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October Road Map - Feedback Continued


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#281 Ruccus

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Posted 01 October 2014 - 07:03 AM

View PostSavage Wolf, on 01 October 2014 - 02:14 AM, said:


A 10% cooldown reduction to missiles would just make it run out of ammo faster and then potentially make it even worse. And yes, either giving it energy hardpoints or unlimited ammo would fix this problem, both is overkill. ECM could help, but it would still run out of ammo.


My Huginn's LRM build has 5 to 5 1/2 tons of ammo (900 to 990 missiles) and a ton to a ton and a half of MG ammo, which I think is pretty adequate. My Huginn's SRM build is a bit light on ammo with only 3 tons for the dual SRM6s and a ton and a half for the MGs, but you can add more by dropping the engine size down from a 280XL to a 260/265XL and have four tons for the SRMs.

The 10% cooldown bonus would allow you to fire faster, but that in turn allows you to kill more quickly. If my SRM6s cool down at 3.6 seconds instead of 4, that means I can get off a second volley before that second AC20 round or PPC round, or multiple medium lasers has time to recycle. I'd gladly run out of ammo if it meant I was still alive because I'd used my ammo before the enemy could use theirs on me.

It might also make you decide to drop down to SRM4s to stock more ammo; they'd cycle at 2.7 seconds so you might opt for two quick volleys and get out before the enemy can target you.

Edited by Ruccus, 01 October 2014 - 07:04 AM.


#282 Xarian

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Posted 01 October 2014 - 07:22 AM

View PostPasternak, on 01 October 2014 - 05:00 AM, said:

There is a few things I would shuffle around but overall the tier list looks nice

Lights:
RVN-H Huginn Needs to be added to tier 5 Light Mechs, I rarely see the thing and when I do they are lucky to pull 200 damage without an artillery.

Ravens in General need a hitbox pass but that is another problem all together.

The rest of the lights look pretty good but I am not a Locust pilot and refuse on the fact they are to fragile.
Huginn is maybe a T4 mech, otherwise I agree. Locusts should be ~T6 if such a thing existed.

Quote

Medium:
The lack of Tier 1 really shows me something about Mediums, a class I prefer to play and that they are all lacking something to which I agree.

The SDH-2D, 2D2 and GRF-3M are probably your medium Tier 1's if I were to put any there.
They were T1 before the JJ nerfs. Definitely T2 now.

Quote

Heavy:
I'd move the Muromets up to Tier 2 personally, I can still put up good damage on par with my Firebrand.

CPLT-A1 should be moved to tier 4, lack of Energy hardpoints is a major flaw and makes it ammo dependent and friendly dependent for LRM action.
Ilya and the Jagermechs (including Firebrand) all belong in the same Tier, really - probably T2, like you said. The Jagermechs are too similar to separate them. Ilya is a very strong mech, but it's a tough call between T2 and T3. The Catapult A1 is a superb missile boat; it's T3 because it's good at its job - you apparently don't think that pure missile boats are good, but plenty of other folks do.

View PostSmokinDave73, on 01 October 2014 - 04:56 AM, said:

Overall nice Tier list the suggestions I would make to edit it are;
  • SHD-5M T3 -> T4 it cant compete purely on hardpoints againts the other varients.
  • HBK-4P T3 -> T4 Not sure why this pure energy varient would be considered better then the others just on that.
  • AWS-8R T3 -> T4 this Awesome can boat 4srm6A but does not make up for its chasis short comings.
  • VTR-9B T1 -> T2 This Victor based on hardpoints are not tier 1 like the S and Dragon Slayer
  • VTR-9K T1 -> T2 same as above.
There are more that I would suggest but it would make a hard case for such as the 3D being tier 1 I think it would be better in tier 2 but I see the pro's and cons agints it.

Agreed with the SHD-5M. Not sure how it's on par with the others; it's straight-out inferior.
The HBK-4P is the most widely-used hunchback and enjoys the most success - that's why it got ranked higher.
The AWS-8R is one of the best LRM boats in the game. The extra hardpoint makes it a lot better at its job.
Effective loadouts on Victors are all nearly identical. Switching 1 Missile in the torso for 1 Ballistic in the arm doesn't suddenly change the mech from T1 to T2; same goes for adding another energy on the arm and removing 1 Ballistic.

