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A Change In The Way We Think About Things...


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#101 Gut

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Posted 07 February 2014 - 09:37 PM

You need to read all of what I say before you respond to any one part of it. If you don't, you probably deserve to have your post deleted. Because I spent the time to go through the entire thread, so should you on at least this entire post. There will be no "too long didn't read" summary.

View PostJosef Nader, on 06 February 2014 - 02:24 PM, said:


There is one big flaw in your logic. In order to preserve the feel and tone of this game, mechs need to be tough and hard to kill. Nerfs are designed to increase the time to kill. Buffs are designed to decrease the time to kill. The big complaint (whether or not I agree with it) is that 40 damage pop tarts have a time to kill that is out of whack with other builds. If everything gets buffed, the time to kill drops and the game loses some of its flavor, in my opinion.

Mechs should be resilient and hard to put down. Hence, everything that puts them down too quickly needs to be toned down.


Mechwarrior has always been different than Battletech, both the Tabletop and the novels. It has always been about being effective on missions. You take the best you have on any given mission, and do your best to eliminate threats as soon as possible.

What most of the people who complain about the "meta" (or what I like to call "min-maxing") say, is that it doesn't feel like something.

Seriously. It's a shooting game. It's never. Ever. EVER. Going to feel like the lore. It's never going to feel like the Tabletop game. And it shouldn't. It's made so you can shoot people. And whenever someone can shoot someone else, they will try to do so in the most efficient manner possible.

This is why there are nuclear bombs pointed at people, which, I'll admit is one point in your favor that you haven't brought up. The difference in this game is, one side still wins. There is no mutually assured destruction.

I don't know about you, but I don't want to spend 40 minutes hunting someone down in a huge map and then spend five minutes out in the open torso twisting as we slowly strip each other with whatever weapon we think will fit the range we're currently in. I want to get in, constantly readjust my position, and kill without taking damage.

The problem is you want to be taking damage as well as dealing damage. That may be the "flavor" you want. But it will never. Ever. EVER. be the best thing for a game where you can AIM AND SHOOT PEOPLE. More to come on this in one of the lower posts about using dirt as unlimited armor.

View PostReno Blade, on 07 February 2014 - 12:21 AM, said:



It seems you are contradicting yourself.
Putting people into different brackets would lead to smaller brackets and you don't find matches at all.
Wasn't this the reason we had some Elo changes lately? High elo players not beeing able to find matches sometimes.
If you have an environment where EVERYONE lives longer (e.g. less pinpoint damage), the game is much more fun. You can take a risk and don't be instant-killed by "best" players.
If the "meta" would be nerfed (preferably pinpoint weapons), the mentioned Rambo would have a chance to survive and your team would need to shoot a bit longer.
But if you make weapons more effective that are not as strong, you will just kill everyone even faster with any weapon.

If weapons are too good, the game will be as fast as Call of duty and Battlefield and armor will make little difference.


If 12 mechs run at each other, and the teams are effective, yes. Some people will go down fast. That's because if the team is efficient, they will be aiming at the same mech. No matter what weapons they are using. Read that again. NO MATTER WHAT WEAPONS THEY ARE USING. That's just attrition.

Now as for the point of ELO and brackets.

My original point in this thread was that higher ELO players should only be playing other similarly skilled players. AND. AND. AND. it needs better queue times. Not either.

What this means, is they need to find a way to bring new players and keep them playing long enough to be skilled enough to make it into the higher tier. Not remove the difference in tiers.

And this admittedly is one point in favor of allowing people to live longer, so they have more play time actually fighting.

The problem is though, if they get used to playing that way and then they move up into a new tier, they will be killed fast no matter what the meta is.

When I play any online game, I do not play the story mode. This isn't meant to be bragging but to make a point.

I was world champion 1v1 sniper player 2005 in Star Wars Battlefront II (PC). I never once played the story mode all the way through. Ever. And I still periodically play the game online.

I did this because I knew I wanted to be competitive. I knew I wanted to win. I knew I wasn't there to just have fun every once and awhile. More on this replying to the next post.

View PostCraig Steele, on 07 February 2014 - 03:42 AM, said:



Agree in principal, but completly irrelevant to the casual gamer that logs on for an hour of mech stomping laser blasting fun.

Seriously all those guys the Pro's chew up as canon fodder have feelings you know. They'll take a few knocks for sure, but if all they get to do is look at load screens, they'll be gone soon enough. If you're in denial over that, well I can see why you argue so.

Then what will the die hards do, scream about "failed to find match" screens I expect.

The game has to cater for the majority population or it DIES, which means making it entertaining to the casual gamer.


Ah. Casual gamers. Playing a game that was once thought to be a future simulator. These people need to be put in a lower queue for this. Where more and more people can be brought in and actually play.

My suggestion for this would actually to have it be locked chassis in one queue, and personalized mechs in another. If you're going to spend the time to fit out a mech, you should know that it's going to be put up against other fitted mechs. And that if your mech doesn't hold up, or your tactics (more on tactics later) don't hold up, you will die and deserve to die. Go have your mech stompy robot fun in another queue.

To separate this and make it better, give the modded mech queue incentives (CW, viewable ELO, ladder system, something!) and let the locked chassis queue just be what it is now: randoms. People can get better in randoms and earn money to build a mech that will work in the ELO system. The fact that you want your mech to work in the ELO system but it doesn't means you really don't want to win the ELO.

Hearthstone has been gaining popularity recently, and while it might appeal to a larger audience, it has something like what I've described above, a casual aspect (albeit you can take whatever deck you want), and a ranked one.

View PostReno Blade, on 07 February 2014 - 03:56 AM, said:


Ellen, if you want a shooter with one-shot style where tactic is > everything else, please play CS, CoD and BF instead.

I can understand that you want to be competitive and you guys are always a nasty opponent, but you also have to remember that this is a Mech game where you have multiple weapons, multiple different mechs and all of them are armored and should not die in seconds.
Do you have fun moving 5-10 minutes into a good position and then shooting everything to bits in 10 seconds (exaggerated)?
I'd call that a waste of time!

If you can't have "action" (aka. FUN) in a game, why play it? Beeing in spectator mode for more time than in your mech (not even speaking about actually fighting) is NOT fun.

Therefore, I say the balance between moving into position and actually fighting (a.k.a. time to die when combat starts) needs to be adjusted to have more time in combat than out of combat.

All this is because we don't have respawn. If you have respawn, you can be a lot faster back into action (like in Unreal Tournament).
But we have 15min matches and only one mech.
Thinking about future modes that could involve repair and multiple maps without full repair&rearm to fight a scenario, then the whole thing increases even more so.


If you want any kind of combat to last longer, use cover more effectively. Use position more effectively. It sounds like you want an open vs open match where both sides can shoot each other in the open longer. That's not tactics. Using cover is -by far- more tactical than shooting someone in the open for a long time.

The fun you want has been addressed above. And it will be again below. As for now, you need to learn how to have fun taking advantage of certain things (like 4 mans and using cover even MORE effectively) that will improve your chances of staying alive and fighting longer.

I do think that respawn modes would alleviate a lot of the criers who claim they don't get to play much. Also different sized queues. (more on private lobbies coming at some point)

View PostReno Blade, on 07 February 2014 - 05:33 AM, said:


It's because you CANT survive in that situation that I'm posting and that the "meta" needs a nerf.
If you are not in a meta mech yourself, you are dead in the second you get shot.
There are mechs with less armor than a 80t mech, no JJ, or XL engine. Not to forget anything that needs speed (light/med) that get legged instantly, or outright killed.
Would it be so bad if you had to land multiple shots instead of 1 to get all your damage on target? Wouldn't that show the "skills" of the good players even more so?
But no, point&click is more "pro".

If you want to compare MWO to a shooter, then the meta is running around with sniper rifles and instashooting everyone who is not as fast as you.
Did you play CoD and get permanently one-shot by quick-scope snipers bunny hopping around the map and not even have a chance to use your MP/Assault rifle? That what it compares to.
Yes, if you don't plan to play Meta in the Pug group at all, that would be fine then.
Would that mean all the "Meta players" would never fight in the other queues/brackets again? I doubt that.

But even when you say, 'its no fun pug-stomping', why are there so many "meta players" who still only play in "meta" mechs like the highlander instead of trying to have fun playing "average" mechs/weapons and maybe proving that its really skill > build?
It looks like win > fun no matter the "cost".
Which two scenarios?
Moving 10 minutes and dieing in 10 seconds vs. beeing a spectator for >7.5minutes?
Thats the one scenario you described (tactics>all killing your opposing team) vs. the typical end of a player facing "Meta players" (in pug matches) (dying early and quick and then need to spectate the majority of the game).


Just because our philosophies are different doesn't mean that either one is correct. You have to learn to play the system whatever it is. And guess what. You can survive the situation. If you play effectively enough. That includes your mech layout and teammates you bring with you. Also see posts about ELO queues and additional play modes above.

