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Balance - Is Vs Clans - Get On Board...

Balance

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#161 Phlinger

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Posted 29 July 2015 - 12:09 PM

View PostWidowmaker1981, on 29 July 2015 - 11:27 AM, said:


What you want is a battletech game with no customisation at all, and thats fine but its a different game. A LOT of other people would not play it without the ability to customise.



Customization is the key. We NEED it. Inner Sphere tend to forget (Conveniently to further their argument) that Clans lose roughly half of their ability to customize simply by choosing their faction. That is a large portion of the balancing that we currently see in game. Many claim that in order to balance we need to forget the bad, under performing 'Mechs and make the good 'Mechs, better. To that, I say no and not just no, but HELL NO. Quirks were a good idea, but poorly implemented. Now we have bad 'mechs out performing the good ones. And why? because a spread sheet said the original model wasn't the most 'ideal' method to deliver a 50 point alpha?

As for IIC mechs, I'm holding my tongue until I see this balancing patch they plan to do in August. Only then will we be able to see how they will effect the game. Anything else is simply speculation based on non-factual data.

To sum up my arguments in this thread

Grass is greener
Think 4th dimensionally
There is more to balancing than what people want or care to admit
Bias is a bi**h (and it is smeared all over this entire thread)
No I do not think the game is balanced, but Homogenization is the not the way to do it. We need flavor between the Factions.
If you want to use lame tactics to further a perceived argument, expect to have the same tactics thrown back at you.

Duck? Seriously?

#162 Duke Nedo

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Posted 29 July 2015 - 01:54 PM

Ok, that "Duck" must really have hurt your feelings. It's true though, if you get completely melted by a lone STK-4N firing two volleys of 27 damage each with minimum 0.5s in between you didn't torso-twist in 1.5 Seconds and you didn't do very well. You would have melted as much, just slightly quicker, to a typical single clan laser vomit alpha (which would have dealt 54+ damage in 1.15 Seconds). That's just the alpha game we have now. The STK-4N (85 tons) is one of the few IS mechs that can do that almost as well as many clan mechs (55-75 tons).

Let me summarize this thread correctly for you:

1. The thread compares IS and Clan TECH primarily (not mechs)
2. Since quirks are being overhauled, the agenda is: Could we bring the two TECHS closer to each other so that softer quirks are required to bring TECHS to parity (not equality)
3. I have tried to visualize the two main factors that give rise to the current powergap (which is undeniable, especially if you play both sides and are not in Complete denial): a) IS XL ST Death and B) clan Equipment weight efficiency
4. Suggested direction is to modify the way ST loss is treated With XL engines. The suggestion thrown out here would give IS XL engines a much larger penalty for losing a ST compared to a clan XL, but not Death. ST Death is a binary Balance breaker that forces super-quirks. Adjusting this will only improve Balance between Techs and reduce the need for super-quirks. NOTE: IS XL engines would still be worse than clan XL engines, but not Death traps
5. If this brings TECHS Close enough, asymmetric Balance can be Applied more efficiently in the form of softer quirks, and whatever other stuff they may want to use. Consumables, modules whatever.
6. Clan Omnimech vs Clan Battlemech Balance was also brought up, while not the original topic of this thread, it is fair that handicapped omnimechs need just as much help as the IS faction does to Reach parity With the Power base line. I fully support that.
7. Profit. Better Balance between factions using softer and more comprehensive quirks will make MWO a better game and will increase the chances of a successful Steam launch. It will also be easier to maintain in the future, as Power creeps.
8. There is no hidden agenda. I play both sides. I don't care for Battletech novels or other lore and don't have any emotional attachment to either side. I like to play the underdog mechs on both sides for fun and do well in them. I mainly want the game to improve and live on.

Perhaps we can get the discussion back on track now. Cheers!

#163 Phlinger

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Posted 29 July 2015 - 02:57 PM

View PostDuke Nedo, on 29 July 2015 - 01:54 PM, said:

Ok, that "Duck" must really have hurt your feelings. It's true though, if you get completely melted by a lone STK-4N firing two volleys of 27 damage each with minimum 0.5s in between you didn't torso-twist in 1.5 Seconds and you didn't do very well. You would have melted as much, just slightly quicker, to a typical single clan laser vomit alpha (which would have dealt 54+ damage in 1.15 Seconds). That's just the alpha game we have now. The STK-4N (85 tons) is one of the few IS mechs that can do that almost as well as many clan mechs (55-75 tons).

