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Change The Meta--Please

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#61 smokefield

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Posted 12 April 2014 - 10:37 PM

Quote

give it time young padawan. give it time. you will see the horror.


he is not entirely wrong. most of the ppl will complain about a thing or another because they do not do those things well so they assume that pgi needs to change something. just a few ppl are actually objective in their posts and try to come with ideas for improving the game.

#62 CDLord HHGD

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Posted 13 April 2014 - 06:59 AM

View Postsmokefield, on 12 April 2014 - 10:37 PM, said:


he is not entirely wrong. most of the ppl will complain about a thing or another because they do not do those things well so they assume that pgi needs to change something. just a few ppl are actually objective in their posts and try to come with ideas for improving the game.

But he is condescending which we were successfully avoiding for a while. There are some good ideas in this thread that the Devs should really look at. As I stated in the OP, high damage pinpoint alphas are not meant to be the primary mode of attack. They are a last ditch hail Mary attack for when you are hard pressed or need the last shot in. The more I think about it, the better a combination of ideas sounds:

1) Sized hardpoints as in the OP. Simple enough to be understood quickly. Champion Backjack is directly affected by this and would either need a redesign, an exception, or a refund to players purchasing it.
2) 30 point heat threshold. Just like in TT. Some formula is required though for the game as it isn't turn based like TT.
3) 20 point potential alpha damage threshold for Ghost Heat. Bring LRMs back to 1 pt. per missile so the LRM20 doesn't break this.
4) Due to power requirements, firing dual gauss should "reset" the HUD. Cause it to flicker out for a second or two and when it comes back, previously targeted mechs are no longer targeted.

Damn near every mech has a mixed stock loadout. Why? It's so they can lay down fire at almost any range. Back in early closed beta the devs doubled the armor of mechs to increase playtimes of players. The high pinpoint alpha mechanic abuse counter acts that which is why I think the devs should be taking this far more seriously as it counter acts a mechanic they desired.

What's going to happen soon? Private match making is coming very soon and I know lots of players in leagues that just will not allow this. People abusing this mechanic may soon see their victim pool reduced significantly as leagues form to bring back what BT and MW are supposed to be and their builds just aren't allowed. If the game won't/can't police it, we will in our leagues and that may leave CW out in the cold (depends there, we really do not know what CW is yet (still)).

For the future of MWO, please devs, balance this game!

#63 Yanlowen Cage

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Posted 13 April 2014 - 08:52 AM

Table top awesome. 3 ppc 1 slaser. And 3/5 move. 28 heat sinks. Fire all three and run. You over heat. Not enuff to shut down but you can't keep it up. So sop is fire 3 then fire 2. Thus cooling between salvos. The awesome does not disapate heat better just has more heatsinks. In reply to awesomes being better at heat management.

#64 Mcgral18

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Posted 13 April 2014 - 12:57 PM

Well, I imagine a very unpopular opinion would be to add a "ghost delay" to an alpha strike, or a group fire that exceeds X damage. 25? 30? To be decided. Perhaps make DoT or non pinpoint weapons have a larger cap, since SRMs are in such a poor spot.

Add a second or two to the cooldown of all weapons used in that cycle. It doesn't stop you from doing an alpha, but it does cut your DPS considerably. The chainfire needed to no get that extra cooldown would spread damage out, and the alpha poptarts would also be severely hurt up close if they keep using the alphas.

Of course, this doesn't stop the poptarts from coring anything under 60 tons in two shots, but it's something.

#65 Xarian

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Posted 13 April 2014 - 01:25 PM

High-damage alpha wouldn't be a big problem if everyone didn't just shoot you wherever your armor is weakest.

The simplest solution would be to make it harder for people to see where you are damaged - for example, having each mech section "unscanned". Sections could be scanned by keeping the cursor pointed at an area, or perhaps slowly and randomly with e.g. modules. That way if you wanted to swing around a corner and shoot someone, you wouldn't know that you should just aim at their right torso unless you look at the appropriate visual cues (armor damage, bullet holes, etc).

#66 White Bear 84

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Posted 13 April 2014 - 04:34 PM

View Postcdlord, on 17 March 2014 - 12:02 PM, said:

And the Awesome could have a quirk that bypasses the ghost heat mechanic because, well, it was designed to use 3 PPCs from the get-go. It's nice to have the first response be supportive too, thank you!


That's a quirk id like to see on more than the awesome....

#67 CDLord HHGD

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Posted 14 April 2014 - 07:38 AM

View PostWhite Bear 84, on 13 April 2014 - 04:34 PM, said:


That's a quirk id like to see on more than the awesome....

Any mech that comes with a stock loadout that's subject to ghost heat.

#68 Gas Guzzler

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Posted 22 April 2014 - 09:12 AM

Threads like this make me sad. Change the meta? So you want to shift from one meta to another? What is the difference? If you are getting killed to quickly change the way you play.

Teamwork/skill > meta

#69 Joseph Mallan

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Posted 22 April 2014 - 09:14 AM

Its up to us... the players to make the New meta. come up with something to beat this one and the new one...
will...
be rallied against until it is nerfed and we go back to this one! ;) :ph34r:

#70 Prezimonto

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Posted 22 April 2014 - 09:20 AM

View PostKhobai, on 17 March 2014 - 12:23 PM, said:

The problem with hardpoint sizes is that it requires too much balance fine tuning to make it work. And the chance of making certain mechs dominant while other mechs are never even used is too great.

A better solution IMO is to fix the offending weapons. Make PPCs do splash damage and ACs do burstfire. Now pinpoint damage doesnt exist on ANY mech.

I simple compromise is to make large weapons take up slots AND hard points.

So a LL might take up 2 slots and 2 hard points
A PPC might take up 3 slots and 3 hard points.
An AC20 might take up 10 slots and 3 hard points.

So your mech NEEDS to have the hard points to equip the really big weapons.

A few mechs would need some love (hard points added) or quirks that let them pack large weapons onto single hard points... And I'd prefer quirks in most cases.

This wouldn't be that hard to do, and it would quickly curb a lot of the super cheese builds.

#71 Ngamok

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Posted 22 April 2014 - 09:40 AM

They changed the meta, people cried.





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