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Mwo Is Not Battletech And That's Why It Is Broken


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#81 FupDup

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Posted 10 October 2015 - 12:12 PM

View PostMischiefSC, on 10 October 2015 - 12:10 PM, said:

I dunno. If you watch a match and one side has two ACH and the other side a pair of ravens or whatever.... the ACH will generally carry it. If nothing else they can tank better than any other mech and will soak a ton of fire.

That doesn't sound much different than replacing a team's two Vindicators with two Stormcrows.

#82 C E Dwyer

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Posted 10 October 2015 - 12:17 PM

View PostFupDup, on 10 October 2015 - 12:01 PM, said:

The first set of Dominant Clan mechs added to MWO was actually the Timber Wolf, Dire Wolf, and Stormcrow.

I also hesitate to list the Cheeto in there, because while it's the overall best light it's still a light mech at the end of the day. It still has to fight against the much bigger robots, including the other Clan mechs listed in these posts.


Agreed with the Timber, but it wasn't unbeatable until the ECM came in great numbers, and made if hard to get info loc's the DW hard to find a place in a drop deck and not struggle to find a sweet fourth slot, stormcrow, evil against light mechs with an IS XL, but not a world beater.

But once the mechs I mentioned came into the game, you could take a drop deck knowing your covered in ECM with no weak places, that is what has completely broken CW

#83 Mad Strike

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Posted 10 October 2015 - 12:17 PM

Please stop asking for tabletop mechanics in a real time videogame , is lame.

#84 Khobai

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Posted 10 October 2015 - 12:18 PM

Quote

I also hesitate to list the Cheeto in there, because while it's the overall best light it's still a light mech at the end of the day.


Its fine. Its still better than most IS mechs.

#85 MischiefSC

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Posted 10 October 2015 - 12:20 PM

View PostFupDup, on 10 October 2015 - 12:12 PM, said:

That doesn't sound much different than replacing a team's two Vindicators with two Stormcrows.


Yeah, but I'd take 2 ACH over 2 SCR as a given rule in pug queue. Scrows can get run down and killed; a couple ACH will just tank and tank and tank and if the pilot isn't terrible hit and run.

Let me put it to you this way; what if you replace two Thudders with two TWs? How much extra carry? Two ACH replacing any two lights (or most mediums) is an upgrade. There is nothing else in the same caliber and tonnage as the ACH.

#86 Davers

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Posted 10 October 2015 - 12:30 PM

View PostCygnus17, on 10 October 2015 - 11:58 AM, said:


Yeah, there is a reason our Star Fleet Battles games could last more than a day too... you can do more than just overload your weapons and try to ram the other ship. Revolutionary war tactics are not used any more for a reason, lol.

Generally we played on a pool table, we played with tanks and infantry as well, had lots of things on the map like buildings, forest, water, etc. I don't remember the name of the company that made the styrofoam hex terrain we used to play with but it was great. We created a lot of stuff with model train scale things. And most of us had at least a company or two worth of miniatures -- otherwise we had to use the little card board uglies from the game. I'm sorry if you used those crappy maps from the box set to play on... like I said, some of us actually used movement instead of just running right at the enemy mechs from the start. Half the game was spent NOT shooting -- getting into or out of a position, cooling off because you did fire several weapons and none of them hit, so you need to not shoot and run and hide for a couple turns, etc. If you got into melee range before you used all your ammo or were down several weapons then that was your fault and some poor planning.

I do agree with SFB. It is a long game, especially at fleet levels.

#87 Gas Guzzler

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Posted 10 October 2015 - 12:31 PM

View PostAlistair Winter, on 10 October 2015 - 11:40 AM, said:

I definitely disagree with you there. I would much rather have the quirks balanced with durability, mobility and infotech (with weapons being a minor variable) instead of the status quo.

All the new IS mechs do have relatively modest weapon quirks (although it was a noticeable pleasure to play the game with no weapon quirks at all), but many of them have enough power creep in-built anyway. Compare the hardpoint inflation for the King Crab vs the Atlas, for example.


How amazing are the Black Knight's weapon quirks? Grasshopper's? Crab's? We are talking about quirks here not hardpoint inflation.

King Crab? That came out last December. The best assault was released June 2014.

I don't really see the 10% quirks that come on new mechs to be game breaking TTK altering monsters.

#88 MischiefSC

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Posted 10 October 2015 - 12:55 PM

View PostGas Guzzler, on 10 October 2015 - 12:31 PM, said:


How amazing are the Black Knight's weapon quirks? Grasshopper's? Crab's? We are talking about quirks here not hardpoint inflation.

King Crab? That came out last December. The best assault was released June 2014.

I don't really see the 10% quirks that come on new mechs to be game breaking TTK altering monsters.


