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Comprehensive Game Balance Analysis V2.


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#1 Radiant Mass

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Posted 05 August 2015 - 07:35 PM

With the news about PGI looking at a possible massive game re-balance, I decided to re analyse a previous balance assessment to the game I made a long while back. If I missed something, I will add it later. This is a very lengthy post containing a lot of data.

This feedback arose from hours of game play experience in MW:O since closed beta, current and past user feedback and the hope to fix the problems on the only modern Mech Warrior game.

-Convergence-
Spoiler


-Sized Hard Points-
Spoiler

-ECM Changes-
Spoiler


-Balance to Weapons-
Spoiler


-Quirks and Modules-
Spoiler


-New Weapon Values based on the proposed changes-
Spoiler


-THE HEAT SYSTEM-
Spoiler


-Comments-

These changes were made to complement one another. One can't work without the other. So in order for this to work, most, if not all of these changes must come out together.

If PGI is going to take the gameplay balance announcement seriously, beter to post in one thread all the stuff that matters to make sure everything is visible in one place.

Edited by Marcs Birger, 05 August 2015 - 07:51 PM.


#2 MechWarrior5152251

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Posted 05 August 2015 - 07:46 PM

LOL, Pinpoint damage? How many PPCs do you see in this game? All I see is laser vomit.

#3 Mcgral18

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Posted 05 August 2015 - 07:48 PM

View PostMechWarrior5152251, on 05 August 2015 - 07:46 PM, said:

LOL, Pinpoint damage? How many PPCs do you see in this game? All I see is laser vomit.


Lasers are still pinpoint; just not pinpoint frontloaded.


Pinpoint meaning that they hit the same pixel, where you aim. Frontloaded that they deal all their damage on that pixel.

#4 Gas Guzzler

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Posted 05 August 2015 - 07:50 PM

I completely disagree with what you want for this game.

#5 Mcgral18

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Posted 05 August 2015 - 07:57 PM

View PostGas Guzzler, on 05 August 2015 - 07:50 PM, said:

I completely disagree with what you want for this game.


Against 1x armour with slightly different values, his might work. Game's far too gone for it now.


With doubled armour, 2 second durations just won't work. 2 second SMALL LASER, I might add. Against 1x armour, you'd get a similar effect to what you have now (but fewer alpha's to kill) because it's the same damage distribution, allowing for very easy twisting.


6 seconds, I could see for PPCs, if they got fast travel speed boost. 7 seconds for a 15 damage PP FLD cERPPC? Maybe...maybe not. It would be pretty nasty.



I don't expect the coming balance pass will change anything this significant. I expect it will be very Meh. Game is too set in it's ways to change significantly, especially with how reluctant PGI is to change a simple .XML more than once every two months.

#6 InspectorG

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Posted 05 August 2015 - 08:07 PM

View PostMcgral18, on 05 August 2015 - 07:57 PM, said:




I don't expect the coming balance pass will change anything this significant. I expect it will be very Meh. Game is too set in it's ways to change significantly, especially with how reluctant PGI is to change a simple .XML more than once every two months.


And besides, wasnt the last townhall about the upcoming 'Recon' and 4v4?

Problem was i dont think PGI understood BT from the outset and how to port it to a FPS. Go by the intended 'pillars' and we are missing...2 of them?...no need for Info/recon-warfare. Holding planets in CW is pointless.

Dont get me wrong, im optimistic but, i agree. Too late to re-build the game.

#7 Radiant Mass

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Posted 05 August 2015 - 08:13 PM

View PostMcgral18, on 05 August 2015 - 07:57 PM, said:

With doubled armour, 2 second durations just won't work. 2 second SMALL LASER, I might add. Against 1x armour, you'd get a similar effect to what you have now (but fewer alpha's to kill) because it's the same damage distribution, allowing for very easy twisting.


The duration time for the Clan Er-lasers are evaluated to counteract the longer range and damage compared to IS. They will still be technologically superior.

View PostMcgral18, on 05 August 2015 - 07:57 PM, said:

6 seconds, I could see for PPCs, if they got fast travel speed boost. 7 seconds for a 15 damage PP FLD cERPPC? Maybe...maybe not. It would be pretty nasty.


