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Stop With All The Weapon Balance!


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#1 The6047

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Posted 01 August 2013 - 06:40 AM

Did that get your attention? Ok, good! :)

The problem that is most evident to me is the state of HSR/Hit Detection. Balancing weapons with this broken system is a waste of time, energy and money. It makes no sense. All this weapon balance will have to be re-worked when HSR/Hit Detection is functioning properly due to the current bad data. Pouring resources into getting HSR/Hit Detection working properly will lead to quicker and more accurate balance afterwards. We will need it soon with the Clans about to invade and flood us with new tech (to balance).

Thoughts?

P.S. If HSR/Hit Detection is not functioning properly by launch I really fear for this games success. I want this game to succeed, I love it so :D

#2 TexAce

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Posted 01 August 2013 - 06:50 AM

Perhaps they thrown HSR out of the window willingly after it destroyed their "balance" and think it's better now? Like how they "balanced" the PPC over and over until HSR came and suddenly they were like "oh ****, we didn't see THAT coming!".

PGI balance only works when weapons are not hitting half of the time :)
/s

I love this game too, but if they dont fix hit detection until launch, they will get torn apart.

Edited by TexAss, 01 August 2013 - 06:52 AM.


#3 Syllogy

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Posted 01 August 2013 - 07:09 AM

View PostTexAss, on 01 August 2013 - 06:50 AM, said:

Perhaps they thrown HSR out of the window willingly after it destroyed their "balance" and think it's better now? Like how they "balanced" the PPC over and over until HSR came and suddenly they were like "oh ****, we didn't see THAT coming!".

PGI balance only works when weapons are not hitting half of the time :)
/s

I love this game too, but if they dont fix hit detection until launch, they will get torn apart.


Did you ever play before HSR?

#4 TexAce

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Posted 01 August 2013 - 07:15 AM

View PostSyllogy, on 01 August 2013 - 07:09 AM, said:


Did you ever play before HSR?


Member since April, 2012, so yes, since closed beta. And SRM hit detection is as bad as back then.

#5 Syllogy

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Posted 01 August 2013 - 07:17 AM

Then you should remember when any light traveling above 140kph was all but totally invulnerable. It's much better now.

#6 TexAce

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Posted 01 August 2013 - 07:25 AM

View PostSyllogy, on 01 August 2013 - 07:17 AM, said:

Then you should remember when any light traveling above 140kph was all but totally invulnerable. It's much better now.


And you think it is enough for a launch? Not even close.
All the people who see this game launching and wanna try it don't care how bad it was before, they only care about not being able to hit where their crosshairs are because of the bad hitboxes and hit detection in general.
Most games are just not used to that.

#7 xDeityx

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Posted 01 August 2013 - 07:28 AM

View PostSyllogy, on 01 August 2013 - 07:17 AM, said:

Then you should remember when any light traveling above 140kph was all but totally invulnerable. It's much better now.


Relatively better doesn't mean acceptable. The game will be compared to its peers, not to previous versions of itself.

#8 Syllogy

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Posted 01 August 2013 - 07:30 AM

View PostxDeityx, on 01 August 2013 - 07:28 AM, said:

Relatively better doesn't mean acceptable. The game will be compared to its peers, not to previous versions of itself.


I'd rather have hit detection issues than being constantly plagued by aimbots.

Aimbots are the product of client-side hit detection, which is what most FPS games use.

#9 xDeityx

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Posted 01 August 2013 - 07:34 AM

View PostSyllogy, on 01 August 2013 - 07:30 AM, said:


I'd rather have hit detection issues than being constantly plagued by aimbots.

Aimbots are the product of client-side hit detection, which is what most FPS games use.


False dichotomy. It doesn't have to be a tradeoff.

I would also disagree. I'd rather deal with hackers in competitive play by implementing recordings and match replays. Hackers are relatively rare and half the time you don't even know they're hacking. Bad hit registration is obvious, frustrating, and happens all the time.

#10 Syllogy

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Posted 01 August 2013 - 07:37 AM

View PostxDeityx, on 01 August 2013 - 07:34 AM, said:


False dichotomy. It doesn't have to be a tradeoff.

