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Balance Suggestion For A More Enjoyable Mwo


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#1 Werewolf486 ScorpS

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Posted 08 December 2013 - 11:50 AM

I know this will be met with much troll and rage, but honestly this is for the best.

I'm going to save the suggestion for the end, instead I'm going to start with this little tid bit. This game has evolved into melt the target in seconds, then move to the next. While initially loads of amusement are involved with watching mechs just simply melt, it gets to a point where the game is no longer entertaining and you are going through the motions as a veteran of the game. On the opposite side of the coin if you happen to be a newb and you die within 5 minutes of dropping with no respawns it can be frustrating and you quit. With the current balance of things in the game it is impossible to enjoy this game long term and for newbs even in the short.

This was even a problem once upon a time in MWLL until somebody with some spine decided to make this one simple change in an effort to make game play more fun, more of a true thinking mans shooter instead of easy button win. Once this change happened the game evolved into a real strategy based game that newbs could learn in without getting cored out so fast they gained nothing. Not having resawns in the game as it stands can mean waiting for long periods of time until a match is over to get your mech back (not everyone wants to jump into another mech and drop again), and can mean lots of wasted time.

So here is the rage ensuing suggestion to improve this game and make it more entertaining for Vets (once the initial shock is over) and so newbs stand a chance and can become better players.

Take all weapons in the game, and cut the damage in half. Makes it harder to kill anything, makes targets last longer, provides for newbs to last longer then 5 minutes, and removes easy button. We should try this in the alpha for sure and see about pushing it into the beta...sorry...live for the period of a month to see if others can agree that it improves the game, if it doesn't make it better overall then it can be reverted. If it lives and people enjoy the longer game play, then weapons can be rebalanced accordingly. The point is to lengthen game play, remove easy button, and make it more enjoyable overall.

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#2 luxebo

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Posted 08 December 2013 - 12:06 PM

I dunno about you, but I think this idea isn't the best. PGI can maybe test it a couple times on public test server, but I think a lot of people would rather not this happen, like myself. Taking forever to kill mechs is going to last into long matches and a lot of Atli and Cents taking forever to die even though they decide to push directly into 12 enemy mechs.

#3 Cpn Crunch

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Posted 08 December 2013 - 12:17 PM

A big problem that I can foresee with this is ammo shortages. Most people have balanced their builds out so that they have enough ammo to last a round but I can't see most builds having the tonnage to fit double the ammo.
Other than that I don't see any other big problems. Perhaps matches might need to last 30 minutes which for people like me with limited time makes the game less attractive.

#4 Mystere

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Posted 08 December 2013 - 01:21 PM

View PostShawnR, on 08 December 2013 - 12:17 PM, said:

A big problem that I can foresee with this is ammo shortages. Most people have balanced their builds out so that they have enough ammo to last a round but I can't see most builds having the tonnage to fit double the ammo.
Other than that I don't see any other big problems. Perhaps matches might need to last 30 minutes which for people like me with limited time makes the game less attractive.


If ammo were to be used as the rationale then maybe it's not such a bad idea. In this way, people will be forced to use mixed loadouts instead of having pure ballistics/missiles or they will be more careful with their shots.

#5 fandre

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Posted 08 December 2013 - 01:27 PM

View PostShawnR, on 08 December 2013 - 12:17 PM, said:

A big problem that I can foresee with this is ammo shortages.


Could be done with doubling ammo per ton.

@topic:
Maybe not cut to 50%, maybe to 75%.

#6 Werewolf486 ScorpS

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Posted 09 December 2013 - 06:23 AM

PGI could make all the cap points Reload area's. You'd pull in cap it and then press a key to reload all ammo based weapons, but the key is that you would have to control the cap point. That would give you reason to cap on conquest, and would create an ebb and flow to assault as some guys would have to rtb and reload.At that point PGI could actually make the cap points look like a base rather then a drilling rig.

Edited by Werewolf486, 09 December 2013 - 02:15 PM.


#7 Stunner89

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Posted 09 December 2013 - 02:34 PM

Cut in half... again?!

I hope you respect the fact that exactly this has already been done even before closed beta.

#8 Werewolf486 ScorpS

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Posted 09 December 2013 - 10:56 PM

View PostStunner89, on 09 December 2013 - 02:34 PM, said:

Cut in half... again?!

I hope you respect the fact that exactly this has already been done even before closed beta.


Yes, I do. But this game is less fun with the inta-melt game play and doesn't have an end in sight. So I suggested this as a test. Cut damage in half is the start and add reload bases, increase rewards would be the next step to counter the loss by cutting damage down. It lengthens game play, allows for a shift in strategy, and allows the newbs to get use to playing. In the future then they could dial the damage up or down depending on how it looks after being cut in half, but I think half is a good start.

#9 Sandpit

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Posted 09 December 2013 - 11:30 PM

Damage wasn't cut, armor was doubled IIRC

I'd rather not see this idea implemented. Personal opinion is game, weapons, damage, armor, etc. are all pretty well balanced at the moment. I could see a few minor tweaks here and there that would improve a couple of things but other than that it's good where it's at now.

50% damage decrease is just an easy button. I can now derp about, pay no heed to tactics and strategy because it now takes twice as many shots to take me down as it did yesterday. It doesn't add any strategy, it just prolongs the exact same outcome. Changes like this don't "improve" a player's abilities. It just makes it longer for a more skilled player to take down joe derp.

#10 Firewuff

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Posted 10 December 2013 - 08:45 PM

they have already doubled the armor over TT values...... just saying

#11 Rhakhas

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Posted 10 December 2013 - 09:04 PM

View PostFirewuff, on 10 December 2013 - 08:45 PM, said:

they have already doubled the armor over TT values...... just saying


They did double the armor (and internals) over TT values, but they also tripled (on average) the rate of fire of all weapons.

#12 Werewolf486 ScorpS

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Posted 11 December 2013 - 08:05 AM

Yes the weapons, armor, etc is balanced....for a match to be a quick rolfstomp. Changing the dynamic of the game in the way I'm suggesting would make matches last long enough for some strategy to creep into the game, even in pugs. Also it would allow the Newbs a chance to play rather than get rolfstomped in seconds in their trial mechs. Benefit, benefit, win and not rage, rage, quit.





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