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Possible hindrance choosing a light mech on release.


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#1 Gramash

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Posted 29 June 2012 - 08:57 PM

So I was thinking about which mech I'd start with on release. My understanding is that we get one mech to begin our battling and with that, we increase our wealth allowing progression and upgrades.

Starting in an assault means say an awesome (SWEET). and starting as a light mean starting in a Commando (none to shabby).

We make money various ways, scouting, damage etc (similarly to WoT I assume). The difference is people aren't starting on a level playing field. An awesome can ruin a couple commandos no problem. Sure they got to scout, maybe even cap one in 6 games, but ultimately the awesome will dust so many more enemy mechs that the money will come in faster.

Now I appreciate that the assaults, heavies, etc will cost more to upgrade and purchase to balance this out. The problem is, the awesome pilot chose assault but since he made so much more money, he can buy the beginner light, med and heavy LONG before the light pilot can. In effect he will have 3-4 tier 1 mechs while the light pilot will have one tier 2 (shortly after release).

I'm not sure of a solution, maybe lights should have a 3x damage to money multiplier, meds 2x, heavies 1.5x, on the tier 1 and 2 mechs or something.

I just want to make sure this specific problem has been considered and balanced out before release. :P

Cheers.

#2 Noesis

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Posted 29 June 2012 - 09:05 PM

I guess firstly you need to ensure you can coroborate and give appropriate citation to provide the evidence that this inequality in earning potential exists to the level you have described it perhaps?

#3 Agent CraZy DiP

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Posted 29 June 2012 - 09:11 PM

I think you worry too much.

#4 AlphaKale

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Posted 29 June 2012 - 09:13 PM

The other potential possibility is that the devs will adjust the amount of XP and c-bills you earn based on the tonnage of your mech. I.e. if you take down heavier mechs with a light or medium you will prosper faster. I have no proof of this, but it seems like a way they might go.

#5 Codex

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Posted 29 June 2012 - 09:43 PM

View PostAlphaKale, on 29 June 2012 - 09:13 PM, said:

The other potential possibility is that the devs will adjust the amount of XP and c-bills you earn based on the tonnage of your mech. I.e. if you take down heavier mechs with a light or medium you will prosper faster. I have no proof of this, but it seems like a way they might go.


I'm fairly certain you'll gain points on a tonnage-destroyed gain, along with a flate-rate for mission accomplished/failed, as opposed to light 'Mechs getting x2 or x3 for their kills. Aside from the fact that light 'Mechs take a huge risk being in the field with larger 'Mechs that can Alpha them into oblivion, it would be unfair to give light 'Mechs that advantage over other weight classes cause then no one would play anything except lights. I personally enjoy the Heavy 'Mechs myself, and would hate to know that because I enjoy a heavier weight class that I get penalized.

#6 Chunkymonkey

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Posted 29 June 2012 - 09:50 PM

Give us 10 mil and let us at it, sounds like a much better idea, or 15 so that you can buy an atlas but cant upgrade (7-d, gauss isnt fair at begining)

#7 famguy1

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Posted 30 June 2012 - 04:42 AM

According to the interwievs, MWO developers want this game somewhat to be based on teamwork, so they should be aware of this problem. Also heavy and assault mechs are quite slow and have hard time evading attacs. Light mechs, on the other hand, are faster and may have jump jets, which makes evading easier. Some light mechs can easily outrun many heavier mechs.

Secondly light mechs are not alone. If one mech spots an enemy, EVERYONE on the same team will know it's position and heavy and assault mechs can attac it. It makes light mech pilot's job safer.

Finally if a mech goes alone on a rampage, it will be soon outnumbered and owerpowered. Yes, that mech will damage others, but it's not worth it. That means it's best for certain mechs to stay away rather than charge in.

Also Russ Bullock said that most mechs out there will be medium class.

#8 Fire for Effect

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Posted 30 June 2012 - 05:09 AM

It will be the standard approach i assume

lights are cheaper to repair and upkeep; heaviers get potentially more money but are also costlier to repair and upkeep...

As as a scout you will be my best friend do not know where to fire otherwise :)

#9 Gramash

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Posted 30 June 2012 - 12:09 PM

View PostAlphaKale, on 29 June 2012 - 09:13 PM, said:

The other potential possibility is that the devs will adjust the amount of XP and c-bills you earn based on the tonnage of your mech. I.e. if you take down heavier mechs with a light or medium you will prosper faster. I have no proof of this, but it seems like a way they might go.


A much more elegant solution then mine!


View PostCodex, on 29 June 2012 - 09:43 PM, said:


I'm fairly certain you'll gain points on a tonnage-destroyed gain, along with a flate-rate for mission accomplished/failed, as opposed to light 'Mechs getting x2 or x3 for their kills. Aside from the fact that light 'Mechs take a huge risk being in the field with larger 'Mechs that can Alpha them into oblivion, it would be unfair to give light 'Mechs that advantage over other weight classes cause then no one would play anything except lights. I personally enjoy the Heavy 'Mechs myself, and would hate to know that because I enjoy a heavier weight class that I get penalized.