I have fun by winning. Because I'm a competitive person. Sorry you're not as competitive as to want to win within the current system and instead believing you'll only be better in a future one. Also sorry if this comment is snarky. But you're being ridiculous about the people that play this way.

By the way, I guess I'll go ahead and address this.

Winning individual fights is all about playing as a team, getting position, and using cover or movement more efficiently. It's only partly about shooting better. When you want to shoot each other longer, you're taking away the other aspects (especially using cover more BECAUSE: (and I want you to hear this) when you are forced to use weapons (and by forced I mean there's ALWAYS going to be a best set up, whether it's for opens or specific maps) that make you train on targets longer, you are going to be out in the open longer.

The shooting in MWO is a ton slower than those other games you mentioned as well. They just feel faster because you respawn (usually).

View PostKaldor, on 07 February 2014 - 06:30 AM, said:



Some mechs will never be competitive until there is a scaling pass done. The Awesome is one of them. Nearly as big as an Atlas, huge hit boxes, less armor, less of everything, almost entirely energy weapon dependent, etc. I can think of a few other mechs that have that same issue...


So sayeth the "~The Best HGN player in the game". You want to play the poptart thing, cool. Thats your deal. I did the poptart thing for a long time, and got bored. But dont act like its hard...

Even if they "fix" SRMs, there are other factors that limit brawlers like a broken heat system that punishes play styles that require DPS over time, but have no effect on meta builds. Poor mech size scaling, mech sizes need to be based on armor. Hardpoint sizes need to be put in place to put some limitations on .....

Ah screw it. Ive been over this crap a 1000 times and Im not typing it in again.


I agree with your statement that scouting needs to be done, but lets look at this when youre in a PUG drop. 4 guys jump in some meta build, in voice chat, and wreck shop. Been there, got the t-shirt. They have the upper hand because the builds are that much better than everything else. Scouting in a PUG game is minimal unless your lance is doing it. Most maps have very defined places where sniping builds work very well, and no amount of scouting is going to make a difference. What you say makes sense in a perfect world, but the broken aspects of the game are hindering it.

Im also seeing a "please dont nerf my (insert mech and build here)" statement from you. Do you honestly think that TTK is OK right now? Yeah, if you are using lasers and SRMs, TTK is fine. But meta builds far outshine everything else in effectiveness.


The "~The Best HGN player in the game." bit is from another thread, so I gave homage to it. I'm very egotistical, but I try not to let it show, usually. I hardly ever call people out, I try not to be disrespectful, and I don't do negative slam tactics such as "blah blah you suck".

I like your suggestions about allowing other weapons to be useful. I don't like the fact that you say it's not hard. The act itself, of course, is not too difficult. The difficulty comes when you're facing another team doing it effectively as well, or when they get close enough to brawl (and yes, some brawling IS effective.) If you only have a split second to shoot the enemy, you have to be EXTREMELY skilled to do it better than they. Or being in position to fight against those that move in on you. That takes skill. And to do it consistently IS hard.

Admittedly, it CAN sometimes get boring. Especially against people who don't know what to do against it. Then I face a really good team and it's intense and I'm not bored of it anymore.

View PostJosef Nader, on 07 February 2014 - 07:58 AM, said:


Ellen, I'm going to chime in here. I'm a big fan of slow, methodical shooters. I have spent many hours tensely crawling face-first in the mud for several minutes hunting for the teltale 4-5 pixels that denote another player before getting killed in a single shot by someone who saw me first. I quite like those games, but MechWarrior is not those games nor should it ever be.

Mechs are tough. Mechs are durable. In tabletop, it takes a monumental amount of firepower to bring down the heaviest assaults, and even lights and mediums can withstand a solid amount of punishment before going down. That dynamic changes a bit in MWO, as our damage is not randomly placed and skill can apply damage repeatedly in the same spot. It's the nature of the game, and I would not have it any other way. That said, long time to kill is part of the mistique and flavor of this game. It should take coordinated fire from a lance of mechs to drop a mech in anything less than 10-15 seconds, even if the enemy MechWarrior is holding still. Our fighting robots need to feel tough, and even at the competitive level mechs should take a beating before they go down. It's one of the Unique Selling Points of this game, and it needs to be expanded on.


In TT, if you have 8-12 mechs focusing one mech, how "long" does it take to get that mech down? Probably "15 seconds" of combat time. Or less.

The difference here is in the TT you aren't really in the open. You're taking advantage of cover, and you probably are only playing 4v4, where it takes somewhere closer to three rounds of constant focus fire to bring down a heavy mech (30 seconds of in game time) I say less above, because the more people shooting a mech, the faster it will go down. It just feels like it takes forever in MWO because there's almost always more people than that shooting your mech. If you notice in 1v1, you will tend to last longer if you are playing correctly. If you are getting shot at by 8 mechs, and they get to choose where to hit you, you deserve to die in 5 seconds or less of you coming out of cover.

This to me proves that people who use TT as a crutch need to be realistic about a shooting game. It is a SLOW shooting game. It is just not an hour long game to set up and play 6v6 on.

View PostMercules, on 07 February 2014 - 08:59 AM, said:


Same here, I play a lot of DayZ and there are times where you are certain someone is about but not sure of where they are and so you patiently move through the area in cover. The patient person ends up surviving, the impatient ends up on the coast starting over from scratch.

One of the biggest issues in Mechwarrior, from my point of view, is the pinpoint accuracy of convergence. With convergence Alpha Striking just makes sense. Convergence makes it the defacto meta especially combined with screwy heat. So mechs that can mount multiple weapons that work well in an alpha strike and deliver all their damage in one quick punch rule the meta. AKA Highlander.

I honestly think removing convergence would resolve so many issues. Someone pointed out that what would happen then is someone would realize they could put 2 PPCs on one arm and again have them strike the same point. This is true, but it also means people only have to strip one arm off the mech to remove the majority of your firepower. This would be why the Griffin is not terribly popular, it's weapons are all on one side making it easy to disarm.
Think of it this way. Removing Convergence will lessen the value of hopping up, firing, and then dropping. Why? Because to hit the same location with all major weapons you would have to fire at least twice with most mechs unless you decided to put your eggs all in one basket, so to speak, in the arms. You could possibly hit the mech with everything but it wouldn't be everything hitting one section of the mech.
As for scouting... scouting is a joke in the game. ECM means you can hide easier BUT it is almost better to have that back covering the team instead of out on a scouting run. Non-ECM Scouts get noticed and spend most of their time ducking PPCs and LRMs. Lacking voice chat with the whole team they have to STOP and type in information. Often you can't even light up all the mechs because there is a DDC or your counterpart light with ECM wandering around among them.

If you DO Bother to scout you get 0 reward for your efforts. Why? Because you don't typically get Spotter bonuses, those go to the people who are just over the ridge from the enemy but not in LoS but are closer than you and have locked them up via your lock before the other teammate fired missiles and so being the closest mech with a lock they get the Spotter bonus. You don't get any of the XP/CBills for component destruction, kill assists, kills, or anything else because shooting a target while scouting means you just alerted them, and their team as to YOUR location which makes it very difficult to continue to provide information to the team since you have to type it in and now you have plasma/shells/missiles inbound and likely one of their own fast movers headed in your direction.

See, what typically happens when you have 4 meta Alpha-Sniper mechs in a 4 man on the other team is that they focus fire anyone who comes into view. If a "scout" gets LoS on them they will destroy it as soon as they can, all firing at it. You can duck and dodge one decent skilled player at that range for a bit, but 4? Why would they kill a Scout? Because in PUGs people still use LRMs and with a scout with eyes those LRMs can be a problem for someone who is trying to Jump-Snipe. So they kill the one person that is in LoS which ends the threat.

So basically the easiest way to play this game right now is a 4 man with 4 heavy alpha builds, preferable with JJs.


In matches where teams are of more equal skill level, scouting is the most important role on the field. Min-max "meta" matches know this and lights are a big deal. Bigger than big, a HUGE deal.

Also, the game lasts 15 minutes. There's no time, and the maps aren't big enough for "actual" scouting.

As far as convergence and restricting mechs, see previous replies regarding split queues.

View PostMercules, on 07 February 2014 - 09:06 AM, said:



Here is a question for you. Why isn't that true of Awesomes and Atlas? They are both one of the biggest mechs in game with immense firepower. Somehow that statement just doesn't seem to apply to them in the same way. Maybe it is because we are not exposing ourselves but that Highlanders can break cover for just long enough to Alpha their "immense firepower" and then are back in cover. 4 of them can do it in a very coordinated fashion too. Why can't Atlas and Awesomes do that? What is the difference here... Hmmmmmmm...
People don't typically make the mistake of exposing themselves too often. What happens instead is that Highlanders have the means to expose you very easily without exposing themselves for too long to return fire. *Pop*-*Blam*


Your games are over in ten turns? We typically spend 10 turns just FINDING the enemy, another 5 maneuvering with potshots then about 5-10 more actually shooting.


