Jump to content

Paul Please Read


27 replies to this topic

#1 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 12 September 2015 - 08:32 AM

First, this new info warfare type aspect of what you guys are doing is a solid idea. It has a lot of potential, and will indeed change the way the game works.

BUT(you knew this was coming, but hear me out here)

I think you guys missed a step in your approach.


So, lets take a look, quickly(I will try to keep this concise so it isn't a text wall of a post for you to read) at how the current strategy is going in.

Lets pick a chassis, we will say Jener like you used. I like the idea you have about using something besides weapons to differentiate between variants. So you used mobility, sensor stuff, structure buffs, that type of thing, to differentiate.
Now lets pick, the Atlas. You used mobility, sensor stuff, structure buffs, that type of thing to differentiate.

Here is where i am trying to inject a line of thought into your plan.

It feels like you are trying to create roles for each variant within each chassis. That's fine, in fact good even.

It also feels like you are taking a similar approach to all the chassis, overall. Sure there are some this and that's, but it's like you picked a variant to be "the tough one" or "bralwer and one to be "the info mech" and filled in in between. Now, i am not bashing that outright, it DOES have potential, and does for sure use something besides weapons to differentiate.


BUT(and here is that line of thought)

I think, really, the idea of a role needs to FIRST be applied to weight class, and THEN within weight class/chassis/variant. I want to explain this a bit-

First, I think having different info/mobility/etc strengths for each variant within a chassis is fine to differentiate them. However, I also think that those ideas need to be bracketed by the scope
of the role the particular weight class should fit into, and so far, I don;t feel like you guys have done this part. Let's dig into that aspect first, and see how it would work with your good ideas on info warfare etc.


Role warfare has obviously been something the players have griped about for like, forever lol. What you have as a system going in, man, this is key to allowing it for sure. but I think that you need to look at it, an info strong jenner, well, that isn;t going to play out in game anywhere near what an info strong Atlas would. thats where this idea of weight class role first comes into pay.

Lights: people want to scout, people want to be super fast flanker squads, interceptors, strikers.

Assaults; basically none of the above, EXCEPT for some really, really obscure things like the idea of the Pretty Baby for example. In general, no one sees an assault as a fast flanker or scout. (Steiner jokes aside)

See, this is where the ideas about info warfare and mobility and such, they need to be bracketed inside the idea of a role for each weight class.

Up untl now(well potentially) the role has been: find enemy, shoot enemy, for every mech ever. the only thing different was range of engagment and speed/position of doing so. The info stuff you are adding, and the idea of how to use quirks now, would allow you guys to make a light much stronger at info then an assault for instance. AND THAT IS PERFECT. I mean, it's exactly what the weight classes need to set them apart. Let's look at how that might pan out....

Let's take that Jenner vs Atlas again-
We CAN have a variant in each be more geared towards skirmishing, and one more geared towards fringe fighting etc. BUT, we should be looking at it in a differnt angle. The jenners, well, overall, they should ALL be stronger at info then the Atlas, using tools fit for each weight class. For instance

target info speed, range, deterioration as you have
Overall sensor range
Counter ECM range buffs to BAP
BAP buffs
ECM range buffs
Missile lock on times(not sure if you guys have this specifically yet or not)
NARC durations and range
TAG range
NARC and TAG potency quirks
UAV quirks

This is a list of some of the things you could use as a package for info war. now, a Jenner vs an Atlas, keeping in mind a role warfare PER WEIGHT CLASS as a bracketing design-

Lets take "info Jenner" vs "Skirmish Jenner" as a start-
Info Jenner, this is going to be the scout, the LRM spotter, the counter ECM target spotting long range thorn in the enemy side. Sensor range buffs, NARC duration and range increases, TAG increased range and benefit quirks, fast target info gather, slow target loss, built in radar Deprivation(or a modifier of similar effect). Normal speed and mobility, *less structure quirks(I say less, because IMO you can't ignore chassis limitations. Jenner CT for example is weak across the board and ALL variants should have a little somthing for CT to buff it some for general purpose chassis balancing within weight class)

Skirmish jenner, well, Skirmish Jenner isn't going to get MOST of that. maybe some low end BAP buffs for counter ECM, and some of that "radar dep." style quirking to be elusive in the fuzzball. Skirmish Jenner won;t need all the sensor and stuff. Skirmish Jenner, this is where you give it some extra Structure, to withstand the extra exposure time of being in the fuzzball. You give it good close range sensor activity, but BAD long range. Maybe even some armor.


