Lankaster, on 27 May 2015 - 03:41 PM, said:
Rant
The source material is virtually useless here, since it worked off of 10 second turns, we don't have turns in a real time game.
We have hitboxes. We have laser durations, we have missile spread, we have projectile speed, and we have INSTANT Pinpoint convergence. NONE of these factors exist in TT, in any way shape or form. How do you balance them?
Do you know why people complain about the Timberwolf's armor, even though it has the same max armor stat as any other 75 ton heavy? It's because of the hitboxes, the TBR has some of the tiniest Rear Torso hitboxes, for a heavy, in the game. You can put 2 points on the back, and front load the rest without a problem.
The developer has to do the balance, because the players can't. How do you compensate for lasers that shoot for just as much damage, at twice the range?
TT was balanced, because you could bring 5 clan mechs, and for the same BV I could bring 8+. We don't have that here.
TT was an asymmetric turn based game, MWO is a real time first person shooter, with even team matching. You can't have imbalanced tech, it destroys the game.
If this was a single player game, I would be first in line request that clan tech get unnerfed. However, it's not. This is a PVE game, where BALANCE is the most important factor.
Now here's another thing you didn't know about PGI. The team that is in charge of art design, is not the same as the one in charge of map design, nor is it the same one in charge of balance. So balancing every single thing is not going to impact the rate at which maps are released, or other things being done.
Last but not least. Getting hired by PGI won't change a thing. They tend to do things very slowly. Most of us saw this coming months ago, and even warned about it.
Edited by IraqiWalker, 27 May 2015 - 04:13 PM.