Mech Re-Balance Public Test [Updated]
#21
Posted 11 September 2015 - 11:06 PM
#22
Posted 11 September 2015 - 11:18 PM
Blockpirat, on 11 September 2015 - 11:06 PM, said:
be patience, take time lookign att he mechs, hopefully there will be more palyers at EU primetime. yet the double XP weekend will interfere with this a lot.
#23
Posted 11 September 2015 - 11:24 PM
#24
Posted 11 September 2015 - 11:27 PM
Koshirou, on 11 September 2015 - 11:24 PM, said:
You guys really need to understand how reading, and testing work.
This is a first draft of changes. We're not even close to a final draft, and somehow you immediately jumped to that phase?
#25
Posted 11 September 2015 - 11:42 PM
Not sure how the Radar range will work in the long run, it kinda makes every light 'mech a scout, including the Firestarter and Hankyu (The latter being a recon 'mech naturally in lore but functions more as a brawler/skirmisher) oh and with CAP and Adv. Sensor range, 1200m target range, pretty meaty.
Have to mess around a bit more, it's shaping up.
#26
Posted 11 September 2015 - 11:46 PM
I'm not sure how good an idea it is to remove ALL weapon quirks (heat, range, rate of fire, velocity, ect) for both IS and clan...perhaps these quirks truly were "not working as PGI intended", but completely removing them has once again made some mechs (more specifically certain variants of mechs) that were "better" at using certain types of weapons no better or worse than any other mech (Awesomes come to mind here...and the Hellslinger loosing its 50% environmental quirk is really sad...it was the reason I was going to buy that hero mech in this weekends anniversary sale, guess I won't need to buy more MC afterall). Weapon quirks will no longer determine the "meta", now it will be all about the variant that has the most mobility/sensor/armor/structure buffs with the least amount of penalties to the same. I know its early but I am sorry PGI I don't think this "re-balance" is any closer or better than the system we currently have...sadly I honestly think it is worse because now more than ever it seems very obvious that certain variants of a chassis are clearly superior to other variants. I hope there are A LOT more changes before this goes live (fingers crossed)
Edited by YUyahoo, 12 September 2015 - 12:09 AM.
#27
Posted 11 September 2015 - 11:57 PM
and tbh, the interpod balance is SOOOO BROKEN, and imbalanced. I cna build emchs wiht the same firepower one well quirked one horribly quirked. The min max war gets real here.
there needs to be a LOAD done to make this truly balanced. correct.
only the legs in most cases seems to be in a good interpod balance. yet thy are in a bad intermech balance. NVA legs can do the same as SCR legs, and this will never cause a balance between thsoe mechs.
Edited by Lily from animove, 11 September 2015 - 11:59 PM.
#28
Posted 12 September 2015 - 12:29 AM
Have only been toying around in the playgrounds 'til now, so I've yet to see how for example Lights stack up against Heavies now, but I've got a gut feeling that Heavy/Assault pilots will be feeling even more salty towards their investment (if any, it will have a tendency to be larger) when they're even more easily death-circled (for that, f**k targetting time, you just keep peeling off the back altogether).
#29
Posted 12 September 2015 - 12:47 AM
#30
Posted 12 September 2015 - 12:54 AM
A sebaceous cyst, on 12 September 2015 - 12:47 AM, said:
This is not a balance pass.
Seriously, how do people not understand what is going on here, despite it being mentioned at the beginning of most posts. This is the beginning of the test, of the first draft, of the first stage of the possible balance pass.
Why are people treating this like it's a final product?
#31
Posted 12 September 2015 - 01:10 AM
IraqiWalker, on 12 September 2015 - 12:54 AM, said:
Probably and partially because they seem to have had higher hopes for the first try from game design professionals with insight to a myriad of server statistics and partially because they do not want their meta to change.
I am rather aligned with the first part, because just promoting information warfare isn't nearly enough. You need to MASSIVELY lower the TTK (remember tabletop - ONE round was about 30 secs) in order for more communication and tactics to make any sense. Example: Teammate calling for help - if he does not stand right next to you, it's almost always to late until you arrive at the scene.
And you need to take care that (tweaked) 'Mech speeds do not break the limits of what your engine can handle.
#32
Posted 12 September 2015 - 01:13 AM
Most Player can LOOK and SCREAM !
what if we share the target info WE acknowledget with our teammates trough our IW Systems i.e. after 3 seconds the enemy become available for my teammates Scanners
#33
Posted 12 September 2015 - 01:16 AM
PFC Carsten, on 12 September 2015 - 01:10 AM, said:
I am rather aligned with the first part, because just promoting information warfare isn't nearly enough. You need to MASSIVELY lower the TTK (remember tabletop - ONE round was about 30 secs) in order for more communication and tactics to make any sense. Example: Teammate calling for help - if he does not stand right next to you, it's almost always to late until you arrive at the scene.
And you need to take care that (tweaked) 'Mech speeds do not break the limits of what your engine can handle.
