#61
Posted 30 September 2014 - 03:07 AM
As to you pointing out "meaningless" in your eyes, don't stop, I will disagree with you, but I won't try to silence you.
#63
Posted 30 September 2014 - 03:33 AM
Scratx, on 29 September 2014 - 08:42 PM, said:
Remember, aren't we the ones continuously advocating for balancing to be done in small steps? Instead of big NERFINATOR-grade stomps?
Chill.
Just quoted it so that others, who may have read over it can read it again, because it's damn true.
#64
Posted 30 September 2014 - 03:37 AM
Edited by Iyica de Tylmarande, 30 September 2014 - 03:38 AM.
#65
Posted 30 September 2014 - 03:37 AM
Joseph Mallan, on 30 September 2014 - 03:07 AM, said:
As to you pointing out "meaningless" in your eyes, don't stop, I will disagree with you, but I won't try to silence you.
I never played SWTOR, but were all the other characters that were not Sith/Jedi clearly less useful? Because that's what you're asking for, some mechs should have a clear advantage because lore said so. Going by that logic if you played as a Jedi/Sith in SWTOR you'd just run all over the other characters in a fight because the movies said so. Neither makes any sense when developing a game.
#66
Posted 30 September 2014 - 03:42 AM
Iyica de Tylmarande, on 30 September 2014 - 03:37 AM, said:
They should make a balance pass over the clan mechs too since some are just flat out better than others. But this 20% heat sink destruction as you pointed out is just meaningless. Then again they want to sell the next clan pack, so trying to let the clans keep an edge to boost sales was hardly surprising. Just see how long they let the TW run wild before even looking at why the heck it's the most played Heavy mech despite it being only available for real $$$.
#67
Posted 30 September 2014 - 03:48 AM
Torgun, on 30 September 2014 - 03:42 AM, said:
They should make a balance pass over the clan mechs too since some are just flat out better than others. But this 20% heat sink destruction as you pointed out is just meaningless. Then again they want to sell the next clan pack, so trying to let the clans keep an edge to boost sales was hardly surprising. Just see how long they let the TW run wild before even looking at why the heck it's the most played Heavy mech despite it being only available for real $$$.
#68
Posted 30 September 2014 - 03:56 AM
Iyica de Tylmarande, on 30 September 2014 - 03:48 AM, said:
If the TW performed like the Summoner and vice versa, would it still be the most played Heavy? I really doubt it.
#70
Posted 30 September 2014 - 04:08 AM
Iyica de Tylmarande, on 30 September 2014 - 03:58 AM, said:
That's basically the only reason anyone would play the Summoner instead of TW, when you really want to be competitive it's TW all day every day.
#71
Posted 30 September 2014 - 05:35 AM
#72
Posted 30 September 2014 - 06:12 AM
This means if a Clan mech has a 200 XL, it will lose 8 x 0.2 = 1.6 Heatsinks (2?).
A 325 XL with a full complement of heatsinks (13) will lose 13 x 0.2 = 2.6 (3?).
A 325 XL with only the base 10 heatsinks will lose 10 x 0.2 = 2.0.
But this is hard to really see because Clan mechs can't modify their engines or heatsinks to the engines. But it's an important point.
Edited by Zyllos, 30 September 2014 - 06:12 AM.
#73
Posted 30 September 2014 - 06:19 AM
HOWEVER. Baby steps are better then massive nerfs without testing. Look at the CERLargeLaser and Jump Jet nerfs. Those were massive nerfs that are now being scaled back a bit. I'd rather they test 20%, then 40%, then 50%, and then MAYBE 66% in small increments until it feels right.
#74
Posted 30 September 2014 - 06:19 AM
I hate beating this dead horse but I cannot rationalize the forgoing logic that everything must be equal. We are playing Mechwarrior... a universe that at face value is intrinsically imbalanced, especially when baring consideration of the Clans.
"Balance" does not mean "parity"... It means "equity".
This eternal demand for beige and vanilla is mind numbing....
Edited by DaZur, 30 September 2014 - 06:19 AM.
#75
Posted 30 September 2014 - 06:30 AM
So let's go with baby steps and see how it plays out instead of crying out for Paul's Nerfinator.
#76
Posted 30 September 2014 - 06:36 AM
Your probably all right that it's not going to be a big change because the Clan Engines are not the problem from what I can see... maybe on paper they look way better, but in game, once you lose a ST, your ususally so beat up, your going down fast the next engagement you get into anyways... In my games, most my kills and damage are done before losng a ST... so any changes to the mech at that point don't make a huge differance...