Now that we have a baseline for differentiation betwen variants, lets compare info Jenner to an Info Atlas

Info Atlas, well, it will never do the same things as info Jenner. it just can;t. no matter what quirks you give it, info Atlas will never be a TAG/NARC lrm spotter, scout, etc. it just isn't logical to think a 100 ton would be able to perform those things really, it doesn;thave the speed for starters to position.

So what would info Atlas bring, and how would it balance in with "Skirmish" Atlas?
First off, this is where the idea of weight class role comes in. For light mechs, using INFO WARFARE as a huge balance in your diamond fits. it really, really does, perfectly, and there are tons of tools to use for it. On a 100 tons assault....ehhh... the basic function of the mech dictates info war can be a useful tool, but not a defining function. Goin back through Battletech, mechwarrior games, etc, Atlas has always relied on his lance to locate enemy, and provide him with a means of positioning(time, distractions, etc) to utilize Atlas strengths as powerhouse assault. Now, that isn;t to say we can;t allow a DDC to be much sneakier and useful for info...within it's intended use.

A DDC Atlas, well, NARC duration isn;t going to be it's strong point in game ply. Things like a powerful "radar dep." style quirk, making LRM's take forever to lock, speed increase quirks- these type of things make the DDC into the Atlas that can position best, and fastest, out of the variants. It will be the Atlas that can move across the open space the most safely. Give it an ECM coverage area buff, now info Atlas can work as a shield for his brawling team mates without being a bullet sponge. Things like overall sensor range aren;t a good fit for Atlas compared to Jenner, because Atlas will ultimatly end up in the forefront of the battle regardless. So, giving info Atlas strong close range type info things and info things to help it position are key. It will though, STILL end up in the brawl taking a beating. It will still need some structure help, it still needs to be able to fight in the front, it just doesnt need to be able to tank for a push.

Compare that to the Atlas D. Atlas D is a blind powerhouse ubertank. it is most vulnerable to crossing open area. it has the hardest time getting it's own target info. it has the least "sensor protections"(like minimal radar dep. style quirks). It relies themost on it;s team to get into position without discovery and effectively apply its firepower. it can withstand the most punishment instead. Where DDC gets info and team helping ability, D gets agility.


As an aside, besides info and skirmish variants, a type of flanker could be put in also. It would be a blend of info and skirmisher, but with the tools from both picked out specifically to make it work. So, sensor buffs to allow it to get better field awareness then the skirmisher(not as good as info and some structure to fight. BUT, things like +top speed, hill climb, fall dmg, JJ mobility, etc. Flanker variant would be king of getting around the field(not detection wise, just overall movment) to make up for less then skirmish toughness and less sensor in general then info. WITHIN THE WEIGHT CLASS ROLE. For instance Atlas S gets a mdiocre sensor package, mediocre structure(more then DDC, not at D) and a solid hill climb buff, agility buffs, speed buffs(just off the top of my head)

To finalize, I would list out some weight class "roles"-

Lights: scouting, super fast flanker, interceptors, ankle biting skirmisher, striker, sniper
medium: Some scouting(Cicada for instance) flanker, fringe skirmisher, striker, sniper
Heavy: Flanker, skirmisher, sniper,tank
Assault: Skirmisher/tank(Atlas D), bastion(Atlas DDC), close range flanker(Gargoyle)

This is the type of differentiation needed between weight classes BEFORE your good ideas on info warfare get applied to each chassis/variant.

Use more tools!! Maybe I will start a different thread about kinds of quirks for different roles, but the list I put above for info style should give you an idea. The more tools you use, the more flexible you can be with the quirk system, and easier you can apply the idea of weight class role into the overall system.

Sorry this got long, but it's a concept that required some explaination on how it would fit with your goals moving forward.

Edited by Eldagore, 12 September 2015 - 08:43 AM.


