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Clan Laser Balance Discussion

Balance

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#301 Deathlike

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Posted 29 September 2015 - 04:51 PM

View PostMystere, on 29 September 2015 - 04:48 PM, said:

The "Big Bang" style of software development rarely works. Anyone who says otherwise is probably covering up a huge failure of a project.


One would argue game balance (and other things) is following that design.

#302 Lugh

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Posted 29 September 2015 - 05:11 PM

View PostMcgral18, on 29 September 2015 - 01:33 PM, said:


cSPLs are more damage for less heat and less burn time (for considerably less range).
--utterly untrue. C-SML PULSE LASER 6.00 3.00 2.25 165 330 1 1.0 -
0.75

That's a nice enough niche. SML PULSE LASER 4.00 2.00 2.25 110 220 1 1.0 - 0.50


Note I never said to nerf them, and I like them there. There you go jumping to conclusions again.



What evidence was provided and what proves me wrong, by the way? On which topic?

You really must school me on these numbers you keep quoting. Because you keep saying things that simply aren't true. And ignore that the 1/4 second burn time advantage and the lower heat mean that IS pilots can fire more often and not shut down. Which more than amorielates the advantage of 1-2 damage on the clan side.

If I owned firestarters I'd make you a nice chill video showing you the extra shots you get before shutdown. Then we could total the damage and find that the two ACH / FS are almost dead even over any given period of time thanks to the higher heat on the clan side.

#303 pwnface

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Posted 29 September 2015 - 05:18 PM

View PostLugh, on 29 September 2015 - 05:11 PM, said:

You really must school me on these numbers you keep quoting. Because you keep saying things that simply aren't true. And ignore that the 1/4 second burn time advantage and the lower heat mean that IS pilots can fire more often and not shut down. Which more than amorielates the advantage of 1-2 damage on the clan side.

If I owned firestarters I'd make you a nice chill video showing you the extra shots you get before shutdown. Then we could total the damage and find that the two ACH / FS are almost dead even over any given period of time thanks to the higher heat on the clan side.



Are you really arguing that SPL and CSPL are on even playing ground? You must be on crack.

#304 Khobai

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Posted 29 September 2015 - 05:23 PM

Quote

And ignore that the 1/4 second burn time advantage and the lower heat mean that IS pilots can fire more often and not shut down.


I kindve see how that could help when all you do is hold down fire and walk at the enemy.

#305 Mcgral18

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Posted 29 September 2015 - 05:24 PM

View PostLugh, on 29 September 2015 - 05:11 PM, said:

You really must school me on these numbers you keep quoting. Because you keep saying things that simply aren't true. And ignore that the 1/4 second burn time advantage and the lower heat mean that IS pilots can fire more often and not shut down. Which more than amorielates the advantage of 1-2 damage on the clan side.

If I owned firestarters I'd make you a nice chill video showing you the extra shots you get before shutdown. Then we could total the damage and find that the two ACH / FS are almost dead even over any given period of time thanks to the higher heat on the clan side.


I'm sorry, but why did you turn isMLs into isSPLs?

That goal moving again! Amazing.

Besides...6/3=2 Dam/heat

4/2=2D Dam/heat


Would you look at that...the same damage per heat, the same damage per tick, longer ranged and more punch per alpha.


When you move your goal post, at least use something logical.


View Postpwnface, on 29 September 2015 - 05:18 PM, said:



Are you really arguing that SPL and CSPL are on even playing ground? You must be on crack.


He was talking about MLs in the earlier quote and ERSLs.
I put them to the same tonnage and said SPLs are better brawlers than MLs.


Now he's putting isSPLs on the chopping block.



I just don't understand that.

Edited by Mcgral18, 30 September 2015 - 04:08 PM.


#306 sceii

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Posted 29 September 2015 - 05:29 PM

View Postpwnface, on 29 September 2015 - 05:18 PM, said:



Are you really arguing that SPL and CSPL are on even playing ground? You must be on crack.

you have a limit for spl(6) it is 36 damage alpha with 6of them and lots of heat. 18 heat for 6 cspl and 36 damage and 12 heat for 24 dmg in spl, same dph.
DPS wise is spl does 4 damage for 2.75 seconds and cspl does 6 over 3 seconds, it is 1.45 dps vs 2 dps.
BUUUUUT. you can mount as many spls as you wish, it is 8 for is, 32 damage alpha strike for 16 heat.(11.6 dps).
ach with 6cspl and 2 heatsinks is basiclly same as fs with just 8 spl. One offers you a bit more range, other offer you much shorter duration.(0.66 from cspl) In dogfights duration>range, also fs can dictate distance at battle due to higher speed.

