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Response To Sean Langs Video On Balance.


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#101 Deathlike

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Posted 14 September 2015 - 09:46 AM

View PostSaxie, on 14 September 2015 - 06:50 AM, said:

This.

The only thing that was said was HEY Check out our new balance wat?

There were no notes showing what the detection ranges were of the different chassis, there were no numbers showing us what the baseline was/were. Sure I don't mind that they are trying new things but NGNG can't comeback and say " oh they get flak for not trying new things", no they get flak for not communicating anything. How am I to know what exactly I'm testing if I don't know how the numbers have changed?


I don't think anyone forced them to put any of this out THIS weekend. Frankly, a video or writeup should have been made long before this PTS came out. How in heck am I supposed to "read PGI's mind" on this? It is "easier" to make assumptions (as bad as they can be), but honestly since there is no obvious direction or goal that was specified, it is "reasonably unreasonable" to think "wait, where are our weapon quirks?" when you see virtually none of them on the PTS.

But hey... getting it out ASAP w/o spending time on explaining yourself in the first place only allows more unintended scrutiny. Where's that "improved communication" that's been bandied about all this time?

#102 MoonUnitBeta

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Posted 14 September 2015 - 09:48 AM

View PostXX Sulla XX, on 13 September 2015 - 10:41 PM, said:

Hopefully you get a refund on any skills that are replaced. I would think they would do this.

Pretty sure no refund, and they're just going to change the skill.
Otherwise they'll have to refund you the 21,500xp for mastering the mech (if it is) because you won't have all the skills in the elite portion, and refunding you the 3000xp for the pinpoint skill will lose your x2 basic skill multiplier. I have 32(or more?) mastered mechs. I don't want to go through each one and remaster them :(.

Why are you hoping for a refund?

#103 Bilbo

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Posted 14 September 2015 - 09:51 AM

View PostMoonUnitBeta, on 14 September 2015 - 09:48 AM, said:

Pretty sure no refund, and they're just going to change the skill.
Otherwise they'll have to refund you the 21,500xp for mastering the mech (if it is) because you won't have all the skills in the elite portion, and refunding you the 3000xp for the pinpoint skill will lose your x2 basic skill multiplier. I have 32(or more?) mastered mechs. I don't want to go through each one and remaster them :(.

Why are you hoping for a refund?

It's been done before. If the the system is changed in any meaningful way it will almost certainly need to be done again.

#104 MrJeffers

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Posted 14 September 2015 - 09:54 AM

View PostMoonUnitBeta, on 14 September 2015 - 09:48 AM, said:

Pretty sure no refund, and they're just going to change the skill.
Otherwise they'll have to refund you the 21,500xp for mastering the mech (if it is) because you won't have all the skills in the elite portion, and refunding you the 3000xp for the pinpoint skill will lose your x2 basic skill multiplier. I have 32(or more?) mastered mechs. I don't want to go through each one and remaster them :(.

Why are you hoping for a refund?


That's exactly what he is saying. If they change the values on XP tiers and/or there are skill tree choices you would be refunded the XP you have earned on the old skill system and then can spend your already earned XP on the new system.
If they flush all your earned XP away and force everyone to re-skill everything because it changes there will be a justifiable pitchfork mob.

EDIT: fixed placement of and/or

Edited by MrJeffers, 14 September 2015 - 10:24 AM.


#105 MoonUnitBeta

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Posted 14 September 2015 - 09:57 AM

View PostBilbo, on 14 September 2015 - 09:51 AM, said:

It's been done before. If the the system is changed in any meaningful way it will almost certainly need to be done again.

Yeah that's fine and dandy. If they have to refund the xp, then that's what they have to do. But that wasn't quite my question or concern.

#106 Bongo TauKat

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Posted 14 September 2015 - 09:59 AM

Why are skill trees even being looked at? I just see changing them going to the realm of gaining XP being pointless if they are going to be nerfed at all.