#2 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 12 September 2015 - 08:55 AM

Reserving this spot for lists of "role" quirks


So:

Info quirks-

Target info gather time
Sensor range
Target decay
Target deprivation style(target decay on your own mech)
BAP buffs
ECM buffs
Counter ECM buffs
NARC buffs
TAG buffs
NARC and TAG counters
LRM lock time(for and against)
UAV buffs
Airstrike/Artillary modifiers
Target retention range(like 360 degree module, but on a scale)

If I overlook something, please post in this thread and I will update

"Fighting" quirks-

Armor quirks(overall, front, rear)
Structure quirks
Agility quirks(twist speed/range, arms, accel/decel)
Engine/JJ heat quirks
Environmental heat quirks(Hellslinger)
Gyro/shake
This is where weapon quirks would fall, depending on how those are used, IF they are used

If I overlook something, please post in this thread and I will update

Movement quirks-

+Speed(top speed, reverse)
+JJ duration(fuel) accel
+High speed turn rate
Hill climb
Fall damage

If I overlooked something, please post in this thread and I will update


Using these tools, and keeping in mind weight class roles, variation between variants can be achieved.

For instance, an "info" light would be very, very heavy on the info quirks, with a little of the others added as needed. A "brawling" light would be heavy on the fighting quirks, an interceptor heavy on movement, a flanker would be mostly movement, with some fighting and sensor mixed in. All with varying strength to the quirks based on role, per variant.

Per weight class, the roles would then be refined by selecting which quirks and how strong they would be. An "info" Atlas, DDC, would use info quirks, but not nearly as many as an info light, with emphasis on certain ones like ECM and target retention/range and target decay(on own mech also) with more of the fighting and movement mixed in then the info light to compensate for the weight class intended roles.

That is how I see this new info and quirk system design shaping up to work for the game, and bring in one of the pillars long thought gone in the minds of the players.

Edited by Eldagore, 12 September 2015 - 10:02 AM.


#3 LennStar

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 476 posts

Posted 12 September 2015 - 09:24 AM

Thats basically what I had in mind when proposing this

http://mwomercs.com/...ff-on-the-head/

You have lights using their "invisibility" for either scouting or harassing or being the single-ERPPC sniper.
Light meds like the fast cicada are a sort of heavy scout, with more weapons but a bit easier to detect.
Heavies and Assaults are weapon turrets of different kind.

You can still have e.g. one dragon design as a ultra-heavy scout/flanker, just give it a 30% detection range boost on both receiving and getting seen and balance it by giving no extra structure. Another dragon gets armor boost and turn rate boost and is a backside-shoot brawler.

But you start with "lights are sneaky, assaults are punching" before you differentiate, without any need for trying to balance the diamond quirks between the weight classes.
And it makes a lot of sense that 100t are easier to detect then 25t ;) Which also takes a bit of unbalancing danger from the damned 2ERPPC 2 Gauss Dires.

Edited by LennStar, 12 September 2015 - 09:25 AM.


#4 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 12 September 2015 - 10:47 AM

Not to rain on your parade OP, but this isn't something new. PGI themselves posted about this, even sketched out a plan, way back in 2012:

Dev Blog 2: Information Warfare
Dev Blog 3: Role Warfare
Dev Blog 4: Role Warfare (continued)

They've utterly failed at implementing information warfare and role warfare for three years straight, so there's simply no reason to think they'll start implementing it at this stage in the game.

Expect some quirk reshuffling, and that's it.

#5 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 12 September 2015 - 11:16 PM

View Poststjobe, on 12 September 2015 - 10:47 AM, said:

Not to rain on your parade OP, but this isn't something new. PGI themselves posted about this, even sketched out a plan, way back in 2012:

Dev Blog 2: Information Warfare
Dev Blog 3: Role Warfare
Dev Blog 4: Role Warfare (continued)

They've utterly failed at implementing information warfare and role warfare for three years straight, so there's simply no reason to think they'll start implementing it at this stage in the game.

Expect some quirk reshuffling, and that's it.

OK.

Except Paul is actually trying to do it now. He is missing some key parts of it IMO, and I hope he can be open minded about his system and take feedback for what it is.

i find dismissing the situation out of hand to be pointless and off-putting at this juncture. Certainly you have something constructive to say about it, and not just bittervet blather?

It's coming, and now is the time to discuss it and put it all out there for (hopefully) Paul to read up and digest while it is still in the first pass and doesn't have a set date for release yet.