You're right. Awesomes and Atlases can't use cover as effectively. But the alpha isn't the problem here. It's the JJ. Either limit what you can do with the JJ, or make it use more heat. I think the TT feels a lot more hot. It's about the cover.

Also, you're dead wrong about the people "don't typically" make the mistake of exposing themselves. It happens ALL THE TIME. Most people just aren't fast enough to live through it. See previous replies regarding more TT time tables.

View PostFut, on 07 February 2014 - 09:25 AM, said:



Battletech/Mechwarrior has never been a quick battles game. The best part of the IP is that it's a battle of attrition, you slug it out with your enemies, picking pieces off of them and loosing pieces of your own Mech, until finally one of you goes down for good.

This "pew-pew you're dead" game is fun, but it's not BT.


Again, see TT replies above.

View PostKaldor, on 07 February 2014 - 09:34 AM, said:


I agree again. But the issue is that the Highlander is too effective at that role. 1 is a tough mech, 4 of them working in concert is a nightmare. And the meta builds are really effective from about 100m out to 500m+.

Ive said it before, and Ill say it again. Its not hard to put 2 PPCs, and (insert ACs of choice) on to a mech that can jump. Its not hard to get in voice chat with 3 other guys. Its not hard to sit in 3PV and peak the hill to scout. Its not hard to jump and shoot. The problem is that every other weapon/build is inferior. You cant boost every other weapon up, or it destroys the TTK for a mech. So what to do?


We've mentioned TT before. See above.

3pv is restricted in 12v12. It is hard to jump and shoot someone when they are jumping and shooting you as well.

Also, it's harder to lead targets than to keep your cursor over a given spot.

Stop undermining the skill these take just because you "shoot once", there's a crapton of other stuff you have to do to be great at it.

View PostMischiefSC, on 07 February 2014 - 10:07 AM, said:


I'll chime in a bit just because I took a few weeks off from MW:O lately (Assassins Creed IV: Black Flag, god tier game. Seriously, we need to add the Oberon Confederation to MW:O just so I can play a pirate in a mech) and just came back to check out the new UI 2.0.

I actually like it. There are some things to improve, obviously, but the potential is clearly there and I get where the update is going.

It felt very.... CoD. I hopped in my Orion which has always been a solid performer for me. It was quick and nimble and so were my enemies. Everyone died very quickly. Bluntly? Combat in MW:O has become so quick and twitch that it made Assassins Creed feel thoughtful and methodical. I'm not sure I like that for MW:O. I love me some ARMA 2, one shot one kill sort of environment and it can be fun for that but the flavor and identity of Mechwarrior and Battletech is being in a huge, heavily armed and armored robot. It should be slower, better armored. It should feel like a giant robot, not a power suit.

Not to draw fire here but I'm all for nerfing. I admit, I don't like to play my Victors or a HGN. I do when I get the chance to play in 12mans because you either bring the meta or you sandbag your team and I carry my own weight at it but the advantages those mechs provide (high pinpoint, high mobility, small profile, great agility for the firepower/armor/mobility) makes not taking them a self-imposed nerf. Yes, they can be beaten. Obviously they can, nobody is saying otherwise. It's that with only a bit of practice anyone can do better in one of those two mechs than they can in something else.

Just please remember that the issue isn't those specific mechs or even jumpjets. They are just the point of concurrence for the pinpoint damage meta of ACs and PPCs along with narrow torsos and high mobility. Those three issues (relative component size, engine size and torso turn rate and angle along with acceleration/deceleration and pinpoint damage for PPCs and ACs) are the source of the issue.

My respectful opinion would be to bring mechs of similar weight into some sort of maneuverability concurrence. Wider torsos (Awesome, Battlemaster) need more speed, wider degree of torso twist and more torso twist speed. Narrower torsos (Victor, Highlander) need less. The BM-1G taught me an important lesson - a mech that can't turn its torso 90 degrees is utterly worthless in brawling - you can't protect your side torso. You can't turn it enough to escape weapons fire from someone in front of you. You also can't turn sideways to track an opponent. You do something like that to Victors/Highlanders and you'll make them worthless as anything but snipers.

Give PPCs (possibly bigger ACs) a DOT effect. Even a brief one. 0.3 to 0.5 seconds is enough to spread damage across locations when poptarting or hill-humping. Maybe give PPCs 0.5 seconds of DOT for the first 5 damage points and then a 5 point 'whump' at the end? Literally reverse the projectile. It's a PPC anyway, it should be sending a laser-like effect to the target to create a transmission line and then arcing the lightning-like projectile down it. ACs in the 5,10,20 size can be a small burst of fire.

JJs... well, they're needed for mobility. JJ shake was great but perhaps have it not cause motion-sickness inducing shake to the screen but just the reticle? Can that be varied based on mechs weight? Larger the mech the more the shake and the longer it lasts?


JJs could use a -small- nerf. Not a huge one.

#102 Gut

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Posted 07 February 2014 - 09:43 PM

View PostRebas Kradd, on 07 February 2014 - 10:08 AM, said:


Eliminating convergence and hardpoint sizes are off the table. PGI is not going to start over from scratch in regards to game balance, and these ideas would have that effect. It would be starting all over and loads of people from every ELO and efficiency would be upset.

Additionally, while convergence is a ****** in certain situations, removing it would eliminate the ability to target specific components and would only result in an even more "shoot the center torso" game than we already have.

I agree that mistakes should be punished in this game, but there are degrees of punishment and they have to be balanced with mechs being tough to shoot. Right now there's so little nuance to this game. Mistakes are punished with five seconds of CLANG-CLANG-CLANG and then you're dead. Curve too steep. Manuevering, range management, heat management, and picking off components are completely irrelevant right now because blob warfare rules because of the high damage output. Tone it down and a ton of nuances return to the game.

We've got way too many people arguing purely on principle in here ("nerfs always lead to blandness and are always bad"). This nerf makes perfect sense in its context (jump jets being too powerful) and is relatively unobtrusive to the actual weapons mechanics. It's a great idea in my view.


In the TT you barely ever have time to get all 8 mechs guns on the enemy. In this game you do. Therefore it goes faster. But, it's SLOW AS HECK for a shooting game. Stop saying it's not.

(P.S. Letting 8 mech's guns get on you is pretty much the epitome of a stupid decision to be punished, unless you are playing with that many other people on the same agenda)

View PostJman5, on 07 February 2014 - 10:08 AM, said:



Increasing the time to kill is actually a positive toward making the game more skill-based. The longer an engagement lasts the more skill and experience determine the outcome. The shorter your average engagement lasts the more RNG and luck can determines the outcome.

Think about a modern shooter game where people die extremely fast. Any noob just has to be in the right place at the right time and he can down some pro who has been playing CoD games for 10 years. In mechwarrior, you have a lot more health so even if some noob gets the lucky first hit you have plenty of time to make it back with a better loadout, torso twisting, using cover, and making better subsequent shots. Increasing this time to kill lessens the luck factor of who hit who first and strengthens the skill factor of how you manage your mech while in a fight.

Anyone who thinks they are good at this game should be rejoicing when they increase the time to kill. All that does is widen the gap between good players and bad players.


I don't want games to last 15 minutes. (the 3-7 minute games are great) I don't want to widen the gap. I want people with backbone to pony up and get good at shooting in a slower-paced game compared to CoD. I want a lot of people to be really good, so we become better. I want people to have a queue where they can train for this without being ranked.

How in the world is it luck if I hit you first? How is it luck if you hit me first? If you hit me first, congratulations! I made a mistake. I deserve to be punished for it.

RNG needs to be eliminated by removing the hitreg issues. But that will decrease TTK, not increase it.

By the way, since I respect you I'll mention this here. I'm not even totally against all battles being longer, or even in the open. I'm against people who want to take it from the game completely because they don't use it correctly, because they don't want to use it competitively.

I want the hitreg issues to be fixed first so that other stuff DOES become competitive (read: SRMs)

View PostJoseph Mallan, on 07 February 2014 - 10:15 AM, said:


Cept I have had lots and lots of very skilled people tell me that when you are in a fight, the faster you can put your opponent down the better it is for your personal well being. Was Mike Tyson a bad boxer cause he could knock out his opponents in just a few seconds? How well did he do long drawn out fights? My martial art teachers uniformly tell students to end fights quickly to limit harm to themselves.

So I bring that philosophy to the computer as well, The less TTK for me, the better for me to survive a match.


Yup!

View PostEast Indy, on 07 February 2014 - 10:22 AM, said:


This is a recreational game.


Maybe for you. There needs to be a queue for those who just want to shoot. See above.

View PostFactorlanP, on 07 February 2014 - 10:22 AM, said:


The win will ALWAYS go to the guy who can put the other guy down the fastest.

The trick here is to stretch Time to Kill out enough that BOTH players can get a little enjoyment out of the battle.

With longer Time to Kill, the best players will still win... In fact, longer time to kill should better reveal WHO the talented players really are and who was using the meta as a crutch.

Maybe that's what a lot of these "High Elo" folks are worried about...

Food for thought...