View PostDarthPeanut, on 01 October 2014 - 06:40 AM, said:

I like the TIer table for the most part. Everything is pretty close to where I would have guessed it should be.

The Firebrand being up a Tier over others seems a little odd but maybe I have not found the advantage to it other than the Cbill boost. I do ok in it but I do not see it having an edge over DD or S, for me at least.

Agree with some who said not all Victors should be Tier 1. Once they negative quirks are gone though we shall see. Been a while since I played them much because of the nerfs.
The Firebrand apparently got bumped up a Tier due to the enhanced engine cap. It's not much of a difference, but it is a difference.
All Victors got T1 status because their most effective loadout is essentially the same on every variant; shuffling the hardpoints around does very little.


View PostToMang07, on 01 October 2014 - 05:23 AM, said:

It would be AWESOME if you guys just focused on making the actual gameplay better, and stopped frigging with chit that aint broke.

If you think T4/T5 mechs aren't broken, then you aren't paying attention.

#283 Admiral_Korean_Jesus

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Posted 01 October 2014 - 07:36 AM

Can't you take those hideous VCR sized miissle tubes off the Catapults ears when you have more then one missle hard point equipped?

#284 CDLord HHGD

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Posted 01 October 2014 - 07:37 AM

View Postwarner2, on 01 October 2014 - 04:51 AM, said:

Wut? Use what 'mechs you want to use. Why would you care about avoiding the "meta" 'mechs?

It's about community perception. I don't care specifically, but it depends on how it's to be implemented. How would the community feel if because of their relegation to tier 1, some mechs are excluded from certain activities, or exclusive to bonuses?

This is a fine line I'd like to research and see better defined.

#285 Xarian

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Posted 01 October 2014 - 07:38 AM

View Postkapusta11, on 01 October 2014 - 07:01 AM, said:

  • Locust and Commandos are automatically tier 10 mechs because it takes 1 shot from good player to kill it.
  • All Hunchbacks are automatically tier 5 mechs because of absolutely terrible hitboxes.
Tier 10 doesn't exist. Tier 5 is the highest; I think a special "worse than T5" tier should be made for Locusts due to the internal issue and the disproportionately high engine weight.
Hunchbacks are already T4/T5.

Quote

  • Griffins and Shadowhawk 2K are tier 3 mechs at best
  • All Dragons are automatically tier 5 because of absolutely terrible hitboxes.
  • All Quickdraws are automatically tier 5 because of absolutely terrible hitboxes
GRF and SHD are the best IS mediums by far - they're T2. JJs, good loadouts, and sitting near the top of their weight class. DRG and QKD are already mostly listed in T5, with a few listed in T4 to indicate that they aren't in as bad shape as others.

Quote

  • All mechs that don't have JJs are automatically -1 in their tier rank.
  • All "all energy hardpoints" Assaults and Heavies are automatically tier 10.
  • Atlases, Battlemasters and Awesomes are automatically -1 in their tier rank because of absolutely terrible hitboxes.
  • Missile mechs are -1 in their tier because missiles (LRMs and SRMs alike) suck in competitive play.
JJ mechs almost always got listed higher than non-JJ mechs.
Tier 10 does not exist. Energy-heavy Assaults and Heavies nearly always got listed as T4 or T5 (with T4 being "bad" and T5 being "nearly unplayable").
BLR and AWS are already listed as T4/T5. AS7 is listed as T3 for the most part due to their incredible survivability and good hardpoints.