#107 MrJeffers

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Posted 14 September 2015 - 09:59 AM

View PostDeathlike, on 14 September 2015 - 09:46 AM, said:


I don't think anyone forced them to put any of this out THIS weekend. Frankly, a video or writeup should have been made long before this PTS came out. How in heck am I supposed to "read PGI's mind" on this? It is "easier" to make assumptions (as bad as they can be), but honestly since there is no obvious direction or goal that was specified, it is "reasonably unreasonable" to think "wait, where are our weapon quirks?" when you see virtually none of them on the PTS.

But hey... getting it out ASAP w/o spending time on explaining yourself in the first place only allows more unintended scrutiny. Where's that "improved communication" that's been bandied about all this time?


Coming out this weekend was a bad idea given the double XP event. Since there isn't any player incentives to run on the PTS it was actually counter productive to open it up Friday since you are then forcing people to give up potential live server gains.

If they would have had it out early in the week it would have been better, or if they open it up this weekend and provide to live server benefits (e.g. grab bag rewards for matches, Double C-Bills weekend on the PTS that are credited to your live account, etc) to incentivize people to populate the PTS it will have much better population and feedback.

#108 Mazzyplz

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Posted 14 September 2015 - 10:00 AM

View PostSean 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.



hey sean i see you guys are trying to look at a variant and cram it into a role;

which is why the aws 8r got massive movement nerfs>?

how about you guys don't nerf the poor honeybadger 8r out of existence? it doesn't look like the future will be more fun

#109 Obadiah333

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Posted 14 September 2015 - 10:00 AM

I see a lot of complaints about only 1 variant on the pts being good and the rest sucking. Something I think a lot of players are missing is that there needs to be a control group to TEST new things. Just like a clinical trial, there are placebo medicines doled out and a certain group is set apart as a control.

A lot of people are using the atlas D as the example - it had tons of extra structure given to it. Well now, how can we test how effective it is vs the other atlai if we give all of them the same buff? The answer is, you can't. There needs to be a control group to test things against, a baseline to compare the differences.

I'm willing to bet that there were a lot of similar situations set up - 1 mech variant was "superior" to the others. I'm also willing to bet that the mech was set up that way to TEST it vs a baseline.

Throughout my time on the forums and in this game (from the start of closed beta), I've been pretty vocal against a lot of the things that PGI has done in the game. That said, I think we need to give them more time to TEST things before everyone starts crying about how this or that is OP and it's all a fail.

tl;dr - testing takes time.

#110 MoonUnitBeta

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Posted 14 September 2015 - 10:05 AM

View PostMrJeffers, on 14 September 2015 - 09:54 AM, said:


That's exactly what he is saying. If they change the values on XP tiers and there are/or skill tree choices you would be refunded the XP you have earned on the old skill system and then can spend your already earned XP on the new system.
If they flush all your earned XP away and force everyone to re-skill everything because it changes there will be a justifiable pitchfork mob.

Wat. I don't think you know what I'm talking about.
What new skill system? Are they're reworking all the icons, adding new skills, adding skill trees?
As far as I know, as per sean, they're lessing skill values, and making the pinpoint skill usefull. Why would we need to be refunded all of our XP on a skill tree that only has values changed? where else are we going to spend XP?

Also did you just think that I thought he meant PGI was going to just take our XP and run away with it? And that PGI would 0 everything and ask us all to re-earn XP? If you did, then we're on two different pages.

Edited by MoonUnitBeta, 14 September 2015 - 10:13 AM.


#111 Mazzyplz

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Posted 14 September 2015 - 10:06 AM

View PostObadiah333, on 14 September 2015 - 10:00 AM, said:

I see a lot of complaints about only 1 variant on the pts being good and the rest sucking. Something I think a lot of players are missing is that there needs to be a control group to TEST new things. Just like a clinical trial, there are placebo medicines doled out and a certain group is set apart as a control.

A lot of people are using the atlas D as the example - it had tons of extra structure given to it. Well now, how can we test how effective it is vs the other atlai if we give all of them the same buff? The answer is, you can't. There needs to be a control group to test things against, a baseline to compare the differences.