I'm sorry. I don't want the other player in a "ranked" scenario to be getting enjoyment out of it. I'd rather win. If they are skilled enough, we will both be enjoying it and it will take longer just because we are both being efficient.

View PostJoseph Mallan, on 07 February 2014 - 10:27 AM, said:


So was my days in Tae Kwan Do and Wing Chun Do. Jr High school wrestling, etc

I treat this as I do any competitive activity, friendly or not. It is a combat game, and combat is played to win. Now again, You want More TTK cause you want to live longer, I want less TTK, so I can kill you faster. Somewhere between those play styles will be a good medium.


Yup.

View PostJoseph Mallan, on 07 February 2014 - 10:32 AM, said:


I wouldn't know about that. Who's more skilled, Ninjas or Samurai? Line soldiers or Snipers? Mike Tyson or some guy who wins by decision... help me out here, I don't know many Boxers!

It may be a different skill set, but getting the job done fast and clean is a skill set all its own. And it is my preferred style of play.


Yup.

View PostRoadbeer, on 07 February 2014 - 10:36 AM, said:


Academics of preference between a long or quick battle aside.

We've already doubled armor once, so... we double it again? We remove pinpoint? We just get rid of weapons entirely and play Rock'em Sock'em robots?

Give me a solution that doesn't open up a never-ending cycle of horrid imbalance at best and game-breaking at worst.


This. We've already done the increase time to kill thing. Sorry it wasn't enough for you. We already decreased PPC damage, Gauss mechanics, a crapton of times. People, no matter it is, will be using the most effective form of what they can.

View PostKharnZor, on 07 February 2014 - 10:38 AM, said:


Mike Tyson or not it depends on the individual boxer. Like how skill (and play style) varies from pilot to pilot eh


Sure. If hit reg was awesome, you could use different tactics more. I promise.

View PostFactorlanP, on 07 February 2014 - 10:40 AM, said:



Increasing time to kill doesn't take "getting the job done fast" away from a talented player. It only redefines what fast now is...

A talented player will still be "faster" than a poor player...

It honestly sounds like you would be in favor of one shot kills... That's fine if that's the kind of game that you enjoy. I would suggest that, as others have said, that isn't really what BattleTech and Mechwarrior is supposed to be about.


The shooting game aspect of Mechwarrior, AGAIN, is slower than most shooting games. And it's faster than the TT because it is a shooter. Nothing will change that. Nothing will make the game last as long as you want because competitive teams will always be focused more mechs on you then you have on them, if they are playing efficiently.

Stop trying to take the shooting out of Mechwarrior. It's what makes it Mechwarrior and NOT battletech.

View PostJoseph Mallan, on 07 February 2014 - 10:41 AM, said:


I love it. its the players who want to tell everyone else what the "right way" is to play. I knew a guy... He loved hot running mechs, had a stratagy and everything. Worked pretty good for him. I am a cool running Alpha Dog. We squared off a few times. He lost twice as often as he won. I never told him he ha to play my way and both had a blast, every match.


Play how you want. Don't expect to win unless you play more effectively.

View PostJman5, on 07 February 2014 - 10:42 AM, said:


Hmm, I should have been a little more clear in what I meant.

Yes, I agree with you that the faster you can take your opponent down the better it is for you. What I mean is that the longer a fight has to last because of health, weapon damage, or whatever, the more skill is going to factor into the outcome.

So let's say you have two scenarios.

Scenario 1) It takes on average 2 hits to the CT to kill a mech. If some noob is just camping a corner when a player comes around the bend the noob gets the initial CT hit. Now he only has to get lucky with his next shot and he beats mr High Elo Meta Mech. Obviously more times than not the pro is going to come out on top, but the shorter kill time leaves more to chance.

Scenario 2) It takes on average 10 hits to the CT to kill a mech. If some noob is camping a corner when a player comes around the bend the noob gets the initial CT hit. Now he has to get 9 more CT hits before the pro can land 10 CT hits. The longer engagement time means that the lucky first hit plays less of a factor. Mr High Elo is almost always going to reach that 10 CT hits much sooner than the lucky noob who can't play as well.

Hope that clears things up.


I'm fine with dying to noobs if I make a mistake and show myself to them. That's my being bad, not their being good. Great sports team lose to mediocre teams all the time when they don't play well.

View PostEast Indy, on 07 February 2014 - 10:46 AM, said:


Those are competitive sports. Not understanding the difference is why developers constantly rebalance. Recreation brings expectations of variety, give-and-take, and play duration.


Philosophy. Devs have to take both sides into account. And know that the people at the top actually know MORE about it than the casual.

Bad analogy, but let's call it trickle down. If you nerf PPCs more, it still nerfs them for the stock builds that have them.

View PostJoseph Mallan, on 07 February 2014 - 10:47 AM, said:


If the shot was within the realm of possibility, Yes. I do love the rush of turning a corner, and BOOM decap! Or putting two Gauss slugs in a cockpit. Heck I trained on the rifle range in the Corps to put most of my shots in the silhouettes head at 500m. You know how interesting it is hitting the {apparent} head of a pin 7:10 times.

Mechwarrior and Battletech is about fighting for the control of known space and securing your faction as the ruler of all others. What is it to you?


We need CW for any of this to matter.

View PostJoseph Mallan, on 07 February 2014 - 10:52 AM, said:


Agreed. Now why would I want you to have a chance to change the momentum of the fight? My objective is to win the game/match/fight, that being said, I again ask, Why do I want you to have a chance to win?

I am not expecting you to give me one. I am expecting you to use every tool in your arsenal to kick my But.


This.

View PostJoseph Mallan, on 07 February 2014 - 11:02 AM, said:


I am that competitive at work, and in my everyday life. When I exercise I strive to beat my previous performance. I want to out score my fellow gamers. I can't most of the time, but those matches I do...

I can work with the game having a balanced TTK, but perspective must be kept. Not everyone wants matches to take longer. Or to have it take longer to kill an opponent. I am that counter argument on this topic. I am no more right OR wrong than you guys. And the discussion is all good, we are all being mature and respectful in our disagreement.


This.

View PostZyllos, on 07 February 2014 - 11:03 AM, said:



Changing convergence and adding hard point sizes will have minor impact in terms of weapon balance. But, it will effect how each chassis is played. I would basically obsolete every single champion mech (correlation: champion mechs are always outside the scope of the intended chassis design?).

If the correlation is indeed correct, then I would expect most mechs to just disappear in higher tier play because of not allowing for the optimal build. But that is no different than now.

Ghost heat would have to be changed (and honestly, be completely removed because of the number of shots that will be needed to drop a mech).


Convergence should only be removed when firing many weapons. Firing one or two weapons at a time should be pretty freaking accurate (think sniping with Gauss Rifle, PPC, or AC/2).

If you want to put out high DPS in a short amount of time (basically alpha strikes), then your accuracy will suffer. If you want controlled fired to take out a specific location, then your damage will suffer but the accuracy should allow you to try and take out specific components.

Battletech should be centered around engagements of high DPS until armor opens. If that armor location that opened is especially crippling to the enemy, then DPS should be slowed down to regain accuracy.


Most of this is great. Except this isn't battletech, and I can use more effective cover in a Mechwarrior Shooting game than I can in TT. Also, I can aim, so I don't want me hitting you because I'm a good shot to be offset by some random RNG. Also, I have better teammates. And there are more of them (teammates).

View Postwanderer, on 07 February 2014 - 11:13 AM, said:



This is also true, and why I said fixes need to be to the actual sources of the problem, not specific chassis. The chassis is not the problem. It is what can be mounted on it that causes the problem, and that's easy jump sniping capacity (bad JJ system) and frontloaded, pinpoint weaponry (AC/PPC's). Fixing the first will only swap the complaints to ridge humping, fixing the second with it will cure issues across a great number of chassis, not just the poptart-meta preferred.


As we've seen, the devs (Paul specifically) have said that TTK is imbalanced- 'Mechs are dying too fast and too easily. That puts the crosshairs squarely on the weapons that have significantly superior kill speed. The autocannon and the PPC, because frankly, you need to deliver less damage per kill with those than lasers or missiles (and as a LRM afficiando, believe me, I know.)

It's why I advocate so strongly for AC's to go to short-burst and PPC's to splash damage. A well-sniped burst of AC/20 fire will still wreck a cockpit, but someone on the ball may be able to flinch or evade enough of the shot to leave them hurting but not automatically cockpit-dead, albeit likely with serious damage to the head and surrounding hitboxes. Someone dumb enough not to be in defensive maneuvering that takes multiple zero-deflection shots to the 'Mech deserves to be cored quickly, but weapons that negate that capacity completely also imbalance in favor of the offense. We shouldn't be seeing 'Mechs moving at 80kph ed up with no CT and not a single scratch to another hit location, even while the other guy was pogo-sticking or moving to diffuse damage themselves. Snap shots should not be sniper-accurate and damage spread effectively makes our tanky 'Mechs "tanky" to begin with. Weapons that negate that put MWO out of it's comfort zone.