Quote

In other words, how about we:
  • Fix Heatscale so that energy hardpoints are not useless in certain circumstances/most of the time and we could reconsider energy nerfs being made in the past.
  • Rework missiles so that missile hardpoints are not useless in general (faster projectile speed/even out armor and internal structure to make crit seeking meaningful for SRMs and faster projectile speed/faster lock times but greatly reduced missile clustering for LRMs, increased clustering for LRMs with Artemis or NARC while ECM being able to nullify said systems, you know, like in TT)
  • Remap hitboxes on problematic mechs
  • Scale down some mechs
  • Increase internal structure HP for DOA lights
Contrary to what you apparently believe, people use weapons other than ballistics effectively. in fact, one of the most popular IS Assault builds is the so-called "wubshee" which uses a Banshee with several pulse lasers. Many short-range builds incorporated SRMs. And it's somewhat amusing that you want LRMs to be buffed considering how much complaining goes on here about how powerful and overused they are.

This thread is for feedback on IS mech quirks - a great move that will help the game a lot - not for general complaints. A lot of people want mech scale changes, and a lot of people (myself included) want super-lights such as the Commando and Locust to have their structure hitpoint scaling fixed, but this isn't the place to discuss it.

#286 Savage Wolf

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Posted 01 October 2014 - 08:19 AM

View PostRuccus, on 01 October 2014 - 07:03 AM, said:

My Huginn's LRM build has 5 to 5 1/2 tons of ammo (900 to 990 missiles) and a ton to a ton and a half of MG ammo, which I think is pretty adequate. My Huginn's SRM build is a bit light on ammo with only 3 tons for the dual SRM6s and a ton and a half for the MGs, but you can add more by dropping the engine size down from a 280XL to a 260/265XL and have four tons for the SRMs.

The 10% cooldown bonus would allow you to fire faster, but that in turn allows you to kill more quickly. If my SRM6s cool down at 3.6 seconds instead of 4, that means I can get off a second volley before that second AC20 round or PPC round, or multiple medium lasers has time to recycle. I'd gladly run out of ammo if it meant I was still alive because I'd used my ammo before the enemy could use theirs on me.

It might also make you decide to drop down to SRM4s to stock more ammo; they'd cycle at 2.7 seconds so you might opt for two quick volleys and get out before the enemy can target you.

I've tried to LRM Huginn and while the ammo is less sparce, the impact on the battle is also minimal. It's a trollbuild at best intended to just shake cockpits and there are way better mechs for that.
The only build that really works for me is 2xSRM6 with MGs and while it's good for a while, it just runs out of ammo too soon.

#287 kapusta11

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Posted 01 October 2014 - 08:31 AM

View PostXarian, on 01 October 2014 - 07:38 AM, said:

[/list]Tier 10 doesn't exist. Tier 5 is the highest; I think a special "worse than T5" tier should be made for Locusts due to the internal issue and the disproportionately high engine weight.
Hunchbacks are already T4/T5.

GRF and SHD are the best IS mediums by far - they're T2. JJs, good loadouts, and sitting near the top of their weight class. DRG and QKD are already mostly listed in T5, with a few listed in T4 to indicate that they aren't in as bad shape as others.

JJ mechs almost always got listed higher than non-JJ mechs.
Tier 10 does not exist. Energy-heavy Assaults and Heavies nearly always got listed as T4 or T5 (with T4 being "bad" and T5 being "nearly unplayable").
BLR and AWS are already listed as T4/T5. AS7 is listed as T3 for the most part due to their incredible survivability and good hardpoints.


Contrary to what you apparently believe, people use weapons other than ballistics effectively. in fact, one of the most popular IS Assault builds is the so-called "wubshee" which uses a Banshee with several pulse lasers. Many short-range builds incorporated SRMs. And it's somewhat amusing that you want LRMs to be buffed considering how much complaining goes on here about how powerful and overused they are.

This thread is for feedback on IS mech quirks - a great move that will help the game a lot - not for general complaints. A lot of people want mech scale changes, and a lot of people (myself included) want super-lights such as the Commando and Locust to have their structure hitpoint scaling fixed, but this isn't the place to discuss it.


I haven't payed too much attention to the list actually but it appears it just proved that my reasoning is right, I pointed out the issues and asked to fix them directly instead of "quirking" everything which will burry those problems even deeper just like Ghost Heat did with broken heatscale with its enormous heat capacity and 2.5 times lower dissipation.

