#1
Posted 14 April 2014 - 08:57 AM
#2
Posted 14 April 2014 - 09:07 AM
MrMadguy, on 14 April 2014 - 08:57 AM, said:
That's the definition of balance, you dingbat.
The idea that "balance" means to make everything have the same on-paper stats is a myth.
Edited by FupDup, 14 April 2014 - 09:07 AM.
#3
Posted 14 April 2014 - 09:21 AM
FupDup, on 14 April 2014 - 09:07 AM, said:
The idea that "balance" means to make everything have the same on-paper stats is a myth.
Relax FupDup, the OP clearly just had an extra helping of glue for breakfast.
@OP When people refer to balance, they are referencing all weapons being relevant in terms of effectiveness.
I.E. It would be great if a mech with flamers weren't a joke, or LRMs could be used effectively without needing to boat them in absurd masses.
#4
Posted 14 April 2014 - 09:24 AM
SRMs for laughs and maybe tears, good for humiliation.
In fact, dakka can be used at all ranges effectively, from 5 M to 1000M, after which you get considerably reduced returns. They also apply their damage in the most favourable fashion. Really, the only loss is weight.
#5
Posted 14 April 2014 - 09:25 AM
mwhighlander, on 14 April 2014 - 09:21 AM, said:
Relax FupDup, the OP clearly just had an extra helping of glue for breakfast.
@OP When people refer to balance, they are referencing all weapons being relevant in terms of effectiveness.
I.E. It would be great if a mech with flamers weren't a joke, or LRMs could be used effectively without needing to boat them in absurd masses.
Most Missiles I have seen on a Mech here is 80. On TT most for IS Builds was 60 And on one Clan mech 120... They should never be in the same sentence as Flamers and teh word useful.
#6
Posted 14 April 2014 - 09:28 AM
Joseph Mallan, on 14 April 2014 - 09:25 AM, said:
Thats the most... however irrelevant to my statement.
A single LRM 20 or 15 is hardly considered a threat by any standard in this game. In others, it was at least somewhat useful.
#7
Posted 14 April 2014 - 09:31 AM
FupDup, on 14 April 2014 - 09:07 AM, said:
+1 for hilarious uncommon word use.
Seriously though, in response to the OP, having two weapons be balanced doesn't mean they need to have the same stats. If just means that if I bring a shotgun and you bring a sniper rifle and we fight at range, you should probably win. If we fight at short range, I should probably win.
This is not the case in MW:O.
#8
Posted 14 April 2014 - 10:08 AM
In TT they had a penalty if used at close range with the AC 2 having issues under 120m and the AC 5 at 90m and even the Ultra had issues under 60m.
LRM's do not work under 180m so why cant some sort of penalty be added for these weapons? Maybe make the hit location more erratic?
#9
Posted 14 April 2014 - 10:10 AM
mwhighlander, on 14 April 2014 - 09:28 AM, said:
Thats the most... however irrelevant to my statement.
A single LRM 20 or 15 is hardly considered a threat by any standard in this game. In others, it was at least somewhat useful.
That is largely the problem we're having in this game vs. table top. Most stock builds came with 1 missile launcher of some sort. A Shadowhawk with a single LRM5 wasn't meant to scare anyone because it was intended as gravy for incoming damage on a target. A single LRM5 in this game is a waste of tonnage unless you're playing idiots that don't take the time to look for where LRMs are launching from before they move and don't bother looking up to see how many are flying. A single SRM launcher is also garbage and the SRM2/LRM5 by themselves are the epitome of laughable.
Ken Moore, on 14 April 2014 - 10:08 AM, said:
In TT they had a penalty if used at close range with the AC 2 having issues under 120m and the AC 5 at 90m and even the Ultra had issues under 60m.
LRM's do not work under 180m so why cant some sort of penalty be added for these weapons? Maybe make the hit location more erratic?
You're right except for the fact that the TT penalty was a to-hit thing. You can't do anything to obscure the ability to hit because it is all based on the player's comprehension of what is going on and their ability to adjust for what is going on. Adding in massive screen shake within close range would work but wouldn't make any sense.
Edited by Trauglodyte, 14 April 2014 - 10:11 AM.
#10
Posted 14 April 2014 - 10:14 AM
mwhighlander, on 14 April 2014 - 09:28 AM, said:
Thats the most... however irrelevant to my statement.
A single LRM 20 or 15 is hardly considered a threat by any standard in this game. In others, it was at least somewhat useful.
Bet I could bring my Archer Atlas back with its 2 LRM20 and still be capable. Also a single LRM15 on my Thunderbolt did what it was meant to do. Provide SOME long ranged support.
Edited by Joseph Mallan, 14 April 2014 - 10:14 AM.
#11
Posted 14 April 2014 - 10:20 AM
Weight
Critical Space
Heat
Damage
Reload Time
Projectile Speed (&Accuracy)
Ammunition
Range
Secondary Effects
As you can see balance is a complicated thing, but nobody is suggesting that a laser should be the exact same thing as an autocannon or LRM. Merely that the pros and cons work themselves out in a varying number of ways that never leads to one option having too many pros versus cons when compared with other weapons.
In many ways its like the classic game of Rock, Paper, Scissors, Mayonnaise, Bacon, Spork, Troll, Bridge, or Red Herring.
#13
Posted 14 April 2014 - 02:05 PM
Joseph Mallan, on 14 April 2014 - 10:14 AM, said:
I would certainly hope 18 tons of weaponry + ammo is capable...
#15
Posted 14 April 2014 - 11:14 PM
reason is simple - we will have a kind of tonnage rating - not bv or anything else...we have tonnage -
good TT example Awesome vs Charger-"1A5" both have 80tons
...the Awesome can deal more concentrated damage at better range.... but at a specified time - the Charger will have closed the gap thanks to its speed....and the AC 20 and SRMs will turn the Awesome into spare metal in no time. So the Awesome need to keep distance, the Charger have to close. Thats balance. (more important for teamplay - the awesome may need a close range bodyguard like a hunchback, while the Charger may need some LRM support like a trebuchet - again 130t vs 130t balance.
This described tonnage / crit / heat balance was destroyed with the poor implementation of StarLeague Tech - and still we have to pay the price - for this implementation.
#16
Posted 15 April 2014 - 02:52 AM
Edited by Tekadept, 15 April 2014 - 02:52 AM.
#18
Posted 15 April 2014 - 03:56 AM
#19
Posted 15 April 2014 - 03:59 AM
#20
Posted 15 April 2014 - 04:18 AM
One side rolling over another is boring.
Imbalance is boring, not balance.
Edited by Bobzilla, 15 April 2014 - 04:18 AM.
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