huge torso, making it an easy target.


You seem to miss that this is completely irrelevant to balance whether you are limited to certian mech choices for your boat. The important part is that you could boat, and that boating had all the advantages it has in MW:O, too, so you absolutely should boat whenever you can and just ditch all the mechs that don't allow boating. AT least if you want to competitive and not be beaten by someone with your skill level (and sometimes less) that uses a boat.

And it's not like the current hard point system doesn't force you into specific mechs if you want to boat something effectively. UNtil the introduction of the Jagermech, the Catapult was the only mech that could boat Gauss Rifles or AC/20s.

#48 Zerstorer Stallin

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Posted 30 June 2013 - 04:08 AM

There is no roles, just Alpha and iwin.

#49 Victor Morson

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Posted 01 July 2013 - 01:20 PM

View PostZerstorer Stallin, on 30 June 2013 - 04:08 AM, said:

There is no roles, just Alpha and iwin.


And thus, sadly, the reason for this post to exist.

Right now you're either a sniper, a scout, or a burning wreckage.

#50 stjobe

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Posted 01 July 2013 - 01:22 PM

View PostVictor Morson, on 01 July 2013 - 01:20 PM, said:


And thus, sadly, the reason for this post to exist.

Right now you're either a sniper, a scout, or a burning wreckage.

Not even that - when everyone can scout, there are no scouts.





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