I'm willing to bet that there were a lot of similar situations set up - 1 mech variant was "superior" to the others. I'm also willing to bet that the mech was set up that way to TEST it vs a baseline.

Throughout my time on the forums and in this game (from the start of closed beta), I've been pretty vocal against a lot of the things that PGI has done in the game. That said, I think we need to give them more time to TEST things before everyone starts crying about how this or that is OP and it's all a fail.

tl;dr - testing takes time.


if you watch the video you will see they only intend of making one of the variants tanky. each will have its own flare.

but the flare is all sorts of wrong

sometimes the "flare" consists of purely negative quirks, to balance some perceived strengths like hardpoints... but in the wrong way. (again)

Edited by Mazzyplz, 14 September 2015 - 10:08 AM.


#112 Alex Gorsky

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Posted 14 September 2015 - 10:07 AM

In PTS we see change of module slot...so what if to remove the consumables from the clan mech(such as uav\strikes) and leave them only for IS mech. Besides it is possible to remove the need to buy them...just limiting their use of one per round.

It be good bonus and it is quite lore. Just a idea ^_^

Edited by Alex Gorsky, 14 September 2015 - 10:08 AM.


#113 Lugh

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Posted 14 September 2015 - 10:10 AM

View PostGoatHILL, on 14 September 2015 - 02:00 AM, said:

No mech should get negative quirks it may not need to get bonuses over its stock numbers but there should be no negative quirks.

IS assaults and heavies with movement penalties? Other than the DWF what IS mechs have better movement than Clan mechs of the same weight?

No current map is big enough to force lights to be scouts or needed with, all the ECM in game now most players are used to not getting target info.

The new senor classes + ECM = LRMs are dead.

Quirks were/are needed to help make weak mechs more playable. These new quirks seems to be trying to make all mechs equally bad with a hand full see (AS7-D) as the new meta.

I had high hopes for this new system but its is way too complicated in an already complicated game.

Leave sensors alone, no negatives quirks movement or otherwise, more generic weapons quirks, finally make ECM true guardian instead of the crap we have now.

All the ones with jump jets... because you can use the jets to assist with the turns.

#114 XX Sulla XX

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Posted 14 September 2015 - 10:13 AM

View PostMordin Ashe, on 14 September 2015 - 06:17 AM, said:

Ugh, IS needs something to counter Clan weapons? Why the hell than I can fire twice and must wait 20s to cool down while IS is firing left and right, dealing multiples of my damage and never overheat? I smell a hypocrite, OP, and the stench is comming from your direction. IS doesn't need any counter, it can freely downgrade engines or switch upgrades and minmax their machines to high heavens (which is what they do, it got out of hand and now again PGI has to do something about it). I can minmax my omnipods, yes, but I am stacking debuffs as is and no matter what I change on my Clan Mechs, they will still be extremely hot when I put on anything over 6 CERMLs.

The general balancing could stay in the area where it is now for all I care. The problem is that the worst offenders were dealt with, but only on the Clan side. Thunderbolts and Stalkers are incredibly overquirked and it must be fixed. New general quirk pass? Why not. From my point of view not much work needs to be done but hey, if they nerf the biggest IS offenders that have been incredibly OP now for half a year, why not.
Not sue what game you are playing but clans even with buffs to IS we have now are still the best mechs. There is a reason only 2 IS mechs make it into tier one and low tier one at that.

PS I mainly use Clan mechs so I am asking to make the mechs I am not using better.

Edited by XX Sulla XX, 14 September 2015 - 10:15 AM.


#115 Reno Blade

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Posted 14 September 2015 - 10:13 AM

Here is what I think about balancing steps (in addition to the sensor changes):

- make sensor range and detection strength dependent on weight (as Phil mentioned) so bigger mechs can also be detected easier

- remove/reduce the bonus of agility given by the engine and make the differences of variants count more that way.
> increases the effect/quirks of variants that push agility over mechs that have bigger engines (like the Timber).

