Reduce Stomps With Dynamic Difficulty?
#1
Posted 03 February 2014 - 08:22 AM
Artillery/AirStrikes
-When exceeding 4:3 (12-9 or 4-3) the winning team cool-down timer is tripled
-When exceeding 2:1 (12-6 or 6-3) the winning team artillery is unavailable
-When exceeding 3:1 (12-4 or 6-2) the losing team has artillery refilled!
Coolshot
-When exceeding 4:3 losing team coolshots do an additional 25% heat reduction.
-When exceeding 2:1 losing team coolshots do an additional 50% heat reduction.
-When exceeding 3:1 losing team is given a coolshots or theirs gets refilled!
Mech efficiencies and modules
-When exceeding 4:3 winning team loses Elite-level efficiencies if so equipped.
-When exceeding 2:1 winning team loses Basic-level efficiencies if so equipped.
-When exceeding 3:1 winning team modules go "offline" for some made-up reason.
Chance to crit or ammo/gauss explosion
-When exceeding 4:3 winning team chance-to-crit decreases by 25%
-When exceeding 2:1 winning team chance-to-crit decreases by 50%
-When exceeding 3:1 winning team chance to crit decreases by 75%
Damage received
-When exceeding 4:3 winning team damage reduced to 90% of stats
-When exceeding 2:1 winning team damage reduced to 75% of stats
-When exceeding 3:1 winning team damage reduced to 60% of stats
These are just a few simple ideas and the numbers are for example and would certainly need some time through the test servers to normalized.
Secondly, I know there will be push-back from those who disagree, but I implore you to please explain your thoughts, reasoning, or alternatives in a way that continues discussion forward.
I for one would love to see those last remaining few guys see their mechs become 25-30% more resilient or effective in comparison to the 6-7 opponents remaining.
Thoughts? Ideas? Hate it?
--billyM
#2
Posted 03 February 2014 - 08:36 AM
Nobody ever tied a hand behind their back to give me a chance when I game, and if they did I wouldn't game with them again. Bring your best game or go home. In one year of Gaming here I have rage quit playing once. And it was because I was not performing up to snuff. Next day I was back to playing for 6-10 hours.
Edited by Joseph Mallan, 03 February 2014 - 08:36 AM.
#3
Posted 03 February 2014 - 08:57 AM
In my view a system like this would both punish players for winning (bad) and reduce the awesomeness of unlikely team comebacks (also bad).
And you're operating from a view that all lopsided games are bad games, which is not necessarily true. If a team has better coordination and position it deserves the steamroll.
And if you're pugging and concerned about the presence of TS premades remember you have just as much chance to get the good ones on your side.
Do you like the idea of your entire team being nerfed just because you dropped with an effective experienced lance?
#4
Posted 03 February 2014 - 08:59 AM
how bout we just balance teams to begin with?
#5
Posted 03 February 2014 - 09:00 AM
Arty Strikes re-fill for Losing side? What happens if the remaining losing mechs do not actually have Arty/Air on-board? They would be provided a Bonus that they can't utilize. Not really a Bonus.
Cool shots, same as above.
Efficiencies and Modules?
I have been out Scouting, nary took a scratch and suddenly all my Elite and or Basic Efficiencies suddenly drop off? Better be a damn good reason (a nuclear EMP affects ALL Mechs btw), other than the other team doesn't have its %^&* together this Match.
Damage reductions?
Wouldn't be needed if the enemy just did a better job when applying theirs.
Edited by Almond Brown, 03 February 2014 - 09:05 AM.
#6
Posted 03 February 2014 - 09:33 AM
Hopefully matchmaker improvements and tonnage restrictions will help with the first two, but people are always going to make the occasional mistake and get themselves killed. As to that last point, I don't think the devs should try to "fix" that.
#7
Posted 03 February 2014 - 10:30 AM
A stock Atlas with a standard engine, no endo and single heat sinks should score low in the BV rating, but high in tonnage.
A BlackJack with an AC20, XL <whatever>, endo, DHS, and JJ should score relatively high on the BV rating, but low on the tonnage rating b/c its 45 tons.
Both mechs are about of equal worth to each other, and honestly is about as even as you can get.
Player skill should just be broken up as such. You either have done less than 60 games or you've done more than 60 games. New players should be put in brackets entirely with new players (if at all possible, fillers maybe with super low BV mechs from non-new players).
Everyone else that is above 60 games is in the regular player pool. Done.
Bring a 733C or Victor every match? You'll be playing against mostly other high BV players. Want to take a Stock Dragon? You'll be playing mostly with other mechs of that caliber.
Done.
#8
Posted 03 February 2014 - 10:44 AM
I present to you Exhibit A: How to be a badass while under pressure.
(not to showboat or anything but...)
I don't really like the idea of auto-gimping the winning team when they start... winning. Your idea is well-explained but for some reason, I can't wrap my arms around it.