If I'm good enough to get a snap shot on someone else who isn't showing themselves that often (playing defensively as you put it), why shouldn't it do the full damage?

View PostFactorlanP, on 07 February 2014 - 11:15 AM, said:



It is that for me as well... But in the Mechwarrior I would like to have, the battlefield is filled with all kinds of combined arms... Infantry, Elementals, Tanks, Rocket Carriers, and of course the BattleMechs.

The BattleMechs are supposed to be the kings of the battlefield. Heavily armored and difficult to take down.

Right now, it is my opinion, that the current meta has reduced the TTK below where it should be... Battle Mechs feel like nothing more than reskinned infantry from some other FPS game... I would like to see TTK brought back to about where it was during Closed Beta.

Even when Gaussapults were running around head shotting people, it was ok because those Gauss Cats were very vulnerable themselves.

I don't know what the answer is, but I do know that I don't believe that the current meta is good for the game over the long run.


Seriously guys! Go play a search and destroy round of call of duty and see if you last 2 minutes, rather than 3-7 here in MWO. MWO is sooooo much slower than those games already. An insta-respawn gamemode would fix this.

View PostMister Blastman, on 07 February 2014 - 12:14 PM, said:



Dirt on a hill = unlimited armor

The best jump-snipers will lift off just high enough to crest, fire and drop immediately. What this means is the second you see them, they are firing and if you return fire, your shots don't reach them in time before they drop down or your lasers don't have enough time to paint the target and hurt them.

Anyone can jump-snipe. Only the pros can do it properly.

There's a lot more to it than that but that is the biggest advantage to it--being able to snap-shot the enemy without taking return fire. This is also why snipers never use lasers. They fire in an instant-window which also is why direct damage is breaking the game.


Yes. Yes. Yes. Yes. Yes.

Except, it's not broken. How will indirect damage save the game? Indirect damage will either a) make the game too RNG or :P take the advantages of being accurate in a shooting game away, meaning take less skill.

View PostMischiefSC, on 07 February 2014 - 12:34 PM, said:



That only applies in a largely one-hit-one-kill environment, like real life. When a clean hit to the temple will put you on the mat it's always best to go strong offense. Same with any sort of military environment; you want to shoot the other guy first since whoever lands their shot first wins.

There is no real world combat environment that correlates well to this game and that's where the confusion comes in. Battletech is in many ways more like chess than a brawl. Someone can get lucky once or twice but in chess for example it's not about one move or two moves, it's about twenty. Because of that skill presents an exponentially bigger advantage.

The higher the TTK the more skill comes in to play. The more luck, good and bad, washes out. Sort of like how the matchmaker works - the more samples you have the more averages remove the 'noise' and you're left with the distilled skill.

If I can kill you in 1 shot then luck plays a huge factor. If it takes 10 clean hits to kill you then luck is almost irrelevant unless we're very, very evenly matched.

The key to game balance is about keeping things on an even footing while keeping them different. With a bit of a nerf to the pinpoint poptart meta if brawling comes back into scope while still leaving long range combat viable you'll have a wider set of options to choose from, which is good. SRMs play very different from PPCs but if their kill rate is 50/50 compared to each other then you've got a big win.

Longer TTK is also important because more time on the field in a battle gives more opportunities to learn from mistakes, it also helps scrub that luck factor and push the advantage of skill. That's a big deal in making Elo more accurate as well.

It's a good thing.

Edited to add -

Comparing TT to MW:O most 1 vs 1 conflicts in MW:O last about 20 seconds. Maybe less, depending on the mech. The reason the matches last 5-8 minutes is 12 v 12 and large environments. How often in TT did you have 2 mediums able to destroy an assault mech in 8 seconds?

I'm all for making MW:O have a comparable TTK with tabletop. The issue right now is TTK on a heavy or assault is less than 1 turn in TT. How often did you have 1 or 2 mechs destroying another mech in 1 or 2 salvos?


For these 2v2 scenarios, a shooting game shouldn't be RNG to focus a specific part. I'm all for playing a slow shooter rather than chess with dice.

View PostJman5, on 07 February 2014 - 01:26 PM, said:


Why not just do something simpler and reduce the raw damage a PPC can deliver? The Devs seemed perfectly willing to alter LRM, SRM, and Laser damages. I don't get why they're so reluctant to touch the damage values of pinpoint weapons. Change PPCs from 10 to 8 damage. Not only would that reduce the overall alpha capability of these troublesome builds, but it would reduce the amount of 1-hit critting of items.


I wish they'd push these buttons more often than trying to reinvent and add strange mechanics. Also, projectile speed, not just damage.

View PostRFMG567, on 07 February 2014 - 01:46 PM, said:


From what I've been reading over the past half an hour on the two threads, I agree that Assault Jump Jets are overpowered and it should take them quite a few jump jets to get in the air. This is probably the only thing causing imbalance. Not Assaults having too much maneuverability.

Here's a good quote from Travelbug: "so basically paul wants assaults to be slow, lumbering machines. we all know they really dont have the armor to tank in 12 man" so any movement nerfs will see people going back to the old CTF-3D

As for the 4 Highlander poptart debate, if you're dumb enough to just stand out in the open, of course you are going to get one-shotted by 4 Highlanders.

That's what an Assault mech does best.
Blow stuff up.

Mechwarrior is a game of strategy just as much as it is about combat. In Modern Warfare, you don't stand out in the open. Lo and behold, you soon die quickly. Your computer-controlled enemies also get behind cover to avoid dying.

Case Study:
Watch the game and then listen to one of Smoke Jaguars' comments at 5:29
"If they had a bit more cover and they'd stuck to it, they would have had us. But they went straight out into the open".

Here's the thing. You have to play smart if you want to win. That's what I taught my Support Class in the Seraphim and we used to tear up the battlefield during training. For every advantage you have, there's always a disadvantage. Meta mechs have their disadvantage too - they can't brawl up close. I've learned that from using my RegoMeta build (exclusive to Seraphim only) and they can one-shot with devastating effect, but if you get caught in close combat, you're as good as dead. If you're clever/lucky enough to get a couple of mechs in close to a mech on the edge of a firing line, it is possible to take it down. You just do the same with the others. Very difficult to brawl with a mech that has PPC's (minimum distance 90 metres) and UAC5's (Jam all the time)
_______________________________________________________________________

Here's an idea - in Mechwarrior 4, you had different types of armour to choose from (Ferro Fibrous, Reflective and Reactive). Reactive worked better against ballistics/missiles and Reflective worked better against energy weapons.

If PGI looked at introducing Reflective and Reactive armour, would you support that decision?

(I've probably forgotten a few things, will go back and look at some other posts)


I like this.

View PostMercules, on 07 February 2014 - 02:11 PM, said:



Because of how JJs work there is very little that can actually be considered "cover". The only way you can be "In Cover" against a jump sniper is if you hide behind a building/rock that doesn't allow you to return fire in any way shape or form. At which point they simply shift around (because remember you can't be firing at them to keep them from flanking you) until they have negated that piece of "cover" and pop to snipe you again.

I'm not saying people can't deal with them, I am simply saying they are the dominate strategy and one that is 4 times easier to do than any other strategy.


It's easier to physically do, (kind of. The only skilled weapon in the game that takes the same or more skill is the SRMs. Lasers you just hold over a target. Not hard. Streaks/LRMS, you just hold over a box, not hard. With these min-max builds, you have to be faster than the enemy to use them effectively) However, it's not easier to do against an evenly matched team doing the same thing. Also, don't undermine the skill it DOES take. See above.

View PostArtgathan, on 07 February 2014 - 02:15 PM, said:


Assault and Heavy mechs are too maneuverable. Nothing can escape their sights.


Maybe. Maybe not. A lot of people know how to maneuver around them. The problem lies when there's a bunch of them left and only one of you, in which case your team lost for you and you (probably) deserve to die.

View PostMercules, on 07 February 2014 - 02:21 PM, said:



MOST... I can still run circles around Stalkers and most Atlas. Then again with 12 people on the map that is 4 more that might be able to save them from an annoying light. I tend to put very tall land features between my mech and Highlanders all the while zigzagging. They can spin too easy and good pilots will light you up.


Great pilots are patient enough to get around even the HGN. Not that it doesn't need a nerf, just not to the extent that most people want. (this is one of those statements that I hope people read the entire reply for =P)

View PostBOWMANGR, on 07 February 2014 - 02:27 PM, said:


I just wanted to post that I'm really really happy that Paul talked about increasing the Time To Kill of mechs. This is sorely needed and can't come soon enough.

If mechs are actually harder to destroy, then the good pilots will remain effective because they will consistently put damage to their targets while the lazy easymode poptarts and AC40 Jagers with glass legs are going to have a hard time.

Increasing the Time To Kill cannot. come. soon. enough. along with tonnage restrictions to reduce the weapon tonnage available therefore reducing even more the damage output of a team.This alone helps with TTK issues.


Again, TTK is fine. Restrictions on tonnage wouldn't be too bad though. For a public queue anyway.