#6 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 12 September 2015 - 11:29 PM

The missing weapon quirks makes the new balance tough to get a handle on. I knew this rebalance thing would be tough to understand as a player and I havnt even really started looking at it on test yet. Letting it sink in. :)

#7 LennStar

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 476 posts

Posted 12 September 2015 - 11:53 PM

View PostJohnny Z, on 12 September 2015 - 11:29 PM, said:

The missing weapon quirks makes the new balance tough to get a handle on. I knew this rebalance thing would be tough to understand as a player and I havnt even really started looking at it on test yet. Letting it sink in. :)

No, its would actually impossible to balance WITH weapon quirks. You have to start at what the mechs are, not on the illogical band-aid that got added to make all mechs make the same damage output.

#8 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 13 September 2015 - 12:17 AM

View PostLennStar, on 12 September 2015 - 11:53 PM, said:

No, its would actually impossible to balance WITH weapon quirks. You have to start at what the mechs are, not on the illogical band-aid that got added to make all mechs make the same damage output.


Ok sure but the change from live to test is disorienting. Thats why I really havnt said to much about whats actually on the ts other than the sensor addition is good.

#9 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 13 September 2015 - 12:34 AM

View PostLennStar, on 12 September 2015 - 11:53 PM, said:

No, its would actually impossible to balance WITH weapon quirks. You have to start at what the mechs are, not on the illogical band-aid that got added to make all mechs make the same damage output.


you can not balance a stock mech able to be customiseable that has bad hardpoints, geometry and probably not enough hardpoints of ever getting a proper loadout. It will always lack the opportunaty of proper firepower. And the other stuff, like HP and sensors will never ever close this gap. wepaon quirks will be needed for such mechs, but they should have never ever been as much as we got them now.

View PostJohnny Z, on 13 September 2015 - 12:17 AM, said:

Ok sure but the change from live to test is disorienting. Thats why I really havnt said to much about whats actually on the ts other than the sensor addition is good.


tbh, they aren't sensors are not needed if you can aim on something you can see. They are not the deciding factor when building a mech. They add probably soem flair, but whne it comes to the things that matter to win a battle, they are negliable.

#10 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 13 September 2015 - 04:02 AM

View PostEldagore, on 12 September 2015 - 11:16 PM, said:

Except Paul is actually trying to do it now. He is missing some key parts of it IMO, and I hope he can be open minded about his system and take feedback for what it is.

Historically speaking, that is a vain hope. Paul does what Paul wants, and damn any feedback.

View PostEldagore, on 12 September 2015 - 11:16 PM, said:

i find dismissing the situation out of hand to be pointless and off-putting at this juncture. Certainly you have something constructive to say about it, and not just bittervet blather?

Oh, I have plenty to say about balance; have been saying, in fact, for over three years now. But I find it rather pointless to comment on what is either a broken system, or one in which so many pieces is missing it's not possible to gather even rudimentary data (note: I'm referring to the current PTS build, not your OP above. Your OP is the right idea, but I just don't think they'll do anything but re-quirk things).

How does one chassis variant compare to another? Hard to say when all they've got is structure and sensor quirks. Is the one with less sensor quirks going to make up for it with weapon quirks? Is the one with more sensor quirks going to be able to compete with the one that (may or may not) get weapon quirks?

Who knows? It's so incomplete it's better to take the whole PTS down and re-open it when ALL the quirks are present. Then we can discuss tuning.

As it is though, it's rather pointless.

Take my Commandos, for example. Every variant except the 1B gets a nerf called "Target Acquisition Delay +1". Weird, a light that has a hard time acquiring targets, but okay. It is supposed to be a Striker after all. What corresponding nerf does the 1B get? "Target Retention Time -1". Huh, so it loses targets 1 second faster than the others. Yay. Great thing to have on the traditionally overpowered Commando, right?

They all get various movement quirks, except the TDK that gets nerfed in that department. Why? Nobody knows.

They also get various levels of structure quirks, but the allocation of these seem rather arbitrary. Why does the 1B and 3A get +11 when the 2D gets only +6 and the 1D and TDK get +17?

