Sean Lang, on 13 September 2015 - 10:26 PM, said:
I get what your saying, but as I pointed out in the video. I think it is important to fix some of the foundations of the issues we see with balance (skill tree values being tuned down is also coming on PTS soon).
So I'd say I don't think introducing new weapons systems is the answer, but if this is done and done correctly, introducing them will be a lot easier (balance wise) in the near future if PGI chooses.
Really hopeful about the 'Infotech' aspect.
But as someone said on Outreach, "How does Infotech deter/stop a 50-70 point alpha?"?
Comp/Good players will just 'sight-read' the enemy and skip locking all together. Happens under one second frequently. Finding the enemy and hitting first should be the
first step in the flow chart.
IMO, Infotech should affect Radar and Comms. Target scan and acquisition is nice but can be worked around with skill.
A.
Im saying the balance may need to be more: Heavy hitter, cant see. Scout can see but can barely fight. Mobile skirmisher might be able to hit kinda hard or see pretty well but not both or half being so-so.
Now Lance and Team composition has another axis aside from weight class to build with.
Fighter - Mage - Thief... you get the idea.
Fighters cant see far, and
share only one red dorito on Radar with friendlies. Can only lock the nearest enemy. And by default has a much smaller Radar FoV. Perhaps 20degrees(instead of current 45) oriented to facing OF LEGS(not torso). Limited to perhaps 500m.
Wizards see far but cant really fight.(but may make indirect fire viable...fireball???)
This would theoretically be the mech choice of Commanders. Less fire more sight. Bigger FoV on Radar can share multiple Enemies depending on Chassis/Variant. Example: Spider V can see 50degree out to 1220m and share 6 enemies on team radar and can lock 3 enemy targets at once. Friendly LRM boat is in love with Spider V.
Thief can move well, but can only see ok or fight ok.
More geared to skirmish/striking or objective hunting. Or playstyle. Summoner can run 'n gun but cant brawl too well but has a 45degree Radar FoV and shares 4 enemies. One variant can lock 2 enemies at once and had a bult in 360degree module that reaches 700m.
NOTE: Each 'class' above can have a 'scout'. Atlas DDC Can kinda fight and kinda see for an Assault Lance. A Locust could join a Lance of FS to help them wolfpack. A Summoner could escort a heavy/assault lance to flank/see or pressure objectives.
B.
INFOTECH should be oriented to sharing info on Radar and VOIP.
Lance Commander can Comm with other Commanders and their Lance. Grunts only Comm with their Lance. Granted TeamSpeak would bypass this but perhaps a picto-chat could be used? Phantasy Star Online Zero for DS had a simple EXCELLENT system. Language wasnt a barrier. You hotkeyed premade or custom pictograms. 10 would likely be enough and VOIP could be saved for the Commanders.
Fog of Warfare may be a needed on the Radar, no Grid for grunts, no terrain features for Grunts, no Objective on map for Grunts. They really cant see far, Radar -wise, but if they see an enemy visually they can fire for diminished damage or have to
guesstimate position on map. This is where ECM and BAP/NARC come into play.
ECM VISUALLY HIDES the equipped mech's Chassis/paperdoll/loadout and visually shows a generic random mech. Frindlies under ECM umbrella can be locked but no specific info given. This obfuscates the Commander's ability to prioritize targets.
ECM equipped mechs should be on the fragile-weak side to discourage spamming. ECM equipped component should have HALF ARMOR/STRUCTURE as a starting point.
Discourage sight-reading the enemy.
This way Commander and Lance Commanders would be the 'brains' and perhaps prioritizes as targets for such.
Attacking without a lock should provide a
25+%(can be quirked/module-ed/etc) damage reduction...this should buff lights that may not have enough firepower. Theoretically, light-hunters could receive diminished penalty vs lights and a few lights could be taylored to Assault hunting.
This would punish bigger alphas as opposed to smaller alphas. A Dire gets reduced 70 to 52 for not having a lock but a light gets 30 damage reduced to 23. This way some Assaults/Heavies could be seen as Artillery that needs a spotter to reap maximum damage...which high tier players will want. Lights can use mobility and speed to offset the damage.
Also reduced TTK which most agree upon could happen via this avenue. Could give the lighter/quicker mechs of each weight class some surviveability???
In this we get Lance Commanders calling targets to ALSO get a damage buff for the team ASIDE from just eliminating priority targets.
Win/Win, Comp players have a reason to 'target' instead of sidestep the mechanic.
C.
MAPS NEED MULTIPLE SPAWN POINTS FOR OBJECTIVES. If you know just where cap points are or where the enemy base is by default, scouting them is pointless. Hello Asymmetrical maps.
PLUS, PVE can be used to 'clog' one of the 3 lanes on a map thus adding asymmetry to deter the almighty center pug-zapper.
PVE assets can be Turrets, infantry, weak-AI mechs, destructible barricades, minefields/etc.
Example: Assault. Base can Spawn randomly ot one of 3 points and Commander can set PVE defenses at one of several places on the map. Enemy needs to scout the base to find it and how to mitigate PVE defenses.
Should also mitigate NASCAR. Commander can stack defenses near base or in the far lane to funnel the enemy. Some tactical flexibility here.
IMO, also a 'drop deck' of mechs for Solo/Group play should be available so players can adjust their team on the fly. A simple deck of 'Force, Scout, Striker'. For an Assault enthusiast it could be 'Atlas S, Atlas DDC, xl400 Banshee M' as a deck.
A player who opts to be Commander may want a bigger variety: ' Summoner, Raven L, Big-TC Warhawk'.
I strongly encourage PGI to study some of the better current boardgames. boardgamegeek.com is a good place to study game balance. A more 'eurogaming' approach may be needed.
Hope this helps.