Varent, on 19 December 2013 - 08:46 AM, said:
This is the primary reason why you cannot use battle value.
Battle tech was a board game and designed with no pilot value in mind whatsoever. In addition to that the creators of battle tech came out later and admited they created an unbalanced system as well. (keep that in mind)
Putting a player in a mech with better weapons is going to give them an exponential advantage that cannot be quantified properly in this game.
As in any shooter there is always going to be players who are amazing crack shots and dedicate themselves to the game. Have enough on one team and it will be a tidal wave of overwhelming. Even if you try to balance it to something like 6 on 12 you will then have players of extreme sub-par value who will then get swamped by sheer numbers.
Trying to give one group a true tech advantage would be the worst thing this game could possibly do. Frankly when they said they were going to give the clans there own flavor but NOT make them overpowering, that was the moment I realized this game might actually survive. I was fully predicting it to die with the release of the clans if they released it on true battle value from battletech.
ANSWER:
Sure it can, its using all the stats collected from the game thus far (and that's WAY more data than the makers of Battletech EVER had access to via play testing) means that weapons and equipement and mechs can be quantified as a BattleValue (I agree, using the numbers directly from the original table top game is not enough here - new values need to be given based on MW:O)
as for making it impossible to quantify player ability.. please.. thats what ELO is all about.. every matchmaker in every MOBA functions off of looking at some version of player quality. so you take the player's ELO, turn it into a percentage against the average ELO of all players, and then multiple their mech BV by their player ELO percentage. bam. 'Pew Raiting'
EXPLANATION:
its really not hard. a good player would make better use of whatever mech they are using. a good mech build would be the sum of high battlevalue parts... done. No it wouldnt be perfect, but then no system is, it would be good enough though to make it possible to match similar players to games.
it would also be a way to figure out how to match good players in {Scrap} mechs vs bad players in amazing mechs. something that is rediculas is the idea that teams need to be balanced.. they dont. Clan mechs are supposed to fight outnumbered. its in the cannon. they are invaders. it makes sense. so why do we need to fight 12v12 unless its Clan vs Clan or IS vs IS?
50000 PR of clan could easily come from like 5 Clan mechs, where as the equivilent could be easily a full 12 IS mechs..
Clans can pack more firepower into a single mech, InnerSphere can field more mechs (more hp). its really not that hard to see that, yes, the IS would have a harder time 1v1, but 2v1, 3v1... clan mechs dont get anymore hp than an IS mech of similar tonnage, but they are more efficient, and have stronger alphas -that are equally nurfed (easily more so because they rely on it more) by ghost heat...
DevlinCognito, on 23 December 2013 - 03:42 PM, said:
Personally I wish they would keep Clans as pretty close to lore as possible. Keep the original disadvantages (hard wired armour, engine etc, maybe give them a lower choice of engines to put in each chassis), and each variant follows the same build rules as the IS do ...
ANSWER:
the problem here is that this is not how they have built the game.. they actually built it wrong. what we have is the custom mech builder from Battletech but attempting to make it work for InnerSphere mechs. This allows IS mechs to be WAY more powerful than they should be - even more so than Clan Omnimechs - which is wrong, by cannon atleast..
CANNON (fluff):
InnerSphere Mechs are stock, you buy a varient, thats it. no tweeks to weapons, engine, hs's, armor allocation. Imagine World of Tanks where you can put any gun on any tank so long as it was big enough to carry it..!! that's what MW:O has done to Battletech. and only now are they realizing that, "oh {Scrap}.. omni mechs are like, just bad comparitively;" or just painfully more complex using this system..
An Omni-mech, has parts of it that are stock, like ALL InnerSphere mechs, but unlike them, they have SOME parts that can easily be swaped out for others. Currently we can do this with ANY part of an InnerSphere mech, our only restriction (imposed by MW:O) are hardpoints.
PROBLEM:
so the easy fix would be: make 'Omni hardpoints' on Omni-mechs... this seems fine, until you look at how people have already abused the hardpoint system - mechs with bad hardpoint layouts dont get used, and the ones that great layouts get turned into machines of alpha-striking death.
SOLUTION:
The critical problem with this is that PGI and MW:O didnt go farther than stating that a hardpoint is 1 of 3 things - Ballistic, Energy, or Missile ('Omni' could be any of these things if it was used), but this allows you to pull off a 1 crit 0.5t machine gun, and put on a 9crit 16t AC20 (or whatever)... even MICROSOFT saw this issue and created hardpoint size boxes (using possibly the best mechbay UI in any MechWarrior game, atleast for weapon placement..)
so again, the easy fix is to simply do some variation of the same, create Size Catagories for the hardpoints - even 'Small,' 'Medium,' 'Large' would work fine.
-things like: SLas, SPLas, MG, Flamer, AC2, SSRM2, SRM2, LRM5, NARC... would fall into the
'Small' Hardpoint catagory.
-the MLas, MPLas, AC5, UAC5, LRM10, SRM4, SSRM4 would fall into the 'Medium' Hardpoint catagory (or you could put anything 'Small' in it.)
-the 'Large' hardpoint catagory could be used for anything.
this fixes a mechs trading their MG's for Gauss's, AC5's, AC10's, AC20's ect. it also keeps the number of LLas and PPC down, as well as reducing the power of an 'Omni' (medium) slot in both the right and left torsos of a mech - currently, if these were ballistics, they would almost defiantly be ac10's or ac20's...
Edited by Phantomime, 23 December 2013 - 06:16 PM.