Wubshee is a joke build and a waste of Assault slot in current abusive 3/3/3/3 system that loyal PGI fans like you believed to solve everything as well. When you're up against competitive units you'd better put "fun" builds on shelf and succumb to meta - hitting specific components consistently at as long range as possible.

I don't want LRMs to be buffed, I want them to be changed, be useful in most conditions, read the whole thing next time.

It's not quirk feedback thread, there is no info about what the quirks will do specifically, let alone they are not live so we can't give FEEDBACK in the first place. It's just a list of the mechs "in trouble", I want them to recieve a PROPER help before it's too late.

Edited by kapusta11, 01 October 2014 - 09:20 AM.


#288 chaas

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Posted 01 October 2014 - 08:33 AM

I think the Ilya is slotted right. Looking in my garage, it's the best gear I've got, particularly in a solo drop. There seem to be two or three loadouts that work really well, and most of them have a relatively high DPS. However, given that it's almost mandatory to take an XL engine, the torsos are an incredible target.

It's disappointing to see my beloved Hunchbacks at the bottom, but I'm not surprised. As far as the meta goes, no competitive player in his or her right mind climbs into one of those things. That's for scrubs like me who like hunting in packs of medium 'mechs. My 4SP is particularly good at that, and when paired with my lancemate's CN9-AL, it's a pretty solid team 'Mech.

At any rate, I look forward to seeing what quirks come to many 'Mechs that call my garage a home.

#289 Gorgo7

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Posted 01 October 2014 - 08:39 AM

View PostWintersdark, on 30 September 2014 - 09:52 PM, said:

Sadly, there's a lot of Regular Players (this is not an insult) who primarily drop solo, and feel that Because They Do Great In Some Mech, It Must Be Great. These people just don't understand how Elo works: If you always drop in a terrible mech, you end up with a lower Elo and fight weaker opponents, thus things tend to balance.

They don't see the game from the high-end play perspective, where Elo doesn't really do anything anymore (as there aren't enough people at that level to reliably fill matches with Elo-appropriate players), and thus where differences between a good chassis and a bad one become very significant.

I hate to come across as exclusionary, but in this one particular case, non-competitive players really should sit back a bit. It's important that the mechs are ranked reasonably well from a competitive level, because smaller differences in chassis power outside of competitive play are unimportant and in most cases invisible.

Of course, right now, the differences aren't small. Look at all those T4 and T5 chassis :(

So...what is the point of your post? Are you saying there should be no comments? Russ does say the list was drawn up by a team of competative players and regular contributors.
Generally the theme seems to be that appart from some mild disagreements (T3 -T4) it is a good list.
Again, what are you trying to say? I mean, are you trolling?

Edited by Gorgo7, 01 October 2014 - 08:39 AM.


#290 Naryck

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Posted 01 October 2014 - 08:49 AM

am I correct: any of the Victors will pretty much easily destroy any of the Banshees, because all of them (except for HERO La Malinche bought for MC - it's Tier 4, lol :D ) are Tier 3???

#291 stjobe

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Posted 01 October 2014 - 08:51 AM

Sorted by tier:

T1: 7 variants (4.9%)
T2: 15 variants (10.6%)
T3: 41 variants (28.9%)
T4: 52 variants (36.6%)
T5: 27 variants (19.0%)

Not going to argue any 'mech specifically, but it's kind of sad to see that the vast majority of IS 'mechs are tier 3 or lower (120 variants, 84.5%) and a majority is even tier 4 or lower (79 variants, 55.6%).

27 tier 5 'mechs is really sad to see. That's a fifth of the available 'mechs that are, in essence, useless.

To me, this suggests a systemic error that might take a bit more than a quirk system to fix.

Don't get me wrong, though, I am fully in favour of the quirk system, but I think MWO has bigger underlying issues that the tier distribution really shines a spotlight on.

Edit: Here is the current tiers with a normal distribution as comparison (3-19-98-19-3 for you stat-heads out there):

Posted Image

Edited by stjobe, 01 October 2014 - 09:27 AM.


#292 Voivode

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Posted 01 October 2014 - 08:54 AM

View PostGrey Black, on 30 September 2014 - 01:05 PM, said:


I wouldn't think we should, this is only to give us an idea of how heavily mechs are getting buffed/nerfed IS side. Clan side isn't getting a quirk pass anytime soon.