#307 BigBenn

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Posted 29 September 2015 - 05:36 PM

I think quirks should be assigned to mechs that are meant for the weapon type based on lore or/ role, not geometry. Otherwise, we're ultimately back to playing with cookie cutter mechs. Are there going to be dud mechs? Probably. But regardless those mechs will exist no matter what quirks are assigned. There are multiple mechs with awesome quirks that are left in the mech hanger.

Im not vouching for each mech to have the same quirks. Each mech should have its quirks based on lore and/or role. Nothing else. Clan mechs are and as they should be more versatile.

#308 Pjwned

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Posted 29 September 2015 - 06:27 PM

View PostBigBenn, on 29 September 2015 - 03:30 PM, said:

No. IS lasers are fine. THAT is where the quirks come in. Clans should have the better weapons and mechs. Certain IS mechs that specialize in certain roles or in certain weaponry should be able to keep up with Clan mechs, to a point, thanks to the weapon quirks.

The Timberwolf, Summoner, Hellbringer should all be awesome in whatever weaponry thanks to Omni pods and superior weapons. The same cant be said for the Cataphract, Black Knight, Thunderbolt, Orion, etc. A CTF should be more quirked towards ballistics, but not missles and lasers. The BK obviously towards lasers (no other kinds of slots, correct?). The Thunderbolt is more of a laser and missle mech, so ballistics should be an afterthought for the TBolt. Etc Etc Etc.

Leave the weapons alone. Leave the mechs alone. Use the quirks (both +/-) to balance the "issues".


I guess the whole upcoming mech re-balance is pointless and stupid then.

#309 Col Jaime Wolf

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Posted 29 September 2015 - 06:34 PM

View PostPjwned, on 29 September 2015 - 06:27 PM, said:


I guess the whole upcoming mech re-balance is pointless and stupid then.


i think the person you quoted doesn't have a clue what hes talking about.

but i agree we have to see quirks as a "final touch" not a solution.

#310 Ultimax

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Posted 29 September 2015 - 06:38 PM

View Postsceii, on 29 September 2015 - 05:29 PM, said:

.
BUUUUUT. you can mount as many spls as you wish, it is 8 for is, 32 damage alpha strike



When it takes NINE IS small pulse lasers to do the same damage as SIX Clan Small Pulse lasers, for mechs that can't move their omni-pods and get oodles of energy hardpoints - it's kind of irrelevant.


IIRC, 9 E hardpoints is the most any IS mech even has.

#311 Skarlock

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Posted 29 September 2015 - 06:41 PM

View PostLord Scarlett Johan, on 28 September 2015 - 04:08 PM, said:


Mcgral, buddy, there is a reason I haven't posted a thread like this since Clan Wave 2 hit.

As far as I'm concerned (and the vast majority of TT gamers), Battletech is a dead IP. It will remain a dead IP as long as the mistake of the 3050 TRO is not rectified.

I'm curious to see what HBS is going to do with the upcoming Battletech game. I predict it's just going to be a digital version of one of the TROs with the base ruleset. But if Jordan Weisman unfucks the IP and guts everything clan but the artwork, we might see something interesting.

If they don't Battletech is going to remain a (laughed at) niche TT.


The thing is, in a turn based strategy game where you have a force of more than just 1 mech controlled by a single player, there's a lot more potential balancing mechanisms you can use than in this game.

For example, you could have a realistic battle value system or price based system that can be quickly and easily adjusted in a turn based strategy game. So if someone really wants to take a Kodiak mech, fine, but you can't take 5 of them in your clan binary because there is a battle value or mech cost budget cap that prevents it. On the other hand, let's say MWO introduces the Kodiak and everyone loves it and wants to play it. Now you face long queue times, people who aren't in Kodiaks complaining about the ridiculous number of assaults every match. If the mech is too strong, you now have people who paid money for this thing furious if it gets nerfed, and people who have to play against them furious that other people are simply paying to win the game (until it comes out for cbills). If the mech is too weak, then again, people that payed money for it are angry they got something vastly underpowered.

