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Mech Rebalance And Pts


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#741 Fox the Apprentice

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Posted 26 October 2016 - 07:43 AM

View PostxHAIRTIGGERx, on 25 October 2016 - 02:00 PM, said:

I have to start by saying this rebalance is meaningless with weight limits on end game mech drops i rarely play this game because i like running assault mechs i spent $70.00 on the assault pack from steam that has 1 king crab and 1 direwolf. Now in end game i can only drop 2 assault mechs and then i have to run 2 of the smallest mechs to make the weight limit. This not only means people that run 65 ton mechs can run 4 of the same yagermechs or ebon jaguars they can buy 4 get the mastery much easier then me i have to buy not only my assault mechs but i have to also buy 3 scout mechs to get there mastery aswell. And research completely different modules/pilot skills to put on it, locusts have no use for enhanced gyros and king crabs have no use for sensor range and not only research for two different classes but the cost of the modules themselves which means anybody that wants to run top tier assault mechs has to work two times as hard as somebody running x4 yagermechs or x4 shadowhawks. People complained about how hard it was to kill assault mechs so in nearly every patch they get the nerf bat, assault mechs dont need nerfed players need there skills buffed STOP STANDING TOE TO TOE WITH 100 TON MONSTERS AND COMPLAINING ABOUT GETTING KILLED. Use what you have and assaults dont use your speed get to the flanks despite all the armor nerfs despite all the heat nerfs to assaults the entire time assault mech weapons like lasers do the same damage as a locusts. Assaults are so slow its painful at times by the time you reach the fight it can be over and going one way then turning around and going back to help a different flank is not an option, if people used there heads when they see an assault mech simply go a different way even the largest 75 ton mech is far more maneuverable then a 100 ton assault mech look at other games like world of tanks that have very heavy very slow tanks people don't run an entire team of slow tanks because they can be easily out maneuvered. The same holds true with assault mechs having 4 or 5 on a team is a good thing but anymore then that and you run the risk of being to slow to be combat effective. But as it stands now my favorite mechs are useless in end game content everybody runs the same 4 med or light heavy meta builds it leaves for a very boring end game experience. I don't play much anymore and when i do its a couple pub matches and then i log off. I have 4 king crabs ready for end game but i can only use two i have no desire to play a 20 ton locust i just don't. Trying to force me to play one has forced me to play other games that allow me to have fun and play the way i want to.

Dude, there's an enter key. It inserts new lines.
Kinda a cool feature, helps organize your thoughts.

I dislike how fast the light mechs are. This is a big stomping mech game, little things that go so fast you literally can't target them at close range (torso twist speed limit) have no place in it IMO. Not suggesting that they be removed/nerfed, just my opinion.

That said, play what you like. The game may not be balanced, but it's good enough for some fun in QP.

Edited by Fox the Apprentice, 26 October 2016 - 07:44 AM.


#742 xHAIRTRIGGERx

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Posted 26 October 2016 - 03:38 PM

View PostFox the Apprentice, on 26 October 2016 - 07:43 AM, said:

Dude, there's an enter key. It inserts new lines.
Kinda a cool feature, helps organize your thoughts.

I dislike how fast the light mechs are. This is a big stomping mech game, little things that go so fast you literally can't target them at close range (torso twist speed limit) have no place in it IMO. Not suggesting that they be removed/nerfed, just my opinion.

That said, play what you like. The game may not be balanced, but it's good enough for some fun in QP.

[Redacted]

Edited by draiocht, 29 October 2016 - 07:03 PM.
insults, unconstructive


#743 Fox the Apprentice

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Posted 28 October 2016 - 04:48 AM

View PostxHAIRTIGGERx, on 26 October 2016 - 03:38 PM, said:

[Redacted]


TL;DR

Also, I wasn't disagreeing with your post, just that people don't always read walls of text. Those who do (such as myself) end up with a headache as a result. Regardless, this isn't the topic for grammar discussions.

Back on-topic:
Has there been any official note on how long the PTS will go? Is is going to stay up until ED is implemented, or will they take it down once they have enough feedback?

Edited by draiocht, 29 October 2016 - 06:59 PM.
Quote Clean-Up


#744 Koniving

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Posted 29 October 2016 - 05:25 AM

View PostFupDup, on 11 September 2015 - 03:10 PM, said:

Lol, I min-maxed the Executioner so hard that I got it to have a +280% torso twist speed.

And this is the reason I believe that All Quirks, IS and Clan, should be limb specific.

This way if the right arm of a Vindicator gives 50% faster energy and 50% heat reduction in the single hardpoint in the right arm... then that's exactly what it is and exclusively found there and will not in any way stack with something found elsewhere on the mech. This way significant quirks can be given to something without creating a min/max abuse farm.

