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Balance Ideas


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#1 Rotta

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Posted 15 August 2013 - 06:15 AM

PPC had more heat and slower projectile before. Get this back like it was, and I think it is good to go.

Gaus could have longer recycle speed. Like 1s slower.

Keep it so that close range weapons will rule in the close range. Not so that you just take long range weapons and you rule all the ranges. Facerolling skills with long range weapons is just bad balance.

Remove the new boating heat system. Replace it with... More heat you have, slower you will sink it. This way you have to focus to the heat with all the mechs and builds. You can fill the heat meter to burst and then run away to cooldown, or you can manage the heat all the time and get better over all dps. Stalker with 5xPPC, wont run anywhere to cooldown, and it takes long time to cooldown when it overheats. This gives also more meaning for a word skill.

I would also make the heat sinks in legs to work far better in water, better than double heat sinks. All the maps do not have water, but you knew that already when you decided to use single heat sinks. You can have high damage output in water, but then you are stuck in the water... Would give totally new kind of tactics in the game as well. This might not be exactly like in TT, but would bring a new interesting feature to the game. Water is anyway conducting heat far better than air.

Do not add that red triangle immediately when a mech comes to the vision. Make a delay of "X" seconds. This will nerf ECM, so that you can actually use other fast mechs as well for things like scouting. Would also make fast mechs to be more capable to flank the slower ones.
Sure, light mechs are gods at the moment. But when hit detection is fixed -> They probably could have use for a buff like this.

Medium mechs can only bring better movability to the table. So I have to say that in my opinion the physics was excellent patch. At the moment many are yelling that this sucks. Mainly because they are stuck in their assault/heavy mechs, and they do not want to try anything else. It is also true that there are maps that are not maybe well working with the patch, but after those fixes I am rather sure that this works. Also, I would still make medium mechs to be slightly more mobile, just to give them that mobility edge they definitely need to be useful.
If "red triangle" buff would be in the game as well, these might be enough to bring the medium mechs back in the game. Or bring it to the right direction at least.

Assault/Heavy mechs are maybe the most difficult ones to play. One reason sure is that the hit detection is not working perfectly. But I think there is something more here...
With A/H mech you cannot decide so easily the place where you fight. You are big and clumsy death machine. This means that you are very much depending on teamwork and forethought. imho, teamwork&forethought = skill.

So I have to say that at least I like the direction where the physics are taking us. And the people who cry here about this, I do not know if they have understood this.. Or has this just been nasty nerf for their favourite mech, I do not know. But I know, that you should not listen to them!


edit: One more thing that might need clarifications. Gaus with +1s recycle speed. Builds with 2x ERPPC + Gaus -> ERPPC has 4s recycle and Gaus would then have 5s. If you want to fire all guns at the same time for the best possible alpha, you will nerf your ERPPC recycle to 5s as well.

Edited by Rotta, 15 August 2013 - 06:44 AM.


#2 AnnoyingCat

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Posted 15 August 2013 - 07:36 AM

oh boy, the ideas

#3 ollo

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Posted 15 August 2013 - 09:50 AM

Seems to me like the default PGI game balancing procedure. Pull some ideas out of your ***, don't think them through, let the devs implement it and see what the community cries about next. Rinse and repeat.

#4 Rotta

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Posted 15 August 2013 - 11:39 PM

View Postollo, on 15 August 2013 - 09:50 AM, said:

Seems to me like the default PGI game balancing procedure. Pull some ideas out of your ***, don't think them through, let the devs implement it and see what the community cries about next. Rinse and repeat.


Ideas from my *** are rather well thought through. But please fill me why you think not?

It simply makes sense that the devs actually listen to the community. Why even some legendary community member can have 645 posts behind and then come here to cry that it is bad that they read what I say? Or all 645 posts are trash like this?

The problem the PGI has with balancing is.. A is OP and B is UP. They make a huge nerf for A and a huge buff for B. Suddenly B is OP and A is UP. They should do a bit smaller changes, and I believe they would succeed a lot better.

#5 xenoglyph

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Posted 16 August 2013 - 12:29 AM

Good sir, I do believe he wasn't referring to your assy ideas, but rather to PGI's assy ideas, which they have many of.

#6 Khobai

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Posted 16 August 2013 - 01:15 AM

These are my 5 suggestions:

1) SRMs should do more damage per ton than any weapon. For obvious reasons.
2) LRMs should not be countered by ECM, because it makes LRMs pointless in matches where ECM is 100% guaranteed.
3) Autocannons should be outright and indisputably better than energy weapons until the point where they run out of ammo.
4) Lasers should have a tangible advantage over PPCs instead of being inferior in every way.
5) ERPPCs should not be a perfect weapon with no real drawbacks (I recommend decreasing projectile speed).

#7 Rotta

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Posted 16 August 2013 - 04:04 AM

View PostKhobai, on 16 August 2013 - 01:15 AM, said:

These are my 5 suggestions:

1) SRMs should do more damage per ton than any weapon. For obvious reasons.
2) LRMs should not be countered by ECM, because it makes LRMs pointless in matches where ECM is 100% guaranteed.
3) Autocannons should be outright and indisputably better than energy weapons until the point where they run out of ammo.
4) Lasers should have a tangible advantage over PPCs instead of being inferior in every way.
5) ERPPCs should not be a perfect weapon with no real drawbacks (I recommend decreasing projectile speed).


PPC could have also more heat. Projectile speed is not enough. It would still be used in masses. Why? .. I think it is still better than pure short range weapon. It gives you slightly more misses in long ranges, but does it really affect that much? It might make it weaker against fast mechs, but does it bring balance?

SRM should be hard hitting close range weapon, but I do not really want to see cats everywhere either.

Short range weapons in general should have the upper hand in short range fights. Long range weapons should run away when they see a brawler coming. Long range mech wants to keep the long range, and the advantage he gets from it. If long range weapons can continue fighting in short range with equal possibilities, there is no sense to use short range weapons. This leads to facerolling skills for long range users.

If brawling would have been deadly for long range builds, in case you are fighting in short ranges of course. None would have ever seen anything bad in 5xPPC stalkers. Now, because you pwn all with long range weapons in all the ranges, everyone cried out and loud. 5xPPC Stalker could have been a tactical tool, with good and bad things. Like, you can hit hard and if the enemy allows you to cooldown and hit multiple times, that is just fail from opposing team. But if a ML huncback is right next to the Stalker, it should be dead while sleeping. Now the current boating heat kludge is just removing tactical "tools" from the game.

Ok, one more time for you PGI...
Long range weapons at the moment are ruling all the ranges, this is not balance. It should be more like...
Assault/Heavy brawler mech will annihilate all slowly moving targets. Long range fast mechs, who they cannot catch will annihilate the A/H brawlers. Fast brawlers will annihilate the long range snipers. etc.
This is not paper/stone/scissors because a mech can actually have weapons for multiple ranges.

ECM, LRM, Tag, NARC, AMS, and maybe PPC. Disabling ECM for LRM would probably affect to all mentioned items, I have to say that it feels a bit overkill. I agree that something should probably be done here, but atm. have no ideas what.

I actually rarely run out of AC ammo. So just buffing them does not sound like the correct thing to do.


Indeed... What happens to that old A/H sniper that has been facerolling? He will be dead in brawling and will feel bad and comes here to cry that the MWO is not fun anymore. IMHO, this player actually needs first time in his life to have some forethought against brawlers, teamwork and to actually think what you gonna do when they come for you.





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