The only conclusion one can draw from the PTS as it currently stands is "okay, so these are some numbers". If this is a first step towards Information Warfare and Role Warfare, it is just that: A first, very incomplete step. To be able to comment intelligently on it, we'd need to see at least an outline of what the other quirks/systems are.

View PostEldagore, on 12 September 2015 - 11:16 PM, said:

It's coming, and now is the time to discuss it and put it all out there for (hopefully) Paul to read up and digest while it is still in the first pass and doesn't have a set date for release yet.

They wanted to get it out in September, it's now pushed back to "October at the earliest". I get flashbacks to "90 days after open beta" when I hear these kinds of statements.

Edit: Totally missed that Paul took his ball and went home last night. PTS is over - hopefully we'll get another shot at a more complete one later.

Edited by stjobe, 13 September 2015 - 04:37 AM.


#11 Astrocanis

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 642 posts

Posted 13 September 2015 - 05:41 AM

Having played multiple games of many genres, I think the problem with your analysis is that the percentage of people willing to play a "support class" is very, very small. Vanishing, in fact.

Take MMOs. The least played classes in MMOs generally are healers. Why? Too much pressure, not enough reward.
A game without a NEED for support won't have any as people will gravitate to the more "fun" role of obliterating things. There is no real fire support need. The closest thing to suppression we have are Arty/Air Strikes. The "info" warfare is ECM.

To take your earlier example, damage jenner will be played and info jenner will not. The only time info jenner will be played is to basic, then elite it. After that, the cry will be "info jenner is useless, buff plox". Why? Because you can't retrofit a game style without supporting it with the rest of the game. If the last x number of years of MW:O was "Alpha", then that's possible. But people have been paying (in my case, quite a lot) and the disappointments keep piling up.

Here's an example: They just instituted PSR for the pilot. But NOW they want to force roles, which PSR intentionally will ignore. This is an indication that the design of the game is being cobbled together. If they want to force "role warfare" (which has been, in my opinion, intentionally undefined to afford the most leeway in cobbling), then they have to build the infrastructure to support it. They can't just layer it on. It's like retrofitting ACL security without knowing what it means and how it will affect the system it's being injected into.

#12 SpiralFace

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,151 posts
  • LocationAlshain

Posted 13 September 2015 - 06:10 AM

View PostJohnny Z, on 12 September 2015 - 11:29 PM, said:

The missing weapon quirks makes the new balance tough to get a handle on. I knew this rebalance thing would be tough to understand as a player and I havnt even really started looking at it on test yet. Letting it sink in. :)


I think people have to realize that this isn't the final game. There could very well be offensive quirks in the final product.

It think the issue is that we ALL know what offensive quirks do. You basically data mine to find out which offensive quirk is the "Best one," and then suddenly, you have your new greatest mech that everyone uses.

It looks like they are attempting to get away from that.

I think ALL of use know that at this point, offensive quirks are a known quantity. I think what they are testing now is how much THE OTHER PILLARS of this balance pass hold up to baseline offensive capabilites.

How much do you need to push a defensive quirk compared to an offensive one?

ESPECIALLY on the clan side. I think one of the biggest unannounced things here is how the clan omnipods work now. They have completely realighned EVERYTHING. to where the CT of a mech has a series of negative modifiers, but all the other pods stack positive modifiers to make up the difference, except for those basic "uber pods" that gives you everything. So you have to juggle what pods you take for which mech and you no longer have a "clear cut" uber pod. (at least in theory.) Which is a MUCH better way to balance then previous clan tech of just "piling it on" with all the hardpoints in the world.

How does THAT system stack up against the clan tech? And its something that I feel NO ONE is talking about because they can't see past the stuff that is CLEARLY wrong like the T-wolf S not having anything done to it unlike the others, or the gargoyle with the broken arm quirk.

You don't see anyone talking about the Storm Crow, or the Ebon Jaguar for all its gained. (Because it gained NOTHING in most cases, and in many configs, actually got nerfed pretty hard.)

