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The Main Flaws Of The New Quirk System And Possible Ways To Fix Them


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#1 bad arcade kitty

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Posted 13 September 2015 - 02:32 PM

it's a slightly fixed repost of my earlier reddit post (i couldn't use the proper forum till recently)

i only want to add that the current balance system kind of works and to ruin it to make a new balance system working at least as well as the current one, it will cost a lot of time, effort and players frustration; imo it would be better to tweak the current balance than to ruin it for this new shady enterprise

anyway:

- the first flaw it's the huge mobility quirks on certain omnipods and chassis. pgi is stepping on the same rake again, they again make the quirks way too powerful. with the new omnipod quirks clan mechs can be extremely strong... but only if they choose a very specific set of omnipods, and not every chassis can do it too. it leads to a lot of frustration from the pilots of those chassis which cannot compensate the huge mobility nerfs (especially if it's an already weak chassis like poor shadow cat with its -45 yaw quirk which makes it turn on par with mauler) and severely limits the viable builds on those chassis which can compensate them (like timber wolf and dire wolf), right now you can play multiple viable builds on those... not so much with the new quirks, only few but very strong. try to enjoy them because it's your only choice. it greatly decreases the viable options to play with. it's especially bad for the clan mechs, but inner sphere chassis suffer huge unexplained mobility nerfs too.

the possible solution: get rid of mobility nerfs and lessen the mobility buffs! quirks shouldn't be so strong, nerfs are generally frustrating and these are not even needed since the current mobility quirks/built-in limits work perfectly well. don't break what already works!

- the second flaw it's that the new 'infotech' thing completely ruins already weak lock-on missile weapons - lrm and streaks. i think it's clear why, it's already was rather hard to get the missile lock and now you also have to get the target acquisition first and only then you get the lock. getting the target acquisition is even longer than getting the lock, and also mostly happens when you are already pretty close. yes, some omnipod combinations and chassis can do it better, but yet again it limits your build options to some few specific combinations/chassis and decreases both the game variability and the viability of the already weak missile weapons

the possible solution: ughm, i think if i say that you should put that infotech into the trash bin you will disagree... well, reduce the base target acquisition time and make tag and bap/cap acquire the target instantly! possibly the missiles will need other buffs like better velocity and faster locks

- the third flaw it's the loss of weapon quirks which makes the inner sphere mechs significantly weaker than clan mechs. if pgi try to compensate it with mobility/infotech/armor it will only frustrate the both sides, one of which will lose a lot of mobility and info gathering and the other will feel weak anyway, if they blanket nerf clan weapons it will inevitably frustrate the clan players but possibly will frustrate sphere players too since that nerf will not probably solve the problem (also most of people play mechs of the both sides)

the possible solution: either return the weapon quirks (just not that ridiculously high as some of them were) or, even better, move the timeline a bit, clans are stronger than sphere in 3050, move the timeline and sphere will be more comparable, give the sphere medium er lasers, mrm, streak 4/6 etc weapons which would be able to compete with clan weapons possibly with some minor weapon quirks

Edited by bad arcade kitty, 13 September 2015 - 02:41 PM.


#2 oldradagast

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Posted 13 September 2015 - 02:36 PM

Agreed on all points.

- Mobility madness is not a solution. It's also a dumb way to make mechs of the same chassis lineage play nothing like each other, which is the exact opposite of why people like certain chassis types and buy them in the first place.

- Sensor warfare: because locking on to things is more fun then killing them, I suppose?! Seriously, all it does is kill LRM's and just encourage people to boat even more pinpoint weapons to make sure they hit and kill something, even if they can't tell exactly what they are shooting at anymore.

- Some claim that they are going to "balance weapons later." Maybe that's true, but given how important weapon balance is, it makes this current test run on sensors rather pointless. You can't balance a game around a minor aspect, and without the weapon balance being looked at, the rest of it doesn't matter.

#3 Fate 6

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Posted 13 September 2015 - 03:09 PM

Sensors feel REALLY bad right now, at least for mechs that need locks. Direct fire is being pushed even harder with this rebalance which is disgusting since we really needed a buff to LRMs and brawling. Brawling is SUPER risky if it takes an extra 3-6 seconds to get target info because you don't know where to shoot for much too long.

#4 XX Sulla XX

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Posted 13 September 2015 - 03:20 PM

The main thing is to balance weapons and then it is much easier to balance mobility etc.

#5 Wildstreak

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Posted 13 September 2015 - 04:42 PM

Well according to Paul's post PGI plans to look at weapon balance after they get this quirk rebalance in. If they do weapon balance first, it will still come off wrong since the balance will be using existing quirks. Hopefully, they do this then try weapon rebalance on the Test Server before putting anything live, that's the best solution.

LRMs, now's the time to try dead firing them and see Clans have it better in that area, might need to change how LRMs work, just give everyone streaming missiles.

#6 bad arcade kitty

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Posted 14 September 2015 - 03:17 PM

View PostWildstreak, on 13 September 2015 - 04:42 PM, said:

Well according to Paul's post PGI plans to look at weapon balance after they get this quirk rebalance in. If they do weapon balance first, it will still come off wrong since the balance will be using existing quirks. Hopefully, they do this then try weapon rebalance on the Test Server before putting anything live, that's the best solution.


i dunno what they can balance not balancing weapons first

what we have right now is miles better than what they put on the test server

#7 Andi Nagasia

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Posted 14 September 2015 - 03:29 PM

well

Target Acquisition Delay(How long(in Seconds)it takes to Identify an Enemy IFF) is kinda Cool,
though some mechs have wait nearly 3-4 seconds to see an Enemy IFF, WOW!

Target Retention Time(How long(in Seconds)you hold Target Data after losing LOS) is kinda cool,
CAT-A1 has TRT of 4 so with Target Delay module the A1 has 8.5 Target Retention, DAM!

Target Scan Time Short/Medium/Long Range- Time to Scan a Target and gain its Data, see enemy Paper Doll, cool
but it seems that spliting this into 3 ranges is abit confusing to players that dont know what they are looking at,

i would like to see this Below Added, :)
Enemy Acquisition Delay- How long(in Seconds)it takes for an Enemy to Identify your IFF,
EAD is Added to an Enemies TAD to help increase Stealth of Lesser Armed & Lighter Mechs,
(so if Enemy TAD=+3 & your EAD=+2) the Enemy must have LOS for 5Sec to Identify your IFF)

then Change ECM is give a Passive EAD to Allies in the Bubble,
so ECM is no longer a all Powerful box but more of a Utility tool,

#8 bad arcade kitty

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Posted 14 September 2015 - 03:37 PM

ecm is not even that needed now, everybody has a weak version of it for free...





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