My last new topic here, I swear.
I cannot speak for all clan mechs. But, from what I have seen, the negative infotech values seemed to be heavy handed against the CT of many clan mechs. Some omnipods provided positive values to offset it, but many added further negative values.
It also seemed to be heavy against certain IS mechs, the current meta ones (TBR-5SS for example). But, my GRF-2N and a few others seemed fine.
My problem is that it may end up being too much. For example I will give my Ebon Jaguar A. Forgot to write down specific modules, but the stats were as follows.
-261 Sensor Range
+2.95 Target Acquisition Delay
I sat 413m from a CTF and never was able to target it. That's pretty bad as most mid range engagements occur between 400-600 meters. If this had been a real fight, instead of test server, I couldn't allow my team to know a mech was close that we should focus on taking out. I think there needs to be a minimum range where you can target a mech no matter what you end up taking.
Infotech Is Heavy Handed Against Clan
Started by KodiakGW, Nov 10 2015 04:02 PM
7 replies to this topic
#1
Posted 10 November 2015 - 04:02 PM
#2
Posted 10 November 2015 - 08:10 PM
Of course it is. Clan mechs have better firepower, survivability, and speed. So theyre giving IS a lopsided infotech advantage to try and balance them.
Hence my hilarious prediction from months ago:
Hence my hilarious prediction from months ago:
#3
Posted 10 November 2015 - 09:07 PM
Khobai, on 10 November 2015 - 08:10 PM, said:
Of course it is. Clan mechs have better firepower, survivability, and speed. So theyre giving IS a lopsided infotech advantage to try and balance them.
Hence my hilarious prediction from months ago:
Hence my hilarious prediction from months ago:
i think if IS(and Clan Under Performers(NVA/SMN) get Structure/Armor/Mobility Quirks,
i think the Weaponry Infotech can be made much closer, im hopeful
#4
Posted 10 November 2015 - 09:15 PM
The point is were going to ended up with a nonsensical lopsided mess.
The Atlas-K having 50% more hp than the Direwolf for example... that is RIDICULOUS.
Im not saying the Atlas didnt need a huge buff, obviously it did, but PGI is going about it in extraordinarily lopsided ways... first with the +50% rate of fire quirks... now with the +50% armor/structure quirks. LOPSIDEDNESS IS NOT HOW YOU BALANCE MECHS PROPERLY.
The Atlas-K having 50% more hp than the Direwolf for example... that is RIDICULOUS.
Im not saying the Atlas didnt need a huge buff, obviously it did, but PGI is going about it in extraordinarily lopsided ways... first with the +50% rate of fire quirks... now with the +50% armor/structure quirks. LOPSIDEDNESS IS NOT HOW YOU BALANCE MECHS PROPERLY.
Edited by Khobai, 10 November 2015 - 09:19 PM.
#5
Posted 11 November 2015 - 10:23 AM
Rock is op, paper is fine
- Scissors
In other words, I think they are trying to figure out how to eschew perfect balance (1:1 ratio is boring and not BT) and find a more perfect imbalance that works within their programming limitations.
Of course I could be wrong but what do I know? I'm just a systems designer.
- Scissors
In other words, I think they are trying to figure out how to eschew perfect balance (1:1 ratio is boring and not BT) and find a more perfect imbalance that works within their programming limitations.
Of course I could be wrong but what do I know? I'm just a systems designer.
#6
Posted 11 November 2015 - 02:18 PM
DrunkenAntichrist, on 11 November 2015 - 10:23 AM, said:
Rock is op, paper is fine
- Scissors
In other words, I think they are trying to figure out how to eschew perfect balance (1:1 ratio is boring and not BT) and find a more perfect imbalance that works within their programming limitations.
Of course I could be wrong but what do I know? I'm just a systems designer.
- Scissors
In other words, I think they are trying to figure out how to eschew perfect balance (1:1 ratio is boring and not BT) and find a more perfect imbalance that works within their programming limitations.
Of course I could be wrong but what do I know? I'm just a systems designer.
Scissors?!? SCISSORS!!??! Rock is fine, If anything paper could use a few buffs.
But seriously, Scissors just want to keep their crutch, bunch of tryhards!
