MeiSooHaityu, on 02 July 2015 - 02:30 AM, said:
It's interesting to talk about how OP the IICs MIGHT be, but we have no information from PGI saying how these mechs will be implemented into the game.
Therefore all these detailed balancing "solutions' might be for a non-existant problem.
Really, any complaining about IICs before knowing anything about them is very premature. Lets wait till they launch first (or atleast we have more info from PGI on how thwy will be implemented/balanced). One step at a time.
I'm personally not worried specifically about the iic from a balance PoV, except that I thematically dislike the concept of having similarly looking/functioning mechs in both factions, IMO they should look and work as different as possible.
But I don't think worrying about iic is the point here, or the point of the OP.
The point is that there are certain principles that make a faction based multiplayer game good, and one of them is good balance. Good balance isn't merely equal strength, it is also having a framework of mechanics for the different factions that makes sense and matches up asymmetrically.
There are basically two alternatives when balancing factions.
1. Equal #players per team with tools that roughly match up in power.
2. One faction has stronger tools for each player, but fewer players.
PGI is trying to have the cake and eat it
They are supposedly going with alternative 1, but they want the
feel of alternative 2 as per BT lore. Their solution is to keep Clan tech superior in itself but patch this difference up with a convoluted system of "quirks", the application of which is arbitrary and makes it almost impossible to judge or discuss balance when nothing is what it says it is. I understand the goals is to keep both lore buffs and other people happy, but it isn't working very well is it?
The IS weapons are no longer ever what it says in their stats, and that is a big problem. The fact that IS mechs needs quirks to be competitive is just completely unsustainable, only the absolute worst mechs withing each faction should
need special treatment to work. Most mechs should be ok in themselves, just from the general design of the game and faction tech balance.
PGI should make a choice.
Either they keep the ambition of equal size teams, screw the lore and balance the factions properly with IS and Clan equipment being truly "equal but different" in such a way that good mechs on both sides don't need quirks, and then minor quirks can be used only to help the worst mechs on each side.
OR they go with a more true to lore approach and balance the games by having more players on the IS side, 10 vs 12 or whatever is needed. That would require a redesign of the public queues to separate clan and IS teams.
I think the second alternative would be the most fun, really asymmetric balance with 10 vs 12 players, I would still be IS and I bet so would most IS fans.
But the first alternative would at least be better than the current "clans are superior...but not really maybe because magic little numbers in a corner...or maybe they are...or..." approach, which ruins the discussion and just isn't good enough for anyone.
PGI has supposedly committed themselves to alternative 1, equal but different. Well ok then go ahead and do the changes that are actually needed, because you won't satisfy any lore buffs no matter how you implement that choice. Might as well go ahead and do proper game design,
which the quirk system isn't.
Edited by Sjorpha, 02 July 2015 - 03:15 AM.