- give Endo/Ferro some plus/minus effects (e.g. reduced/increased internal structure/armor)
> e.g. 20% more armor if you use Ferro

- increase internal structure (at least of the torso sections) of all mechs
> reduces the risk of very fast kills by coring mechs and makes disarming more usefull

optional: make endo/ferro on IS mechs become un-changeable
> further differentiate variants and inter-chassis differences

Then we can think about roles like the LRM "support" and scouting versus direct fire.
E.g. if LRMs would be 2-3x as long to reload, but had 2x the damage, the scouting + LRMs would be much more teamwork involved AND you had to be sure to have enough backup weapons, as a LRM boat would be very inefficient and also boring (imagine a 8-10 sec cooldown on all your weapons).

#116 DAYLEET

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Posted 14 September 2015 - 10:16 AM

View PostMordin Ashe, on 14 September 2015 - 08:11 AM, said:

Another thing, beam duration. It is much more difficult for Clanners to make their imaginary damage bonus count when you need 50% more time to apply that damage.


You don't need more time to apply the same damage. As a guy who mostly play IS i know this for a fact because when i give some time to my Clanner the biggest mistake i always make and can't seem to rectify is paying the face time. My Clan mech boat more weapons that also have more damage and have more range which is also a damage boost. I don't need to stay on target for the duration of the beam but every time i instinctively do, i direly regret it, the problem for me then is to re-time myself avoid friendly fire because im not used to it. Spectate good Clanner, those who have the huge damage and and kill count, they break facetime almost half way. The bonus is if you are not underfire then you can pay the facetime and just lul.

The biggest problem with Clan mech is that not all of their mech can be as cheesy as the others. But i like that some of them appeal to different style of play, like the SHC with crazy jump and ecm or those Kitfox/Adder that have the loadout of my 50 tonner but are slow.

#117 XX Sulla XX

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Posted 14 September 2015 - 10:19 AM

View PostTarogato, on 14 September 2015 - 08:02 AM, said:

Coincidentally, I just made a post that addressed this. I don't think you can get anymore fundamental than altering the base values for many weapons in the game, and I found a few examples of where to improve them: http://mwomercs.com/...weapon-balance/

tl;dr:

- Buff IS small and medium lasers by making them cooler like TT - helps IS compete against clans at close range
- Reduce heat on cMPL to be closer to TT because it's not being used very much currently
- Reduce damage on all Clan pulses by 1, closer to TT and helps IS compete with Clans.
- Reduce damage on cERLL by 1, closer to TT and helps IS compete with Clans
- Increase pinpoint damage factor on cERPPC, closer to TT and might incentivise people to use it over cERLL and gauss.
- Reduce cooldown on IS PPC and ERPPC, because compared to TT, cERPPC in MWO has way too much dps.
- Reduce heat on AC/2 to 0.6, so that it deals 3.33 dmg/heat just like the AC/10 and AC/20.
- Buff the dps on MG and Flamer - they're supposed to be a lot stronger in TT.
Over all I agree with doing something with weapons of course. But the IS has counters if they just put them in the game. IS ER Small. IS ER Medium. IS X-LPL. If done right this would counter the Clan weapons that most need counters. Other changes I am open to as needed :)

#118 MrJeffers

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Posted 14 September 2015 - 10:21 AM

View PostMoonUnitBeta, on 14 September 2015 - 10:05 AM, said:

Wat. I don't think you know what I'm talking about.
What new skill system? Are they're reworking all the icons, adding new skills, adding skill trees?
As far as I know, as per sean, they're lessing skill values, and making the pinpoint skill usefull. Why would we need to be refunded all of our XP on a skill tree that only has values changed? where else are we going to spend XP?

Also did you just think that I thought he meant PGI was going to just take our XP and run away with it? And that PGI would 0 everything and ask us all to re-earn XP? If you did, then we're on two different pages.


Re-read what I said:

Quote

That's exactly what he is saying. If they change the values on XP tiers and/or there are skill tree choices you would be refunded the XP you have earned on the old skill system and then can spend your already earned XP on the new system.