They aren't nerfing any of them. They are simply creating no changes to the tier 1 mechs. The idea is to bring the lower tiers up to their level.

#293 kapusta11

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Posted 01 October 2014 - 09:01 AM

View Poststjobe, on 01 October 2014 - 08:51 AM, said:

Sorted by tier:

T1: 7 variants (4.9%)
T2: 15 variants (10.6%)
T3: 41 variants (28.9%)
T4: 52 variants (36.6%)
T5: 27 variants (19.0%)

Not going to argue any 'mech specifically, but it's kind of sad to see that the vast majority of IS 'mechs are tier 3 or lower (120 variants, 84.5%) and a majority is even tier 4 or lower (79 variants, 55.6%).

27 tier 5 'mechs is really sad to see. That's a fifth of the available 'mechs that are, in essence, useless.

To me, this suggests a systemic error that might take a bit more than a quirk system to fix.

Don't get me wrong, though, I am fully in favour of the quirk system, but I think MWO has bigger underlying issues that the tier distribution really shines a spotlight on.


QFT

Adding quirks may be a good way to encourage specialized builds, like this mech bennefits from using AC10s and that one from Large Lasers, but that is only possible when mechs are balanced hitbox and hardpoit wise and even then, with proper weapon balance, there is no need to give players additional incentive to play certain builds.

Edited by kapusta11, 01 October 2014 - 09:03 AM.


#294 CDLord HHGD

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Posted 01 October 2014 - 09:14 AM

Assigning mechs to tiers is fundamentally wrong and I oppose it (at least until someone can direct me to a PGI post explaining it).

#295 Eximar

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Posted 01 October 2014 - 09:37 AM

The most important quirk is scale.

Make medium mechs halfway between lights and heavies in size, and they will be more viable immediately.

Plus fixing the few other out of scale non-mediums.

Edited by Eximar, 01 October 2014 - 09:39 AM.


#296 Oderint dum Metuant

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Posted 01 October 2014 - 09:54 AM

The list looks pretty accurate no real glaring errors.

However quirks won't fix much alone.

Some of the scales and hit boxes on these mechs are terrible which is what rules them out of competitive play.

Assaults need to be bigger; as do heavies and then mediums scaled slightly smaller.
Hit boxes need to be tuned better to move mechs off the scrap heap.

But hard point layouts will always rule some mechs out in the end.

#297 Khobai

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Posted 01 October 2014 - 10:17 AM

Quote

Locust and Commandos are automatically tier 10 mechs because it takes 1 shot from good player to kill it.


This. Locusts and Commandos should all be Tier 5. Except for the Commando 2D which is Tier 4.

The reason why I put the Commando 2D at Tier 4 is the SSRM2 damage nerf. Going from 2.5 to 2 damage per missile completely nerfed the Commando 2D's ability to do any respectable damage.

Compare an IS Streak2 to an IS Medium Laser: The Medium Laser does more dps, has a longer max range, weighs less, takes up less crit slots, doesnt use ammo, cant be jammed by ecm, etc.. Streaks have little or no advantages over Medium Lasers anymore.

Although Id be fine with the Commando 2D being Tier 3 if the IS missile damage nerf was undone by increasing the damage on IS SRMs and IS SSRMs back to 2.5 per misslie.

Edited by Khobai, 01 October 2014 - 10:37 AM.


#298 Deathlike

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Posted 01 October 2014 - 10:32 AM

View PostUltimatum X, on 01 October 2014 - 01:00 AM, said:

When you have the chance, it would be an easier read if you put it into a spreadsheet and then either posted a link or posted an image of the spreadsheet.


I'll use ASCII art for laziness.

Edit: ASCII table added.

Edited by Deathlike, 01 October 2014 - 11:13 AM.


#299 ExAstris

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Posted 01 October 2014 - 10:57 AM

View PostVassago Rain, on 30 September 2014 - 09:47 PM, said:

As expected, a lot of people in here are operating as if it's still 2012.