Having control of an entire group of mechs makes it easier to at least somewhat satisfy people with the mechs that they get to play, whereas in MWO when you only get to pilot one mech at a time, people get easily frustrated with any limitations that prevent them from playing the one (and only) mech they want to pilot, whether it's the relative power level of the mech, queue times, weight class restrictions, etc.

#312 Deathlike

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Posted 29 September 2015 - 06:52 PM

View PostUltimatum X, on 29 September 2015 - 06:38 PM, said:

When it takes NINE IS small pulse lasers to do the same damage as SIX Clan Small Pulse lasers, for mechs that can't move their omni-pods and get oodles of energy hardpoints - it's kind of irrelevant.


Apparently IS SL/SPL is OP, like... on a Firestater-A?

:P


Quote

IIRC, 9 E hardpoints is the most any IS mech even has.


By transitive logic, wouldn't that mean 14E on a Nova makes it OP? (Direwolf can do 15E if it really wanted to...)

:D

:P

#313 Ultimax

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Posted 29 September 2015 - 07:41 PM

View PostDeathlike, on 29 September 2015 - 06:52 PM, said:


Apparently IS SL/SPL is OP, like... on a Firestater-A?

:P


Fear the new brawl-knight meta!


http://mwo.smurfy-ne...9af0918efef946c

#314 Nightmare1

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Posted 29 September 2015 - 07:58 PM

View PostQuicksilver Kalasa, on 29 September 2015 - 01:28 PM, said:

Except neither of those are faster than their Clan counterparts, sure they are fast, but still not as fast. As for your Standard Engine GHR, sorry but that is going to get mowed down by a Clan mech, partially because the Hopper while not as bad as the BK, still has a large CT hitbox. It also means you are limited as far as range goes and the comparable Clan mechs match that speed but with BETTER range and on par if not better firepower. The TDR-5SS is really the only standout mech in this example but it benefits heavily from massive quirks.


While the Hopper is not a competitive Mech, you are making the critical error of disregarding pilot ability and the poor assumption that the Grasshopper is going to fight the Clanner's ranged game. When I use that Hopper, I work in close, using cover such that the Clans can't effectively hit me, and then brawl at point blank range where the Clan's range advantage is fully negated, and the Clan's high heat is a disadvantage. If you fight smart, then any Mech is a genuine threat regardless of its chassis. Some are just more effective than others, just as some systems are a bit better. That doesn't mean they should be nerfed through the floor though; there's always, always, always going to be something that rises to the top as the "best." Just settle on what that should be and let it go. Frankly, I'd rather the Clans have some kind of advantage over the IS since that is the Lore. I'd also rather have a laser meta than a Guass+PPC meta, poptart meta, PPC+Ballistic meta, etc. If anything, the history of this game alone should be proof enough that it's impossible to balance all things with all other things.

View PostQuicksilver Kalasa, on 29 September 2015 - 01:28 PM, said:

You aren't brawling, you are playing the poke game at short range, in a pure brawl, Timbers are better. I know well the power of the TDRs in a poke fight, but they rely heavily on the enemy staying outside of splat range. The Yen-Lo and HBK are the exact same way, they are not brawlers, they are short range poke mechs. If a small pulse/splat Clan mech gets within range to disallow you from playing the poke game, you are going to lose.


I do both, actually, depending on my enemy. Regardless, it's smarter to poke once or twice to get a feel for what's there. If it's a lone Mech, then you can jump it and brawl it up. Otherwise, it's best to wait for backup. The only Timber I've seen that's capable of a pure brawl is the SRM build. The others are just too hot, with cycling times that are too slow, and with heat curves that are just too high. They may get in a few good licks, but then they shut down and are helpless as you disembowel them.

The CN9-YLW and HBK-4G are great brawlers when piloted well. If you don't understand that, then you aren't much of a pilot with those Mechs.


View PostQuicksilver Kalasa, on 29 September 2015 - 01:28 PM, said:

Maybe for PUGs, but the moment you face an actually coordinated team, the ability to "feel" an opponent out is almost completely diminished because most positions in this game afford you enough space and time to whittle a brawling team down before they can abuse their better DPS. Sorry, but brawling isn't that powerful or useful with how powerful the mid-long range game is currently, especially poke brawlers that aren't the TDR-5SS.