I would also disagree. I'd rather deal with hackers in competitive play by implementing recordings and match replays. Hackers are relatively rare and half the time you don't even know they're hacking. Bad hit registration is obvious, frustrating, and happens all the time.


Play Call of Duty: Modern Warfare, and tell me how rare hackers are. :)

#11 Divine Madcat

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Posted 01 August 2013 - 07:38 AM

View PostxDeityx, on 01 August 2013 - 07:28 AM, said:


Relatively better doesn't mean acceptable. The game will be compared to its peers, not to previous versions of itself.


Bingo. While lights are more hittable, there are still too many issues hitting them, not to mention the silly damage reversal (hit back, damage front). There are plenty of other games; if this one is not perfect, people will (and have been) move on..

#12 xDeityx

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Posted 01 August 2013 - 07:44 AM

View PostSyllogy, on 01 August 2013 - 07:37 AM, said:


Play Call of Duty: Modern Warfare, and tell me how rare hackers are. :)


No thanks. I played CS and CS:S for years, I've dealt with rampant hacking before. But the key word is relative. How rare are the hackers relative to the non-hackers? Very rare.

But really that's a moot point and you're introducing a red herring. We aren't going to switch to client-side detection any time soon, but we also don't have to accept the horrible state of the registry just because it's server side. This is what I meant when I said you were referencing a false dichotomy. This isn't a black and white choice between horrible registry and rampant hacking like you imply.

#13 Syllogy

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Posted 01 August 2013 - 07:49 AM

View PostxDeityx, on 01 August 2013 - 07:44 AM, said:

we also don't have to accept the horrible state of the registry just because it's server side.


You have 2 choices: Play the game and wait for a fix, or play a different game.

#14 MaddMaxx

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Posted 01 August 2013 - 07:51 AM

75 million dead Mechs and counting. Can't be all bad. :)

#15 xDeityx

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Posted 01 August 2013 - 07:58 AM

View PostSyllogy, on 01 August 2013 - 07:49 AM, said:


You have 2 choices: Play the game and wait for a fix, or play a different game.


I have many more choices than that, actually. I can hold PGI accountable by not having their genetic material dripping off my chin. I guess you wouldn't understand that though.

#16 New Day

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Posted 01 August 2013 - 08:05 AM

I slil have to lead with lasers.So yeah HSR is a great help. And spiders are still as hard to hit as the other light mech were pre HSR.

#17 MaddMaxx

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Posted 01 August 2013 - 08:09 AM

View PostxDeityx, on 01 August 2013 - 07:58 AM, said:


I have many more choices than that, actually. I can hold PGI accountable by not having their genetic material dripping off my chin. I guess you wouldn't understand that though.


Real cute dude. The boys should get you a "Banner". You're more than at their level to carry one with real pride.

Edited by MaddMaxx, 01 August 2013 - 08:09 AM.


#18 Syllogy

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Posted 01 August 2013 - 08:14 AM

View PostxDeityx, on 01 August 2013 - 07:58 AM, said:

I have many more choices than that, actually. I can hold PGI accountable by not having their genetic material dripping off my chin. I guess you wouldn't understand that though.


Was a nice try.... still a pathetic response and doesn't change reality, but nice try.

#19 Roland

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Posted 01 August 2013 - 08:19 AM

View PostSyllogy, on 01 August 2013 - 07:49 AM, said:


You have 2 choices: Play the game and wait for a fix, or play a different game.

I think that the point some folks are making is that when the average user on the internet, who isn't already emotionally invested in the mechwarrior franchise, plays the game with bad hit detection, they may choose to play a different game.

#20 Shufflemuffin5

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Posted 01 August 2013 - 08:45 AM

View PostxDeityx, on 01 August 2013 - 07:34 AM, said:

False dichotomy. It doesn't have to be a tradeoff. I would also disagree. I'd rather deal with hackers in competitive play by implementing recordings and match replays. Hackers are relatively rare and half the time you don't even know they're hacking. Bad hit registration is obvious, frustrating, and happens all the time.
^ agreed 1000%





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