Clan Balance Update - Feedback
#221
Posted 05 September 2014 - 08:19 PM
#222
Posted 05 September 2014 - 08:21 PM
#223
Posted 05 September 2014 - 08:33 PM
#224
Posted 05 September 2014 - 08:40 PM
This seems to not only match the general community sentiment regarding these changes but also meshes with the direction the community discussion regarding Clan Balance has been taking.
I'd especially like to see the IS heat efficiencies tweaked a bit, since that's one place where the Clans are kind of canceling out their intended disadvantage.
#225
Posted 05 September 2014 - 08:41 PM
I am actually pretty happy with this level of direct communication with the player base. So, first off, thank you. Hopefully this is a thorough 2-way dialog on how we can approach this (as long as everyone willing to take part is civil), and we can achieve the goal intended of making the clans potent, unique, but not overpowered.
I think most of the ideas seem reasonably viable, but I also have to agree with some of the points brought up within this thread, so-far.
-More considerations need to be given with future technology, like Light Engines for the Inner Sphere, which help close the gap on clan XL engines. Things like this can alter the gameplay balance drastically if not addressed now. Will Light Engines suffer the same side-torso destruction of Clan XL engines? If we don't look at future technology, now, then we WILL hit this same kind of snag and Charlie-Foxtrot with each iteration of new technology introduced into the game (since it has been stated those are long-term goals).
-IS chassis quirks and buffs SHOULD be implemented, and should be used to make various chassis much more viable at what they do. Quirks should give highly specific buffs to a chassis/variant (The Awesome's were actually a pretty good example of this) to help define its specific purpose/focus. However, quirks should not overshadow my next point.
-The skill tree overhaul should also be looked into making chassis more viable and desirable. I'd suggest looking at the canonical roles in Battletech "Fluff" for mechs and making a skill tree for each Role . . . then these trees can be assigned to chassis (IS and Clan) to help improve gameplay overall and reaffirm balance and role warfare. For example, a "Fire Support" chassis (sniper or missile boat), should have an elite ability to increase the range of its weapons by 10% . . . thereby an Awesome/Warhawk with PPCs/LRMs will reach further and be more effective than an Atlas/Dire Wolf (juggernauts by nature) with the same weapon systems.
-I agree that taking the opportunity to go back and revisit Single Heat Sinks would also be a good move to address during this timeframe, unless PGI is perfectly OK with some technology and equipment in the game becoming completely obsolete.
-Please take the time to readdress numerous types of equipment throughout the game, their impact on MWO gameplay, and any changes that could be made. Some examples, the completely inability to use LRMs/Streaks around ECM. Maybe consider removing the inability to fire them (or just lock with LRMs) and replace it with slower lock-on times? Other examples could include the Command Console, the Target Deprivation Module (possibly consider just decreasing lock retention by the standard locking time?)
-Something to consider in regards to potentially increasing armor and structure ratings: Heat management and power creep (via weapon DPS, cooling, pinpoint damage, and the ability for most mechs to almost constantly alpha) should also be looked at in correlation to the overall TTK. A desired TTK number (via DPS) should be considered when balancing the overall DPS of various weapons. Therefore, set the fastest TTK goal first, and work backward from there . . . with higher yield weapons reaching that TTK goal and lower damage weapons taking longer from there.
Again, though, thank you for taking the time to provide this direct, blunt, and concise information to us on WHY you're doing things and WHAT the plan is moving forward.
Friday's Patch Feedback (Since there's no direct/general feedback thread like there normally is . . . and it coincides with this):
I haven't gotten to test it, yet, so I'll reserve applying judgment on direct gameplay impact (like "this should be nerf'd/buffed"). I think the adjustments seem reasonable, but at least (off pure numbers) the gap between pulse lasers and standard/er-lasers seems to be getting a little too thinly veiled. I believe more distinction needs to be given to pulse lasers rather than just getting a slight shortening/boost in beam duration. Most of the other stats are nearly on-par with each other, at this point. However, the approach to continually balance the weapons is greatly appreciated.
As always, though, now that you're getting back to addressing weapon balance, can we please see some love for some of the neglected weapons. Namely, I'd request the Flamers be addressed, since a major overhaul on their playability and usability was said to be done back in January (with the coming of the Firestarter), and we still don't have it, yet.
Thank you for continuing to put the effort into making MWO a balanced and enjoyable game.
#226
Posted 05 September 2014 - 08:44 PM
I don't know if I'm going to continue to support a development team with my money when they have no competent project planning and deliver content, patches, and balances "off the cuff" without any professional foresight about the product they are producing.
