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Re-Balance Pts 3
#141
Posted 05 November 2015 - 05:08 AM
If they want everything the same then get rid of all quirks/buffs to all mechs. Change all weapon systems to IS base (leave the colors to show the difference between Clan and IS just for flavor).
It would be a whole lot simpler than what you are doing right now.
Why not get rid of Clans all together? Since the game is ditching lore anyway it makes little sense to keep the Clan mechs in the system at all. I'll take a refund (no problem).
I just want to play the game without all this stupid bull***t "balancing". It's bad enough that I have to check every time I play to see which mech of mine got screwed over today. Which do I have to rebuild, again, due to all the changes to make it competetive? Is it even possible to make it competitive anymore? Several mechs are pretty worthless now. Most you can't even play in the configuration that they had when they were delivered.
IS balanced the field with the creation of new technologies after facing off against the Clans. There is plenty of tech that could be introduced as an attempt for IS to find a "balance" to clan tech. Hell, the resistance mechs could have been a good way to introduce such technology.
At the rate your going you might as well change everything to one class and size. Heaven forbid that someone cries because their light got killed in one shot from an Assault mech.
If you have something against the laser vomit mechs then they should not have created them in the first place.
How about you put some programming in place that will deter one team from working together when it notices the other team is not, so no one cries about losing because the other team concentrated fire and their team ran off in all directions?
or if your team has no LRM's then the other team's LRM's become useless?
or if your team has no Assaults then the other teams Assaults automatically get armor and firepower reductions to compensate?
or upon entering a match, weapon systems are rendered useless if you are too powerful. You are only allowed to do as much damage as the weakest mech on the battlefield.
Here are some "balancing" suggestions. I hope you can make it happen.
If not I'll just take my toys and go home, so there.
#142
Posted 05 November 2015 - 07:45 AM
LRMs: Hard to say in a 4 vs. 4 environment, locks are MUCH harder to get, so no Lurmaggedon. 0I think PGI should think of another way to "guide" LRM volleys. Maybe they should not just go where you aim but follow the torso reticule with a greater spread so we have a chance to hit things within LoS.
SRMs: Feel great now, able to hit scouts but they satill have a chance to evade and more armor to take damage. Spot-on, 10/10.
For all you guys crying about the laser nerfs. It really isn't that bad. It works when you work together. It even works when you are on your own.
PGI, the new hit indicator sucks, though. The St. Andrew's cross is hardly visible and needs a color highlight of sorts. Maybe add a secondary indicator for laser hits without a lock (reduced damage hits).
#143
Posted 05 November 2015 - 08:08 AM
Not sure I totally understand this.
#144
Posted 05 November 2015 - 08:25 AM
I really don't know what all the fuss is about....
#145
Posted 05 November 2015 - 08:32 AM
Jimmy DiGriz, on 05 November 2015 - 08:25 AM, said:
I really don't know what all the fuss is about....
Yeah, I don't have a problem with that, especially with them rolling back the Jesusbox a bit. Scouts would actually be useful outside the super-brawler Cheetahs and Firestarters...
Edited by Dawnstealer, 05 November 2015 - 08:33 AM.
#146
Posted 05 November 2015 - 08:40 AM
Luscious Dan, on 04 November 2015 - 01:49 PM, said:
"Role Warfare" is one thing, making assaults blind and entirely dependent on teammates if they want to use lasers is silly.
Having radar signature based on the size of the mech makes sense. Giving scout mechs a little more sensor range makes sense. Having some mechs (like Ravens) with well over 1km range while others have 200-400m sensor range is crazy. They need to stop throwing around massive quirks, and just worry about the underlying mechanics of the game (more comprehensive system to combat boating a particular weapon... ghost heat is an oversimplification, as I keep saying).
I keep saying they are going about this the wrong way. Instead of messing with each mechs sensor ranges and creating bizarre targeting ranges that make some mechs near useless they need to do this in the form of detection range while retaining more or less uniform sensor range.
Example all mechs have 1000m sensor range.
Light mechs are detectable at 375m
Medium mechs detectable at 450m
Heavy mechs detectable at 600m
Assault mechs detectable at 750m
Then you can add quirks that manipulate specific detection ranges. Doing something like this still allows lights to have their scouting role without turning an assault vs assault fight into paper cut warrior online when trying to fight outside of 300m.
