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So Balancing ...


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#61 Duke Nedo

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Posted 07 October 2015 - 11:13 PM

View PostShadow Magnet, on 07 October 2015 - 11:00 PM, said:


Yes, the removed all weapon quirks, the test was supposed only for the infowar quirks. However, PGI forgot to mention that to the players before putting it online. You can imagine what kind of feedback then came :rolleyes:


They also failed to inspire any confidence what so ever in that they are on top of the balance situation.... there was no consistency.

#62 Mazzyplz

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Posted 07 October 2015 - 11:30 PM

"so balancing"

much wow?

#63 SplashDown

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Posted 07 October 2015 - 11:50 PM

The only advantage clan gets anymore in game is to weapons..IS gets huge advantages every where else..personaly i think the game is ok the way it is....forces me to learn whats best against what
If i wer a dev and saw all the same IS players QQing over balance topis after topic i would just ignore those players..as the majority of the players are doing just fine and haven fun.

#64 Erkki

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Posted 08 October 2015 - 12:37 AM

View PostSplashDown, on 07 October 2015 - 11:50 PM, said:

The only advantage clan gets anymore in game is to weapons..IS gets huge advantages every where else..---


Such as in 3-slot heat sinks and XL engines that let the player return to the fridge for another drink sooner?

#65 Dimento Graven

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Posted 08 October 2015 - 08:11 AM

View PostYeonne Greene, on 07 October 2015 - 09:26 PM, said:

No, yours is sillier. I was speaking for myself, you are attempting to speak for other players. The latter is a foolish endeavor.
As if... Everyone here is trying to speak as if they are an authority for a 'like minded silent majority', what kind of BS are YOU trying to spew?

You said something silly, it reminded me of something silly, and that was as far as it really needed to go. YOU are the one that's choosing to make some sort of issue out of it.

#66 Dimento Graven

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Posted 08 October 2015 - 08:14 AM

View PostShadow Magnet, on 07 October 2015 - 11:00 PM, said:

Yes, the removed all weapon quirks, the test was supposed only for the infowar quirks. However, PGI forgot to mention that to the players before putting it online. You can imagine what kind of feedback then came :rolleyes:
Yeah... Sure it was 'info war' quirks.

That's why the vast majority of quirks were negative movement, torso turning, etc. quirks.

PGI just plain screwed the pooch on that one.

I don't know what kind of ether sucking mental defect they had at the time they were dumping this into the test server but really, the quirks I saw were just, 'How far can we screw over IS players before they drive to Canada to come kick our asses?' kinds of stupidity...

#67 Dimento Graven

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Posted 08 October 2015 - 08:21 AM

View PostSplashDown, on 07 October 2015 - 11:50 PM, said:

The only advantage clan gets anymore in game is to weapons..IS gets huge advantages every where else..personaly i think the game is ok the way it is....forces me to learn whats best against what
If i wer a dev and saw all the same IS players QQing over balance topis after topic i would just ignore those players..as the majority of the players are doing just fine and haven fun.
You're either intentionally ignorant, or just grossly inexperienced at this game:

Here are significant Clan Advantages:
XL's that survive torso loss.
XL's that are smaller.

NOW, you add that to the fact that clan weapons are typically lighter, and smaller than the IS equivalent, what you get are 'mechs that are FASTER, HIT HARDER, FROM FARTHER DISTANCES, and can SURVIVE LONGER than their IS equivalent.

If an IS 'mech wants to approach matching a Clan alpha he's either going to have to give up speed, OR, give up survivability, and most probably BOTH, and only a FEW builds allow IS 'mechs to match Clan ranges.

The Clans have the advantage. PGI has been felating the Clans for well over a year now by only making half-assed efforts at bringing balance. Seriously it feels like they're hoping we'll all get bored with the issue and drop it, only they don't realize that if it comes to that, we'll be 'dropping' MWO altogether.


#68 Lugh

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Posted 08 October 2015 - 08:27 AM

View PostMechaBattler, on 07 October 2015 - 08:37 AM, said:

I don't like to call devs out. But it's a little funny that we had a persistent effort to balance things and some communication. Then Paul comes back from working on CW. And we start to get less and less communication on what the balancing plan is. They're keeping the changes and intentions of the balance very close to the chest. Like they used. Almost feel like they think we can't possibly understand the great vision that is Immorten Paul.

