Sandpit, on 24 January 2014 - 12:28 PM, said:
"Cockpit glass gives me motion sickness:
"Cockpit glass is ruining the game"
"Cockpit glass is stupid and hinders my ability to see"
"Cockpit glass gets icey and it shouldn't"
While I can understand what YOU are saying, none of the above quotes has anything to do with "art department is working but the rest of PGI isn't" and is exactly what all these "cockpit is (insert whatever negative adjective you'd like here)" threads are saying.
and I, along with others, happen to like the current balance we have
Again, I think the above quotes are a clumsy way of saying that there needs to be more consideration on the core mechanics of the game before content that simply looks pretty.
As for the current state of balance, I'm going to try to put this as politely as possible... as an "olde-thyme" mechwarrior I've been infuriated by PGI's proposals to balance the game, so I'm a little jaded, but I'd like to think I'm still capable of putting this in analytical terms.
I think most players can agree that PGIs decisions on "balance" as far as the game goes have been ungraceful (to say the least). Empirically speaking, the number of players after the third-person debacle DROPPED, and then the complaining/player-leaving was further compounded with the introduction of "heat scaling."
Yes, I agree with you that these changes were necessary, but here is a critical caveat to that statement: They wouldn't NEED to be necessary if PGI had overhauled/refined their balance design with time-tested ways such as these:
- Making slot numbers in 'mechs dynamic; based on 'mech design. Every. Single. 'Mech. has twelve slots in the torso and arms and six slots in the legs and head--implying that every single 'mech has the same amount of space within the 'mech. Not only is this physically impossible, but it's incorrect. 'Mechs on both the TT and MW4 had dynamic numbers of slots based on their design and a variety of hardpoint types that further defined 'mech roles. If we introduced a system like this into MWO, we would see a lot less cheese builds, greater role definiton, and less sub-optimal 'mechs.
- Reducing rate of fire of all weapons and placing armor protection value at TT level. The rate of fire of all the weapons in MWO are increased by 2.5x in this game, while armor values are poorly scaled to the tremendous amounts of DPS that this puts out. This means that not only do we have the problem with lesser 'mech longevity, but also heat management, introduction of the overly-complex "heat scaling" system, and a "SPAM ALL THE THINGS" mentality. By reducing rates of fire and putting armor values at TT level, PGI would also curb DPS with certain weapon systems, eliminate the need for heat scaling and making heat-management less troublesome while forcing mechwarriors to think before they shoot.
- Introducing Battle Value to the matchmaking system. Battle Value is an indicator on the tactical advantage certain 'mechs, weapons, and modules give a mechwarrior in the field. As of right now, the matchmaking system is based on two things: Individual player rank, and weight class. By replacing the weight-class requirements with Battle Value, we would see a lot less lob-sided matches.
- Introducing crosshair deviation based on movement and weapon recoil. This is self-explanatory. It would lessen pinpoint damage considerably and would eliminate the need to nerf or buff convergence.
So no... to say that you like PGI's idea of balance is fine, but I'm stating that there are better ways to balance the game as opposed to their current model of balance.
Edited by ReXspec, 24 January 2014 - 05:40 PM.