And that quirks enhancing weapons should be given to those with few rather than many.
Example, Cataphract 4x and any Grasshopper.
1 missile launcher. 1 slot.
Why the hell are all the quirks on the lots of ballistic slots or the lots of energy slots?

The very explanation of how quirks are supposed to work, in the original definition and explanation as to their point and purpose... was so that Omnipods with fewer hardpoints would have a reason to be chosen over many hardpoints.

Fewer over many...

Fewer over many...

Grasshopper has fewer missile hardpoints, and lots of energy hardpoints.
Fewer over many.
PGI: "Lets quirk the **** out of energy and give nothing for that missile launcher so they'll never use the missiles."

....This is PGI.... and that's how I lost faith in MWO.

Edited by Koniving, 29 October 2016 - 05:30 AM.


#745 Nick Makiaveli

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Posted 30 October 2016 - 03:59 PM

View PostKoniving, on 29 October 2016 - 05:25 AM, said:

Grasshopper has fewer missile hardpoints, and lots of energy hardpoints.
Fewer over many.
PGI: "Lets quirk the **** out of energy and give nothing for that missile launcher so they'll never use the missiles."

....This is PGI.... and that's how I lost faith in MWO.



You're obviously right about the original intent, but hasn't it evolved into a balancing system now? At least in theory?

Lots of hardpoints are great, but if they're low slung or not usable for much (4 ballistics on a light) then maybe MG quirks is better than buffing the 2 energy points.


Now I'm not the expert you are, and I agree combating Munchkinism is a good thing, but do you really think PGI is ruining MWO?

#746 Koniving

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Posted 30 October 2016 - 05:23 PM

View PostNick Makiaveli, on 30 October 2016 - 03:59 PM, said:



You're obviously right about the original intent, but hasn't it evolved into a balancing system now? At least in theory?

Lots of hardpoints are great, but if they're low slung or not usable for much (4 ballistics on a light) then maybe MG quirks is better than buffing the 2 energy points.


Now I'm not the expert you are, and I agree combating Munchkinism is a good thing, but do you really think PGI is ruining MWO?


I'm of the belief that they aren't trying to screw things up, but instead they are balancing with a shovel while already really deep in the hole they dug themselves. Energy Draw appears to be an attempt at fashioning a ladder to try and get out of this pit, but they are trying so hard to balance a complex and ever growing number of mechs with a plethora of quirks that only further destablizes balance. This is instead of minor but frequent changes or even better a solid rock paper scissors lizard spock layout of what they want the game to be like and balancing based on that.



Though I'm afraid that if PGI tried to do that, we'd have this...


Someone mentioned energy draw has the problem that it's identical for ACs as it is for lasers, which makes no sense... yet it does. It makes sense to PGI because "ZOMG DAMAGE FRONT LOADED BOOM"
It doesn't make sense to us because "why is energy identical for a cannon as for this giant laser gun?"

Now if PGI changed ACs to better match the lore, the ACs could use super low amounts of energyd be more DPS oriented. I mean from what I understand they tried to make the pulse lasers more DPS oriented which is fitting with the lore... though sadly I hear it hasn't been well received (I personally have no idea what they did with it, so if it was a damage split or longer beam times or what the case might be.)

But honestly... I can't help but say I've given up on trying to make any sense out of the stuff PGI has been doing with "balance."
Sometimes I can get into a few matches and die within an insanely quick amount of time, like an alpha to three while in an assault mech, against a single enemy.... and sometimes I can wreck the lives of 7 people quite rapidly while abusing the latest pile of quirks that someone thought was a good idea.

"This mech has 9 energy weapons. I know, instead of quirking the 1 missile launcher, we'll quirk the 9 energy weapons so that alpha warrior continues to get worse." Okay, I get it, you wanna make two weapons carried in the torso mean something. Why not location specific and exclusive quirks? Would make a lot more sense and suffer a lot less abuse.

Anyway.... Honestly I'm not thrilled with PGI these days. Having looked into the Long Tom, I can't believe they turned it into what they did. Did you know the Long Tom is 10 shots per ton? Same as our Gauss Rifle. 2x the Long Tom's damage from tabletop is 570 Total, for an area of 180 to 210 meters across. That's twice tabletop's amount. MWO? 1,350+ damage is the maximum it can do to a single target. And it can do it to an unlimited number of enemy and friendly targets so long as they're in that 30 meter "nuclear epicenter". It's not even a nuke.

#747 762 NATO

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Posted 30 October 2016 - 09:25 PM

View PostKoniving, on 29 October 2016 - 05:25 AM, said:

And this is the reason I believe that All Quirks, IS and Clan, should be limb specific.