Nah PGI is just shielding Paul's fragile ego from being called to the carpet again, on more bad decisions made in the name of the Holy Balance.

Balance. Balance never changes. Why? Because MATH IS HARD. Harder for some than for others. But it is a mystic many varied thing for poor Paul.

#69 Dimento Graven

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Posted 08 October 2015 - 08:45 AM

View PostDeathlike, on 07 October 2015 - 10:46 PM, said:

It's quite simple.

If it succeeds at what it is supposed to do "more often than not", then it's "useful".

When it fails at what it's "intended functionality" happens to be (in this case, PGI's "definition" of how an MG is supposed to function), then it's "not useful".
Ok then, what's your understanding of PGI's definition of how an MG is supposed to function?

I get the impression from some of the examples used to cry about it's supposed underperformance that some of you believe that it should be just as viable to load one MG and be able to kill a 'mech as quickly and easily as you would if you were loading one ML.

I would posit that that is no where near PGI's intent for the MG.

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That would be an understatement.
And hence the need for ONE OF US to define their position. I don't think I need to, the MG, from my perspective operates exactly as it should.

It's a supplement to main weaponry, it's not intended to be used as THE SOLE weapon in any engagement against 'mechs.

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That assumes people are playing the situation correctly... in many cases a lower tier player finds LRMs far more frustrating when used against them vs someone at a higher tier (that doesn't preclude them from hating LRMs - but rather the effectiveness of LRMs is mitigated by experience and understanding of the mechanics).
Much like the argument I've been making about MG's. If used properly, they're fine.

BUT, arguing to change the design of a weapon because some people are stupid is, in of itself, kind of stupid.

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Do you need a strawman argument?

It does a subpar to mediocre job at doing that. If you think it hasn't changed, why don't you run them for a week.. just to get reacquainted with them? They haven't changed for a year plus, and frankly very often I don't see MG-capable/optimal/ideal mechs on the field. It's not a coincidence.
If you think that was a 'strawman' you're making an incredible mistake.

I've been using them on the field, off and on, since closed beta.

Back in their OP hay day it was oh so much fun to load up Jaegers and Caphrats with PPC's and MG's charge into a 'mech blasting PPC's, stop at ~150 meters blasting PPC's and MG's and quite quickly "pop" went that weasel.

Does that work as well now? Hell no, but it was never the intent that that should have been a valid battle tactic.

Now, when I'm in the mood for griefing fun I'll load up a pinballing 'mech with ML's/SL's/MPL's/SPL's and MG's go in for some 'dine and dash' running up to 'mechs engaged with someone else, blasting out rear torsos or blowing off legs.

It's great fun, and it's fun having the MG's going non-stop while the 'mech cools from blasting the lasers, and I get plenty of kills with just the MG's going.

They are a supplement to an alpha, not intended to be used as the primary portion of the alpha.


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Um, that assumes that Lights are the dominant in the queues... which has virtually never been the case, unless a new mech release occurs... and then it goes back to being a sub-15% queue option.
No, it doesn't assume anything it's from first hand experience in the drop queues. Just because lights are only 15%, and mediums in the 20's, doesn't mean that MG's aren't used and are under powered, and it doesn't mean that one of the more common tactics, pinballing, isn't used and would be further overly enhanced by increasing the effectiveness of MG's.

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No... the facetime required to make the most of it in its current state doesn't allow it to succeed or be "effective in its role".

Even the comp community doesn't even bother putting the Ember anywhere near the top option in Light usage (let alone the Spider-5K).
Ah yes, the further fallacious and spurious view point that you MUST be 'face to face' with your opponent to kill them.

<sigh>

'Face time' doesn't matter when you can get to a position your opponent can't bring his weapons to bare on you. It's always so much 'fun' watching the lights pinball off the heavier 'mechs. Why do they do it? Well it's simple enough:

1. Most pilots are lazy and don't try overly hard to avoid colliding with another 'mech.
2. There's not much risk in running into another 'mech.
3. For 'mechs small in stature, jamming yourself into a larger enemy 'mech will pretty much keep the enemy from being able to bring his weapons to target you due to torso bending/twist limitations.

'Face time' in that scenario is typically inconsequential.

Again EVERYTHING you are saying seems to indicate you want the MG to be a mainline 'mech v 'mech weapon.

It's not, get over that idea, it's not supposed to be, it was never intended to be.