On a similar note, if Community Warfare is going to be as "professionally implemented and balanced" as the "Clans" were and continue to be, then excuse me if I don't hold my breath.
#227
Posted 05 September 2014 - 08:45 PM
#228
Posted 05 September 2014 - 08:46 PM
Mystere, on 05 September 2014 - 05:11 PM, said:
The CryEngine is just a game "engine", not a game. I think you are seriously confused about the difference.
Not really. There's a difference between a FPS and a RTS and that is something you apparently are confused about the difference.
#229
Posted 05 September 2014 - 08:49 PM
Quote
Clan heat penalties with lost of Left/Right Torso = 2 engine crits on XL engine = Reducing heat dissipation by 10 SHS/5DHS and reduction of Heat Cap by same amount to baseline it then adjust accordingly.
As for movement penalties, potential but without the above really a bandaid. Without actual engine crits and their effects, as well as a dynamic changing heat scale verses a fixed heatscale, there is no real balance nor a solid foundation to make adjustments.
Edited by Tarl Cabot, 05 September 2014 - 08:55 PM.
#230
Posted 05 September 2014 - 09:23 PM
There was absolutely no way that was EVER going to work outside of single team vs team fights aka full premade. Anything less organized and IS was always going to get steamrolled.
#232
Posted 05 September 2014 - 09:48 PM
#233
Posted 05 September 2014 - 09:59 PM
I've chosen not to pilot clan mechs. I WANT to be up against difficult odds. I do really NOT want to be up against the "same" mechs with different coloured lasers.
You guys make it SO hard to keep playing this game and support it! You just had to get those clanners in didn't you. You really had no idea what to do with them when they got here.
Now you got nothing left to sell really. Or is it a case of "lets fast forward 100 years to sell upgraded IS tech! Then lets go back in time to sell Star League tech!"
You had a complete overhaul of the UI to make all this possible. Then you had a complete overhaul of the matchmaker that would allow just about anything to work. Then you come out and say you can't do this because you didn't see 10 v 12 coming?
Man I wish I didn't like giant stomping robots so much...
#234
Posted 05 September 2014 - 10:11 PM
I like this one, post was good, given the current situation seems as if they know whats going on.
No 10v12? thats fine, thats what lobies are for. Beter to have all mechs viable.
Balance, well thats ongoing, needs to be.
No massive lists of things to do, focusing on a couple current issues, thats good.
My only comment would be to let community test changes on Test and be able to listen to input.
Would also like to see another pass at the MM after this flows in.
GG.
#235
Posted 05 September 2014 - 11:13 PM
They didn't set out to make Mechwarrior Online: The Fourth Succession War, or Mechwarrior Online: Word of Blake, they deliberately set the game on the verge of the Clan invasion.
How the hell can they not have decided on how to balance Clan vs IS? How the hell can they still not know?
#236
Posted 05 September 2014 - 11:16 PM
#237
Posted 05 September 2014 - 11:38 PM
Can I have the option to use a normal variant skin for the prime mechs? I really want to use camo =/
Edited by Ghost Bear, 05 September 2014 - 11:45 PM.
#238
Posted 06 September 2014 - 12:17 AM
Better armor on all mechs means gravitating towards simulator away from twitch shooter - yes, please.
Giving more quirks to all Mechs is the way to go. It could even be applied to Clan mechs (cough Summoner cough Warhawk).
I never cared for 10vs12, I'll take good, balanced gameplay over RPG elements anyday. Clan Mechs clearly differ from IS Mechs so CW should still look interesting, even 12vs12.
Edited by Groovy4life, 06 September 2014 - 12:19 AM.
#239
Posted 06 September 2014 - 12:19 AM
In other words you really don't know what you're doing. My problem with this is that effectively now MWO is finished. By nerfing clan weapons to be equal to 3050 IS weapons - you've effectively said that ALL future weapon development must be nerfed back to the 3050 level. MRM's, Light Gauss, Heavy lasers, X-pulse Lasers, Rotary Autocannons, EVERYTHING must be nerfed back to 3050 levels. So we're done - no reason to advance the timeline, no reason to add new weapons - we've reached the endgame.
You've just created a situation where there is no reason to look towards the future, because there will never be any improvements - well done.
#240
Posted 06 September 2014 - 12:24 AM
Living Legends balanced IS vs Clans.
I don't see why MWO couldn't balance them. It's not rocket science.
Starcraft (1) balanced 3 completely different races, even though they didn't have anything in common.
To all the people saying Clans should be better: learn to play without your crutch.
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