Sincerely,
Paper
#7
Posted 12 November 2015 - 10:01 AM
I believe that 'balance' is mythical. Whatever gets changed will advantage or disadvantage some chassis or other. I believe the fundamental problem is that no matter what quirks or changes happen you get point for putting damage on the opposition and that's how we keep score. If you look at what this means in terms of when users have choice is they take the most powerful mechs they can and they boat them with the most powerful weapons they can and the rush into battle.
Much of what is being done is actually noise. To my mind the info war is just penalising larger mechs. So a locust now can be 700M away poke out ,alpha a large laser, and hide and an atlas can be poked to death within the fall off range of LLAS unable to do anything about it.
Now I believe that the lock on should be inversely proportional to weight so a light mech takes longer than an heavy but I don't think that Assaults should be basically blinded. It does not make sense sensor range should be at a minimum 800M
for all mechs you can make it more for lights although I don't agree with that at all it is a compromise I am willing to make
If the game modes are just variation of skirmish none of these things will make the game play better or more strategic. I have watched Sean Lang play a number of games and it seems to me that even he plays conquest like skirmish which kind of says if our best in community plays the most strategic game mode like skirmish then we're screwed.
I believe if we had more in the way of game modes which rewarded the other abilities of lights( well actually all mechs) for example it would be less about as much damage as possible in the shortest time sort of game but a better balance.
For example if we had limited power (say 5 minutes) and the lights had to go search for power cells for example so that you could last the full 15 mins, it would change the approach it would even push more people to play lights. more cooperative play, or else you as an individual will flounder and more importantly for me just more variety.
However I believe it is not what the userbase wants. From the voting and the way people play the game and even comments people want skirmish.
Lastly trying to make Timberwolf the equivalent of say a Cataphract in my view is fallacy they are not equivalent. To compensate rather than buffing the Cataphract or crippling the Timberwolf make the battles 12 v 9 or compensate the IS with more Cbills, XP & GXP as indeed the Clan are supposed to be invaders with no base advanced technology but limited in number. Create maps whereby range advantage can be somewhat nullified.
There will always be complaints we are trying to make a complex game intoi rock, scissors, paper. That is not a thinking man anything.
Much of what is being done is actually noise. To my mind the info war is just penalising larger mechs. So a locust now can be 700M away poke out ,alpha a large laser, and hide and an atlas can be poked to death within the fall off range of LLAS unable to do anything about it.
Now I believe that the lock on should be inversely proportional to weight so a light mech takes longer than an heavy but I don't think that Assaults should be basically blinded. It does not make sense sensor range should be at a minimum 800M
for all mechs you can make it more for lights although I don't agree with that at all it is a compromise I am willing to make
If the game modes are just variation of skirmish none of these things will make the game play better or more strategic. I have watched Sean Lang play a number of games and it seems to me that even he plays conquest like skirmish which kind of says if our best in community plays the most strategic game mode like skirmish then we're screwed.
I believe if we had more in the way of game modes which rewarded the other abilities of lights( well actually all mechs) for example it would be less about as much damage as possible in the shortest time sort of game but a better balance.
For example if we had limited power (say 5 minutes) and the lights had to go search for power cells for example so that you could last the full 15 mins, it would change the approach it would even push more people to play lights. more cooperative play, or else you as an individual will flounder and more importantly for me just more variety.
However I believe it is not what the userbase wants. From the voting and the way people play the game and even comments people want skirmish.
Lastly trying to make Timberwolf the equivalent of say a Cataphract in my view is fallacy they are not equivalent. To compensate rather than buffing the Cataphract or crippling the Timberwolf make the battles 12 v 9 or compensate the IS with more Cbills, XP & GXP as indeed the Clan are supposed to be invaders with no base advanced technology but limited in number. Create maps whereby range advantage can be somewhat nullified.
There will always be complaints we are trying to make a complex game intoi rock, scissors, paper. That is not a thinking man anything.
#8
Posted 12 November 2015 - 02:01 PM
Quote
I believe that 'balance' is mythical.
perfect balance is pretty much impossible in an asymmetrically balanced game.
but starcraft 2 has managed to get the balance between three totally different factions within 5%-10%.
that margin is so small that the better player wins 99% of the time.
The point is IS and Clans can certainly be balanced closely enough that skill can overcome the difference. The question isnt if it can be done, other games have proven it CAN be done. The question is can it be done by Paul? lol. My guess is no, but it remains to be seen
Edited by Khobai, 12 November 2015 - 02:03 PM.
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