#147
Posted 05 November 2015 - 08:48 AM
Jimmy DiGriz, on 05 November 2015 - 08:25 AM, said:
I really don't know what all the fuss is about....
The problem is the reduction of optimal range when not locked on. There are plenty of instances you might be firing at someone you are not currently locked on, and with these funky sensor ranges you might not even be able to lock on at all causing you to lose damage on a target that would normally be in your true optimal range.
#148
Posted 05 November 2015 - 09:05 AM
Dawnstealer, on 05 November 2015 - 08:08 AM, said:
Not sure I totally understand this.
Dawnstealer, on 05 November 2015 - 08:08 AM, said:
Not sure I totally understand this.
You got this exactly right. If you haven't or can't lock on a certain mech, laser damage will begin to decrease at 60% of this weapon's LONG RANGE. It will continue to decrease until it hits the limit of this weapon's MAX RANGE. With a locked target, the damage will decrease at 100% LONG range until it hits the wall of the laser's MAXIMUM range. So, if you do not lock at a target close to MAX RANGE, the weapon will do almost no damage, just as it has been until now. BUT this does not mean that you do not iflict damage to an enemy you cannot or have not targeted. You will. PERIOD.
The misconception that lasers do not do any damage when there is no target lock stems from an absent hit indicator when you hit a target that hasn't been locked. PGI will have to work on that.
(Played PTS a lot today, this system is so much better for all types of mechs)
#149
Posted 05 November 2015 - 10:10 AM
I've thrived quite well in this game, by and large. I have avoided, for the most part, complaining about much of anything. I've never had a problem adapting to face AC/40 Jagers, and UAC/20,000 Dire Wolves, whatever. I have always thought that there were risks vs rewards in this game. Rock paper scissors type thing. Have there been issues, objectively speaking? Yes, sure. But rarely do we see objective discussion about them overall, and even more rarely do we see measured, incremental tweaks. It's either the nerf bat or the the buff gods. For me, though, it's really getting to the point where I don't want to have to relearn how to play the game and its mechanics every other week. Now, lasers do damage out to a point but only if you're targeting the mech and it's a full moon, otherwise they'll do some amount less. And if I lock a target, it'll show me what the optimal range is, but if not I'll have a different optimal range and stuff because of reasons.
The skill tree, we see half the community think the nerfs are the greatest thing the game has ever seen, whereas the other half disagrees. I'm in the latter camp. Such bonuses to spending a lot of time in a chassis's cockpit, simulating to me more experience in a chassis (in a role playing sort of way) might as well be dispensed with altogether. At least that seems to be what some people want. It's like Harrison Bergeron in here, sometimes.
And I actually rescind my above statement on "true balance." Really the only way you're going to have "true balance " is to dramatically limit customization and essentially force everyone to run stock mechs, because if you can customize, someone, somewhere is going to figure out how to get a competitive advantage. Then everyone will use it. Then we'll gripe about the "meta" and implore PGI to "do something" about it. If you make all Atlas D-DCs the same, well, that eliminates that...
Maybe someday the game will be in a place that's good enough for some of us. I just hate to see what is going to happen with the Steam release when PGI is still trying to fix FUNDAMENTAL MECHANICS to the game. I guess I think we're just in a perpetual beta...
#150
Posted 05 November 2015 - 10:18 AM
#151
Posted 05 November 2015 - 10:31 AM
#152
Posted 05 November 2015 - 10:42 AM
Otherwise, could we just hire Jordan Weisman as a consultant? Get him on video as to what changes he would advise to our game and vote on it as a community? Just my two cents.
#153
Posted 05 November 2015 - 11:25 AM
The Great
AC2 heat and like a super MG. I always thought of them like this and the critical/heat change is exactly what they needed.
New heat sink bonus for STD
I hope I read this but making some mechs take longer to get locked on to not changing detection range. AMAZING. I really hope you did this and not the other. This makes stealth a bonus not a penalty. Fun idea not lame.
IS large pulse. Great. My bread and butter gun so I like this.
SRM/ Streak. Great spread but what about ams?
The mixed
The mech exp. The change on heat and stop and go will be the most drastic change in game play ever.