Let me summarize this thread correctly for you:

1. The thread compares IS and Clan TECH primarily (not mechs)
2. Since quirks are being overhauled, the agenda is: Could we bring the two TECHS closer to each other so that softer quirks are required to bring TECHS to parity (not equality)
3. I have tried to visualize the two main factors that give rise to the current powergap (which is undeniable, especially if you play both sides and are not in Complete denial): a) IS XL ST Death and B) clan Equipment weight efficiency
4. Suggested direction is to modify the way ST loss is treated With XL engines. The suggestion thrown out here would give IS XL engines a much larger penalty for losing a ST compared to a clan XL, but not Death. ST Death is a binary Balance breaker that forces super-quirks. Adjusting this will only improve Balance between Techs and reduce the need for super-quirks. NOTE: IS XL engines would still be worse than clan XL engines, but not Death traps
5. If this brings TECHS Close enough, asymmetric Balance can be Applied more efficiently in the form of softer quirks, and whatever other stuff they may want to use. Consumables, modules whatever.
6. Clan Omnimech vs Clan Battlemech Balance was also brought up, while not the original topic of this thread, it is fair that handicapped omnimechs need just as much help as the IS faction does to Reach parity With the Power base line. I fully support that.
7. Profit. Better Balance between factions using softer and more comprehensive quirks will make MWO a better game and will increase the chances of a successful Steam launch. It will also be easier to maintain in the future, as Power creeps.
8. There is no hidden agenda. I play both sides. I don't care for Battletech novels or other lore and don't have any emotional attachment to either side. I like to play the underdog mechs on both sides for fun and do well in them. I mainly want the game to improve and live on.

Perhaps we can get the discussion back on track now. Cheers!


I thought we were dealing in Facts here... Everything here is opinion and wishful ideas, nothing more and it's all biased bull!

Have you ever considered that maybe, and just maybe, I'm spitballin here, people don't want similar TECH until it's timeline appropriate? They want unique TECH that can be used in different ways to achieve the same goal? i.e. Balanced properly. Battletech had Inner Sphere and Clans, when PGi decides to increase the timeline, the TECHS WILL be similar and all of your words will be wasted.

Now, I apologize for not liking your ideas, but I do not like your ideas. Keeping this thread going is only wasting your time.

#164 Gerwig

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Posted 29 July 2015 - 03:08 PM

I just know quirks are not the answer.

#165 Duke Nedo

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Posted 30 July 2015 - 02:39 AM

The Balance gap between TECHS is described in a rather factual way, but what the best way of achieving Balance is opinions. It was actually you who posted a long list of balancing factors that you claimed were facts, but were in some cases just wrong or subjective.

The powergap between Techs is undeniable, and can be roughly quantified, or rather translated, in tons. This TECH imbalance is then mitigated to various extent for different mech chassi and variants depending on hardpoints, geometry and hitboxes, making some unquirked IS mechs more viable than others, and the same for clan chassi. After this, there is another round of mitigation provided by quirks, which are also different for every variant. It is this last layer of mitigation that we can try to reduce the need for by addressing the underlying imbalance, the root of the Balance problem.

The biggest elephant in the room, is the XL engine. In order for IS mechs to have similar durability as clan XL mechs, they need to equip a STD engine, at a cost of:

250 ton engine -> 6 tons
265 ton engine -> 7 tons
280 ton engine -> 8 tons
300 ton engine -> 9.5 tons
325 ton engine -> 11.5 tons
350 ton engine -> 14.5 tons

That is the RAW durability penalty translated into tons for IS XL vs clan XL. The RAW value is the mitigated by geometry, hitboxes and speed + some will argue that it's beneficial to zombie, but imo that is neglible today.

If we compare this to the other elephant in the room, which is the weight of IS vs clan Equipment. There are some asymmetric factors here, but when all is said and done, Clan Equipment is lighter for the same or similar performance. Like above, the exact number could be argued til the end of time so let's not. Let's just conclude from the build examples earlier in the thread that for a medium-Heavy mech the weight penalty for a typical loadout is in the range of 5-10 tons. The simplest example is a dual gauss build that is undeniably 6 tons ligher for a clan mech than for an IS mech.

While we cannot scientifically quantify these numbers, we can guesstimate them based on reason, and we can try to predict and suggest ways to achieve Balance without making everything the same.

The suggested engine "normalization" is imo an excellent step in the direction of Balance without any serious drawbacks. Let me expand a little on this.

The suggestion I threw out in the OP just to give an example how it could be done in the simplest way. From the OP
______________________
1. Allow individual crit slots to be destroyed in the engine
2. Make harsh penalties for losing an engine crit slot, like 10% cooling, 10% speed per slot
3. Increase death by engine destruction to 4 crit slots
______________________

What does this mean? It would mean that both IS and clan XLs would survive losing one side torso. By doing so, the IS Version would lose 3 engine slots, then clan Version (and any future LFE I think) would lose 2 engine slots. With the numbers about, a lost ST for an IS mech would mean -30% cooling and -30% speed, and for a Clan mech it would mean: -20% cooling and -20% speed.

Isn't that fair? The IS XL engines would still be worse than clan XL in every conceivable way. They would be the same weight, 2 more slots, and larger penalty for lost ST and have no benefits.