Edited by Jeb, 30 September 2014 - 06:37 AM.
#77
Posted 30 September 2014 - 06:51 AM
DaZur, on 30 September 2014 - 06:19 AM, said:
I hate beating this dead horse but I cannot rationalize the forgoing logic that everything must be equal. We are playing Mechwarrior... a universe that at face value is intrinsically imbalanced, especially when baring consideration of the Clans.
"Balance" does not mean "parity"... It means "equity".
This eternal demand for beige and vanilla is mind numbing....
The Clans cannot be far superior like cannon states because given the type of game we are playing, it would be poor game design. In a PvP environment like this, they need to be different but equal.
There was a reason many TT guys like the older pre-vlan eras, there was no Clans to muck up their balance. There is a thread going on now about how 3025 is often their favorite and on more than one occasion they site the Clans made a mess of things.
If Clans are far superior, what is the motivation to run IS? Just the challenge of it isn't good enough for 90% of any game community. CW where 90% of the gaming populace is Clan would kind of break things.
Even if we buffed the clans and dropped 12v8 or so (remember we buffed the Clans to their superior beauty), why would I still want to be IS? I have 33% less chance to earn rewards (c-bills and xp) because I have 33% less targets and if I get caught 1v1 in a match I am guaranteed to lose. You can buff IS rewards, but you can't buff KDR and and total kills.
It just isn't good multiplayer game design.
Good games known for excellent balance do well because of different but equal. StarCraft is a great example. Each faction (Zerg, Terrain, and Protoss) are radically different but equal. If the Protoss was way superior, everyone would pick it and it would break the game.
IS and Clan need strengths and weakness that compliment each other that makes both appealing and unique, but never superior to the other.
It breaks cannon, it messes with what I learned playing the old games, but it is the sacrifice made for player balance in a purely multiplayer game with what we have to play with.
Many will disagree I suppose, and they have good reason, but they don't see how badly it can break the entire game.
Edited by MeiSooHaityu, 30 September 2014 - 06:54 AM.
#78
Posted 30 September 2014 - 06:59 AM
Ask anyone from WoT or War Thunder or WWIIOnline what its like playing against FW190s, IS2s, Tigers, etc...
They fix this issue with "tiers". Which of course also drops most players into the least effective stuff first, ensuring theres a good distribution of the crappy stuff, along with the best stuff.
We kind of missed that boat however.
#79
Posted 30 September 2014 - 06:59 AM
Russ's post doesn't address the second effect, but it does start to address the first. Here is the problem that you get with clans: Say you have a stock Nova prime in TT: You can generate 60 points of heat by firing all your lasers, which is significantly more than the stock heat sinks will cool every turn, so you can only fire about seven at a time and not build up heat. If you loose a side torso, it will blow off six lasers, but only four DHS. Without engine crits, you could still shoot five medium lasers every turn without building heat, and you could actuall fire the sixth about every other turn. So, even though half the mech is gone, it's average firepower only dropped by about 20%. A Stormcrow prime with a missing side torso pretty much can't ever overheat, if you don't have engine-crit-heat being generated. So, in TT, one of the big effects that engine crit rules had on clan mechs (and IS mechs with light fusion engines) was to help make sure that their damage output would drop when they lost a side torso.
What Russ talked about is an attempt to port that same balance idea to MWO. The idea is to make sure that mechs which can use light engines and still survive a side torso loss, don't stay just as powerful, or close to as powerful, once that side torso is gone. Think about a stock Nova Prime in MWO. If you loose a side torso, it doesn't actually matter that you lost half your weapons. The only reason your DPS goes down is that you lost a couple of heat sinks. With this change, loosing a side torso will affect your cooling even more and bring the game closer to feeling like your mech really did get cut in half.
It isn't perfect, and there are builds where it will, literally, make no difference depending on which torso is lost, but it is an attempt to start making mechs feel like they are falling apart as they get damaged rather than the go-go-go-explode feeling we tend to get now.
Edited by Maxx Blue, 30 September 2014 - 07:07 AM.
#80
Posted 30 September 2014 - 07:01 AM
Whereas an M3 stuart, will never, ever, ever, ever kill a Tiger. It just cant penetrate its armor. Ever. So were definitely more forgiving in that regard.
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