By not following the simple rule of making changes in small steps Paul Innouye has caused several "LRM Apocalypses" without learning from his previous actions. He has consistently double Nerfed and double Buffed weapon systems leading to large changes in game play within short amounts of time without letting the community adapt. Furthermore changes done to fix issues, have rarely if ever actually solved the underlying causes of the problems. Ghost heat failed to truly correct high damage alpha strike advantages while further limiting the choices of mech making mechs such as the Battlemaster and other predominately energy based mechs highly disadvantage.
Terrain movement shoe horned most of the community into jumping mechs by limiting the viability of moving up and down steep hills as a means of using the hills as cover. It also increased difficulty of close range mechs of closing, often turning games into rock paper scissors relying on the randomizer determining the map. Taking a brawler mech could screw you over if the map is an open map with very few routes to get into brawler range like Alpine while the mech could be successful on a map like frozen city with several routes to get in close. The recent LRM buff has only made this worse because steep enough hills to actually stop missiles cannot be traversed and those that can, cannot be used as cover by non jumping sniper without having to sustain excessive LRM damage.
Changes made to the Victor and the Highlander have only provided a short term stop gap to the issue of jump sniping being utterly dominant close and long range while completely ruining the entire purpose of using a Victor, a light assault mech with extreme maneuverability. The viability of using a Victor as a brawler has been greatly diminished in the name of solving "pop sniping." The true solution was to fix brawlers so that getting close would have presented a much greater challenge to a mech carrying exclusive long range weapons IE. fixing SRMs. Furthermore with the inclusion of the Summoner when the clan reinforcement package arrives we will see the same issues with a mech that does not suffer from the minimum range penalties of PPCs being able to output 45 point Alpha Strikes and being highly maneuverable, nerfing the Summoner's handling characteristics to that of an Atlas will be a completely unacceptable solution to an issue that shouldn't be an issue in the first place.
I will outlay my changes I would make to the game as a player and you as follows:
Phase 1:
1. Reduce LRM speed to 135 M/S, weapons should be balanced for how they are intended to be used in this example, LRMs are intended to be support weapons used in conjunction with spotters. They seem to have been balanced so that people can use them without a coordinated spotting group. This leads to balance issues when they are used correctly. It also puts the weapon system on equal footing in direct fire situations with weapons that require the user to am rather than point and click. Narc would also once again get it's damage timeout limitation. Of course this would be slightly increased to 40 and would slowly be changed in incriminates of depending on if the weapon balance is right.
2. Reduce terrain movement penalties so mechs can climb slopes up to 60 degrees.
3. Reduce laser duration to .75 seconds while increasing reload speed to 3.75 seconds in order to maintain fire rate. Reduce pulse laser duration to .5 seconds while increasing reload speed to 3.35 seconds to maintain fire rate.
4. Increase Gauss Rifle charge dissipation to 5 seconds while increasing the charge time to 1 second (the idea is to be able to turn the gauss rifle into a weapon capable of hitting mechs hopping in and out of cover while limiting it's use as a brawling weapon from a longer charge time. Currently the gauss rifle isn't effective against people using cover effectively.) The gauss rifle will also only explode when holding a charge to discourage players from unnecessarily holding a charge.
5. Fix SRM hit detection, I understand this might not be viable at present, if this is the case reducing the recycle time of PPCs and Autocannons, specifically the AC5 and AC10 in 10% increments until balance is found could be enough. Large lasers and ER Large lasers could be tweaked if they are found to be too powerful against brawler weapons with the ghost heat reductions.
6. Reduce ghost heat penalties by 10% , the changes being made increase the danger of getting too close with PPCs. As it stands a mech carrying Exclusively PPCs will be useless within 90 meters, taking such a mech would be an extreme risk.
7. Set the Highlander and Victor to pre-nerf levels. The changes to Jump Jet handling were acceptable while the ground based handling changes were completely uncalled for.
Phase 2 would be reacting to how various changes effect the community. Examples of this would be further reduction in laser duration, tweaks to missile travel speed, acceleration/deceleration changes to go with terrain movement changes, further tweaks to terrain movement penalties and further changes to the gauss rifle. Slight changes could be made to Highlander and Victor handling characteristics if problems persist.
As you can see my changes would be made slowly to avoid community turnover. Chasing away loyal members of the community chasing potential new players is not a good business model. I hope this isn't the reasoning behind Paul's changes and that he actually truly is ignorant on how to balance a game many people sink money into buying specific content often made useless months, or weeks later after their initial purchase. This ruins trust and people start to think, "maybe I shouldn't buy this because the next patch it could become fairly useless."
TLDR: Set LRM speed to 135 M/S, slightly faster than the original speed, reduce laser duration, reduce terrain movement penalties, increase gauss charge time and charge hold time, fix srm hit detection or slightly reduce DPS of traditional sniper weapons and reduce ghost heat penalties. Make further changes based off results of these changes in small steps.
Edited for formatting reasons
Edited by SLDF DeathlyEyes, 24 March 2014 - 04:36 PM.