I beg to differ. Most maps let you get pretty close, actually. Forest Colony and River City both have areas with good cover allowing you to work in on your enemies, poking as you close for a brawl. Caustic is pretty much a close range, high speed brawling race where the devil takes the hindmost. Terra Therma starts long at opposite ends of the ring, and then closes up tight to a brawl. Crimson Strait is a brawling or poke game. Viridian is a poke game that can become a brawl. The same could be said for Mining or HPG.

The bottomline is that poke games are the most common in the normal queue as teams feel each other out and work in close for a brawl. In CW, the range game seems more predominant. That's why in the normal queue, things feel pretty well balanced but in CW they feel the opposite. It's more the maps than the weapons. If CW was more like MW4, with wide, sprawling maps and no chokepoints, then you would have much more dynamic play with less of the static, line-up-and-shoot kind of long-range slugfests.


View PostQuicksilver Kalasa, on 29 September 2015 - 01:28 PM, said:

The point is, comparing underpowered weapon systems like it some advantage is silly. The clans technically have the better flamer, but no one cares because it is still bad.


I don't recall ever comparing Clan LRMs to other weapons and saying that the CLRMs had any kind of advantages.

View PostQuicksilver Kalasa, on 29 September 2015 - 01:28 PM, said:

Sorry, but this is hugely subjective, since when is actually being subjective not playing the game to its fullest? Better yet, what exactly affords you to make such a statement? Look I'm not saying meta is the only way to play the game to the fullest, I want a diverse meta, but to say that people using what is most effective aren't playing the game right is beyond silly.


It's not that they aren't playing the game right, it's just that they're losing sight of the fact that not everyone is a meta tryhard with an epeen to polish. Most folks just want to have fun. Frankly, I never know what I'm going to run when I log on; I spin a little wheel and see where the arrow lands to decide that. I don't particularly care if the meta tryhards are happy; they never will be because they care too much. They can't relax and be reasonable. I look around at a lot of the other games I've played, and every single one of them has a meta, often worse than what we face in MWO. That's not to say that MWO's couldn't be improved, it's just that most of these forumites don't seem to have any real perspective any more. They're so caught up in what they want and how they're "expert" opinion should be adopted by PGI, that they forget that a lot of us pilots just want to drive stompy Mechs for fun.

Frankly, I don't think the Clans need more nerfing. As a dedicated IS pilot, I don't really have any problems fighting them. As a BT fan, I don't want to see them nerfed to dust, defeated by some forumites' whine threads rather than an IS coalition. I'd like to freeze the game as is, tweaking just a few minor things to improve it, and then let it go. PGI has decided otherwise and opted to do a complete rebalance. I think that's great and look forward to seeing what they've cooked up. But I don't think that anything warrants the Clans becoming neutered to a point where they're just rough equivalents of the IS.

Otherwise, why even bother having them in the game?

With regard to any typos, I'm not proofing this. It's late and I'm operating on just a few hours of sleep. Please forgive any you find.

#315 Nightmare1

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Posted 29 September 2015 - 08:16 PM

View PostDeathlike, on 29 September 2015 - 01:17 PM, said:

So you're just accepting that Clan balance is fine... when even the comp players primarily use Clan mechs when push comes to shove? That doesn't quite sound like balance to me.


I think it's at the best state it's been in to date. I also think that the Clans should maintain some advantages over the IS since that is the Lore. Otherwise, why bother to call them Clans and why bother to even include them in the game if they're little more than locked down, glorified IS Mechs?


View PostDeathlike, on 29 September 2015 - 01:17 PM, said:

Fix what you have first before you add in other elements. Otherwise, it becomes far more complicated. That's how design works... and while balance doesn't necessarily follow design, but it's very much true when it comes to programming (or architecture, or whatever thing you're trying to build a foundation upon).


I'm an engineer; I understand about design. What I'm saying is this: MWO has too many features for it to be balanced. You can't balance a pulse laser with a Gauss. You can't balance the LRM with anything. You can't balance SRMs with PPCs. Each system has a unique combat niche. It's not as simple as some run-and-gun where you have a shotgun, a pistol, a rifle, and a machine gun. Those are all quick and easy to balance. Here, it's way too different.

For the Clans and the IS each:
You have four calibers of AC/s with 3 different firing mechanisms.
You have SRMs.
You have LRMs.
You have 3 sets of lasers.
You have 3 sets of pulse lasers.
You have Gauss.
You have two types of PPCs.
You have MGs.
You have Flamers.
You have 3 types of streak missiles.