The other good thing with XL normalization is that mechs that do not suffer too badly from XL ST Death ("XL safe") also do not gain so much be getting safe XL, which means that there is no risk of overpowering any mech by doing this. It's a completely safe change that can only improve Balance. If they would instead opt for achieving the same by ST armor buffs, these could easily become wrongly scaled and either do nothing or OP some mechs.

Some argue that STD engines would be obsoleted, which firstly is not entirely true since mechs with low engine cap don't really benefit from XLs, like Stalkers and the slow Awesomes. Secondly, it can easily be countered by giving for example STD engines a Component HP buff of appropriate size, whatever that is. Something in between could be done for LFEs, if they should be introduced at all.

All in all, I'd argue that XL normalization like this would be a really elegant step towards Balance. PGI still have the tonnage penalty difference between weapon/Equipment to deal with, but the XL fix would cut the amplitude of the problem approximately in half, reducing the need for extremely strong quirks.

As for Omni- vs Battlemech Balance, PGI have a job to do. They have a similar decision to do about these, either they do it all by quirks, or they go to the root of the problem and soften up some of the constuction rules for Omnis. Locked FF and absense of Endo is a pure handicap. Being stuck with a non-optimal engine or JJs or AP etc is not a pure handicap since this is functional Equipment, just not optimal... so I would suggest starting in the endo/ff end of Things and unlock these. This has been suggested and discussed a lot and this change would go well hand in hand with XL engine normalization. Full or partial unlock of JJs would too imo, but that's my opinion.

So, this is an attempt to summarize my opinions expressed in this thread in a bit more organized fashion. Hopefully it can Reach someone. There are 2 big Balance elephants, one can be rather easily addressed, the other must continue to be asymmetric because of Stock builds and IS stuff being heavier. There is no way around it, and PGI already took measures to Control the clan Version with longer durations and dot-character (ACs) and splash (ERPPCs). There is still some tuning to do, and I would prefer that they tune weapon Techs a bit better too before applying quirks, so that quirks doesn't have to compensate as much for this as is currently the case.

That would free up quirks to deal mostly with differences in hardpoints/geometry and hitboxes and similar Things directly related to mechs and not Tech.

Edited by Duke Nedo, 30 July 2015 - 02:43 AM.


#166 Kristov Kerensky

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Posted 30 July 2015 - 09:57 AM

Nedo, you have some good ideas, and your opinions aren't always bad either :)

One small problem though..

PGI is using quirks to balance things, that's their stance now, we'll be seeing the results in the next month or two on the PST, so we'll get to see exactly how they are working the quirks with their rebalance, but it's STILL quirks being used to balance things.

Wrong way to do it, I think most of us agree on that subject, yes? But that's how PGI is doing it, so....

E:D is fun, I'm enjoying it quite a bit while waiting for SC to become something worth my time, might want to look into it yourself :)

#167 Duke Nedo

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Posted 01 August 2015 - 07:14 AM

View PostKristov Kerensky, on 30 July 2015 - 09:57 AM, said:

Nedo, you have some good ideas, and your opinions aren't always bad either :)

One small problem though..

PGI is using quirks to balance things, that's their stance now, we'll be seeing the results in the next month or two on the PST, so we'll get to see exactly how they are working the quirks with their rebalance, but it's STILL quirks being used to balance things.

Wrong way to do it, I think most of us agree on that subject, yes? But that's how PGI is doing it, so....



Thanks, Nice With some encouraging Words! :)

I understand that PGI took that position after the big quirkening, I mean what else could they do? Any change to any underlying stats on weapons or equipment would require them to re-do all IS quirks most likely.

Now however, since PGI has announced that all Quirks will be redone from scratch, they actually do have an unique opportunity to change underlying stats. They seem to be taking that oppotunity to adjust ECM (range, hopefully more) and Jumpjets (two Things that affected quirk-rewarding during the first pass), and they did change PPC speed and ammo capacity lately... so perhaps there is a window of oppotunity now to try to persuade them to bring the Techs a bit Closer to each other...

At least there's nothing practical stopping them now, unless they really want to stick to some policy and go pure quirks. So be it in that case, we'll just have to settle for strong durability quirks I Guess. Can live With that too, but well... not the way most would do it... but possibly the path of least resistance.

Good Luck to us all! :)

#168 ColourfulConfetti

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Posted 04 August 2015 - 10:09 AM

Another, I did the math therefore my point is proven post. Calculations tell only a small fraction of the actual performance of weapons/mechs ect. On paper the fire rate of the ac2 looks amazing, the same can be said for the clan autocannons. And yet, most comp clan players use guass and laser vomit over clan autocannons. The big cost the clans suffer is the laser duration and heat of their lasers and the the pelleted nature of their autocannons as well as having virtually no quirk bonuses. With that said however, I actually agree the clans have a somewhat noticeable advantage over the IS. Not a large gaping advantage mind you, but it is present. This is coming from somebody who plays both sides extensively. The clan mech speed and gauss are the big bullet points here. Clan gauss is better (less tonnage) without any drawbacks which synchs quite well with the laser vomit. (heatless) The advantage though is not as dramatic as you think is.