I'm certainly not trying to suggest any class should be penalized. I'm only trying to note a possible unforeseen balance issue for shortly after launch. If you enjoy playing heavies you'll likely want to race your way up to a Flashman or maybe you'll have a Cataphract in mind. Some new players (new to mechwarrior completely) might start with lights and then go : "Hmm I want to try an assault cause they keep blowing my Mongoose to bits." My worry is, for them it could be harder for them to generate the revenue to switch weight classes. If the problem has been handled then I'm certainly pleased.


View PostAgent CraZy DiP, on 29 June 2012 - 09:11 PM, said:

I think you worry too much.


I just want to make sure the new players have a fair shake at exploring everything MW has to offer, whether it be scouting or fire support, etc :)

View Postfamguy1, on 30 June 2012 - 04:42 AM, said:

According to the interwievs, MWO developers want this game somewhat to be based on teamwork, so they should be aware of this problem. Also heavy and assault mechs are quite slow and have hard time evading attacs. Light mechs, on the other hand, are faster and may have jump jets, which makes evading easier. Some light mechs can easily outrun many heavier mechs.

Secondly light mechs are not alone. If one mech spots an enemy, EVERYONE on the same team will know it's position and heavy and assault mechs can attac it. It makes light mech pilot's job safer.

Finally if a mech goes alone on a rampage, it will be soon outnumbered and owerpowered. Yes, that mech will damage others, but it's not worth it. That means it's best for certain mechs to stay away rather than charge in.

Also Russ Bullock said that most mechs out there will be medium class.


Re 1 I agree completely. In capture the flag, defence/attack, etc style games usually running works pretty well, unless your team is losing, and then the lights have to be more aggressive. Alternatively, the lights could be more of an harassing force (Davion Light Guards) style of force. If my missiles can hit you, your Gauss rifles can reach me. I certainly hope I'll never have to close distance on an Atlas/Grand Titan while running around a locust.

Re 2 Scouts don't start alone, but if they end up that way, then what?
Re 3 If an Atlas makes it to my flag and is capturing it, how many stingers do I need to bring it down? If I remember my math, 20 stingers will only give it a limp. ^_^

#10 Pat Bianca

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Posted 30 June 2012 - 12:31 PM

Being a light/medium 'mech guy I see where you're going with this but at the same time if you really want a higher tier 'mech that bad, then you can always put a little cash down and buy it which cancels out the in-game currency earned difference (if it really is substantially different) of the people who start off with a heavy/assault mech.

#11 Telthalion

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Posted 30 June 2012 - 12:49 PM

The comments I've seen indicate that while heavier 'mechs will earn more due to higher damage output, they'll also cost more to repair and rearm. And that the numbers are being tweaked so the net gain per match is pretty much identical between the weight classes. Assuming roughly equal gameplay by everyone being compared.

#12 Uri Brauer

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Posted 30 June 2012 - 02:48 PM

Give rewards as a flat X per person on the winning team, regardless of mech weight.

We don't care how many mechs your Awesome kills, if you ignore the victory conditions and/or let your teammates get wiped out.

Killing mechs gets you medals - completing missions gets you paid. Guess which is more useful?


View PostGramash, on 30 June 2012 - 12:09 PM, said:

If an Atlas makes it to my flag and is capturing it, how many stingers do I need to bring it down?

Annoyingly, you've picked one of the few mechs with rear weapons. Hard to know how easy they'll be to use in practice, though...

If you'd stuck with the Awesome for this question, the answer would be one... with the right pilot, and in the right terrain (and especially with no melee combat to start with). All those PPCs are no use at point-blank, you've just got a small laser. The Stinger sneaks up on you behind cover, jumps behind you, and stays there until (eventually) you fall over. Based on the footage I've seen to date, the (stock) Awesome isn't a mech I'd be rushing to pilot in MWO.

Edited by Uri Brauer, 30 June 2012 - 03:04 PM.


#13 Astaroth

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Posted 30 June 2012 - 03:06 PM

Take a look at Dev Blogs 3 & 4. There will be lots of different ways to earn XP and C-Bills based on the role you are playing within your company. For example, scouts earn rewards for discovering enemy units and relaying information about those units back to the rest of the company. Sure, they will also get points for disabling or killing a mech, but they have other options. It's not just about who does the most damage. You will earn plenty of C-Bills just by doing your job on a mission, whether that's as a scout, commander, attacker, or defender.

#14 Lightdragon

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Posted 30 June 2012 - 07:13 PM

players who pick light mechs wont care because they picked the mech they found to be the most fun, and thats what mechwarrior is all about





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