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Balance Between Mech Chassis And Variants


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#1 luxebo

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Posted 03 January 2014 - 05:03 PM

I’m creating this thread due to me noticing the lack of balance between chassis and variants in each chassis. For example, in competitive play, most teams use a very little variety of mechs, like for scouting using mainly Jenners and Raven 3L, why not Commandoes, Locusts, Spiders, Raven 2X and 4X, etc? The solution is likely because they are simply unbalanced. Or let’s consider Assaults, why is it that Victors (all except 9K as well), Highlanders (mainly 732, 733C, and HM), and Atlas DDC only being used? Why not Atlas K, Awesomes, Battlemasters, and Stalkers? And even just in certain chassis, why is Stalker 4N just simply downgraded versions of the other Stalkers? Plus I am going to comment only on mechs I feel are just overlooked. I think PGI needs to balance what each mech has to offer so there would at least be more variety, but at the same time I don’t want to break any other variants or stock builds. Discuss away.

Locust:
Spoiler


Commando:
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Spider:
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Raven:
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Cicada:
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Blackjack:
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Centurion:
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Hunchback:
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Trebuchet:
Spoiler


Kintaro:
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Griffin:
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Wolverine:
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Dragon:
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Quickdraw:
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Catapult:
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Jagermech:
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Thunderbolt:
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Orion:
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Awesome:
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Battlemaster:
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Stalker:
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Highlander:
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Atlas:
Spoiler

Edited by luxebo, 05 February 2014 - 08:11 PM.


#2 Varent

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Posted 03 January 2014 - 05:08 PM

alot of the issues are caused currently because of there being no true weight restrictions for drops.

#3 kesuga7

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Posted 03 January 2014 - 05:22 PM

good points on some of these but some of the mech chassis are better then another simply due to how their modeled and scaled ingame

Spider Has tiny legs with a less broader torso then a commando BUT is slightly taller but has jumpjets

Raven Is just bigger then the jenner over all

Awesomes ,dragons and a bunch of others suffer wacky mech scaling and rescaling a mech is too much work for piranha games as they have stated

Perhaps a simply relook at mech # module slots would be feasible at least

Like changing a number to make it so the awesome 8r Has 2 Default Module slots :D

#4 FupDup

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Posted 03 January 2014 - 05:24 PM

View PostVarent, on 03 January 2014 - 05:08 PM, said:

alot of the issues are caused currently because of there being no true weight restrictions for drops.

That's not what this thread is about. This thread is about variants of each chassis that are basically {Scrap}. Weight restrictions won't make that any better. For instance, a Spider 5V would still be a waste of 30 tons compared to other Spider variants (whereas right now they only waste a player slot).

#5 luxebo

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Posted 03 January 2014 - 05:30 PM

@Varent While not fully on to my topic, I agree. Locusts may (though usually it's better to get a Jenner instead for another 15 tons) have some use then to bump another chassis up a notch, etc. But the problem as FupDup says is that some mechs are just straight upgrades to others, like Atlas K being just a downgrade from Atlas D, or the Stalker 4N being a straight downgrade from Stalker 3F.

@kesuga7 I agree, there may need to be also one more relook at all the little quirks on each mech for balancing and review, similar to the hitboxes.

Thanks for the comments. :D

#6 Varent

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Posted 03 January 2014 - 05:47 PM

bigger issue might be the fact that they are trying to make money as a company. If you have noticed for alot of there releases they release three mechs, 2 are ok, maybe one good, the last is kinda crappy, then a hero. Giving you the option to not buy the third crappy mech and instead use MC for the hero.

its a solid business strategy even if it does leave a bad taste in gamers mouths.

#7 FupDup

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Posted 03 January 2014 - 06:07 PM

View PostVarent, on 03 January 2014 - 05:47 PM, said:

bigger issue might be the fact that they are trying to make money as a company. If you have noticed for alot of there releases they release three mechs, 2 are ok, maybe one good, the last is kinda crappy, then a hero. Giving you the option to not buy the third crappy mech and instead use MC for the hero.

its a solid business strategy even if it does leave a bad taste in gamers mouths.

Actually, I think that their master plan is to use the shlt-variants as motivation for GXP conversion (so you don't have to endure the terribleness of the crappy variant). In the end, though, it's a pretty lazy business strategy when there are other ways to get people to buy stuff that doesn't require creating content that is designed specifically to be terribad.

Edited by FupDup, 03 January 2014 - 06:08 PM.


#8 Dock Steward

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Posted 03 January 2014 - 06:09 PM

View PostVarent, on 03 January 2014 - 05:47 PM, said:

bigger issue might be the fact that they are trying to make money as a company. If you have noticed for alot of there releases they release three mechs, 2 are ok, maybe one good, the last is kinda crappy, then a hero. Giving you the option to not buy the third crappy mech and instead use MC for the hero.

its a solid business strategy even if it does leave a bad taste in gamers mouths.


