Brandarr Gunnarson, on 11 November 2015 - 07:22 PM, said:
@DivineEvil:
I'm not going to address every point of you made in your response. But, I will say that your position is highly subjective. Not everything is "either/or".
There are shades of gray.
Empty assumtions do not bother me. You have to provide substantial arguments. Saying that I'm wrong does not proves it.
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The assertion that you can't have two way imbalance is just not true.
If we buff IS structure, XL using IS 'Mechs still die on ST destruction. But now, it's that much harder to destroy other locations on IS 'Mechs, too, and all Clan hit locations become fragile by comparison.
You're just stating facts. I'm good enough to see what the changes are going to do myself, thank you. I don't see the negative part though.
Two-way balance is a fault of common sense. If one thing is good for one thing, and another is good for another, it's called balance.
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How each side plays is minimally affected, but equally skilled players will always survive better in the IS 'Mech. You haven't achieved balance, you've achieved further unbalance.
What? How can you tell how each side will play? Do you have a private server to test how it will feel?
And what does it mean, survive better? You have one mech, that can take more damage, and another that can dish out more damage. Prior to that there were a mech and a better mech. At which point that situation suddenly became further unbalanced?
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IS players (not diehard BT fans, but normal players) will still feel that the loss of a single ST = death sucks. Clan players will feel that their 'Mechs being made of glass is ridiculously undercutting the advantages they retain.
So who's subjective here now? I've never said a thing about how anybody is going to feel. Now you're trying to simulate asserted people's feelings? Good luck with using that as a valid argument.
Dying from ST destruction might be unpleasant, but it's a choice, that IS mechwarriors have. Would you be in a tougher mech with less speed or equipment? Or would you be in a faster or better equipped mech with weak spots? Clan mechwarriors do not have that choice - they can't even change the class of the engine. In this particular case, additional structure just offsets the fact, that clan XL is plainly better.
Now, Clan XL survives ST destruction, but it happens much faster, than in case of IS XL. Carrying IS Standard engine allows to survive both ST torso destructions, while also being tougher, which compensates the significantly reduced tonnage for equipment. Thus, IS mechs has a choice of two extremes, and Clans has to cope with the case in-between. What a player seems to be more comfortable with, or what better suits his needs, is up to him to choose.
What someone feels doesn't matter. Whenever it works or not is what does means something. Quirk system with its present values is what you'd get if you care for what anyone's feels.
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How the casual player base reacts to a change like that in the long-term is frighteningly unknown for a company like PGI.
You can use that argument against any change. Besides, how people react in the beginning is almost always worse, than what it comes to in the long-run. It was like that about everything that MWO has ever endured. Silly people whine about everything from the day one, smart people always adapt and get used up to it. Who would they listen to and care for is up to PGI.
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Your assertion that "Creating a baseline in IS/Clan balance is IMPOSSIBLE" is just your opinion. There are many ways that we can create baselines that can be applied to both IS and Clans equally without creating sameness.
Weapon value ratios, for example. Making IS and Clan XLs function similarly, for another. Increasing the durability of standard equipment across both techlines, for a third.
You're contradicting yourself. You're creating sameness right here. Or rather, you're reducing the differences.
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Not wanting to do something doesn't make it impossible.
Nobody is talking about who want or don't wnat anything. You simply cannot make a baseline for two things, one of which were initially made to be different from the other. You only can make them the same. It's funny, yet astonishing for me, how you cannot understand such a simple thing.
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We can still maintain features like the omnipod system. We can still have Clan range and damage higher. We can still make IW equipment differentiated.
Which means, that Clans will still be superior after all you "efforts". All things you're suggesting are not going to achieve balance. They're going to reduce imbalance at best, until you hit a moment, where you no longer can go further without misfiguring the whole idea of IS/Clan disparity.
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You mention StarCraft as an example of balance. But do you think StarCraft didn't start as mathematical balance? Each side has units to fill every role to counter other roles. Their unit damage and HP are carefully calculated to ensure no side has a clear advantage in any aspect. StarCraft is a game that was newly built from the ground up around careful checks and balances.
Fundamentally wrong. Starcraft initially were concieved as "Warcraft in space", at which point Blizzard decided, that this approach is lazy and boring. Then they remade the entire thing from the ground up with three fundamentally different factions.
- Terrans, with their flying buildings, technological addons, resource repairs, mobile ranged approach, medium pricetags.
- Zergs, with their Hatchery-based larva-unit production, creep-limited expansion, Overlord-based unit limit, regeneration, burrowing and quantity-over-quality aspects.
- Protoss, with their pylon-centric infrastucture, autonomic construction, shield-related mechanics, abundance of unit abilities and upgrades and the overall quality-over-quantity philosophy.
Everything that made those factions unique and different from one-another is what Starcraft begun from. Only on top of all that variety of buildings and tech-trees and units of different roles and sizes, any values has to come. All original values were assumed relative to cost, and costs were distributed between three factions from a single row of values.
Only by live testing online, any balance changes had to come. Starcraft factions were originally concieved to be equal, yet completely distinct from one another, and acquiring victory by vastly different approaches to economy, tactics and micro-management.
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MWO, on the other hand, is a new incarnation of a series with a long history. And people insist on having the past values implemented in the new game.
The affect? MWO is not allowed to stand as its own game and is thus prevented from achieving balance.
I thought we've already thrown past values out of the window. What is that remark about? Any suggestions of balansing is deviation from past values.
Again, the problem is not that Clan mechs are different. The problem is that Clan mechs were originally designed to be better than IS by all aspects and means possible, to be vastly outnumbered, but never outgunned. THIS is what has to change. PGI will never achieve any balance by "toning down the values" or "making IS things just as good". This is not just my opinion. This is math and conventional logic.
Edited by DivineEvil, 12 November 2015 - 08:52 AM.