#13 Mogney

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 492 posts
  • Twitter: Link
  • LocationSt. Louis

Posted 13 September 2015 - 06:58 AM

Here is how to fix this:

1. Throw out everything currently on the PTS, its a trainwreck.
2. Write Russ's promise on the wall of the office to only make small incremental changes, have everyone read it out loud once per day. Paul needs to do it three times per day.
2. Make a small decrease on the quirks to the WVR 6k, and the Thunderbolt 5ss, add a small negative quirk to SCR, TBR, NOVA, and HBR.
3. Make a Large increase to the weapon quirks on Commandos, Kintaros, and Vindicators (these mechs are all extinct as Krivvan puts it)
4. Look at real data from tier 1-3 players over the last two months, buff the least used mechs a little bit. Wait a few months, then repeat.

Edited by Dr Tachyon, 13 September 2015 - 07:08 AM.


#14 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 13 September 2015 - 08:08 AM

View Poststjobe, on 13 September 2015 - 04:02 AM, said:

Historically speaking, that is a vain hope. Paul does what Paul wants, and damn any feedback.


Oh, I have plenty to say about balance; have been saying, in fact, for over three years now. But I find it rather pointless to comment on what is either a broken system, or one in which so many pieces is missing it's not possible to gather even rudimentary data (note: I'm referring to the current PTS build, not your OP above. Your OP is the right idea, but I just don't think they'll do anything but re-quirk things).

They wanted to get it out in September, it's now pushed back to "October at the earliest". I get flashbacks to "90 days after open beta" when I hear these kinds of statements.


The only conclusion one can draw from the PTS as it currently stands is "okay, so these are some numbers". If this is a first step towards Information Warfare and Role Warfare, it is just that: A first, very incomplete step. To be able to comment intelligently on it, we'd need to see at least an outline of what the other quirks/systems are.


Well, the top part of what I put in the quote bracket there is rather pointless isn't it? I mean, I would rather at least put my thoughts out there so I can say i made the attempt. There are plenty of rage and bittervet threads for you to post that sentiment in already.

As for the only conclusion being "here is some numbers" correct, here are some numbers, what do you guys think? I wrote what i thought. I think it is a very, very base level of something that could fit into the game. i also think offensive quirks will need to be put in, I think baseline stuff for chassis to chassis balance within weight class will have to come back. BUt, in the end, i think adding a system that uses "not powercreep weapon quirks" to define variants is a good idea, and can be a piece of the puzzle in an overall reduction in firepower while maintaining a decent balance.

Is that idea super ambitious? YES. I hope Paul will read feedback, as we will see MONTHS of tweaks on this before it is pushed live.

Step one:
Paul- "what do you guys think about this?"
Eld- " I think you guys need to emphasize weight class roles to give those numbers more direction."

IMO it is just not constructive to keep bitterposting that closed beta ideas haven't been put in yet and it's all hopeless. We can;t make the decisions. All we can do is be constructive, and hope they listen, and don't do something to kill our favorite stampy rabbits game.

#15 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 13 September 2015 - 08:22 AM

View PostAstrocanis, on 13 September 2015 - 05:41 AM, said:

Having played multiple games of many genres, I think the problem with your analysis is that the percentage of people willing to play a "support class" is very, very small. Vanishing, in fact.

To take your earlier example, damage jenner will be played and info jenner will not. The only time info jenner will be played is to basic, then elite it. After that, the cry will be "info jenner is useless, buff plox". Why? Because you can't retrofit a game style without supporting it with the rest of the game. If the last x number of years of MW:O was "Alpha", then that's possible. But people have been paying (in my case, quite a lot) and the disappointments keep piling up.


This is why I have posted a much larger list of things they could quirk then exist in the PTS by far. it isn't "support Jenner". that Jenner will certainly fight, no place in my post did i say that the info focused variant of a light mech should get nerfed in fighting. it might not get as much armor or structure. So, YOU PUT LONGER RANGE WEAPONS ON IT THAT FIT WITH THE BETTER INFO PACKAGE. Brawling Jenner is for up close blind fighting(like in current game if you have triple layered ECM going on in your fuzzball) it's all about customizing the tools each variant gets to balance within a chassis, and then the overall stuff(like giving a Jenner some CT buffs) for chassis to chassis. I can not confirm, but I have to think the weapon quirks etc will come for chassis to chassis balance later.

As for rewards, they can adjust that at any time. They can alter their algorithm for PSR at any time too. IMO, adding this type of info system is a pillar from so long ago, to me- it's like it could be the step of re-working the overall play of the game.