You get the picture. With so many weapon systems, it's impossible to find a complete balance. The best thing to do, is settle on an acceptable meta, as most online games do, and then add additional content to help balance it via dilution. All your meta tryhards will run the meta regardless, but most everyone else that's just playing for kicks (like me) will run what they want for fun. The end result is that the meta is there, but it's less prominent due to the abundance of additional systems for normal play.

A great example of this is Star Trek Online. Like with any game, it has a distinctive meta that they were unable to fully balance with the rest of the game. To remedy this, they added additional content, and continue to do so on a regular basis. As a result, while the meta remains the comp players' choice, the new content and the continued addition of content serves to add playstyle diversity that dilutes the meta's presence outside of the comp matches.

If Ghost Heat were removed from all ballistics (not just the AC/2) and all missiles, then balance would be a bit better. If hit reg for SRMs was fixed, that would help with balance. LRMs are a whole can of worms on their own, so I won't touch on them here. If PPC/ERPPC heat was reduced, that would help balance them a little. Reactive and Reflective armor are ways to help balance the game without having to change any weapon values. These are all minute adjustments that could be made to improve game balance without resorting to drastic nerfs. In the end, the same goal is achieved, but in a much more harmonious manner.

All I'm saying, is that the game feels good right now in both the solo and the group queues. I don't think we need more nerfs. I think the game suffers from a lack of depth more than balance and that new content would give players a reason to run something other than the meta. In short, it can't hurt and the success of other games shows that it works.

#316 Nightmare1

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Posted 29 September 2015 - 08:20 PM

View PostLugh, on 29 September 2015 - 05:11 PM, said:

If I owned firestarters I'd make you a nice chill video showing you the extra shots you get before shutdown. Then we could total the damage and find that the two ACH / FS are almost dead even over any given period of time thanks to the higher heat on the clan side.


Since you don't own an FS:



#317 Void Angel

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Posted 29 September 2015 - 10:32 PM

View PostLord Scarlett Johan, on 28 September 2015 - 09:24 PM, said:


I'd prefer both, with quirks cut to compensate.

Although my pet cERML nerf is dropping it to 6 dam, 5 heat.



IIRC, the range is 135m, which I don't find the issue since most of the IS mechs that pack smalls are lights. I'd honestly start off with a heat drop and cooldown drop. If that's not quite enough, nudge it's range up a bit or it's damage. If we dropped it's duration anymore, we almost wouldn't have a reason for the IS SPL.




If we're talking IS to Clam pairings I typically match:
6 IS MLs to 6 cERSLs, the cERSLs have the advantages:
-1/2 tonnage
-3/4 range for 3/4 the heat
-1/1 damage
-17% better DPS
-10% less HPS
-3/4 the cooldown


When comparing Clan and Inner Sphere technology, it's important to remember a few things. First, range matters a lot. Especially when you're dealing with small weapons carried by low-tonnage Battlemechs that can't take much of a pounding - and must also contend with active probes and Seismic Sensor modules. Burn duration matters, too, and offsets some of the range advantages of the Clans. Then there's heat efficiency, which cannot be discounted in most builds, especially their bigger pulse lasers. Finally, there's the paradoxical design constraints which allow the Clans to pick and choose their hardpoints while simultaneously imposing sometimes stringent limitations on critical slot assignment (ask a Warhawk pilot.) All these have to be taken into account, and the only way to do that mathematically is to analyze demographic performance of the various systems.

In any case, unfortunately for theorycrafters like me, a one-for-one comparison of gear doesn't tell the whole story, however much I want to definitively prove my case.

#318 Y E O N N E

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Posted 29 September 2015 - 10:48 PM

View PostKmieciu, on 28 September 2015 - 10:59 PM, said:

Sorry but your changes give Clan ER-lasers more damage-per-heat than IS ER-lasers. And we all know Clans on average, have better cooling thanks to 7slot endo&ferro and 2 slot DHS.


Damage over heat is only imperative in a staring contest. As ER lasers are poke weapons, strongest when used at a distance and from cover, that stat is far less important to them. The idea here was, since Clans do not have standard lasers, to have their ER lasers fall about in between Standard and isER in terms of DPS.

The real deficiency of my chart is that it has a hard time taking into account the advantages of smaller, lighter equipment. isER lasers ought to all have longer range to offset their lower total damage, forcing Clan lasers to use up their damage overhead to close the gap. But...that's not how the numbers worked out, because there's, I think, too much of a weight on duration and, to get the same damage per tick at optimum, Clan lasers need some rather dramatic durations.