This way if the right arm of a Vindicator gives 50% faster energy and 50% heat reduction in the single hardpoint in the right arm... then that's exactly what it is and exclusively found there and will not in any way stack with something found elsewhere on the mech. This way significant quirks can be given to something without creating a min/max abuse farm.


And right here, Kon became one of my favorite people.

My suggestion has always one of two fixes. I will only bring up the relevant here. Location specific quirks. Warhammer is best example. PPC buffs in the arms. MG and ML/SL quirks on torso. No more high mounted heavy ballistics (RIP my favoritest mech ever). Timberwolf Prime: erLL in arms, LRM in sides. Just whatever the lore weapon in that location was, buff it. But only for that location. Sure some meta players get mad, some lore junkies get happy, most players just muddle through and realize omnimechs became OP. If you want to run by lore and quirks, your life is a bit easier. If you want to meta comp, you are already building mostly to the hard points, quirks be darned. Don't give clammers quirks even. I don't care and I run both.

(The other balance idea I have is to drop 10v12 in CW with no quirks. Clan mechs don't earn cbills in QP because clans don't use ComStar as their primary banking system, but do earn XP. Want to be the OP jerk in QP who doesn't earn? Be first to targeted and/or TKed.)

Cheers!

#748 mad kat

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Posted 31 October 2016 - 02:57 PM

Matches tonight have been atrocious. Yes it was mostly stupid players trying to do their own thing, solo and Rambo it and even when someone tried to take command he may as well of been herding cats.

But ultimately the matches tonight have boiled down to two simple factors one team splits up and stands still. The other team groups up and pushes.

On one of the two out of seven games that was a win pretty much every enemy mech that died was legged first. The other match we were just the fortunate team that grouped up and pushes the sleeping fragmented enemy.

#749 stand alone complex

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Posted 25 November 2016 - 05:55 AM

View PostWillothius, on 04 October 2016 - 05:27 AM, said:

I've heard PGI being called stupid for lots of reasons.. but this isn't one of them. Please, stop with this kind of ignorance. Just, stop posting or delete that account, or at the very least STOP IGNORING YOUR OTHER 7E HARDPOINTS!

EDIT: Why the hell did you buy the BH in the first place?? It's not like you couldn't SEE this BEFORE you paid??


Myabe it surpise you a lot, but in TIER 1\2 fight horizontal arm actuator is a must.
BH dosent have it - that means you cant use 6E hardpoints in arms with full power.

BH is a icon, i pay fot it and i wish to play it. PGI done a greate Marauder for clans.
i wish IS BH will be as good as clan model, but he not even half good as clan mech.

You never understand why im crying, you just one of those who always dead in CW.
But for me - BH is a problem, it is most valuable 75 tonns IS mech in CW drop deck.
Because (this will surprise you a lot) - he got a jump jets, sure you think they useless.
- no they not, if you wish to win in hard fight use it and use arm actuator, or die noob.

If someone like me crying that mech is not good enough, that means it is realy 'hard to play thing". You will know alot about it when your aftermatch damage in CW will be bigger that 2K when loosing and close to 3K when winning. BH is a mech that dosent even bring 1K damage - to low fire power becuase of bad fire control.

Every othet 75 tonns mech have better fire control that BH in game, they have more hardpoint in upper parts of torso or free arms, or both. But still - this is best 75 tonns mech IS have. You need to play it against hard guys when they play madcats and you need to win.

For now wiining against same tonnage mechs and good pilot is a challenge even for me. My TDR 5-S-T do it much better and bring more damage.

BH hardpoints fix is a must!

By the way - how many BH you see in CW or public play? u never think why?
Myabe you need to buy it and try it. But im not sure you will be able to play it.

Edited by stand alone complex, 25 November 2016 - 05:57 AM.


#750 Deathshade

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Posted 25 November 2016 - 07:54 AM

Quote

Mechsniper, on 04 September 2016 - 10:47 AM, said:

The problem is clan mechs vs IS mechs should never be 12 v 12. It would be a binary (or) 2 clan stars (10) vs 3 IS lances of 4 mechs each to even things up. Clan mechs are supposed to be loaded to the teeth with weapons, faster weight for wieight and more resilient. The numbers is how the game would be balanced. Also when you allowed pilots to fit a gauss rifle where a machine gun goes (cough gauss cat, cough closed beta, cough cough) you ignored the warnings of 30+ year battletech/mw players that told you this would lead to perpetual imbalance and wreck it good. Just some food for thought.


