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A Serious Post On Balance.


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#21 No7

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Posted 09 July 2013 - 03:21 AM

View PostDV McKenna, on 08 July 2013 - 01:56 PM, said:

As to the topic at hand, i pretty much agree although a number of the weapon systems you talk about just are not in the time line yet. Brawling weapons need some serious work, FF armor needs some serious love too. Critically, the matchmaker needs to be fixed and competitive play supported for accurate balance pictures. Heat scale needs a rework- to be meaningful LBX and a lesser extent MG's need to crit seek. Pulse lasers across the board need to be redesigned. The pilot skills tree we have now, is not a skills tree at all...it's a random dumb collect em all scenario. There is no choice, no thought to it just a mindless unlock grind. I have no idea where the actual design idea for the skills tree went....not something PGI have been challenged on either.



Yes. This are some of the absolute musts. And would help with game balance more than tweaking a weapon 0.1 damage up or down.

I would also add that you must not under any circumstances enter open beta without any form of a lobby system. So I hope PGI listens to my advice that I gave them during closed beta.

oh wait.

And if things are sorely needed, get it done. Even if it breaks some TT rule. Game first, canon second. This is not Mechwarror Tactics, thank god.

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#22 P e n u m b r a

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Posted 09 July 2013 - 03:49 AM

heavy lasers
lbx 20
mrm
ssrm 4/6
uac10/20

While not in the current timeline most of these weapons do fill both a tonnage for firepower gap and a medium range punch that currently does not exist between the short range and long range weaponry these weapons would be most beneficial to mediums but not be so much of a benefit for lights currently you can build most short range medium builds on a light.

ppc / guass gets a lot of use because its the best all round and safe weapon when you have a random map and team with unlimited tonnage. I feel as well like a lot of players want to be able to just run across the open, charge towards the enemy without getting punished as in all shooter games you should insta die doing that. If you let people take up positions and a firing line you are going to lose the engagement, if you want to get in close and the enemy has the better position you should aim for the base all the maps are designed with one or two visually obscured routes to it once you are on it you basically thunder-dome them.

Edited by Le0yo, 10 July 2013 - 10:27 AM.


#23 P e n u m b r a

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Posted 11 July 2013 - 03:04 AM

The whole idea of having different pilot trees would help with diversity and match a mech to its intended canon role this game is "mechwarrior" and the descriptions of mechs often describes the experience of piloting and or fighting against a specific mech this immersion should not be overlooked in the game.
You use the description in artwork this way when you redesign a mech for mwo (to great reception) why not do it with the balance as well? its doable in the pilot trees without breaking any table top laws you all ready have a boring collect them all system currently instead you can use this to buff and also help balance certain mechs that get out of hand just as games like league of legends balances champions for example:

Quote

"The Stalker's weapons assortment is built to increase damage as it closes with its target."
largest problem lies in its heat management. It originally used a special computer to make the best use of its weaponry with regards to the heat it would generate. Unfortunately this program is now lost and a MechWarrior should stagger fire of its weapons to avoid overheating problems.


So with this in mind the stalkers tree perhaps does not include any heat bonuses, mechs that are considered a "support" mech in description could have this reflected with the ability to use airstrikes and artillery strikes etc. mechs that are classed as a zombie or can take allot of damage could have increased internal hp are weapon hp like the atlas / cauldron-born.

Edited by Le0yo, 11 July 2013 - 03:25 AM.


#24 Khobai

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Posted 11 July 2013 - 03:08 AM

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In past incarnations of MW, the MadCat's "ears" were considered to be "Auxillery" hit locations, not side torsos. I would expect the same to be the case in MWO.


Nope thats ********. Why should the Madcat get that benefit but not any other mech that has a horribly exposed profile? The Trebuchet is as tall as an assault mech. I think its entire upper body should be an auxillary hit location.





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