It's all a WIP, but I do firmly believe I'm on the right track as far as trying things without going nuts and radically redesigning the game.

View PostMcgral18, on 29 September 2015 - 06:01 AM, said:

Those are covered in different threads. I've yet to do ballistics, and don't really intend to. I don't use them often, aside from the Gauss.


You don't have the luxury of doing that. You must keep them in mind when you make your own changes or we'll be right back here having this same conversation once lasers are considered good amongst themselves, putting all that work in jeopardy because now they might require further readjusting.

#319 Col Jaime Wolf

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Posted 29 September 2015 - 11:16 PM

View PostNightmare1, on 29 September 2015 - 08:16 PM, said:


I think it's at the best state it's been in to date. I also think that the Clans should maintain some advantages over the IS since that is the Lore. Otherwise, why bother to call them Clans and why bother to even include them in the game if they're little more than locked down, glorified IS Mechs?




I'm an engineer; I understand about design. What I'm saying is this: MWO has too many features for it to be balanced. You can't balance a pulse laser with a Gauss. You can't balance the LRM with anything. You can't balance SRMs with PPCs. Each system has a unique combat niche. It's not as simple as some run-and-gun where you have a shotgun, a pistol, a rifle, and a machine gun. Those are all quick and easy to balance. Here, it's way too different.

For the Clans and the IS each:
You have four calibers of AC/s with 3 different firing mechanisms.
You have SRMs.
You have LRMs.
You have 3 sets of lasers.
You have 3 sets of pulse lasers.
You have Gauss.
You have two types of PPCs.
You have MGs.
You have Flamers.
You have 3 types of streak missiles.

You get the picture. With so many weapon systems, it's impossible to find a complete balance. The best thing to do, is settle on an acceptable meta, as most online games do, and then add additional content to help balance it via dilution. All your meta tryhards will run the meta regardless, but most everyone else that's just playing for kicks (like me) will run what they want for fun. The end result is that the meta is there, but it's less prominent due to the abundance of additional systems for normal play.

A great example of this is Star Trek Online. Like with any game, it has a distinctive meta that they were unable to fully balance with the rest of the game. To remedy this, they added additional content, and continue to do so on a regular basis. As a result, while the meta remains the comp players' choice, the new content and the continued addition of content serves to add playstyle diversity that dilutes the meta's presence outside of the comp matches.

If Ghost Heat were removed from all ballistics (not just the AC/2) and all missiles, then balance would be a bit better. If hit reg for SRMs was fixed, that would help with balance. LRMs are a whole can of worms on their own, so I won't touch on them here. If PPC/ERPPC heat was reduced, that would help balance them a little. Reactive and Reflective armor are ways to help balance the game without having to change any weapon values. These are all minute adjustments that could be made to improve game balance without resorting to drastic nerfs. In the end, the same goal is achieved, but in a much more harmonious manner.

All I'm saying, is that the game feels good right now in both the solo and the group queues. I don't think we need more nerfs. I think the game suffers from a lack of depth more than balance and that new content would give players a reason to run something other than the meta. In short, it can't hurt and the success of other games shows that it works.


understand when some of us are calling for "balance" we are not asking for all weapons to be "equal" simply that no single weapon is the "best" weapon in all circumstances

like now generally speaking the best loadouts for IS involve some hyper-quirked mech boating laser vomit amplified by quirks. Clans in general want whatever mix of LPL+ER med lasers or gauss+LPL/ER Med Laser. this is not balance, this is one specific mix of weapons overshadowing all others and in general it is the only viable weapons loadout to bring when everyone else is packing it too.

balance to me is every weapon having a purpose and a place, and that it be good at its purpose. SRMS and big ballistics should be king of the brawl even if it takes making AC 20's have 5x internal health for example.

alot of balance has to do with maps as well because maps will dictate which weapons are favorable for those combat conditions (like cold maps being favorable to all energy loaouts) and alot can be done in the map department (removing invisible walls, fixing spawn locations, adding or removing cover from certain spots est). this is a hard one to work around so the best overall solution is to just concentrate on making weapons perform well at their purpose and then going to the maps and making sure that they are large and varied so that no single weapon is a "good" weapon in all places. IE getting ganked in LOL, a char thats good at jungling and ganking a lane is good because he can take advantage of the grass/leap over lanes est then hide and spring. if LOL didnt have that grass, unique char abilities, or intelligently thought out lane construction ganking simply wouldn't be possible.