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Seeing them equipped is NOT the same as seeing them be effective. I would ask you to name the most dominant MG capable mech AND how often you see them in the queues (not on your team/premades, but rather on the opfor). I believe your current memory of MG usage honestly betrays you.
Pretty much any light or medium with two or more ballistics slots, I've seen 'em out there, piloted them myself, there are people out there who understand their use and make use of them.

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lol... again... as if Lights were the dominant mechs used in the queues. I like how people make believe that Lights get the most play (and not just claiming them being OP for some odd reason)... let alone MGs. Let's just double down...
Point to where I've said that 'lights get the most play' or that 'lights were the dominant 'mechs in queues'.

What I'm talking about is the most common tactics utilized by the fast lights/mediums in the game.

The two most common tactics are:

1. Pinballing - High speed attack blazing away with extremely short range weapons on any 'mech in range. Essentially zip in, blast, zip out, rinse and repeat until end of match, or you're blown to bits.

2. Sniper - Load up with a few ERLL, or ERPPC's and find a hidey hole to take potshots at the enemy from.

These tactics have zero to do with the size of the population of those particular 'mechs.

Edited by Dimento Graven, 08 October 2015 - 08:46 AM.


#70 pwnface

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Posted 08 October 2015 - 09:18 AM

Dimento literally everyone else on this thread disagrees with you. Have you heard the saying "if everyone you meet is an *******, maybe you are the *******"?

#71 Dimento Graven

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Posted 08 October 2015 - 09:33 AM

View Postpwnface, on 08 October 2015 - 09:18 AM, said:

Dimento literally everyone else on this thread disagrees with you. Have you heard the saying "if everyone you meet is an *******, maybe you are the *******"?
Being wrong doesn't become 'right' just because there's a lot of you who are also wrong.

A lot of you are very ignorant about this game and apparently about how it's played.

#72 pwnface

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Posted 08 October 2015 - 09:42 AM

You are like that guy gritting his teeth and yelling into the wind "LRMs are viable dammit!"

#73 Dimento Graven

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Posted 08 October 2015 - 09:58 AM

View Postpwnface, on 08 October 2015 - 09:42 AM, said:

You are like that guy gritting his teeth and yelling into the wind "LRMs are viable dammit!"
If LRMs are so 'unviable' please explain why they proliferate like rabbits on Viagra during challenges?

Does PGI change how LRMs work during challenges? No.

If a weapon isn't viable you won't see it loaded, hardly ever, like the Flamer. However, even during NON challenge times, you can count on at least ONE person bringing LRMs every match. I can't think of a public queue match I've had that hasn't had one LRM boat in it. Usually there's two per side, hell I've seen light 'mechs using them successfully...

#74 pwnface

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Posted 08 October 2015 - 10:13 AM

View PostDimento Graven, on 08 October 2015 - 09:58 AM, said:

If LRMs are so 'unviable' please explain why they proliferate like rabbits on Viagra during challenges?

Does PGI change how LRMs work during challenges? No.

If a weapon isn't viable you won't see it loaded, hardly ever, like the Flamer. However, even during NON challenge times, you can count on at least ONE person bringing LRMs every match. I can't think of a public queue match I've had that hasn't had one LRM boat in it. Usually there's two per side, hell I've seen light 'mechs using them successfully...


If you actually believe that LRMs are good (which it sounds like you are saying now) you don't belong in a discussion regarding gameplay balance ever. LRMs are complete trash currently and you'll literally never see them in competitive play. (Just like machine guns)

#75 Kodyn

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Posted 08 October 2015 - 11:16 AM

I think the biggest issue that this conversation has now is that different people have different views on what the word "viable" means.

There's viable in higher level or comp play, which is what Mcgral is talking about, and 90% of everyone else.

Then there's "useful in certain situations when used a certain way", which is what Dimento is referring to.

Yes, MGs can be somewhat useful when used in a certain way, yes LRMs can be great at causing a lot of random damage to pad scores to game a challenge/event algorithm, or for newbs to farm CBills with til they learn how to use direct fire.

Balance needs to come from the top, from the comp level of play, not the casuals. If it's balanced for comp, it's balanced for everyone. Just because something is usable in certain situations does not mean it is balanced in the game overall.

Semantics are probably one of the biggest hurdles to PGI/customer relations, and to this game being balanced, when everyone's practically speaking another language when it comes to this game. This is why we're ignored much of the time when good ideas are brought up, because PGI can't sort out the good from the bad, and much of the community can't either.