Astute observation. I'm afraid the accountants at PGI play a very large role indeed. You can see their fingerprints almost everywhere you look. Obviously a business needs to turn a profit, but dollar signs have replaced code in far too many corners of this game.

@FupDup: I'm sure you're both right.

Edited by Dock Steward, 03 January 2014 - 06:11 PM.


#9 Varent

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Posted 03 January 2014 - 06:11 PM

ya =/ I dunno.

From a business standpoint... and someone in a profesional world... I get it... from a gamers standpoint... grr...

#10 luxebo

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Posted 03 January 2014 - 11:05 PM

Any other comments?

#11 Varent

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Posted 03 January 2014 - 11:26 PM

View Postluxebo, on 03 January 2014 - 11:05 PM, said:

Any other comments?


Peace on earth and good will amongst gamers.

#12 Noesis

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Posted 03 January 2014 - 11:36 PM

View Postluxebo, on 03 January 2014 - 11:05 PM, said:

Any other comments?


I think

Quote

ya =/ I dunno


was the most succinct and helpful comment contributed to this discussion.

#13 Varent

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Posted 03 January 2014 - 11:44 PM

View PostNoesis, on 03 January 2014 - 11:36 PM, said:


was the most succinct and helpful comment contributed to this discussion.


You really work at it dont you.

#14 Nothing Whatsoever

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Posted 03 January 2014 - 11:52 PM

Overall, one help is improving missile weapons where SRMs are consistent in dealing damage, LRMs can be functional in smaller salvos, and that SSRMs are then not the go-to for mechs with multiple missile hardpoints.

Follow that with better trade-offs with ballistic weapons, and more variants could remain more useful regardless of dominant meta.

And specifically:
Spoiler


#15 Noesis

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Posted 03 January 2014 - 11:53 PM

View PostVarent, on 03 January 2014 - 11:44 PM, said:


You really work at it dont you.


Work at what? I'm passing a simple comment based on what was said in a thread, problem?

#16 luxebo

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Posted 04 January 2014 - 11:04 AM

@Noesis and Varent Please stick on to the topic.

@Praetor Shepard I definitely agree with you. Missiles, ballistic, and energy need to be a bit more balanced so each weapon type can work decently. I think after the hitbox overlook, we need a mech quirk overlook as well to balance each mech and give certain one's buffs in different areas.

#17 luxebo

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Posted 04 January 2014 - 03:30 PM

Umm, yeah anyone else want to say anything about this issue or should the topic be buried?

#18 Trauglodyte

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Posted 04 January 2014 - 04:20 PM

View PostFupDup, on 03 January 2014 - 05:24 PM, said:

That's not what this thread is about. This thread is about variants of each chassis that are basically {Scrap}. Weight restrictions won't make that any better. For instance, a Spider 5V would still be a waste of 30 tons compared to other Spider variants (whereas right now they only waste a player slot).


The thing is that the Spider 5V is only short one energy hard point compared to the 5D because it has 4 additional JJs. That is part of PGI's balancing within chassis. Its why the BJ-1X has more hard points and a bigger engine cap than the BJ-3 while the 3 has more JJs. In PGI's "vision" of the game, JJs have carry more weight in terms of tactical power. It doen't really make sense but that is how they apply balance.

#19 luxebo

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Posted 04 January 2014 - 05:11 PM

The problem with the 5V is that the max amount of weaponry is a single large laser, versus a potential 3 large lasers or even 2 er ppcs 1 er large laser on the 5D. Not saying that is practical, but really, 4 JJs shouldn't minus off that much.

The BJ-1X is designed as somewhat of a light hunter, but it needs a bit more to help it balance out with BJ-3, a sniper. Same as the BJ-1DC vs the BJ-1.

I think PGI thinks that hardpoints are a lot. I mean look at HBK-4P, it has a single module, which sucks. Same as the AWS-8R.

We may also look at how some variants are actually over benefited, like Atlas-DDC, 3 modules while Atlas-K has less and also less hardpoints in every way, basically DDC is a straight upgrade from K. We may need to nerf the DDC, even though it's not the most powerful mech.

#20 Trauglodyte

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Posted 04 January 2014 - 05:13 PM

That's the point, Lux. PGI views hard points as actual mech currency. JJs are, in their eyes, the same as weapon hard points. So, mechs with a lot of JJs have fewer weapons. Mechs with few JJs have more weapons. To us, it makes no sense because our goal is to kill other mechs. But, PGI views JJs as a means to either get an angle on a target or as a means to get away from targets. Therefore, they have a lot of value to them.





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