also to clarify when i say "slightly" im talking about 1%-5% generally.

but the way i see it

- as a general rule all cockpit shake should be reduced significantly and only big guns like gauss/ac20/lrm20's/ppcs should knock you about violently. also being hit by weapons shouldn't obstruct your view as much as they do, example ballistics making big fiery explosions regardless of size, tone down the smoke/flames its not necessary and i find it rather annoying. these are the 2 reason that AC2's got nerfed so hard (which was a stupid short sighted decision), when the simple solution was tone down the shake and smoke.

- ghost heat should go and only be applied to curb the higher end of boating IE i think its reasonable to raise the cap on clam LL, all PPC's and all ac20's to 3. in fact there shouldn't even be ghost heat on ballistics, if we toned down ammo per ton a bit people would either have to trade speed for ammo or place shots carefully. i think it was wrong to include any ballistics in ghost heat. there should be no ghost heat on any pulse lasers IS or clan, and idk how i feel about the 6 limit on med lasers but its probably very close to "balanced" maybe make it 8 but it really feels close to good balance. clam small/med/pulse/ER lasers should not be in the same ghost heat pool at all it literally is what pigeonholes clans into taking 6 lasers and a gauss.

- all endo and ferro should be unlocked on clan mechs to "normalize" them all, then weapons will be much easier to balance so they dont have to be over nerfed for over performing mechs or under-nerfed causing under perfoming clam mechs to need "hyper-quirks".

-if you swap ferro for endo (warhawk for example) the endo should go right in the same spots as the ferro did, and if you add endo to ferro it should add them on a 1-1 basis IE if a RT in a clam mech already has 1 crit of ferro adding endo will use another crit in that location. this might require that some mechs get a few more of those locked DHS unlocked for endo space, i dont care if you have to pay to remove them and i dont care if endo/ff is three times (or more) as expensive on clams as IS.

- this will automatically help balance it out. because mechs that already have lets say a ferro crit or two in an arm can no longer sling an ultra/lbx 20, or you may have to choose to keep or lose an actuator or go down a gun size to add endo.

-scrap the increasing heat cap with more heat sinks, make all double heat sinks "true dubs" and having more just means you cool off faster. SHS stay inferior to DHS in almost all circumstances.

weapons as a whole are balanced not because they are equal but because each one is good at its use. I think weapons weight should stay as it is for the most part.

- normal lasers should be mainline weapons that are a good balance of range, heat and damage/dps/damage falloff, clams should get normal laser variants in the same vein. they do exist and would help balance to have.

- ER lasers should have good range/less damage falloff and good damage but lose their edge up close because of extra heat.

- Pulse lasers (of all kinds) should have their beam duration and recycle times shortened with higher heat then normal lasers and damage should fall steeply outside of optimal range to give you a "brawling" laser. the CLPL is the outlier here, all other pulse lasers can be balanced easily but the CLPL will have to take a small hit and i think it should be heat.

- all wub should wub well IE if you sneak up on someone, or the fight opens at close ranges, all other things equal, mechs boating mainly long range weapons should get murdered by wub/brawlers and in general pilots not in a brawler should be terrified of letting wub machines get close to them.

- ER/PPCs should have good (fast) projectile speed and range and even be easy to hit with but to compensate they should run very hot (increase heat in the realm of 20%-30%) and have much longer cooldowns (at least 50%) and fine tune as needed.

--- ISvsClam energy balance--- should work as thus, clams keep their better range with no beam duration penalty but all their lasers make more heat then a comperable IS laser. IS lasers have slightly faster cooldowns and lower heat making them more deadly once in "optimal" range.

- LBX cannons should have their crit chance at least doubled and all LBX's should get slightly faster (shorter) cooldowns (compared to normal AC's) to reflect that they are brawling weapons and meant to dish out crits up close.

- normal AC cannons should get a small COF but overall maintain high accuracy even at optimal range, with deviation skewing proportionally the farther the rounds go past "optimal" range with slightly less heat then ultra AC's they should be treated much like normal IS lasers being common mainline weapons they should perform well and have a good balance of range, damage and low heat.

