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@pgi The Origins Of The Balance Problems


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#1 D A T A

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Posted 12 September 2013 - 04:10 AM

The origins of your balancing problems is in the fact that you are deleting the roles: you are making all mech configurations very similar.

Step 1)
build a decent mech and ask yourself: what should i do in order to do the maximum damage possible? You will find that the answer is Always: "stay in 200-400 meters and keep a sustained fire on the enemy"

Step 2)
when the roles are delated IT IS OBVIOUS THAT THERE WILL ALWAYS BE AN OVERPOWERED WEAPON, because there are no roles, and if there isn't all wepon configurations are equal..........requiring no ability in mechlab.

example, now ultra ac 5 is overpowered, downgrade it, and 2 ppc + 2 ac 5 will become overpowered, downgrade it, and 2 ac10 +4 mdlas will become overpowered, downgrade it and Srms will become overpowered, downgrade them and LRMs will become overpowered again, nerf them and dual gauss and dual ac 20 will become overpowered again......... IT IS A VITIOUS CYRCLE THAT CAN NOT BE SOLVED IN YOUR WAY.

FOR GOD SAKE LET'S SAVE THIS GAME I DO HAVE THE SOLUTION FOR THIS

the only way is to DRASTICALLY ENHANCE the role of each single weapon, i suggested all the stats each weapon should have in the thread i am linking here, but now i will just speak about hte roles.



-AC (2 5 10 20) focused fire

-LBX AC ( 2 5 10 and 20) more overall fire damage, according damage per bullet to be higher than 1, but high spread, so role: shorter range attacker than the normal ac counterparts, LBX ac 20 do 25 damage, but so big spread that you need to go under 90 meters to do all damage in 1 part

-Ultra ac (2 5 10 20) same way of acting like MechWarrior 4: 2 shots.
ultra ac is a ballistic pulse laser, duration along 0.2, damage of ultra ac 20 11,5+11,5 you need to be very able to focus all damage in 1 part, anyway, the downgrade is that they loose 2 ammo per shot, so they have half ammo compared to their other 2 counterparts.


-Small pulse lasers have even shorter range, something like 70 or less but 5 damage: they will be intended for the role of light mechs like 6 beam jenners.

-gauss reverted to former values and mdlasers 1 less heat: the gauss does no heat so it is used for sniping but also, combined with medium lasers, for dps purposes. you can not do dps if you need 5.5 sec to shoot and you can not shoot when you want. the gauss is the no heat big push weapon that is needed on laser mechs.

-PPC heat DRASTICALLY REDUCED so they are allowed to do DPS also. Sread damage formula that means that the more ppc you use un 1 time, the less damage will be done in % on the hit part and the more damage is divided on all the other mech parts.

-lgplslas lglas and erlglas heat reduced in order to be balanced with the reduced heat of ppc and er ppc 8 and 11 or 12.

-SRM damage increased to 2.5 to encourage an alternative to brawl role different from ac lbx ac and ultra ac.

SPECIFIC VALUES ARE FOUND HERE



http://mwomercs.com/...ur-stupid-mess/





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