We know already the pinpoint alphas are too high. If we put a system like this in, and nothing changes in TTK etc, it will either force their hand to do something with heatscale( i still have a lot of hope they will do a cap reduction+dissipation) OR, we will just have to live with it and yeah, some variants are just going to be better. IMO, right now, some variants are anyway.

Bottom line, I am glad they are trying to finagle some type of info system in, and I want them to take a harder look at weight class roles. Hopefully Paul will take his time with this and when the dust settles we can move on to the next step.

#16 Omi_

    Member

  • PipPipPipPipPipPip
  • The Blade
  • 336 posts
  • LocationWinnipeg, Manitoba, Canada

Posted 13 September 2015 - 08:57 AM

I completely agree! I like where this PTS is going, but a lot of variants within some chassis seem to stretch the chassis a bit too much. Not every chassis needs a variant built for toughnezss, for instance. Also, Atlas or Raven chassis could use some uniformity in the tough/sensors departments respectively, for instance.

On a slivhtly different note, and I've seen others make the same mention: weapon quirks could be cool to bring back for flavour, s long as they only affect a handful of chassis known for boating or carrying a main or very few weapons. Mes like the Hunchbacks, Hollander or MWO Summoner come to mind.

#17 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 13 September 2015 - 09:43 AM

View PostEldagore, on 12 September 2015 - 08:32 AM, said:


It feels like you are trying to create roles for each variant within each chassis. That's fine, in fact good even.



I STRONGLY disagrees with this idea.

For example, I bought an Atlas D because it is an assault mech with a given set of hardpoints and overall capabilities. Its role is supposed to be that of an assault mech - dealing and receiving damage. What is particularly scary about this horrid Unbalancing (aside from the stripping of weapon balance, the lack of quality, the buffing of strong mechs and killing of weak ones), is the notion that mechs are no longer going to be designed to do what people purchased them to do.

I'm not interested in half my mechs turning into wimpy "scout mechs" because those versions happened to be slapped with a nerf-curse by PGI to make them "different." I'm not interested in an Atlas with a billion structural points but no armor buffs, so it becomes a weaponless zombie 5 minutes into the game (as the Atlas-D now does) because some random logic at PGI thought that "harmless zombie" was a good role for that mech.

As soon as the new "mech roles" start to deviate from the reasons people logically used to purchase the mechs in the first place, you'll have a ton of useless mechs and very angry customers.

#18 Astrocanis

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 642 posts

Posted 13 September 2015 - 09:49 AM

View PostEldagore, on 13 September 2015 - 08:22 AM, said:

This is why I have posted a much larger list of things they could quirk then exist in the PTS by far. it isn't "support Jenner". that Jenner will certainly fight, no place in my post did i say that the info focused variant of a light mech should get nerfed in fighting. it might not get as much armor or structure. So, YOU PUT LONGER RANGE WEAPONS ON IT THAT FIT WITH THE BETTER INFO PACKAGE. Brawling Jenner is for up close blind fighting(like in current game if you have triple layered ECM going on in your fuzzball) it's all about customizing the tools each variant gets to balance within a chassis, and then the overall stuff(like giving a Jenner some CT buffs) for chassis to chassis. I can not confirm, but I have to think the weapon quirks etc will come for chassis to chassis balance later.

As for rewards, they can adjust that at any time. They can alter their algorithm for PSR at any time too. IMO, adding this type of info system is a pillar from so long ago, to me- it's like it could be the step of re-working the overall play of the game.

We know already the pinpoint alphas are too high. If we put a system like this in, and nothing changes in TTK etc, it will either force their hand to do something with heatscale( i still have a lot of hope they will do a cap reduction+dissipation) OR, we will just have to live with it and yeah, some variants are just going to be better. IMO, right now, some variants are anyway.

Bottom line, I am glad they are trying to finagle some type of info system in, and I want them to take a harder look at weight class roles. Hopefully Paul will take his time with this and when the dust settles we can move on to the next step.


You are still missing the point. You are reacting to what they did, not what you can glean from ~why they did it.

You can certainly put different weapons on a jenner. If you nerf the survivability or damage output of it for "info" purposes, it won't be played. Unless the REST OF THE GAME supports it and makes it worthwhile.