- ultra ac's should have a slightly (very slightly) wider COF then normal AC's but still maintaining good accuracy out to their optimal range, they should make slighy (and i mean slightly) more heat then normal AC"s, play with jam chance to bring them into line as far as balance and when you do tweak it in small amounts like 2.5% to find the sweet spot. so that ultras can retain their status as DPS dealers with the trade-off of jam chance, slightly reduced accuracy and slightly higher heat.

^^when im talking about COF i mean at "optimal" range, if you aim a cannon at the CT of a mech standing dead still it should not deviate far enough to miss but just far enough to maybe hit that LT/RT instead of CT with normal AC's being "spot on" almost all the time. ballistics should still maintain their bullet drop but it should be reduced a bit from current values.

- Gauss should simply get a longer cooldown and this will be tricky but i would say no less then 35% and no more then 65% longer then current values and play in 5% increments to find the sweet spot.

---ISvsClam Ballistics Balance- overall clams get lighter AC's and keep the multiple projectiles on AC's/ultras. I say pick 1 of 3 things or very small amounts of each
1 clam AC's are slightly less accurate vs IS AC of same caliber
2 clam AC's get slightly longer cooldowns vs IS AC of same caliber
3 clam AC's make slightly more heat vs IS AC of same caliber

---as for Clam Gauss since it has better range and weight compared to the IS gauss make it have a slightly longer cooldown then the IS Gauss to compensate but think and play in small increments (5%-10% tops) its not really that much better overall.

- SRMS all should have a much higher chance of critting and all SRMS should have their spread reduced (i think around 20%-30%ish would be about right). Artemis should make SRM spread demonically tight at the risk of having to make sure your tight cluster hits with little room for missing. im fine with SRM speed, ghost heat limit should be 4 for all sizes, maybe shorter cooldowns and slightly less heat and i mean maybe, i think tightening the spread+increase cap to 4 alone will help alot.

- SRMS should be feared along with big ballistics and wub in a knife fight if you didn't come prepared.

--- ISvsClam SRMs balance --- IS gets cooler running, faster firing SRMS, clams get lighter/smaller launchers with better range and a bit faster projectile speed, both have the same spread/damage. there you go PGI.

- Streaks in general should have slightly longer cooldowns and slightly higher heat compared to normal SRMS but almost instant lock status when you are in weapons range especially if a target is tagged or narced. but generally i find streaks pretty well balanced already. ISvsClam balance should be the same as normal SRMS. IS could really use a streak 4 and 6 launcher timeline be damned.

-LRMS should be fire and forgot (with LOS/TAG/NARC/UAV) with more missiles connecting the longer the lock is held. Artemis should make a huge difference in lock on times with LOS easily cutting it in half. LRMS should lose all Artemis buffs when fired indirectly. indirect fire should not be possible without a TAG, UAV or narc beacon. keep LRM damage spreading.

-LRM launcher size should be normalized an LRM 20 should not be a waste of space. multiple smaller launchers should dish out more DPS with more damage spread and higher heat, big launchers should make less heat and have better accuracy.

--- ISvsClam LRM balance--- pretty much is fine as long as IS keeps its "lobbed" fire and clams keep their "blue rainbow" just remove ghost heat from launchers or increase the cap to 4 across the board.

---Radar---

-ECM should lose its stealth bubble and stealth armor period. simply counter BAPs extended sensor range and Artemis buffs on that mech. It should prevent indirect fire on that target wholesale. and it will still be the most potent piece of equipment on the battlefield.

-Bap should increase sensor range and reduce lock on times and target info times with LOS.

-Tag should be invisible to the eye but the receiver should get a notice (like narc) that he is being tagged.

-Tag\Narc\UAV+LOS should equal almost instant lock on and paper doll info when within sensor range.

- Light mechs should have better sensors then bigger mechs across the board and get higher bonus's then normal from things like BAP/TAG/UAV's so they can you know scout and find those juicy targets.

-meds should profit slightly more but not as much as lights with things like BAP/TAG/UAV's.

-heavys and most assaults should be about on par concerning sensors unless they are a "command mech" from lore in which case give them a small sensor buff.

- Fix the maps so they offer less funneling and more angles to attack defensive positions, balance cover and spawns so mechs dont get ganked in the first minute of a game (lookin at you tourmaline and caustic).

just as a few thoughts concerning balance

Edited by Mellifluer, 29 September 2015 - 11:47 PM.


#320 Duke Nedo

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Posted 29 September 2015 - 11:42 PM

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