#76 Deathlike

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Posted 08 October 2015 - 11:25 AM

View PostDimento Graven, on 08 October 2015 - 08:45 AM, said:

Ok then, what's your understanding of PGI's definition of how an MG is supposed to function?

I get the impression from some of the examples used to cry about it's supposed underperformance that some of you believe that it should be just as viable to load one MG and be able to kill a 'mech as quickly and easily as you would if you were loading one ML.

I would posit that that is no where near PGI's intent for the MG.


AFAIK, PGI's "intent" for the MG is to be a crit specialist. The idea is simply to have other primary weapons to get a mech exposed, and then use MGs to "finish off" a target quickly.

The problem is... the MG doesn't do that very well.


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And hence the need for ONE OF US to define their position. I don't think I need to, the MG, from my perspective operates exactly as it should.

It's a supplement to main weaponry, it's not intended to be used as THE SOLE weapon in any engagement against 'mechs.

Much like the argument I've been making about MG's. If used properly, they're fine.

BUT, arguing to change the design of a weapon because some people are stupid is, in of itself, kind of stupid.


When used properly, they are still very meddling.

It's the same logic used for LBX (both defenders of LBX and PGI), and to use a 10 ton weapon for the same/similar purpose that an MG is pretty bad, but that's a mechanics issue...


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If you think that was a 'strawman' you're making an incredible mistake.

I've been using them on the field, off and on, since closed beta.

Back in their OP hay day it was oh so much fun to load up Jaegers and Caphrats with PPC's and MG's charge into a 'mech blasting PPC's, stop at ~150 meters blasting PPC's and MG's and quite quickly "pop" went that weasel.

Does that work as well now? Hell no, but it was never the intent that that should have been a valid battle tactic.


"OP hayday"?

Back in Open Beta, MGs were the #1 mocked weapon when the Spider-5K existed. In fact, you could literally safely ignore that mech was on the field. It was kinda thought that the Spider-5V was better (and that's a complete crock now).

MGs needed multiple buffs to even become "less than trash", and it took multiple iterations to finally become "acceptable". Still, there are better options by far.


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Now, when I'm in the mood for griefing fun I'll load up a pinballing 'mech with ML's/SL's/MPL's/SPL's and MG's go in for some 'dine and dash' running up to 'mechs engaged with someone else, blasting out rear torsos or blowing off legs.

It's great fun, and it's fun having the MG's going non-stop while the 'mech cools from blasting the lasers, and I get plenty of kills with just the MG's going.

They are a supplement to an alpha, not intended to be used as the primary portion of the alpha.


It doesn't really work as opponent skill level increases.. and it's worse for MGs. There's a certain graph about Streaks that though mostly it's just a mockup that shows how useful they are as the opponents are more skillful.

There's also a graph (I think QQ made them) that shows the effectiveness of crit weapons (basically, crit weapon calculation) and MGs when it comes to how much damage they do based on the # you carry.

First things first.. if you can avoid carrying a crit-centric weapon (MGs+LBX).. the non-crit centric weapon is generally better at doing crit damage. We're talking PPCs, Gauss, AC20s, etc.

When it comes to MGs and boating... the difference is that MGs actually need to be boated. When it comes to smaller weapons... even boating 2 SL lasers is thing... but it's not really viable when it comes to MGs.

To even make MGs viable, you'd have to boat 4. Mechs like the Anansi (Spider hero) or Vindicator-1X (3 ballistic hardpoints) are not really MG viable. Both have their own deficiencies (well, mostly the Vindicator), but MGs are not really optimal weapons for them.

Even the mechs that generally could carry MGs aren't really optimal for them. If MGs were as devastating as you'd claim, the Spider-5K would be the most dominant/popular mech for Lights (they are not).

The most logical 4MG mech "should" be the Huggin (Raven Hero), but if you even see people being the most effective at trolling with that mech, they forego the MGs in favor of more SRM ammo. Mind you, the Huggin is crazily quirked, but if MGs were truly used more.. that mech would have been a good platform for it... but it's not. SRM spamming is far more productive than MGs.



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No, it doesn't assume anything it's from first hand experience in the drop queues. Just because lights are only 15%, and mediums in the 20's, doesn't mean that MG's aren't used and are under powered, and it doesn't mean that one of the more common tactics, pinballing, isn't used and would be further overly enhanced by increasing the effectiveness of MG's.

