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The Greene Pts Feedback Thread: Phase 3

pts phase 3

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#1 Y E O N N E

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Posted 07 November 2015 - 04:59 PM

I want to preface this feedback thread by saying thank you to PGI for looking into balance and for hosting these sessions. They are fun. I had fun. Even though I said some damning things about this current PTS, it was still more enjoyable to play than the live game because, although I think some of the changes were questionable-at-best, they were new and refreshing.

Now, I want to begin my review by talking about 4-v-4 and some of the effects it has. This is incredibly important, because we need to be aware of what the most dominant factors are in how the PTS plays. Long story short, I think most (but not all) of the fun had to do with the smaller game sizes rather than the new or changed core mechanics.

So, what are the effects of 4-v-4?

First, and most obviously, focus fire is far less potent. When a maximum of only four 'Mechs can be shooting at one target at any given time, it naturally takes a little bit longer to drop a target than it would if eight or so players were doing the same. This means it is less dangerous to cross open ground, it is less punishing if you stumble into the enemy formation, it means individual skills are more important.

4-v-4 also has a profound impact on team composition. In random drops, whoever's got the newly-tanky Atlas has a huge advantage. The enemy has to make a judgement call; can they take out the Atlas or its support faster? The smaller teams also render it more difficult to get synergy going between the lighter 'Mechs with better sensor stats and the larger 'Mechs with the longer-range lasers that rely on locks to do their job. The small games also render long-range support builds harder to do well with in the absence of active team coordination because there are less 'Mechs to screen for them.

So, with that in mind, let's move onto the actual changes in the PTS.


Heat

Spoiler



Infotech

Spoiler



Skill Tree
Spoiler



Quirks

Spoiler



Weapons
Spoiler


Click on spoilers to read whatever section interests you most. This is all I have in me to write for now. Cheers, all!

Edited by Yeonne Greene, 08 November 2015 - 12:19 PM.


#2 Yardsail

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Posted 08 November 2015 - 11:42 AM

I could not agree more with just about everything you mentioned. Excellent job!
One thing i really wish would happen is that double and single heatsinks should be different. Not just one 100 percent superiour to the other. Like Single heat sinks dissipate faster, double hold more. On the topic of heat sinks and scale it would be great to see some kind of concequence to "running hot" like HUD flicker, steam on the windscreen. Or even more server random shut downs, weapons not firing, ammo explosions.

#3 Kyrs

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Posted 08 November 2015 - 12:05 PM

Wall of text!!!! :wacko:

Edited by Kyrs, 08 November 2015 - 12:06 PM.


#4 Y E O N N E

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Posted 08 November 2015 - 12:11 PM

I corrected my math in the Heat section. Clans actually received a 6% nerf to heat capacity when counting 10x PoorDubs + 10x TruDubs. The disparity is reduced the fewer DHS you have. At only 1x PoorDub on top of 10x TruDubs, it's less than a 1% change.

So the cap reduction is slightly harsher, but still not enough to matter when your dissipation is still superior.

View PostKyrs, on 08 November 2015 - 12:05 PM, said:

Wall of text!!!! :wacko:


That's why there are spoilers. Pick what you want to read. I have added more spoilers.

Edited by Yeonne Greene, 08 November 2015 - 12:19 PM.


#5 Y E O N N E

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Posted 08 November 2015 - 12:45 PM

View Postn o x i D, on 08 November 2015 - 11:42 AM, said:

I could not agree more with just about everything you mentioned. Excellent job!
One thing i really wish would happen is that double and single heatsinks should be different. Not just one 100 percent superiour to the other. Like Single heat sinks dissipate faster, double hold more. On the topic of heat sinks and scale it would be great to see some kind of concequence to "running hot" like HUD flicker, steam on the windscreen. Or even more server random shut downs, weapons not firing, ammo explosions.


There are honestly a lot of ways to approach SHS vs DHS, the problem is that all of them involve throwing the understood differences between them out the window and there is a significant portion of the population that will not stand for that even if it improves the gameplay.

Personally, I think the idea of having SHS offer superior dissipation and notably lower cap is probably the best idea, but the one I mentioned above is a better compromise with the lore/TT people.

#6 Yardsail

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Posted 08 November 2015 - 01:00 PM

I know, it sucks we have our hands tied behind our backs trying to solve the "heat scale" puzzle. I believe your method is an excellent compromise!





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