View PostRFMG567, on 07 February 2014 - 03:33 PM, said:


I think if PGI introduced Reflective and Reactive Armour now, it would make mechs harder to kill. It isn't introduced until about 3060 but I think MWO needs it now.

"Laser Reflective Armor dissipates energy weapon attacks 50% more efficiently than other armor types, reducing the amount of damage taken by the 'Mech mounting it. Despite the name, Laser Reflective Armor is effective against all energy weapons, not just lasers. PPCs, Flamers, and Plasma Rifles and Cannons are all less effective against it."

"When these weapons hit a unit with Reactive Armor protecting the area, the damage is reduced by 50%. The microscopic explosives embedded in the armor redirect the force of the weapon away from the protected unit. This force redirect also reduces the armor-piercing effects of Tandem-Charge Missiles, Armor-Piercing autocannon ammunition, and BattleMech Taser spikes."

I hate to be comparing everything to Mechwarrior 4, but Mechs were pretty damn hard to kill with this kind of armour on it. No need for weapon nerfs when you have armour reducing damage by a whopping 50%

Yes?
No?


It would make it interesting for sure!

#103 Craig Steele

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Posted 07 February 2014 - 09:46 PM

View PostGut, on 07 February 2014 - 09:37 PM, said:

<snip>



I read it, was hard to, the cut and paste failed I suspect.

You seem to be arguing virtually every point similtaneously which makes it hard to follow imo.

The one that jumped out at me though was your ideas around casual gamers getting sperated from the "population".

I kinda disagree and turn that around.

A better idea woudl be that the much smaller "Pro" population gets cut out. They can organise their high skill tournament style games among their freinds list, they all know each other right. Use lobbies they can (when they get here)

But the main game can then cater to the casual gamer.

If the Pro players want to stop by, thats up to them, but they can have their elitism and the casual gamer can have some entertainment.

Win Win?

#104 and zero

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Posted 07 February 2014 - 09:46 PM

View PostPaul Inouye, on 06 February 2014 - 02:53 PM, said:

[color=cyan]I'll chime in here since the write up was well thought out and presented. (Not that other posts haven't been the same, but I'm being prodded by other internal influences)[/color]

Josef above touched on the critical issue that we are looking at... increasing the time to kill. I'll go as far as saying this... some of the medium and heavy 'Mechs went through a quirk balance pass. This has not happened for any of the assaults. Currently, assaults are a little too agile for what they are... the giant sledge hammers of the battlefield. The two Mechs which are currently above expected behaviour are the Highlander AND the Victor. Now keep in mind, it is not just the chassis that is the problem in this case, the jump jet effects on turning and lift also compound the issue with these two 'Mechs specifically. We will be addressing both issues at the same time.

Remember.. the nerf gun is a mid caliber gun... it can do little to medium changes but it's not going to render the targets useless.


PAUL, holy crap your on the forum, PLEASE READ THIS.

The dominance of the highlander/victor is simply a symptom of the greater dysfunction of the overal meta game, which is all about pin point alpha, front loaded damage "hill camping"...the highlander and victor are the pinnacle of this simply because they have the most tonnage and jumpjets. While aassault agility with jump jets is an issue here, it is not the primary causative factor.

Fix the overal balance and the highlander will be just another mech :P (PLEASE)

Just another band aide fix like ghost heat (which clearly did not succeed) is not what we need PGI. Please look at the big picture

Another way of saying it:

View Postwanderer, on 06 February 2014 - 05:58 PM, said:


The Highlander and Victor are the ones benefiting from a synergistic combination of effects.

They're the biggest jumpers. With the current jump jet system, they benefit most from a busted system.

They pack enough weight to mix the current meta ideal of frontloaded, pinpoint damage. PPC's and AC's.

That's a combination of the best defense (poptarting) with the best offense (focused, frontloaded damage) which makes the chassis a top choice. Fix those and the chassis becomes one amidst many and the problem won't pop up again later with another one. Hit them with the nerf gun and they're meatshielding the real problems that will simply *ahem* poptart up and shoot back again, only more so with the Clantech coming in later.


Again, PLEASE pgi, no more band aide fixes.

Treat the underlying disease and the symptoms will abate. Treat only the symptom and the disease will fester below the surface; only to resurface again later.

#105 Sandpit

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Posted 07 February 2014 - 09:46 PM

View PostGut, on 07 February 2014 - 09:37 PM, said:

.

View PostGut, on 07 February 2014 - 09:43 PM, said:



TL;DR
[Citation Needed]

#106 Gut

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Posted 07 February 2014 - 09:54 PM

View PostCraig Steele, on 07 February 2014 - 09:46 PM, said:


I read it, was hard to, the cut and paste failed I suspect.

You seem to be arguing virtually every point similtaneously which makes it hard to follow imo.

The one that jumped out at me though was your ideas around casual gamers getting sperated from the "population".

I kinda disagree and turn that around.

A better idea woudl be that the much smaller "Pro" population gets cut out. They can organise their high skill tournament style games among their freinds list, they all know each other right. Use lobbies they can (when they get here)

But the main game can then cater to the casual gamer.

If the Pro players want to stop by, thats up to them, but they can have their elitism and the casual gamer can have some entertainment.

Win Win?


There's no "cut out" here. There's separate queues that both mean something different. One is ranked and matters to people who care about that, and one is for casuals and fun. And yes, "pro" players could stop by. But elitism comes from the minority of "min max" people in general. Don't lump them all into the same boat. Plenty of nice people on both sides.


Also, yeah, I typed this all out in about 40 minutes. Copied from Google Drive, and it put it in. Doesn't show up when I hit "edit", so I don't know an easy way to fix it.

Edited by Gut, 07 February 2014 - 09:58 PM.


#107 Craig Steele

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Posted 07 February 2014 - 10:00 PM

View PostGut, on 07 February 2014 - 09:54 PM, said:


There's no "cut out" here. There's separate queues that both mean something different. One is ranked and matters to people who care about that, and one is for casuals and fun. And yes, "pro" players could stop by. But elitism comes from the minority of "min max" people in general. Don't lump them all into the same boat. Plenty of nice people on both sides.


I wasn't being derogaroty, just pointing out that the "elite" population is smaller.

So if I'm building a game, I want it to cater to a majority (for more revenue opportunities) with the flexibility to cater to other segments.

So my thought remains, the MM / jump in and go game should be steered towards the casual gamer.

And those elite players (most of whom are probably very nice I agree) can either choose to play with the masses or play in lobbies in their preferred tournament style.

#108 Gut

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Posted 07 February 2014 - 10:38 PM

View PostCraig Steele, on 07 February 2014 - 10:00 PM, said:


I wasn't being derogaroty, just pointing out that the "elite" population is smaller.

So if I'm building a game, I want it to cater to a majority (for more revenue opportunities) with the flexibility to cater to other segments.

So my thought remains, the MM / jump in and go game should be steered towards the casual gamer.

And those elite players (most of whom are probably very nice I agree) can either choose to play with the masses or play in lobbies in their preferred tournament style.


Just for examples, does LoL or WoW customize the whole game for the casual? Not at the high end. The try and balance the high end, and still there's always something on top. It's just how games are at the very high end.

We've been asking for private matches for years.

#109 Craig Steele

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Posted 07 February 2014 - 10:44 PM

View PostGut, on 07 February 2014 - 10:38 PM, said:


Just for examples, does LoL or WoW customize the whole game for the casual? Not at the high end. The try and balance the high end, and still there's always something on top. It's just how games are at the very high end.

We've been asking for private matches for years.


LoL and Dota certainly do (I can't speak intelligently on WoW).

Both of those are very much plug and play for the casual gamer.

They do have lobbies and those lobbies are used for Pro player tournemnts / scrimming etc. But any top tier player can random a game too.

Thats not to say they ignore the top tier, many of them obviously give advice and feedback etc, but the games seem to be aimed at the P&P market.

#110 Sandpit

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Posted 07 February 2014 - 10:45 PM

View PostGut, on 07 February 2014 - 10:38 PM, said:


Just for examples, does LoL or WoW customize the whole game for the casual? Not at the high end. The try and balance the high end, and still there's always something on top. It's just how games are at the very high end.

We've been asking for private matches for years.

Private matches are coming. I'm hoping that it will allow some outside league play.

#111 Khan Reaper

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Posted 07 February 2014 - 10:45 PM

I could only make it to the third page before I decided to say what I was hoping someone would say. The problem is the ability to bring a lance of four assaults to the field. Lance Drop Weight Limits are the answer. Plain and simple.

#112 Reno Blade

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Posted 08 February 2014 - 04:09 AM

I think, what really makes the meta so good is the exponential increase in advantage if you stack them, because of the huge difference in weapons performance in regard to dealing&taking damage (time out of cover).

If you stack 4 highlanders with meta (PPC/AC5/AC20), you can one-shot everything, because all these guns will hit one spot (or miss rarely).
And you only have to expose yourself very shorty (jumping, or peaking around the corner with your right side).