LRM spread. Great for the game. Not more those I drop with. Perhaps the speed could get the missile hail under control. Also AMS may work better now.
Medium pulse laser.....I have only a few mechs with more then 6 so I am unaffected but the range buff is good.
The Bad
Worked so hard to basic and get very little. This really changes how mechs play. Dramatically. I put this twice as it is good it deals with pop tarting play but the lumbering gets a little out of hand. and I cannot shoot stuff as well with arm guns.
The idea.
Ever thought or removing/lowering the heat penalty for a rate of fire penalty. Or a mod that removes ghost heat for a reload penalty. really lower DPS in exchange like double time per gun over the limit. but let players choose to equip it. Thus it would stink for brawling but no one is forced to use it. Thus it would be a fun alternative and the laser boat mechs would be terrified of close range fights like a light.
#154
Posted 05 November 2015 - 12:05 PM
Its not reducing damage.
The mechanic is reducing the base range, and giving you more range on a targeted mech.
Basically just a function to reduce the long range hitscan vomit unless you work as a team, then its mostly unchanged.
New min range at 60% blanket probably should have been tweaked some for the individual laser sizes for this pass, but maybe they just wanted to get more of the functions and weapon changes injected before focusing on tweaking this out.
I don't mind it so much myself, just requires more planning in approaching combat. Might take a bit to really adapt to but won't take long and most players will have their styles adjusted and be using to really create some chaos.
---
And yes, I do feel like I'm going crazy actually being able to translate something that Russ stated.
#155
Posted 05 November 2015 - 12:16 PM
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Seriously time will tell. I must hope that the devs will save this game.
#156
Posted 05 November 2015 - 04:05 PM
#157
Posted 05 November 2015 - 04:09 PM
Sevronis, on 05 November 2015 - 04:05 PM, said:
Just curious if you tested it out or not - because the skill tree reductions actually make it feel like a MW game.
#158
Posted 05 November 2015 - 04:23 PM
sycocys, on 05 November 2015 - 04:09 PM, said:
As a light/medium pilot for the majority of drops I have a mixed feelings about the skill tree adjusts in PTS3.
Generally its good. My spider/commando/firestarter are still fairly nimble, but no longer spin like the Doom Space Marine circa 1990s. Haven't had live opponents yet, only Testing Grounds/Academy. I suspect arm mounted weapons will become much more popular in order to hit fast moving targets.
**edit add multiquote**
Eon Rha Saeri, on 05 November 2015 - 05:08 AM, said:
If they want everything the same then get rid of all quirks/buffs to all mechs. Change all weapon systems to IS base (leave the colors to show the difference between Clan and IS just for flavor).
It would be a whole lot simpler than what you are doing right now.
I wouldn't go to that extreme, but I would prefer a solution to the rebalance that made things simpler rather than increasing the magnatude of the quirk system.
The Pilot Skill changes are a good step to making MWO more friendly to new pilots. Basics and Elites Pilots skills are currently a MUST for performance, which hurts the new pilot. While my Commando loves Fresh DakkaWhale meat, it really is unfair how badly those things handle. I'm still trying to figure out exactly how bad dropping trom 40% twist boost to only 10% is for my gameplay though.
Edited by SilentScreamer, 05 November 2015 - 06:33 PM.
#159
Posted 06 November 2015 - 07:35 AM
Now we need more skills in the skill tree!
Get rid of the quick ignition, too!
Maybe add some weapon specific skills or some offense/defense skills.
#160
Posted 06 November 2015 - 07:38 AM
That said the heat sink changes don't make a lot of sense to me. They keep pushing SHS and DHS closer and closer together. At this rate they'll just make them the same (the game was fun before DHS). I think the missing stat that never gets looked at is the heat capacity. Give SHS a poor dispation rate but a higher capcity. That way DHS may increase dps but you'll have a more limited number of weapons you can alpha before over heating. It will give SHS something they're better at than just size. With the engine heat sinks it didn't matter you will never enough SHS to get anywhere near what you did with DHS even with the wimpy 1.4 rating. I think this is the solution to ghost heat. That way that 6 ppc stalker can't alpha with DHS, but can with SHS then has to go hide for 3 min to cool off.
When they say it's a complete overhaul to the combat mechanics they're not kidding the game plays much more differently. It's not point lasers to kill anymore.
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