The speed boost for all PPCs is there in the analysis. Changed from energy bullet to a beam. Reason behind the 7 seconds for a sniper weapon.

View PostInspectorG, on 05 August 2015 - 08:07 PM, said:

Dont get me wrong, im optimistic but, i agree. Too late to re-build the game.


May be may be not. If the supposed "Massive re balance" is true, better to post ideas early than late.

#8 KraftySOT

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Posted 05 August 2015 - 08:15 PM

Good luck with your ideas from 2013.

#9 InspectorG

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Posted 05 August 2015 - 08:22 PM

View PostMarcs Birger, on 05 August 2015 - 08:13 PM, said:



May be may be not. If the supposed "Massive re balance" is true, better to post ideas early than late.


Yeah, but 'massive' may mean different things to PGI than it does to the player base.

There are years-worth of good ideas from some good players who can really pick the game apart. But you also have to look at the business side of it.
PGI is a small company. Small resources.
I guess im saying dont get your hopes up.

#10 Dingo Battler

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Posted 05 August 2015 - 08:25 PM

View PostGas Guzzler, on 05 August 2015 - 07:50 PM, said:

I completely disagree with what you want for this game.

This. You want to make an already complicated and slow game even slower and more complicated? So now we need to deal not only with pod space, tonnage and heat, we need to consider the hardpoint sizing? You want to stop gauss/laser vom, and yet have a heat scale which heavily punishes carrying ammunition? The rest, with the exception of ECM needlessly complicates the game, makes it harder for newbies to get into the game, and all it'll do is make the game even more meta as people gravitate to the most efficient sub-systems.

#11 Nothing Whatsoever

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Posted 05 August 2015 - 08:29 PM

hmm... interesting thoughts, I need more time to process all of what you posted.

#12 Narcissistic Martyr

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Posted 05 August 2015 - 09:10 PM

You try and take my ac20 raven away with your damn dirty sized hard points and I'll make you regret it.

#13 SaltBeef

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Posted 05 August 2015 - 10:24 PM

I am sorry to disagree but a Battlemech without fire control does not appeal to me. Here in 2015 a M1 tank will track a ballistic solution to a moving target that the main gun and coax can engage at the gunners grip after lasing. I feel if Battlemechs existed today all facing weapons would track within their firing arcs after lased and the ballistic computers would constantly adjust firing solutions.
I will also add modern tanks have gyrostabalized weapon platforms that as long as the gunner hold in his grip controls his weapons will track no matter if his hull or the enemy hull are moving. In 3052 would be a whole lot better.

Edited by SaltBeef, 05 August 2015 - 10:37 PM.


#14 Night Thastus

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Posted 05 August 2015 - 10:32 PM

Some of this, I agree with. Some of this, I do not.

Most of this is too damn long so I decided not to read it all.

I'm all for changes, I have suggestions myself, but this shear amount of stuff would basically be re-writing the entire game from scratch mechanic-wise. It would take years to get it all to work properly.

#15 Kjudoon

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Posted 05 August 2015 - 10:49 PM

Allow me to address Convergence, for this one key component will solve many problems or at least increase the quality of the gaming experience by removing directly controllable factors for gamer abuse.

Yes, right now the major problem in this game is damage stacking on one component because all grouped weapons are perfectly precise and synced.

Don't hand me this lore/realism argument. That not only has missed the train, it got run over by the train behind it while whining on the tracks too long. This is a game, and this is a problem with the game.

If, you use the prefered (and originally designed) concept of dynamic convergence where movement caused each individual weapon to have to resync with the others, and could (eventually) given time and standing still, that would be best. So you want that precise longshot, say byebye to moving quickly... no more darting quickly, snapshooting, and ducking back inside a single second. Nope. You're hanging out there like a LRMboat trying to get a lock. THAT would be preferred.

In lieu of the lack of technical aptitude to pull that off (which apparently was the reason dynamic convergence was scrapped in the FIRST PLACE!.... is cone of fire. Every grouped weapon or weapon that fires within the same fraction of a second is included in an LBX or LRM like spread. The size of this cone would change based on movement and targetting computer.