No, the hunchback 4P isn't a magical scalpel. It has no range, and gets the shoulder blown apart by every half-way decent robot on the field in very quick order.
No, ECM isn't godtier omega levels of mandatory, because there's about 10 counters to it, and outside the DDC, all current ECM carriers are underarmed.
No, your 2012 hillhumping isn't comparable to madcats doing KOF-styled short hops and blowing robots up in seconds.

The fact that we're all posting in a thread about how most IS mechs are worthless would hopefully give pause to the more ridiculous claims.


Just because the 4P has drawbacks doesn't mean that it doesn't massively outclass the other tier 3 mediums its been put with.

I never claimed ECM was mandatory, just that its worth a lot compared to a comparable chassis without it.

Furthermore, all my comments are coming from recent gameplay experience. I didn't even own any Hunchbacks or Jagermechs until just a few months ago.

Lastly, if you disagree with my conclusions about which mechs should be bumped up or down a tier, then argue about that mech. Blanket claims about the cogency of ancillary abductions does not constitute arguments against the conclusions, even if your considerations on their non-cogency carry weight.


View PostWintersdark, on 30 September 2014 - 09:52 PM, said:

Sadly, there's a lot of Regular Players (this is not an insult) who primarily drop solo, and feel that Because They Do Great In Some Mech, It Must Be Great. These people just don't understand how Elo works: If you always drop in a terrible mech, you end up with a lower Elo and fight weaker opponents, thus things tend to balance.


What other measure would you propose to use besides dropping in a mech over a large number of games and doing great? (where great is a combination of w/l and k/d and overall damage, not merely a silly k/d from being a selfish player) Unless PGI releases huge amounts of match data for us to sift through, I doubt anyone's thoughts here are informed by anything else.

I do drop solo most of the time. I have played in multiperson drops. It is the case that ECM is less of a factor in those games because most of the players are communicating outside of the game and can plan and play around it more easily. That doesn't change the fact that in solo drops, ECM is still incredibly powerful and disruptive.

In other words, balancing every chassis and weapon to the absolute top tier of players for large group drops is a terrible idea, because the 'easier to use' items/weapons completely dominate the mid-low range games. ECM and LRMs being prime examples.

So my balancing suggestions are coming from a solo-play perspective, but that doesn't invalidate them. At worst, it just means that some things shouldn't be competitive at the highest level because it messes with balance too much for the majority of players at the medium/low levels.


View PostDV McKenna, on 01 October 2014 - 09:54 AM, said:

The list looks pretty accurate no real glaring errors.

However quirks won't fix much alone.

[...]

But hard point layouts will always rule some mechs out in the end.


If the quirks are extreme they could be used to fix hardpoint problems. For example, a 50% damage bonus to energy weapons could turn a mech with 2 energy hardpoints into what is effectively a mech with 3 weapons for the weight, crits, and heat of 2. That's just flat out better than an extra hardpoint. (though this would be clearly overpowered on almost every mech save maybe a few spider or locust variants)

#300 Ugg

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Posted 01 October 2014 - 10:58 AM

View Poststjobe, on 01 October 2014 - 08:51 AM, said:

Sorted by tier:

T1: 7 variants (4.9%)
T2: 15 variants (10.6%)
T3: 41 variants (28.9%)
T4: 52 variants (36.6%)
T5: 27 variants (19.0%)

Not going to argue any 'mech specifically, but it's kind of sad to see that the vast majority of IS 'mechs are tier 3 or lower (120 variants, 84.5%) and a majority is even tier 4 or lower (79 variants, 55.6%).

27 tier 5 'mechs is really sad to see. That's a fifth of the available 'mechs that are, in essence, useless.

To me, this suggests a systemic error that might take a bit more than a quirk system to fix.

Don't get me wrong, though, I am fully in favour of the quirk system, but I think MWO has bigger underlying issues that the tier distribution really shines a spotlight on.

Edit: Here is the current tiers with a normal distribution as comparison (3-19-98-19-3 for you stat-heads out there):

Posted Image

That's why its important to know the methodology they used. If a mathematical approach was taken, then your graph would indeed indicate a systemic problem in the game.





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