The problem is that it's not 'power creep'. The problem is that fundamental weapon balance is broken and that was temporarily offset (semi-successfully) with quirks. Now PGI wants to scale back the quirks but is pushing the weapon rebalance off.

So the result is broken. Again.

#89 LordBraxton

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Posted 10 October 2015 - 12:56 PM

My kingdom for 3025

#90 Gas Guzzler

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Posted 10 October 2015 - 01:29 PM

View PostMischiefSC, on 10 October 2015 - 12:55 PM, said:


The problem is that it's not 'power creep'. The problem is that fundamental weapon balance is broken and that was temporarily offset (semi-successfully) with quirks. Now PGI wants to scale back the quirks but is pushing the weapon rebalance off.

So the result is broken. Again.


Yeah, they should not wipe quirks before re-balancing weapons

#91 Longstar

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Posted 10 October 2015 - 01:30 PM

That's not what he is saying. The OP is claiming that since the devs made decision #6 they also made decisions 6A, 6B, and 6C to balance/counteract the original decision 6. All of which are changes from the TT.

None of what the OP said was about making corrections/changes to MWO, just pointing out where, in his opinion, the devs made decisions that altered the TT rules and the subsequent additional changes they've made to mitigate/balance/counteract the original changes.

#92 Longstar

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Posted 10 October 2015 - 01:42 PM

Quote

Posted Yesterday, 03:14 PM

Posted ImageRedMercury, on 09 October 2015 - 12:35 PM, said:

B. Heavies mechs are disadvantaged comapred to light

Pilot a commando. Pilot a thunderbolt. Which one performs better?


B. - is referring to how lights can leg hump or ring-around-the-rosey and kill slower, heavier mechs since there is no fear of physical attacks, compared to having that possibility in TT. The OP isn't talking about heavier mechs being disadvantaged compared to lights in all areas.

#93 Jaeger Gonzo

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Posted 10 October 2015 - 01:56 PM

View Poststrikebrch, on 10 October 2015 - 12:17 PM, said:

Please stop asking for tabletop mechanics in a real time videogame , is lame.

Stop playing TT based game.
And go to Robocraft or something.

#94 MischiefSC

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Posted 10 October 2015 - 02:02 PM

View PostJaeger Gonzo, on 10 October 2015 - 01:56 PM, said:

Stop playing TT based game.
And go to Robocraft or something.


Don't be silly. If you tried to make a CoD tabletop game you'd have to make a ton of changes as well. Every single MW game has diverged, significantly, from the TT stats and mech building and the like.

This isn't new. This is just saying we want it done balanced for PvP, not PvE.

#95 Gas Guzzler

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Posted 10 October 2015 - 02:09 PM

View PostJaeger Gonzo, on 10 October 2015 - 01:56 PM, said:

Stop playing TT based game.
And go to Robocraft or something.


Asking for a TT-esque experience in a real time FPS is a tall order. Just because we are realists that don't expect a dice rolling turn based board game to translate perfectly into a real time FPS without some significant changes doesn't mean we want to stop playing MechWarrior.

If you want the perfect TT based game, checkout HBS's BattleTech.

Edited by Gas Guzzler, 10 October 2015 - 02:10 PM.


#96 no one

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Posted 10 October 2015 - 03:28 PM

View PostJohnny Z, on 09 October 2015 - 08:48 AM, said:

BOARD GAME MECHANICS CANNOT BE USED FOR A FPS SIM COMPUTER GAME BY DEFINITION.


True they can't be directly carried over, but a number of things could have been much more intelligently converted. The critical system was more or less disregarded, the heat/time/damage scaling was warped, etc etc. I don't really agree with the OP alot of points but it's clear he's given more thought to the problems in MWO's core game mechanics than PGI has or ever will. Even if he's reached what I consider to be the wrong conclusion in many cases I can respect the effort.

View PostRedMercury, on 09 October 2015 - 08:35 AM, said:

1. Weapon cooldown. A standard Battletech round represents 10 seconds of real time. Movement, heat dissipation, and weapon recycling times are all based on this. By making weapons recycle in 2 to 4 seconds, the effective firing frequency was increased up to 4x, (to make the game more arcade-like, because MWO is a thinking man's shooter). This broke:

A. balance between heat generation and heat dissipation [Result: everyone runs hot]

B. balance between heat intensive (energy) weapons and low heat (ammo) weapons, which are heavier.

C. Ammo counts [Result: ammo runs out sooner]

D. Balance between fast mechs which rely on speed to avoid firepower, and slower mechs, since fast mechs can now be shot at more often [Result: lights are less survivable]


1 - The problem is less the faster rates of fire than the the excessively large heat capacity 'Mechs get to alpha with, but yes the heat dissipation rate is about half what it should be to balance against the increased firing rates and doubled armor. The heat system also uses rate of heat application much less effectively than it could in balancing weapons.