Now, the esportos will scream in freakish rage over this and give all sorts of manufactured examples of how it will wreck their lives. Unfortunately, those same people have been wrecking other people's lives for their entertainment for over 2 years now. Sorry, the gravy train needs to end and equalize people with superior twitch (or cheats) and 72 hours a week to play with the rest of reality, or banish them to their own elo club n'ere to see anyone outside it. Let's face it, the game needs to be fun for the majority, not the elite/tryhard sliver, the same way it should not be built for the underhive.

Sized hardpoints. Unfortunately, this does not solve the problem it should because it will not stop 8SPL Firestarters and the like. That is power-creep and is something that unfortunately, has left old chassis obsolete. You either have to go back in, and limit hardpoint numbers to say 4 for lights, 6 for mediums 8 for heavies and 10+ for assaults and lock it. There are lights out there right now with more hardpoints than a VICTOR! That is wrong. Redesigning all the hardpoints for every mech to a single class limit would solve so many problems as well. Why pilot a panther? It's only half a Firestarter. Why pilot a Commando if it doesn't have ECM? Quirks are not the answer for this problem though they do add a lot more variety and reason for some mechs to exist if no other mech in that class has the exact same hardpoints or quirks.

#16 Weeny Machine

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Posted 05 August 2015 - 10:59 PM

I would add something to...
-Balance to Weapons-

Extreme Range
Some weapons have it, some don't, creating even a further gap. In case of lasers it is even worse because it is a hitscan weapon. Which means you can also spam it on extreme range and (some of it) it will hit. It gets even better: the weapon as no ammo.

A velocity weapon will most likely miss if the target is moving. Ballistics won't be fired at huge distance simply because of the ammo factor and the likeliness to miss.

That's one of the main factors why there is the laser spam age. The game needs diversity and brawling should be revived - which it isn't simply because of the points mentioned above


Summa summarum:
Doubling the extreme range is simply too much.

#17 ChewBaka

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Posted 05 August 2015 - 11:49 PM

If they implemented everything you wanted, it won't be a Battletech game anymore.

Might as well just call it "Generic Robot Shooter Online"

#18 Johnny Z

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Posted 06 August 2015 - 12:26 AM

View PostCharlie Pohr, on 05 August 2015 - 11:49 PM, said:

If they implemented everything you wanted, it won't be a Battletech game anymore.

Might as well just call it "Generic Robot Shooter Online"


I didnt read the comprehensive balance thing, because it was to comprehensive for me but I will say this, again, Original Battletech was a balanced game with all mechs using equal power equipment. Power creep via the Omni mechs along with other changes in the entertainment atmosphere signalled the end of the Battletech board game golden age. I think Monopoly suffered some of the same fate minus the power creep. :) Although that Hat may need some nerfing come to think of it. :)

Edited by Johnny Z, 06 August 2015 - 12:32 AM.


#19 Widowmaker1981

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Posted 06 August 2015 - 12:36 AM

I really hope they dont follow your suggestions.

Your weapon values are generally abysmal (C-ERPPC with a 2.75s DURATION?. Yeah. No one will ever use that, when an ERLL has less duration, less heat, is half the size and 2/3 of the weight. PPCs need to stay FLD or they lose their place)

Sized hardpoints are a crap mechanic because they basically kill customization, unless you inflate hard points a lot, and then the mechs that come with big weapons get a fkin huge advantage over those that do not).
It would also force clans even further down the 'boat all the lasers' road because about 70% of the ballistic slots that are used come from MGs. Oh, and it also does nothing to curb clans strongest meta, because ERMLs are small weapons.

Forcing unlocked arms just makes mechs with spread out hardpoints undesirable. You either go with all arm mounted, or all torso mounted.

Edited by Widowmaker1981, 06 August 2015 - 12:42 AM.


#20 Duke Nedo

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Posted 06 August 2015 - 12:38 AM

Most of these things I can't agree with.

Perhaps forced unlocked arms would be nice. Perhaps a gentle swag on torso weapons but not on arm weapons with actuators to buff them abit contra high shoulder mounts.





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