If you had 4 highlanders with SRM6(artemis), and get close enough by using your tactical skills, you can deliver a brutal burst (currently bugged), but spread a lot more.
Hitting fast targers (Jenners) with SRMs with its current speed (200m/s) is nearly impossible and such builds would be best usefull vs big slow targets like other highlanders.

If you had 4 highlanders with 4ERLL each, that would be a huge difference. In jumping you would not hit with the full durration (shake upwards, less time downwards) and on the ground, the targets could twist and spread the damage. (it would still take lot of damage)
And you would need to face the target for 1-2 seconds (because of 2 then 2 to reduce "ghost" heat). That are 2 seconds of incomming fire without cover.
Note: Please don't say 'remove ghostheat' for the sake of this thread. It is here now and it reduces the huge burst someone can dish out with 4PPC or 4ERLL in the same shot. (Meta is currently not affected by ghost heat)

If you had 4 highlanders with 40-60LRM each, you would need to hold lock and remain the lock for the full flight time.
And the damage would spread and can be mitigated by cover (because of flight time) and AMS, while you need to stay out of cover for the full time (if not with a spotter).
If your target is back in cover in the 1-8 sec it takes the LRMs, the whole volley of hundred of missiles will miss.

It's these seconds that make a huge difference between ACs/PPCs>SRMs>Streaks>Gauss>Lasers>LRMs>MGs/Flamer (in that order).
SRMs beeing bad in hit detection moving them at the end to LRMs:
->
ACs/PPCs>Streaks>Gauss>Lasers>LRMs/SRMs>MGs/Flamer (in that order)

Obviously if you attack the same target with multiple mechs, the target will take lot of damage, but if we are talking about tactical positioning with the most outgoing damage, with best result (precision) and the least incomming damage (using cover), the differences/gaps between these weapon types are very large.

Considering the effect in PUG matches, where people play alone or in 4mans, the order of best weapons and mechs to take is even emphasized.
- As a solo player you can dominate single targets in a Meta Highlander, because you can deliver the best damage while taking the least (using cover and pinpoint weapons) compared to any other combination of weapons that needs to stay in the open longer, or spreads the damage much more.
You can't be as usefull alone in an LRM mech, because it needs more teamplay.
- And as a premade you can combine the streangth of the meta mech with tactical coordination and "skill" to easily disable any teamplay and builds the other sides may take.
If your opponents use scouts, brawlers, LRM or snipers they are limiting themselves by the need of coordination (needs higher skills and better teamwork) while you can just "sync" up and focus fire.
The few chances to beat "Meta" are to be very aggressive and take high risk and use as much cover as possible while sneaking in for a rush and chaotic brawl.
In most cases this tactic needs ecm, heavy/assault mechs and luck.

#113 Mister Blastman

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Posted 08 February 2014 - 07:56 AM

View PostGut, on 07 February 2014 - 09:43 PM, said:

Yes. Yes. Yes. Yes. Yes.

Except, it's not broken. How will indirect damage save the game? Indirect damage will either a) make the game too RNG or :ph34r: take the advantages of being accurate in a shooting game away, meaning take less skill.



I'm the last person on Earth that would want to remove skill from a game. If anything, I'm always seeking more things to be added to deepen the skill.

I don't want a RNG mechanic. That is poor game design. I also don't want to take away individual accuracy.

What I would like to see is certain weapons to not have extreme dominant advantages over other ones. The single-click, point fire 100% front-loaded weapons have this. With lasers, you have to expose your torso for a solid second or more to deal your damage. In this time, a point-fire player can selectively pick the spot they want to shoot you at, hit you there and still manage to spread 80% of your damage around making your shot much less effective than theirs.

Also, a point-fire player (that also has mid to long-range capability in their weapons) can mask terrain, emerge, fire and mask again be it with lateral movements or jumping without ever having to remain exposed more than the instant it takes to fire the weapon.

So what you have is:
a. Mid to Long-range weapons dealing point, instant damage to a single spot both far away and up close

versus

b. Close to Mid range weapons dealing damage over time that can be spread and require exposure to operate
and
c. Close range weapons that spread damage like crazy and fail to register large parts of their damage due to netcode


So as you can see, anyone taking weapon a) is at a huge advantage to anything else. This is why when you see in competitive situations, point-fire weapons like PPCs + Autocannons (can be used simultaneously) plus Jump Jets, they are the ONLY choice to make. If you take anything else, you are playing against a stacked deck. You are handicapping yourself.

A balanced game shouldn't be this way.

Our close-range counters aren't doing their job (SRMs, LBX, Pulse Lasers) and our mid-range weapons are extremely disadvantaged out of the gate by ghost-heat and damage over time.

If SRMs were fixed back to how they were in closed beta, massive splash damage bug put back in plus the old spread mechanics plus the old hit detection that worked (especially if you knew how to lag shoot which some of us oldschool players can do as well as a professional surgeon), LBX were given a per-pellet damage buff (of at least 40%), pulse lasers were given near instant damage + lower heat (or more damage), the game would potentially shift a good bit for the better.

The point weapons would still have an edge on closing and the jump jets give an undeniable edge. So the jets need to be trimmed down so their boost works like in closed beta, the burn works like in closed beta--with a twist... Take one jet, you only jump five meters high or less, take two, double that, take three, triple that... and so on. No more taking one jet to jump-snipe. If you want a Highlander that can jump, well, you better be willing to give up six to eight tons or more. Put directional control into jets like MW 2, also.

The prevailing theme though, despite every single nerf... is PPCs. They are here every time there's an "imbalance." So to deal with that, implement variable spread based on range. It is simple to design in.

You build a table in the code (arbitrary distances to get point across):

@ 100 Meters, 2 damage to point, 8 damage spread to various surrounding components
@ 200 Meters, 3 damage to point, 7 spread
@ 300 Meters, 4 damage to point, 6 spread
@ 400, 5/5
@ 500, 6/4
@ 600, 7/3
@ 700, 8/2
@ 800, 9/1
@ 1000, 10/0

You get the idea. There's no RNG there. There's no luck. The game sends a packet giving x/y/z origination point to client, client receives PPC bolt packet, looks at x/y/z origination point, compares with mechs x/y/z axis point, calculates distance (arithmetic and trig), references distance with table, applies damage accordingly.

This is simple stuff! There is hardly any more information being sent back and forth between client and server.

PPCs then have their spot. They are badass at range, but suffer up close. They are no longer the King AC 20 when paired. Think of them as the opposite of the LBX, almost.

The last issue is convergence and that one is difficult but in the end I'd make arms only converge, torso weapons not converge at all unless a targeting computer is present. The Highlander could still stack PPCs, yes... but it'd face the PPC mechanics above which would hit it hard since it is too slow to keep enemy mechs at range while likewise, little Ravens and Jenners with PPCs could poke all day long (until a Firestarter comes along).

Rock-Paper-Scissors... with a twist. If you have a rock and they have paper, you aren't doomed, you just have a huge hill to overcome with skill to win. You still have a chance to defeat them if you're smart and good. I could go on for hours about how to balance this game. Those ideas only touch on the iceberg.

That's what good game balance is. If PGI hired me this game would be fixed in a month or less and the skill curve would be steeper and deeper. I enjoy writing science fiction and trading stocks too much, though, so they'll just have to listen to me over the forum. :) Canada is too damn cold!

#114 Roadbeer

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Posted 08 February 2014 - 08:06 AM

I found myself liking almost your entire post, this kind makes me feel dirty :)


View PostMister Blastman, on 08 February 2014 - 07:56 AM, said:

plus the old hit detection that worked (especially if you knew how to lag shoot which some of us oldschool players can do as well as a professional surgeon),


Weird thing is, to compensate for the new Hit Detection, I don't automatically open my missile door anymore. I'm actually better with that delay

#115 Varent

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Posted 08 February 2014 - 08:11 AM

to be dead honest. The highlander wouldnt even need a nerf if they simply changed the way jump jets are implimented. Currently the highlander is the king of the hill because its the heavies JUMP CAPABLE mech that can jump snipe. Its arms arent perfectly designed for blocking shots and many others do it getter. It also doesnt roll damage as well as many other chasis.

If you also the way jump jets are implimented and make it more difficult to jump snipe then you dethrone the Highlander without taking away its overall potential as a mech.

#116 FactorlanP

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Posted 08 February 2014 - 08:33 AM

You know what would happen if they make separate queues for "Casual" and "Pro"?

The "Pro" queue will be nearly empty and all of the "Pro" players will be rampaging in the Casual queue. Why? Because above all else, they want to win. They'll do whatever it takes to win. Whatever it takes... It won't take them long to figure out that their W/L ratio goes down when they play in the "Pro" queue, and it goes up when they play in the "Casual" queue.

Separate queues are not the answer. The same mindset that creates the power gamer metas that we see now will also lead the "Pros" back into the shallow end of the pool.

Edited by FactorlanP, 08 February 2014 - 08:34 AM.


