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To Rebalance Older Inner Sphere Mechs


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#1 Mazzyplz

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Posted 22 September 2015 - 02:11 AM

the problem with proper rebalancing "out of date" or "underpowered" mechs is that the common forumite or simple player is too quick to dismiss the variants out of hand - we have all seen when a pilot can really use a mech then you see mechs like mist lynx and trebuchet, >victor, >orion
, >awesome


why doesn't pgi contact these players and ask them what subtle nudge the chassis would need so it is more "user friendly" or what aspect, rather shortcomings or rough edges to sand down.
what builds work best, what maps work well with or against the mech in question

they could also tell you which variants are underpowered in their favorite chassis.
these guys know these mechs well, better than just the regular forum loudmouth who claims orion can never kill timberwolf but why don't we ask good orion pilots what they think and how big the disparity really is -


personally i drive awesomes and i can tell you they are not as bad as forumites claim;
and it is not only me who can carry with the awesome, but others like kiiyor
spr!gan, a few names escape me now but these people will dominate teams with the mech if they let it happen -

how are we going to really buff or nerf a mech based on the opinion of somebody who doesn't know how to drive it? we need to set the proper benchmarks for these things.


you need to work with these players, the way i see it. who's the better player at driving these mechs? nobody at pgi, not the most vocal people in forums either

as an added bonus the players who do well with these mechs really do care what happens to the balance on them, they are less likely to dump their favorite mech for an arctic cheetah and just dump the game instead if their mechs get treated unfairly.

it is not because they are crybabies or anything; they just stop seeing the point of the game, because the point for them is in a big way battletech, not just generic tank shooter in spaace, lets see who can pile on the most lasers

Edited by Mazzyplz, 22 September 2015 - 02:26 AM.


#2 Goombah

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Posted 22 September 2015 - 02:30 AM

They really could just do what every other company does and progressively buff them until people use them. Then nerf them back down if they went overboard. It seems to take about 8 months between balance passes, so any progress they make is glacial slow.

The silly thing is, every one of those mechs could be fixed with
More hardpoints
Rescaled smaller
Better hardpoints locations.

Victors with 3 functional guns just don't cut it any more. Same goes for a lot of chassis, cicada, lynx, cent, spider, dragon, atlas.

Some chasisi could actualy be functional if we had usable missile weapons. Srms and lrms are completely unreliable and needlessly difficult to use effectively compared to lasers and gauss. MRMs , and srms that actualy hit things would fix several chassis.

#3 Mazzyplz

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Posted 22 September 2015 - 02:34 AM

View PostGoombah, on 22 September 2015 - 02:30 AM, said:

They really could just do what every other company does and progressively buff them until people use them. Then nerf them back down if they went overboard. It seems to take about 8 months between balance passes, so any progress they make is glacial slow.

The silly thing is, every one of those mechs could be fixed with
More hardpoints
Rescaled smaller
Better hardpoints locations.

Victors with 3 functional guns just don't cut it any more. Same goes for a lot of chassis, cicada, lynx, cent, spider, dragon, atlas.

Some chasisi could actualy be functional if we had usable missile weapons. Srms and lrms are completely unreliable and needlessly difficult to use effectively compared to lasers and gauss. MRMs , and srms that actualy hit things would fix several chassis.


the buffing and nerfing approach will work with the chassis but it wont help with balancing the variants; and it would take longer as well.
you best consult with an expert who has an interest in keeping all the variants fresh because he cares about them
- hence my idea
and i am sure they'd provide their input for free as well

the srm and lrm thing is true though, but there is also the effect of making PPC shots really slow, making clans excel at laser range... there have been many steps to get to where we are

make a survey and send it to a few different players who specialize in these underused chassis and they will help you understand why the common player does not use them or just cannot build it properly.


let me ask you this now, when they tune up a mercedes do they do it all on paper or through increments?
they hand it to an expert test pilot who has worked with mercedes, and he puts it on the nurburgring.

what does lamborghini do when they are designing a brand new lambo? well they hand it over to a true pro like valentino balboni
this is needed. hence why the automotive industry does it to make sure their cars stack up to other cars, and that someone who is intimate with each component is the one who will put it to the test to give a valid opinion

trying to tune any machine without the input of the driver, in a top down fashion is a bad idea, the pilot needs to be part of the process because it is he who is the user - in formula 1 all the teams gather data from the pilot and work with it, even senna the best of all times made most of the leg work crunching numbers and identifying and solving problems himself, this is why there is competition in this realm, otherwise there would not be any.


the idea of buffing the mech until people use it also has another unintended artifact to it that you are not factoring in; the players who already do decently with the mech will potentially start annihilating everybody, if you buff the mech to where the average player can use it - because the problem you are fixing might not be what you think and you end up making it not more easy to use but straight up more powerful, and there can be a misconception that the mech is OP and needs nerfbat. and you end up nerfing it not long after; this is like a pendulum effect that affects this game and it is surprising more people don't see it. this is why we take half steps there and we are getting infinitesimaly ever FURTHER from a good product.
the changes the mechs need are not as big as the average player thinks they need;
they are smaller. but they need to be done intelligently - the mechs could be made more user friendly or bumped up a tier or two if we asked the pilots why they think the current state of things is what it is and how we could nudge it around and make it click.


by the way, if you think my car manufacturer examples do not apply here then take capcom's hiring of combofiend from the top players to help with balance, and for the final iteration when he is part of it, it has become one of the most balanced games ever made. (ultra sf4)
so there is a precedent in games, as well.

and i bet all the car sim companies do this as well, in fact think the best sim - iracing was done with the help of a pro driver and he was a consultant not only on the initial driving physics but all through making the initial representations of real cars

Edited by Mazzyplz, 22 September 2015 - 10:35 PM.






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