Step outside the quirk / mech paradigm and look at the entire game - maps (map, objective, fog of war, starting position, objective position, sheer size), skill trees, modules, rewards, PSR, etc. Then look at mechs and quirks.

The base infrastructure for a) needing and B) making people want to play these roles is not currently baked into the game. No amounts of quirkening are going to make this difference. Putting the focus on mechs is missing the picture. That's the trap of the paradigm. What we need to do is convince Paul / Russ / whoever-pulls-the-strings / white knights that simply balancing mechs will NEVER create a role warfare need, no matter how many times and how impossibly they try to shoehorn it in.

#19 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 13 September 2015 - 04:07 PM

View Postoldradagast, on 13 September 2015 - 09:43 AM, said:


I STRONGLY disagrees with this idea.

For example, I bought an Atlas D because it is an assault mech with a given set of hardpoints and overall capabilities. Its role is supposed to be that of an assault mech - dealing and receiving damage. What is particularly scary about this horrid Unbalancing (aside from the stripping of weapon balance, the lack of quality, the buffing of strong mechs and killing of weak ones), is the notion that mechs are no longer going to be designed to do what people purchased them to do.

I'm not interested in half my mechs turning into wimpy "scout mechs" because those versions happened to be slapped with a nerf-curse by PGI to make them "different." I'm not interested in an Atlas with a billion structural points but no armor buffs, so it becomes a weaponless zombie 5 minutes into the game (as the Atlas-D now does) because some random logic at PGI thought that "harmless zombie" was a good role for that mech.

As soon as the new "mech roles" start to deviate from the reasons people logically used to purchase the mechs in the first place, you'll have a ton of useless mechs and very angry customers.

Reading comprehension. This is all explained in my OP, where I say assaults ARE assaults. The info stuff etc should just be to differentiate each variant some. What you are ranting on about is EXACTLY what I took as Paul's intentions and why I wrote the OP. Did you even read it?

View PostAstrocanis, on 13 September 2015 - 09:49 AM, said:


You are still missing the point. You are reacting to what they did, not what you can glean from ~why they did it.

You can certainly put different weapons on a jenner. If you nerf the survivability or damage output of it for "info" purposes, it won't be played. Unless the REST OF THE GAME supports it and makes it worthwhile.

Step outside the quirk / mech paradigm and look at the entire game - maps (map, objective, fog of war, starting position, objective position, sheer size), skill trees, modules, rewards, PSR, etc. Then look at mechs and quirks.

The base infrastructure for a) needing and B) making people want to play these roles is not currently baked into the game. No amounts of quirkening are going to make this difference. Putting the focus on mechs is missing the picture. That's the trap of the paradigm. What we need to do is convince Paul / Russ / whoever-pulls-the-strings / white knights that simply balancing mechs will NEVER create a role warfare need, no matter how many times and how impossibly they try to shoehorn it in.

The two go hand in hand. Without an info system in place how does one make a role warfare? Once a system exists, reward structure, skill trees, etc/all can be put in to go with it.

You want some other thing done first. well, Paul is doing this first. Lets help him get it right.

#20 Astrocanis

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 642 posts

Posted 13 September 2015 - 04:14 PM

View PostEldagore, on 13 September 2015 - 04:07 PM, said:

Reading comprehension. This is all explained in my OP, where I say assaults ARE assaults. The info stuff etc should just be to differentiate each variant some. What you are ranting on about is EXACTLY what I took as Paul's intentions and why I wrote the OP. Did you even read it?


The two go hand in hand. Without an info system in place how does one make a role warfare? Once a system exists, reward structure, skill trees, etc/all can be put in to go with it.

You want some other thing done first. well, Paul is doing this first. Lets help him get it right.


He's building the Empire State Building starting at the top. Role warfare is meaningless unless you know what it is, what it should do, and how the game supports it. Slapping a new way of working with sensors is not going to work to generate roles. They need to do more than just code with limited vision. They need to look at the game ecosystem and work with it. They aren't. They're slapping a poorly realized bandaid on a wound they can't really recognize. And it's not going to work very well. It won't even work as well as the Clan Invasion did - those were only mechs. This is a change to basic play.

Not trying to be too argumentative. I just see their paradigm as wrong. And if the paradigm is wrong, no amount of digging holes and filling them in is going to fix it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users