In tabletop a single turn was 10 seconds, and a proper fight between 2 mechs lasted no more than 30-40 seconds. This game already has TTK equal to if not better than TT.
As for why they are treating it as a final product, it could be what you said, or it could be because 95% lack reading comprehension, or they just need something to whine about. Honestly, I wish I can drop them in Baghdad right now. Let's see if they can survive a week in my neighborhood. Maybe that'll teach them some common sense, and foresight.
Quardak, on 12 September 2015 - 01:13 AM, said:
Most Player can LOOK and SCREAM !
what if we share the target info WE acknowledget with our teammates trough our IW Systems i.e. after 3 seconds the enemy become available for my teammates Scanners
I've noticed that. Most people can't see past what's in front of them. Not even 2 steps ahead.
#34
Posted 12 September 2015 - 01:16 AM
#35
Posted 12 September 2015 - 01:17 AM
Clan mech are the same, only different are in omni pods. Then why they have different quirks?
I don't understand this.
Why the same chassi have buffs to acceleration and deceleration and others have negative quirks to this?
Why you mess with degrees? This is most stupid think I ever seen.
Why one Atlas have +50 CT structure, and other not?
There is many many other things i see and don't understand.
There will be only few chassis that will be playable.
#36
Posted 12 September 2015 - 01:21 AM
People are screaming about the sky falling: It could be because every time some kind of abortion makes it to the PTS, we get it within a couple of weeks, regardless of the problems highlighted and feedback generated.
My feelings:
Weapon quirks are a polarising topic some love some loathe. Personally I was happy when the old 'unicorn' mechs started appearing again after the quirkening.
It is going to be a sad day when these quirks come in and our current crop of "used-to-be-unicorns-but-now-they-everywhere-mechs disappear to the back of the mechbay, only brought into daylight to be ridiculed, again.
Also sensors dont mean anything to direct fire. PGI may have just taken a dump on their own favoured noob cannon (LRM)
#37
Posted 12 September 2015 - 01:24 AM
Michal R, on 12 September 2015 - 01:17 AM, said:
Clan mech are the same, only different are in omni pods. Then why they have different quirks?
I don't understand this.
Why the same chassi have buffs to acceleration and deceleration and others have negative quirks to this?
Why you mess with degrees? This is most stupid think I ever seen.
Why one Atlas have +50 CT structure, and other not?
There is many many other things i see and don't understand.
There will be only few chassis that will be playable.
See, that I'm fine with. Ask questions, offer feedback, don't just rage mindlessly (I'm not referring to you personally, here), and treat these propositions as a final result. This is a first draft of a first step of a multi-phase balance project. So offer suggestions, offer feedback, and criticize.
T0rmented, on 12 September 2015 - 01:21 AM, said:
People are screaming about the sky falling: It could be because every time some kind of abortion makes it to the PTS, we get it within a couple of weeks, regardless of the problems highlighted and feedback generated.
My feelings:
Weapon quirks are a polarising topic some love some loathe. Personally I was happy when the old 'unicorn' mechs started appearing again after the quirkening.
It is going to be a sad day when these quirks come in and our current crop of "used-to-be-unicorns-but-now-they-everywhere-mechs disappear to the back of the mechbay, only brought into daylight to be ridiculed, again.
Also sensors dont mean anything to direct fire. PGI may have just taken a dump on their own favoured noob cannon (LRM)
See, that's a good example of what we should be doing.
Tormented isn't going on about this being a stupid balance pass, because he knows it's not final. He saw actual problems, and highlighted them. Suddenly, this post is constructive. Instead of wasting megabytes
#38
Posted 12 September 2015 - 01:27 AM
IraqiWalker, on 12 September 2015 - 12:54 AM, said:
Seriously, how do people not understand what is going on here, despite it being mentioned at the beginning of most posts. This is the beginning of the test, of the first draft, of the first stage of the possible balance pass.
Why are people treating this like it's a final product?
Iraqi when will you understand that is proposed balance pass actually is what PGI is proposing as a balance pass and they are asking us to test it and give OUR feedback on it (report what we like and what we don't like, point out what issues we see). PGI wants feedback, so please stop trying to diminish anyone who is offering their feedback. My opinion may not be the same as yours and that is perfectly fine, I don't have to like what you like and you don't have to like what I like about this proposed balance pass or anything else...I am providing MY feedback to PGI because PGI requested it
#39
Posted 12 September 2015 - 01:35 AM
A sebaceous cyst, on 12 September 2015 - 01:27 AM, said:
Iraqi when will you understand that is proposed balance pass actually is what PGI is proposing as a balance pass and they are asking us to test it and give OUR feedback on it (report what we like and what we don't like, point out what issues we see). PGI wants feedback, so please stop trying to diminish anyone who is offering their feedback. My opinion may not be the same as yours and that is perfectly fine, I don't have to like what you like and you don't have to like what I like about this proposed balance pass or anything else...I am providing MY feedback to PGI because PGI requested it
Construcitve feedback, not conclusive statements that do no lead to anything. IE. this sucks i wasted my time and thats my feedback(That helps no one)
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