Ah yes, the further fallacious and spurious view point that you MUST be 'face to face' with your opponent to kill them.


Actually, face time is a thing.

To get the .8 DPS that 1 MG could do, you would have to spend 1 second's worth of time with an enemy.

Even the most common Light weapons have more range and LESS duration (which means less facetime with the enemy), while dealing more damage on the whole.

This is before we factor in the cone of fire that MGs have (and no other weapon has this) and the range you'd have to be at to make MGs effective. All of which lower your "potential DPS" compared to the smallest of the lasers. Even Clan mechs would rather just run more Clan Small Lasers instead of wasting it with MGs. It's not even a contest.

I see enough people waste their time on these "1MG builds".. yet that's 1 ton (.75 ton for clans) consumed for .5 ton of ammo just for a weapon system. It's just awful when they don't use 25% of their ammo (because, they don't get into range to use them, and by the time they do, they probably get wrecked).


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<sigh>

'Face time' doesn't matter when you can get to a position your opponent can't bring his weapons to bare on you. It's always so much 'fun' watching the lights pinball off the heavier 'mechs. Why do they do it? Well it's simple enough:

1. Most pilots are lazy and don't try overly hard to avoid colliding with another 'mech.
2. There's not much risk in running into another 'mech.
3. For 'mechs small in stature, jamming yourself into a larger enemy 'mech will pretty much keep the enemy from being able to bring his weapons to target you due to torso bending/twist limitations.

'Face time' in that scenario is typically inconsequential.

Again EVERYTHING you are saying seems to indicate you want the MG to be a mainline 'mech v 'mech weapon.

It's not, get over that idea, it's not supposed to be, it was never intended to be.

Pretty much any light or medium with two or more ballistics slots, I've seen 'em out there, piloted them myself, there are people out there who understand their use and make use of them.

Point to where I've said that 'lights get the most play' or that 'lights were the dominant 'mechs in queues'.

What I'm talking about is the most common tactics utilized by the fast lights/mediums in the game.

The two most common tactics are:

1. Pinballing - High speed attack blazing away with extremely short range weapons on any 'mech in range. Essentially zip in, blast, zip out, rinse and repeat until end of match, or you're blown to bits.

2. Sniper - Load up with a few ERLL, or ERPPC's and find a hidey hole to take potshots at the enemy from.

These tactics have zero to do with the size of the population of those particular 'mechs.


While I see the Snipers often (because, it generally relies on ECM to be more of a nuisnace), pinballing works as a lower skill method. The best Light pilots have to be far more calculating and you can't just "randomly pinball" and expect good results.

TL:DR

MGs are the one of the worst weapons for a reason. It's not just a random event or massive complaining... they are bad since the "preemptive nerf" when the Clan mechs debuted. If MG mechs were a real thing, I should see more of them, but I don't. Using the MG is literally a handicap to yourself, if not the team, and to justify its usage when it fails more than the most common weapons in their bracket (SL/SPL) is pretty bad.

While MGs aren't actually garbage tier, but they are "not worth considering" unless you have no other options... in which case the Spider-5K's impression of the Urbie would be a terribly sad idea.


View PostDimento Graven, on 08 October 2015 - 09:58 AM, said:

If LRMs are so 'unviable' please explain why they proliferate like rabbits on Viagra during challenges? Does PGI change how LRMs work during challenges? No. If a weapon isn't viable you won't see it loaded, hardly ever, like the Flamer. However, even during NON challenge times, you can count on at least ONE person bringing LRMs every match. I can't think of a public queue match I've had that hasn't had one LRM boat in it. Usually there's two per side, hell I've seen light 'mechs using them successfully...


LRMs are bad, but in this instance... the ability to get damage (even if it doesn't kill) is only as effective as the opfor's competence vs LRMs.

Of course, it's just easier to take ECM to troll people and help the team win (because not enough people take TAG with their LRM boats) and it often works in any challenge.

It doesn't mean LRMs are good though.

#77 Dimento Graven

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Posted 08 October 2015 - 12:34 PM

View Postpwnface, on 08 October 2015 - 10:13 AM, said:

If you actually believe that LRMs are good (which it sounds like you are saying now) you don't belong in a discussion regarding gameplay balance ever. LRMs are complete trash currently and you'll literally never see them in competitive play. (Just like machine guns)
Actually, I've seen many a Clan drop in CW utilizing LRMs, because the Clans have a distinct advantage of having viable 'mechs with ECM.