View Postbar10jim, on 12 October 2016 - 04:07 PM, said:

...and balancing for 10 v 12 battles in CW would totally destroy any semblance of balance in QP. That is why it will never happen.







and it is also the reason the timeline will probably never advance. We would get more weapons that will completely throw off the current balance. PGI is shooting themselves in the foot by not bringing in more new shiny things for us to spend money on. Tell me what is wrong with that picture and how much sense that makes

Edited by Deathshade, 25 November 2016 - 08:00 AM.


#751 Arkama

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Posted 02 December 2016 - 11:31 PM

Dude was complaining about playing against light mechs... Has he played many light mechs? They are largely unrewarding experiences. I love my Locust. But you might as well piss in my face when I wind up getting demotions even though I'm guns blazing dealing tons of damage.

The amount of reward given to light pilots is more or less a slap in the face when they contribute intelligence, cap bases, and support their larger team mates.

This is why I wind up using my Catapult C4 brawler 9/10...

#752 Black Ivan

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Posted 18 April 2017 - 11:18 AM

Took out my Highlander IICs today. It feels like they have a big red target mark over their center torso. The CT hit bocks feels massivly large. The same on Orion IICs

#753 The Squishy Parts

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Posted 05 July 2017 - 02:26 AM

Just an FYI to look into...I and a few others at least which I have talked to are having his registration issues with clan lasers after installing the PTS. I have paid close attention to length of time spent on target and that is not the issue.

#754 Thrudvangar

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Posted 05 July 2017 - 03:18 AM

View PostThe Squishy Parts, on 05 July 2017 - 02:26 AM, said:

Just an FYI to look into...I and a few others at least which I have talked to are having his registration issues with clan lasers after installing the PTS. I have paid close attention to length of time spent on target and that is not the issue.


I already made a video showing laser hitreg issues and mailed it to pgi about 1 1/2 week ago. No
response to it yet.

In fact, first i only had hitreg issues with my cERmedLasers on my nova, now every clan lasers are fuc.ked up.


#755 The Squishy Parts

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Posted 08 July 2017 - 01:51 AM

View PostThrudvangar, on 05 July 2017 - 03:18 AM, said:

I already made a video showing laser hitreg issues and mailed it to pgi about 1 1/2 week ago. No
response to it yet.

In fact, first i only had hitreg issues with my cERmedLasers on my nova, now every clan lasers are fuc.ked up.



Did you download the PTS as well?

#756 Thrudvangar

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Posted 10 July 2017 - 01:24 AM

View PostThe Squishy Parts, on 08 July 2017 - 01:51 AM, said:




Did you download the PTS as well?


Yes....

Hmmm.. ill try de-installing the PTS when i get home today and see if the laser bug still happens.

Edited by Thrudvangar, 10 July 2017 - 01:25 AM.


#757 Thrudvangar

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Posted 10 July 2017 - 08:48 AM

ok, de-installing the PTS client didn'T changed anything.
Lasers hits still didn't registered alot of times the past two matches...

#758 MadRover

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Posted 10 July 2017 - 11:00 AM

Judging how everyone is basically saying this idea is either a total bust or a complete waste of time to begin with can we ask PGI to stop wasting their time on this and tell them no?

#759 MoonShaman

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Posted 01 April 2018 - 06:23 AM

Okay, this has been bugging me for about 2 months now.

Gauss, cannons and armour over all.

Ballastic weapons, and any bullett based weapons are OP'd out the yazoo. My last match saw me take three hits in my torso- dead. I have full armour perks and I just insta died.

When a new mech comes out or I buy one- I die quickly, no matter the mech. Assault, Heavy, Light- doesn't matter. Needing to spend time getting 33 - 35 perks in armour is pointless, especially when you get a pre-order mech as you just get killed right away- even b "allies" "Accidently" shooting you.

Gun weapons need nerfed BADLY. gauss is my biggest complaint and I assume the nerf that was done two years ago ahs been nulled since. And with IS having access to "better gauss" while awesome, older mechs or even "new" mechs now suffer from crits and die very quickly.

I've been saying this in game for ages. Devs- do something about- armour ups, or weapons nerfs- SOMETHING, please. Hell, give us MORE armour perks to bu and up the Skill points max (why 91 as well, do you all just like to see the world burn using such an odd and awkward number?!)

#760 Akillius

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Posted 01 April 2018 - 12:13 PM

Nearly a year after the last post there's a new one to a 3 year old subject.
And I've gotten blamed for necro to a post that was 2 months later...

Irregardless balancing is fine, sure sometimes we all get one shotted from time to time but they are the rare exception. Taking 2-3 hits sounds like your not torso twisting enough and that's something I've been guilty of from time to time.

However I agree team damage is an BIG issue when done to "allies" within first 30-45 seconds of match.





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