Edited by PalmaRoma, 04 August 2015 - 10:26 AM.


#169 Duke Nedo

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Posted 17 August 2015 - 01:28 AM

View PostPalmaRoma, on 04 August 2015 - 10:09 AM, said:

Another, I did the math therefore my point is proven post. Calculations tell only a small fraction of the actual performance of weapons/mechs ect. On paper the fire rate of the ac2 looks amazing, the same can be said for the clan autocannons. And yet, most comp clan players use guass and laser vomit over clan autocannons. The big cost the clans suffer is the laser duration and heat of their lasers and the the pelleted nature of their autocannons as well as having virtually no quirk bonuses. With that said however, I actually agree the clans have a somewhat noticeable advantage over the IS. Not a large gaping advantage mind you, but it is present. This is coming from somebody who plays both sides extensively. The clan mech speed and gauss are the big bullet points here. Clan gauss is better (less tonnage) without any drawbacks which synchs quite well with the laser vomit. (heatless) The advantage though is not as dramatic as you think is.


What I am comparing here is mostly Laser to Laser, because they compare easily (applies in the same way, i.e. pinpoint dots). I think I compare the relevant parameters, damage, range, duration, heat. What I try to compare is actually performance, which seems to be what you are after as well.

This thread started out as an attempt for a wake-up call, in response to lot's of denial in other balance threads, but somehow quickly turned into a case for XL engine normalization as an essential step towards faction balance without huge quirks.

I agree with the last part of your post. cGauss is a very important weight saver, together with some other equipment (AP, ECM) and weapons (MGs, missiles). ACs is difficult to compare. Imo that is a successful case of asymmetric balance in MWO. IS have FLD, clans have uACs (DOT damage which is bad, but uac double tap which is really good). That balance breaks if IS are given more uAC options though... so we'll see about that one. Personally I have gotten more into cUAC 10's and 20's lately and I'd say that I perform better with cUAC10 than with IS AC10 for the tonnage. For 20's it's about a draw for me. A single cUAC20 is a nice option for some clan mechs to get that burst DPS. It's a different weapon that AC20, but for 12 tons it's really not a bad one.

I am happy that PGI takes their time with this. With some luck, the delay means that something properly is being done by balancing techs better from the ground up. :)

#170 Y E O N N E

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Posted 17 August 2015 - 04:06 AM

View PostPalmaRoma, on 04 August 2015 - 10:09 AM, said:

Another, I did the math therefore my point is proven post. Calculations tell only a small fraction of the actual performance of weapons/mechs ect. On paper the fire rate of the ac2 looks amazing, the same can be said for the clan autocannons. And yet, most comp clan players use guass and laser vomit over clan autocannons. The big cost the clans suffer is the laser duration and heat of their lasers and the the pelleted nature of their autocannons as well as having virtually no quirk bonuses. With that said however, I actually agree the clans have a somewhat noticeable advantage over the IS. Not a large gaping advantage mind you, but it is present. This is coming from somebody who plays both sides extensively. The clan mech speed and gauss are the big bullet points here. Clan gauss is better (less tonnage) without any drawbacks which synchs quite well with the laser vomit. (heatless) The advantage though is not as dramatic as you think is.


On paper, the fire-rate of the AC/2 is crap. When you take the stats and then start measuring them against each other to derive applicable performance information you can actually get a good picture of how something will perform. Knowing it does two damage with a cool-down of 0.72 seconds doesn't really tell you anything. You derive DPS and see it does 2.78, and now it means something. You compare that 2.78 to the higher DPS of every other big-bore ballistic and you discover that, hey, this thing sucks because the meta focuses on high impulse damage with the other three traits being somewhat secondary.

The AC/2 has low impulse damage, moderate damage-per-second, high impulse heat, high heat-per-second. Compare to Gauss, which has incredible impulse damage, moderately high damage-per-second, low impulse heat, and nigh non-existent heat-per-second. The paper stats very much tell you that the gun is bad.

And once you know how it will perform in a slug-match, you can then start looking at how combat really goes down in this game, form weights for each trait that is used to derive performance information, and construct a matrix telling you how useful each weapon is relative to the rest.

#171 Duke Nedo

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Posted 16 September 2015 - 10:19 PM

With all new balance discussions and laser comparisons spinning again, perhaps time to bump this one up again. Plenty of examples in the OP and in the thread of the performance of laser loadouts, as well as savings from clan XL engine etc.





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