2 - Pin point -
There's been a good thread or twelve dozen discussing how to do convergence, and the overwhelming response from PGI has been "Hey, who wants to fund this cargo culting shovelware title?".

3 - Armor, speed, hit boxes and mobility are all very hard to balance in a system where meny of the aforementioned issues aren't solved. Lights aren't really meant to be as effective or survivable as heavies, but no one wants to play a less effective 'Mech in the current system. For one, rewards and matchmaking aren't adjusted to reflect a pilot doing "well for a panther" versus "well for a Timberwolf".

4 - More or less. None of the overheat penalties like movement got carried into MWO. This goes back to the bad heat cap/dissipation balance. Part of the huge heat cap we have was originally supposed to be reserved as part of the overheat penalty scale with movement penalties and such leading up to full shutdown. Back in open beta people at PGI said stuff like "we'd like to make a complete heat system but we're working on blah blah blah" and then eventually the bolts holding the open beta sign on rusted through and now they won't admit that it's not a good or complete heat system.

5 - Yes the critical system's another thing that got badly mangled. PGI gave criticals 10 hit points so that things like lasers could cause partial critical damage, and that was smart, but then they didn't extend that to it's logical conclusion. If a medium laser's as good as a PPC at causing a critical hit than a medium laser should do 2 critical damage per structure damage, and a PPC should do one. A SRM should do 2.5 crit/per damage, an LRM should do 2, an LB-X should do 10. If that kills criticals too fast then augment the critical health of components like you did for armor.

6 - You're more or less right on why LRMs can be powerful but pretty dead wrong on how to handle it. If the trouble is that multiple people can leverage one spotter (in BT they cant, one spotter one IDF) then just set it up so only one person can launch missiles at a target per TAG maybe two for a NARC, and take out passive spotting altogether. Once the heat system's fixed, then you can make LRMs faster without making them overpowered. AMS doesn't need a buff, it needs to be scaled so it's more effective against lots of missiles and less effective against small numbers of launchers. Right now an LRM5 hitting an AMS is an LRM 0, and an LRM20 hitting an AMS is a LRM 12. That needs to be changed so a LRM 5 is and LRM4 and aLRM 20 is a LRM 16. Overlapping LRMs need to not cut that lower than 2 for the LRM 5 and 8 for the LRM 20.

7 - Clan and IS never should have been fighting in the same pool. They should have split it into ISvIS, ISvClan and ClanvClan and let asymmetric force sizes handle the balance. Rewards could have then be flavored to encourage clan like play, and repairs and such could have added flavor.


View PostAlistair Winter, on 09 October 2015 - 10:40 AM, said:

In other games, there's a risk-reward calculation based on things such as repair & rearm, but we no longer have that in MWO. 99% of the MWO population considered R&R a bad thing and 99% of the MWO population were dead wrong. IMHO :ph34r:


To be completely fair, while R&R is a great idea and should be implemented, the way it was implemented in MWO was really, really terrible.

Edited by no one, 10 October 2015 - 04:30 PM.


#97 Alistair Winter

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Posted 10 October 2015 - 03:36 PM

View Postno one, on 10 October 2015 - 03:28 PM, said:


To be completely fair, while R&R is a great idea and should be implimented, the way it was implimented in MWO was really, really terrible.

This I agree with. I said that from the start. People rejected the idea partially because it was poorly implemented. But that was only one of an infinite number of possible ways to do it.

#98 no one

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Posted 10 October 2015 - 04:22 PM

View PostAlistair Winter, on 10 October 2015 - 03:36 PM, said:

This I agree with. I said that from the start. People rejected the idea partially because it was poorly implemented. But that was only one of an infinite number of possible ways to do it.


Kinda SOP for them. "If we do a poor enough job of it we can claim no one really wanted it anyway"

edit: Jesus, the forums are freaking out on me today.

Edited by no one, 10 October 2015 - 04:24 PM.


#99 Davers

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Posted 10 October 2015 - 04:38 PM

View Postno one, on 10 October 2015 - 04:22 PM, said:


Kinda SOP for them. "If we do a poor enough job of it we can claim no one really wanted it anyway"

edit: Jesus, the forums are freaking out on me today.

Actually PGI really wanted R&R. But without some kind of "mech tier" system (or upgrades that always were, in fact, always upgrades) their version really wasn't do able.

#100 Cementi

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Posted 10 October 2015 - 04:53 PM

View PostDingo Red, on 09 October 2015 - 04:00 PM, said:


I completely agree, but it seems both PGI and 99% of this community want some kind of competitive class based shooter where everything is 100% balanced against one another in a straight up fight. Having single-life death matches where the objective is nothing but to kill other 'mechs doesn't help.

Personally I'd love to be incentivised to bring lower-tech 'mechs. Or some kind of (small?) penalty for bringing max-tech into a game.


cbill bonuses for lower tier mechs





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