If they change the values on the tiers, they better refund the spent XP. If they just change the 3000XP 'Pinpoint' to 'Target Acquisition' boost and it stays at 3000XP there wouldn't be any need for a refund. Your initial response said there would be no refund period as if it shouldn't ever happen, which would be a bad idea - if they change the values in the tiers.

Edited by MrJeffers, 14 September 2015 - 10:23 AM.


#119 XX Sulla XX

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Posted 14 September 2015 - 10:27 AM

View PostMordin Ashe, on 14 September 2015 - 08:11 AM, said:

I watched the video again and I must say, the attitude they are taking is the only right one. Previous quirks were "we just feel like that" and look how it ended.

That being said, Sean really has incredibly strong anti-clan bias. I can't see this guy speaking a single time without hearing "Clans stronger than IS". Not a single video without him saying that. I know the whole PGI is strongly IS loyalist because of their continous ignorance of Clan drawbacks and emphasis on Clan strengths, and, well, Sean is the posterboy of it.

Sean. I like your attitude in that scientific thingie regarding your algorithm. It is the right thing to do, and as a responsible consumer, I rewarded this PTS by purchasing more stuff. But damn, you hate the Clans! Why did you say A but didn't say B when speaking about the Clans? You say Clans have range advantage. Where, for god's sake, where? Have you palyed CW lately? Everywhere where range is involved Clans have nothing to counter IS ERLL meta. Is it our CERMLs that have higher range? Well really? With all IS Mechs quirked the way they are... catching my drift?

Another thing you comkpletely ignored. Heat. Yes, Clan Mechs can load up lasers and heat sinks, but unlike IS we really need them. You build IS Mech with 7 MLs, give him average generic quirks every IS Mech has now. Load it up with heat sinks. You do the same with Clan Mechs. The result? IS can fire how many times before overheating, 6x, 7x? Clanner can twice. Are you even capable of acknowledging this? No fight can be done in two alphas in MWO, that is why IS are much better brawlers and win 1 on 1 vs Clans so much. Clanners can perhaps core the enemy but thats it, you drop dead because you can't fire more than twice. You can, of course, downgrade the weapons, but then you are loosing your advantage while still not being as coll or fire as often as IS Mechs.

Another thing, beam duration. It is much more difficult for Clanners to make their imaginary damage bonus count when you need 50% more time to apply that damage. At this point in game it makes no difference between firing IS AC5 and ML - both are almost as fast! Sean, when was the last time you actually took out Clan Mech with 5-6 MLs and went shooting stuff up? You can do that easily with IS Mechs, beam duration is RIDICULOUS! Have you ever watched Thunderbolts firing their MPL meta?

These things look "okish" on paper but in game they make huge difference. Perhaps because Clans have no reasonable -beam duration quirks while IS has plenty.

Heat. Clans are hot as hell. Never mentioned. I've hard you saying some time ago that "Clans feel like they are cooler than IS". What a load of bull, just do the math, they are much hotter. Much hotter, requiring heat management skills almost no other IS Mech does due to ridiculously strong quirks. If you look at smurphy stats tab it may not look like much but hey, you aren't fighting smurphy tabs, you are fighting strongly quirked Mechs... You know that with proper quirks Clan ML hsa almost double the heat of IS ML, right? Right?

So please, please, PLEASE! Stop using that ridiculous bias of yours. Clans have slightly higher damage and some weapons take up less space. That is ofset by longer duration (transfered to flat damage debuff according to players skill), much higher heat (no quirks, higher base hear = huge difference), omnimechs that limit you basically to energy builds only (we can't downgrade pointlessly big engines for more space to take ballistics), higher price (never mentioned but hey, most players care about c-bills in some form).

Start mentioning these things! Why every time I hear you saying that Clans are stronger that IS but nothing about the rest? Why you say A but not B that balances that A? Would you be a politician I would get it, but when I see you in a video talking about scientifically measuring Mechs and then using this bias BS, tell me, what am I supposed to think?

