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End Game For Pgi


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#81 Joseph Mallan

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Posted 04 June 2014 - 10:14 AM

View PostFupDup, on 04 June 2014 - 10:12 AM, said:

Well then, I guess that shoots down any arguments about the small ACs being good against aircraft.


See what I did there?

Small ACs did suck against Aerospace fighters!... Old school though LB-X were awesome! +1 to hit and every pellet was a possible crit IIRC.

#82 Shredhead

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Posted 04 June 2014 - 10:16 AM

View PostJoseph Mallan, on 04 June 2014 - 10:00 AM, said:

Victors and Phracts have Identical speeds, and are only marginally faster than an Atlas. they can therefore slow to match their Atlas team mate.


Oh come on man, give me a break. You know it was just an example, no reason for nitpicking. Btw, Atlas max 64, Victor (meta) 78, Phract (meta) 76. And you want similar speeds for better reactions. The Atlas in such a mixed lance would only be a hindrance and get left behind in case of a sudden change in direction.

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Dropdeck is a new term to me here... define please?

Also Sniping does not exist in the game.
We have marksmen

Dropdeck = your choice of mechs you bring to the fight. Gamer babble, same as "sniper". It doesn't have to fit the rl counterpart to be called like that, because everybody knows what is meant and the term is widely used. You won't change that.

#83 TygerLily

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Posted 04 June 2014 - 10:17 AM

View PostKhobai, on 03 June 2014 - 08:43 PM, said:

what pgi needs to do is give us a reason to play every single mech.


It'd be cool if there was some sort of system...which provided a numerical value representing a Mech's effectiveness in battle. So regardless of tonnage, a team with meta mechs would have overall less tonnage and the 'bad-Mech-team' would.

According to weight class matching the Awesome and the Victor are equals...DEFINITELY not true (taking skill from the equation).

Edited by TygerLily, 04 June 2014 - 10:20 AM.


#84 Joseph Mallan

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Posted 04 June 2014 - 10:23 AM

View PostShredhead, on 04 June 2014 - 10:16 AM, said:


Oh come on man, give me a break. You know it was just an example, no reason for nitpicking. Btw, Atlas max 64, Victor (meta) 78, Phract (meta) 76. And you want similar speeds for better reactions. The Atlas in such a mixed lance would only be a hindrance and get left behind in case of a sudden change in direction.


Dropdeck = your choice of mechs you bring to the fight. Gamer babble, same as "sniper". It doesn't have to fit the rl counterpart to be called like that, because everybody knows what is meant and the term is widely used. You won't change that.

In your example the Atlas could work IF it were loaded for ranged fighting instead of brawling even with the slower speed. A force Only moves as fast as its slowest member or it dies piecemail.

Seeing as I come from a place where you better NEVER call your cover a hat, and a rifle is not a gun. I will have to disagree with you. And you won't change that either! :rolleyes:

And thanks for the definition of dropdeck! :D

Edited by Joseph Mallan, 04 June 2014 - 10:23 AM.


#85 Shredhead

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Posted 04 June 2014 - 11:00 AM

View PostJoseph Mallan, on 04 June 2014 - 10:23 AM, said:

In your example the Atlas could work IF it were loaded for ranged fighting instead of brawling even with the slower speed. A force Only moves as fast as its slowest member or it dies piecemail.


The Atlas is competitively not viable as a long range build because of heavily restricted mobility and low slung symmetrical weapon hardpoints. They are better used as mid to close range builds, paired with similarly slow, well armored mechs in the same lance. This way the lance has a clearly defined role (anvil). Believe me, it's easier for the commander to have homogeneous lances for tactical reasons.

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Seeing as I come from a place where you better NEVER call your cover a hat, and a rifle is not a gun. I will have to disagree with you. And you won't change that either! :rolleyes:


I did the very same thing not long ago, but one day I just took a dose of "I don't care" and went on. It's tiresome, unrewarding work trying to change the gamer babble that appears in every game. As long as I can divide game from reality, everything's fine.

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And thanks for the definition of dropdeck! :D


You're welcome :lol:

#86 Joseph Mallan

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Posted 04 June 2014 - 11:05 AM

View PostShredhead, on 04 June 2014 - 11:00 AM, said:


The Atlas is competitively not viable as a long range build because of heavily restricted mobility and low slung symmetrical weapon hardpoints. They are better used as mid to close range builds, paired with similarly slow, well armored mechs in the same lance. This way the lance has a clearly defined role (anvil). Believe me, it's easier for the commander to have homogeneous lances for tactical reasons.
I don't dispute these points... The inability to lift my Atlas's arms is annoying to no end! As to speed... if you can't get what you want you better know how to use what you got. I.A.O for the win.