So... You're wrong.

Edited by Dimento Graven, 08 October 2015 - 12:35 PM.


#78 MischiefSC

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Posted 08 October 2015 - 01:03 PM

So the issue is that some weapons (especially LRMs) are only good if the other team is bad.

The reason for using competitive play as the balancing yardstick is that very reason. When you refine performance down fine enough to get into the "competitive" tier you are getting as close as possible to removing skill from the equation. At the top level of performance variance in skill is small enough that variance in equipment performance becomes more pronounced.

It is why gear is pretty variable in sports at lower levels, scholastic and casual play. You get in to pro events and you have boxers establishing exact brand and model of gloves and pads because even tiny variation can become an issue.

When you remove the player skill facet as much as possible, lrms and MGs and lbx are bad. So are srms. Flat out inferior. Limited ballistics are viable is niche roles. A tiny handful of mechs, due to hardpoints, placement, hitboxes, is/Clan balance buggery and quirks are measurably superior to all others.

Balance is about broadening what's in that selection. It's not about balancing anything for a given tier - it's that when building a deck for a game be that casual pug queue or comp match I should be able to seriously consider a lot of mechs and a lot of weapons, including lrms, mgs and srms and clan/IS should simply be preference like picking which house to join, not a huge facet in the quality of choices I have to make.

That is game balance. That is what needs fixed.

#79 pwnface

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Posted 08 October 2015 - 01:06 PM

View PostDimento Graven, on 08 October 2015 - 12:34 PM, said:

Actually, I've seen many a Clan drop in CW utilizing LRMs, because the Clans have a distinct advantage of having viable 'mechs with ECM.

So... You're wrong.


Now I know you are just trolling.

In the most recent CW event the top 2 IS and top 2 Clan teams were 12DG, NS, 228th, and MS respectively. Guess how many of these guys used LRMs. ZERO.

You are saying since you've seen clans use LRMs they are somehow not terrible? I've seen people run 9 flamer hunchbacks, it doesn't make it somehow good.

In CW beta 1 Kurita spanked the **** out of Marik and Davion. Know why? We got EVERYONE to stop bringing goddamn LRMs. We got Kurita pugs organized into a common teamspeak and shared GOOD builds and strategies. Marik and Davion continued to field LRMs because they couldn't accept the truth that LRMs are TERRIBLE for winning. Marik and Davion both resorted to "just don't queue up" strategies to try to stop us after weeks of getting crushed.

Let's forget about all of that for a minute though, the idea that CW is COMPETITIVE currently is ludicrous. There are almost no good teams that actively still play CW, clubbing pugs repeatedly gets boring after a few weeks. being able to pull 48-0 against bad players IS NOT COMPETITIVE.

Please stop with your delusions on gameplay balance and go LRM in solo queue more.

View PostMischiefSC, on 08 October 2015 - 01:03 PM, said:

/snip


Goddamnit SOMEONE understands!

#80 BARBAR0SSA

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Posted 08 October 2015 - 01:20 PM

View Postclownwarlord, on 07 October 2015 - 08:10 AM, said:

This is getting really old. Thread after thread about balancing and what is worse PGI's ability of vague nothingness.

What I mean is this:

May 2015 - mention of a re-balancing of every mech and aspect of the game from intel gathering to weapons.

July 2015 - Russ and NGNG mention the re-balancing in a town hall.

August 2015 - Asked Phil about the re-balancing and get "You guys are going to love it!"

September 2015 - some kind of re-balancing test server that still makes no since at what PGI was testing.

Current October 2015 - Nothing silent on all fronts and we are one patch down for the month leaving only 1 patch to go.

So yeah lack of information coupled with mech sales (for real money; Marauder, Warhammer, ...) what is going on? Is PGI even still working on this re-balancing that they talked about that any 75 ton should be able to compete with any other 75 tonner or 30 ton mech should be able to compete with any other 30 ton mech. Or did this all get filed away into a round filing bin?





Sadly though I doubt I will get any response from PGI or other facet with knowledgeable intel on the subject, but I sure hope I do.


Stop whining and buy a mech pack or 8, many more to come! SO MUCH CONTENT yet so many of you have the more more more attitude! I mean you got more mechs, it's what mechwarriors need ;)





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