#117 Joseph Mallan

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Posted 08 February 2014 - 08:50 AM

View PostMischiefSC, on 07 February 2014 - 12:34 PM, said:


That only applies in a largely one-hit-one-kill environment, like real life. When a clean hit to the temple will put you on the mat it's always best to go strong offense. Same with any sort of military environment; you want to shoot the other guy first since whoever lands their shot first wins.

*There is no real world combat environment that correlates well to this game and that's where the confusion comes in. Battletech is in many ways more like chess than a brawl. Someone can get lucky once or twice but in chess for example it's not about one move or two moves, it's about twenty. Because of that skill presents an exponentially bigger advantage.

**The higher the TTK the more skill comes in to play. The more luck, good and bad, washes out. Sort of like how the matchmaker works - the more samples you have the more averages remove the 'noise' and you're left with the distilled skill.

***If I can kill you in 1 shot then luck plays a huge factor. If it takes 10 clean hits to kill you then luck is almost irrelevant unless we're very, very evenly matched.

****The key to game balance is about keeping things on an even footing while keeping them different. With a bit of a nerf to the pinpoint poptart meta if brawling comes back into scope while still leaving long range combat viable you'll have a wider set of options to choose from, which is good. SRMs play very different from PPCs but if their kill rate is 50/50 compared to each other then you've got a big win.

*****Longer TTK is also important because more time on the field in a battle gives more opportunities to learn from mistakes, it also helps scrub that luck factor and push the advantage of skill. That's a big deal in making Elo more accurate as well.

It's a good thing.

Edited to add -

******Comparing TT to MW:O most 1 vs 1 conflicts in MW:O last about 20 seconds. Maybe less, depending on the mech. The reason the matches last 5-8 minutes is 12 v 12 and large environments. How often in TT did you have 2 mediums able to destroy an assault mech in 8 seconds?

I'm all for making MW:O have a comparable TTK with tabletop. The issue right now is TTK on a heavy or assault is less than 1 turn in TT. How often did you have 1 or 2 mechs destroying another mech in 1 or 2 salvos?

* Then you are playing this game differently than I am. If I am with the Law, I get a report that Enemy Mech X is in D7, I go to D7 if I am close enough and I Kill him. Or IF there is A spotter with lock, I can kill enemy X from 700 Meters out. So the Whole Chess example only works if you are thinking as the unit commander and not the Pawn... Me I think of myself more as a rook bot thats a different story.

** The higher the TTK, the longer the enemy has to score a lucky shot or bore through my armor by Well placed shots. I have 30 years honing my skills and tactics for combat in this game, I don't want to waste time clicking a mouse or number pad repeatedly. For me the making of the best wrecking machine is part of the fun. If I can kill you in 1-4 salvos (Alphas) I have a dang good war machine. I am eventually going to be on the Steiner boarder fighting Wolves and Falcons with the Law. Long TTK will make it more likely we will lose. That is the experience I have facing the Clans As a Mechwarrior player and TT.

*** I am perfectly comfortable being both Lucky and Good. One without the other and you are missing something important.

****Don't forget, I am giving my wishes for my preferred TTK because I do enjoy my way of playing, And I am willing to bet there are others who also feel that way. So the DEVs need to know both sides of the equation to make the best selection for a "GOOD" TTK average. I admit I want a one shot TTK. I know that with heavy fire power I could get it on a Locust lets say. And though it would be Awesome FOR ME, to be able to Kill an Atlas the same way, I know it is not a likely thing to get. So long as the TTK feels right I am not going to complain about it. I never complain if I die 2 minutes into the game (Aww dang! or similar do not count as complaining) or last 15 minutes.

*****Or allows you to make more than one or two mistakes, and makes it harder to focus on which one is the bigger mistake :)
******Are those two Mediums Clan or Inner Sphere? I have yet to die in less than 20 seconds iin a one on one fight in a heavy or Assault Mech. Now 4-6 can and do get it done that fast, and they really should be able to. On TT If I had a Devastator and a Thunder Hawk team up on an Atlas... 2-3 Turns would be all it took. If I had a Mjolinr at short range... 1-2 turns is all it needs. :ph34r:

#118 Reno Blade

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Posted 08 February 2014 - 09:36 AM

View PostMister Blastman, on 08 February 2014 - 07:56 AM, said:

...
The prevailing theme though, despite every single nerf... is PPCs. They are here every time there's an "imbalance." So to deal with that, implement variable spread based on range. It is simple to design in.

You build a table in the code (arbitrary distances to get point across):

@ 100 Meters, 2 damage to point, 8 damage spread to various surrounding components
@ 200 Meters, 3 damage to point, 7 spread
@ 300 Meters, 4 damage to point, 6 spread
@ 400, 5/5
@ 500, 6/4
@ 600, 7/3
@ 700, 8/2
@ 800, 9/1
@ 1000, 10/0

You get the idea. There's no RNG there. There's no luck. The game sends a packet giving x/y/z origination point to client, client receives PPC bolt packet, looks at x/y/z origination point, compares with mechs x/y/z axis point, calculates distance (arithmetic and trig), references distance with table, applies damage accordingly.

This is simple stuff! There is hardly any more information being sent back and forth between client and server.

PPCs then have their spot. They are badass at range, but suffer up close. They are no longer the King AC 20 when paired. Think of them as the opposite of the LBX, almost.

...

Good post. And this is also a nice idea.

I've seen many different (and good) ideas and even some of them were commented by Russ/Bryan (mostly twitter), but so far there is no Splash, or Dot, or Beam for PPCs or a burst for ACs.
Sadly, after the splash debacle of LRM/SRM the splash idea seems to be no option.
One of the mentioned ideas involved something like non-stacking after-effect like a DoT.
Like:
1PPC hit CT for 5 damage and leaves dot for 5 damage (over lets say 0.5-1 sec) resulting into 10 damage.
2PPC hit CT for 5 damage each, but only leaves one dot for 5 damage resulting into 15 damage instead of 20.
No splash damage required, but it would need to have new code for that mechanic.
And also there wouldn't be a reason anymore to shot more than 1 PPC.

I think the PPC should still be viable, even in pairs, but not as brutal as now.
My favorite would be to have splash, or a particle-trail (beam like projectile) that deals damage over the lenght of its trail, but that is close to a laser without the hitscan hitdetection, but the ballistic trajectory. (More like a burst of AC bullets in a very very short timeframe).
So I'm back to the burstfire and need to discard this too.

In the end, I would be very happy to have splash PPC. If the ACs would do burst, or smaller projectiles, that would make me even more happy.
But if nothing like this is possible what else is there?
Increase heat of ACs and PPCs further? It's an option.
Start "Ghostheat" at 1 PPC instead of 2? That would only give like 1-2 more heat, nothing major :ph34r:
Add Ghostheat to AC5s? Possible.
Link ghostheat for PPCs + other weapons? Well, why not just link all weapons and limit groupfire in generall, that be the "easiest" way. :)

#119 Gut

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Posted 08 February 2014 - 10:11 AM

View PostFactorlanP, on 08 February 2014 - 08:33 AM, said:

You know what would happen if they make separate queues for "Casual" and "Pro"?

The "Pro" queue will be nearly empty and all of the "Pro" players will be rampaging in the Casual queue. Why? Because above all else, they want to win. They'll do whatever it takes to win. Whatever it takes... It won't take them long to figure out that their W/L ratio goes down when they play in the "Pro" queue, and it goes up when they play in the "Casual" queue.

Separate queues are not the answer. The same mindset that creates the power gamer metas that we see now will also lead the "Pros" back into the shallow end of the pool.


You're pretty much dead wrong.

Sure, they'll play unranked sometime, but if they want their rank to be shown (i.e. winning that matters - which IS more important) then they need the ranked system to be clearly visible, by team and individual.

In competitive play, the pugstomps aren't what we're about. At all. No one cares about that, except maybe the losing team.

We care about the match, the ranking.

Yes we care about winning. Yes we do what it takes to win. We won't care about killing pugs if there's a leaderboard involved, especially if it's not all about grinding (which the previous "x against the world" at least partially were). We'll just want to be top of the board.

And team based is far superior to individual based in this regard.

#120 FactorlanP

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Posted 08 February 2014 - 10:13 AM

View PostGut, on 08 February 2014 - 10:11 AM, said:


You're pretty much dead wrong.

Sure, they'll play unranked sometime, but if they want their rank to be shown (i.e. winning that matters - which IS more important) then they need the ranked system to be clearly visible, by team and individual.

In competitive play, the pugstomps aren't what we're about. At all. No one cares about that, except maybe the losing team.

We care about the match, the ranking.

Yes we care about winning. Yes we do what it takes to win. We won't care about killing pugs if there's a leaderboard involved, especially if it's not all about grinding (which the previous "x against the world" at least partially were). We'll just want to be top of the board.

And team based is far superior to individual based in this regard.


No, I'm not. But the only way for either one of us to be proven correct is for PGI to put separate queues into place.

So, the point isn't worth arguing.





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