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I did the very same thing not long ago, but one day I just took a dose of "I don't care" and went on. It's tiresome, unrewarding work trying to change the gamer babble that appears in every game. As long as I can divide game from reality, everything's fine.
I haven't reached that "don't care" point just yet.



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You're welcome :D
:rolleyes:

#87 Sprouticus

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Posted 04 June 2014 - 12:37 PM

View PostShredhead, on 04 June 2014 - 09:17 AM, said:


snip...

But the problem of viability here (in case of T-Bolt vs Phract) is one of geometry and weapon positions. How do you rate shoddy geometry or weapon hardpoints against armor value?
And why should every mech be viable in the high end game? That's not possible, ever. There will always be a meta, all you would do is p*ss off people that invested time and grind to get to their mechs. How about, instead of nerfing everything to death, open up the fields through (positive) quirks to handicapped chassis, buffing underwhelming weapons and use indirect means that widen skill gaps (like the heat for JJing/fall damage to legs, or a rework of the movement restrictions) to allow for more tactical variety?

Take for example SRMs. Fixing their hitreg problems will make them viable again, which opens the field for more variety of chassis, especially mediums. Same goes far a rework of those shoddy movement restrictions, just to make two examples.


Exactly. And all a developer can try to do is to offer more variety, more choices. There will always be a meta, but in a game with so many different weapons, there are possibilities to offer more variety than just 2 or 3 weapon combos.

...snip


Ok, first, viability:

In a perfect world all weapons/mechs would be viable. the determining factor in their use would be how good a particular pilot is using a given weapon/mech. For instance my play style works towards faster mechs with beam weapons. Other with different skill sets may gravitate towards slow mechs that have a big punch. The skill sets used between those are different.

But as we all know, no game is perfect. I cant think of a single game that accomplishes this unless it is exceedingly simple.

So then how you define viable. Well everyone is different of course, but in the end a weapon is viable when X% of the community feels like they can use it without hindering themselves. NOTE: That does not make it optimal, and people whose only goal is optimal will always go for the best weapon even if the advantage is minor.

this is further exacerbated by the inclusion of weapons/mechs who may have a hard skill point. PPC's reuqire X amount of skill to use well. That skill level is higher against faster moving targets. And because of the all or nothing nature of the weapon, less skilled players may find them LESS userful than higher skilled players. An average player trying to hit a fast moving light mech will always prefer lasers over PPC's for instance.

This means that what is true at higher Elo's is simply not true at lower Elo's. They are different games.


so now PGI has to balance not only weapons and mechs, but also 3-4 general categories of player. LRM's are dealy at low Elo's and useless at the highest. If you made them viable in the highest Elo's they would be the only weapon used at lower ones. Same with lasers.

so viability is a moving target, and honestly different for each player. BUT, in the general sense, if a weapons can be used by 90% of players without making those players feel hindered then it is viable IMO.



Game balance is as much art as science. You have X number of variables to adjust for each item being balanced. MWO happens to have a lot of variables available which is both good and bad.

sometimes those variables can be changed easily (weapon dmg), sometimes it is impractical (mech geomentry/size). Sometimes it is limited by outside factors (remaining close to canon, meta factors like TTK)

In the case of armor limits, you have a variable which serves multiple purposes. It can be used to give a mech a certain feel (tough to kill, easy to kill, etc). But it can also be used for pure balance. (this mech is not very good, lets give it a boost).

If the CTD has advantages (better hitboxes or sizing) over a T-Bolt, changing the armor is one way to make up for that. It is not directly related from the standpoint of the specific advantages, but it 'makes up' for the clear deficiencies of the T-Bolt.

Same goes with hardpoints. The 3D has a better load out with the current meta than the 1X. This is a point everyone agrees on. Lowering the armor on the 3D would make up for that. You could also raise the armor for the 1X, but all mechs are given max armor for their tonnage if I remember correctly so that is not an option here.

Now the art form in game balancing (and one frankly PGI is not very good at IMO) is finding the right string to pull on each mech/weapon to rase its viability.

If you pull the string on a weapon (make lasers better), it impacts every mech which uses lasers. Some may become OP. Which would mean you would need to tweak down that particular chassis/variant or make it OP. But if you do that you may need to tweak other variant of the same mech or other mechs in the same tonnage or maybe even other mechs in the same weight class.

combine that with ALL the variables available to MWO and you can see why balance is so hard.

IT CAN BE DONE THOUGH. At least it can be done better than it is currently. Armor point balancing might not be optimal, but it has some serious advantages:

1) It is variant specific
2) The changes can be minor or major.
3) It has a dramatic impact on TTK and thus viability.


-------------

all of that said, this is a thought excercise because PGI will never adopt armor point as a balancing varaible. Just like they will never make changes to get rid of FLD. (of which there are literally hundreds of suggestions)





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