Voidsinger, on 31 December 2013 - 03:28 AM, said:
Okay, time and again PGI have shown serious issues with doing any form of balance. Here's a few of the problems:
- No standard to balance against. All weapons are balanced helter skelter. What should have happened was the single most common weapon (the medium laser) should have been left untouched, and all other weapons balanced with RoF, Damage, Heat, ammunition.
Voidsinger, on 31 December 2013 - 03:28 AM, said:
- Meta of the month syndrome. Weapons aren't balanced against each other (standard issue), but in isolation. This leads to a nerf/buff cycle.
I generally agree with these two points and, since they are close to the same thing, wanted to clump them together.
"Balancing" seems to be very isolated when done. They aren't balancing This vs That. Instead, they are balancing This because something happened they didn't like. I assume squeaky wheels in the forums cause a lot of the changes, but it is hard to tell because so little of what is complained about actually changes.
Voidsinger, on 31 December 2013 - 03:28 AM, said:
- Heat. We failed to get DHS due to anecdotal evidence (Garth coring a stationary Atlas from behind in a Jenner F). What should have been done was full dissipation, and a lowering of the heat cap. The problem is PGI is too proud of their variant dissipation system to tinker with something shown to be broken. This high cap without penalty up to 100% resulted in the high Alpha meta, and disadvantages massively the concept of heat balanced builds.
Amen. I don't particularly care the exact number used for DHS, but the heat system itself (high cap low dissipation) is completely broke and they are trying to use bandaids when it needs a tourniquet.
Voidsinger, on 31 December 2013 - 03:28 AM, said:
- No idea of basic mechanics. Spash Damage. Completely broke the way armour worked in Battletech, and made a heavier mech have effectively more armour per ton allocated than light mechs. Took 8 months before a player presented them with irrefutable evidence that this was insanely broken.
When you say splash damage, do you mean when LRMs did splash damage? I have heard the stories and don't want to go back to that, but I do think splash damage would be a good way to disperse the front-loaded damage from PPCs. It just needs to be like an actual lightning bolt, where it does maybe 6 points to the main hit location and a couple damage to two areas near it.
Voidsinger, on 31 December 2013 - 03:28 AM, said:
- Pandering to the user base. The lowest common denominator loves their dacca. Weapons are balanced against this, not objective values. People love their big mechs with big boomguns. PGI obliges. It is this way with a great deal of things, attempting customer retention of the most fickle customers at the expense of the loyal. See also the lack of Repair & rearm, and the everybody wins situation.
I will be glad to see how this all changes once weight limits are put in place - I really have high hopes for the game after that point, as we should see a lot more diversity in weights and roles than currently.
Voidsinger, on 31 December 2013 - 03:28 AM, said:
- Lack of longterm commitment. Russ admitted it, we've had to live it. Maybe this will change.
They have a long term commitment (through 2020 or something), but it does seem like they are very lackadaisical about getting things done short term. Maybe it is they have TOO long term of a commitment...
Shakma, on 31 December 2013 - 05:03 AM, said:
It should be also mentioned that for some reason ballistic weapons max range is two times their optimal range opposed to the max range of energy weapons.
For example the ML and the AC20 both have an optimal range of 270m, which translates to a max range of 540m for the ML and 810m for the AC20. Between those two values the dmg decreases linearly. So at (270m +540m)/2 = 405m the ML does 100% *(1- 1/2) = 50% of it's max dmg. However the AC20 at this range does 405m/(270m+810m)=3/8 --> 100% *(1- 3/8)= 62.5% of it's max mdg.
So they do better delivering a bigger fraction of their max possible DPS onto the target on the battlefield.
That is working as intended, unfortunately. All ballistics have x3 range instead of x2 like energy weapons do. It's one of the things us "nerf ballistics" people have been complaining about for a long time...