That being said I don't protest the weapon quirks at all, most of my favorite IS Mechs need them to be anywhere near viable to begin with (yep, Catapults, looking at you). But really, you can't go about your biases like that... Stop being blinded, stop using words that were spot on one year ago when Clans arrived but haven't been true for good 10 months now. Please, stop being a jackass.
Truth is top Clan mechs are better than IS mechs. I show an example from looking at all tier one mechs in my original post. I play Clans most of the time. And most top players tend to bring Clans or the few IS mechs that are quirked enough to compete. Without weapons quirks for IS Clans are much better. They need to have a counter to the few weapons I pointed out in the first post.

View PostMischiefSC, on 14 September 2015 - 08:37 AM, said:


I'm 100% on board with the foundational fixes. In fact I'm really happy to see we're revisiting the fundamentals and putting new concepts like the sensor changes on the table. That's all great stuff that got lost in the outrage.

The problem for testing is this -

did my new build work better because there was less Clan mechs on the other team or because it functions better? The weapon and performance imbalance in the PTS environment is so far out of scope IS to Clan right now that productive determination is next to impossible.

If there is one universal feedback from every forum and every comment, every single thread, it's this -

Need to balance weapons first.

I can't give you useful test data nor feel like I can trust the other changes that are being made with weapons out of balance as badly as they are. And in 'weapons' I include factors like hardpoints, hardpoint placement and means of deploying the weapons.

I'm 100% down for the sensor changes. I think there is a lot more that needs done there, new components, new approaches to the whole sensor/ECM meta that needs to happen to make it relevant. The current changes are a concept I'm happy to work with but in no way, shape or form are they a balancing factor on mechs for anything more than like 5% of a mechs viability. 1 extra high mounted energy hardpoint is worth more than every single variable for sensor balance. In CW IS vs Clans is at least 60%, often close to 80%, played with 0 sensor data at all. Sucks for new players but anyone who's played a while barely noticed after 4 or 5 games in pug queue. Plays like everyone has ECM.

I'm 100% down for mobility/big structure changes. They were largely invisible though due to weapon changes. The most massive buffs to structure equated to one half of one alpha strike for any Clan build I was playing, all of which were more heat efficient, faster burning and generally more agile than they are in live. I didn't even know Atlases got a structure buff and found them easy to solo without losing armor on any single component while in a Timber Wolf.

Same thing stated a million times. I get the intent. I get that the biggest overall changes you guys wanted to do was the sensor stuff and reworking mobility from the ground up. That's awesome, it's good stuff and let's keep with it.

It is however adjustments of 1-20% of a mechs total performance value while weapons are like 50-60%. To reiterate because this keeps getting walked past in all the responses I've seen from PGI, I don't feel like I can provide useful feedback or trust the telemetry gathered for the value of sensor, mobility and structure changes while weapons are out of balance. Keep what we've got updated on PTS, save obviously for the typos. We can make adjustments to it from there as a baseline. But we need to shift to balancing weapons FIRST, so the more nuanced data can be effectively tested.
Yes pretty much every one that know much about the game and is any good at it was telling them balance weapons.

#120 XX Sulla XX

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Posted 14 September 2015 - 10:30 AM

View PostJohnnyWayne, on 14 September 2015 - 08:39 AM, said:


Even though I don't think PGI is biased or Phil is, he has valid points. Most of the advantages clans have are negated by the way they are. That is something most people dont take into account. Like more DHS than IS due to crit space but also way more heat.Same goes for weapons - less weight but also cant take smaller engines.

In the end clan weapons might are better suited for this type of game (alpha strike baed then retread and cool off). The biggest point IS weapons are lacking is range. That needs to be quirked BUT - when new weaponsystems come over time they will be ridiculously OP. And probably noone will give a **** because IS players stand up and cry that it was the same with clans and that gives them legitimation to that.
Really just basic stats make them better. I have Timber Wolves, Grasshopper, Victors etc. The Clans have builds with better range and more firepower. I can build a Grasshopper boating 5 LLs and it works OK but still not as good as Clans. But if I could build a Grasshopper with IS ER Mediums and or IS X-Pulse Lasers (Assuming PGI balances them well.) It would be very close to the Clan mechs like the TW.





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