Fix the matchmaker, remove Elo, have a PUG-Only queue (no pre-mades at all), institute tonnage limits and balancing and most importantly, fix the netcode and weapons balance.
Edited by Mister Blastman, 03 February 2014 - 10:46 AM.
#9
Posted 03 February 2014 - 12:02 PM
mwhighlander, on 03 February 2014 - 10:30 AM, said:
I would say not instead of Elo, but in addition to properly implemented Elo. If you use Elo difference ranges Paul mentioned in his last Command Chair post and convert them to the actual expected chances to win, you will instantly see why Elo "doesn't work" - it really does what it's supposed to be doing, but it's set up in a way that produces no results whatsoever. It's similar to setting up RL speed limits to 300mph - technically concept still works, but serves no useful purpose any longer.
Quote
A BlackJack with an AC20, XL <whatever>, endo, DHS, and JJ should score relatively high on the BV rating, but low on the tonnage rating b/c its 45 tons.
Both mechs are about of equal worth to each other, and honestly is about as even as you can get.
Tonnage as a separate metric is not necessary here IMHO - it's included in BV by definition, as less tonnage implies less stuff you can pack into your mech. Ideally, heavier mechs would get BV increase due to more weapons / equipment / armor, and BV decrease due to lower speed. Lighter mechs are the other way around. Depending on the exact loadout, a "good" lighter mech should be equal in terms of BV to a "bad" heavier mech.
#10
Posted 03 February 2014 - 12:56 PM
If my team wins a match by the ratios you described then the next game I'll be facing a handicap?
Also, this doesn't take into account that teams are random outside of 12mans so even if I'm dropping in a 4man, the other 8 players my next game are going to be completely different from the previous match. So that means you could have 12 pugs all handicapped for their next match and all dropping in different games.
So you could have 12 players in 12 different games runnign around handicapped and handicapping their teams because they had a good round prior to that game.
#11
Posted 03 February 2014 - 01:08 PM
#12
Posted 03 February 2014 - 01:51 PM
Sandpit, on 03 February 2014 - 12:56 PM, said:
If my team wins a match by the ratios you described then the next game I'll be facing a handicap?
Also, this doesn't take into account that teams are random outside of 12mans so even if I'm dropping in a 4man, the other 8 players my next game are going to be completely different from the previous match. So that means you could have 12 pugs all handicapped for their next match and all dropping in different games.
So you could have 12 players in 12 different games runnign around handicapped and handicapping their teams because they had a good round prior to that game.
It would need to be real-time dynamic to function the way I have in mind. ...that means as soon as you get the other team down 3-0, arty timer triples for your team, your chance to crit reduces 25%, damaged reduced 10%, etc... This would not carry game to game, but only work to allow that last remaining lance to do something super-human and eek out a win after being down 8-0...
--billyM
#13
Posted 03 February 2014 - 01:57 PM
BillyM, on 03 February 2014 - 01:51 PM, said:
It would need to be real-time dynamic to function the way I have in mind. ...that means as soon as you get the other team down 3-0, arty timer triples for your team, your chance to crit reduces 25%, damaged reduced 10%, etc... This would not carry game to game, but only work to allow that last remaining lance to do something super-human and eek out a win after being down 8-0...
--billyM
Ahhhhh ok, I see what your'e saying now. I could see some cooldowns on the consumables, that wouldn't be too bad. Just no on damage and crits and such though. I shoot and kill 3 enemy mechs so my weapon magically stop doing as much damage? No thanks to that one.
I still dont' see this as a good way to balance things. That's just encouraging a nanny type game play where a team can take 3 sacrificial locusts and rambo them out into the open just to handicap the enemy team. It also encourages bad play. Instead of being hampered by playing badly you're punishing a player for doing well?
#14
Posted 03 February 2014 - 02:16 PM
So how many folks would be interested in seeing something like this occur on the test server? I'm not saying make it law, just want to experience a 3-fold increase in the number of nail-biter matches....
--billyM
Edited by BillyM, 03 February 2014 - 02:17 PM.
#15
Posted 03 February 2014 - 02:23 PM
#16
Posted 03 February 2014 - 02:33 PM
#17
Posted 03 February 2014 - 02:38 PM
LauLiao, on 03 February 2014 - 02:33 PM, said:
That's another issue. What's to stop a few heavily damaged mechs on my team from running out and going down in a blaze of glory alpha striking everything in their path just to give the rest of the team a bonus instead of pulling back and trying to survive? I just don't see it as a good way to balance stomps
#18
Posted 03 February 2014 - 02:55 PM
#19
Posted 03 February 2014 - 03:36 PM
#20
Posted 03 February 2014 - 03:41 PM
There are times when a lone mech can make a comeback, but generally since PGI continually nerfs individual weapons, and throws greater numbers of mechs into a game, the ability for a smaller force to make a comeback is reduced.
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