Jump to content

Re-Balance Pts 4 - Updated


402 replies to this topic

#301 Scanz

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 786 posts

Posted 19 November 2015 - 05:06 AM

info warfare is gone :(

#302 Chilly

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts

Posted 19 November 2015 - 05:38 AM

View PostCementi, on 16 November 2015 - 12:59 PM, said:

I think another part of why people are upset that PGI is making the skill tree worthless is some people took advantage of conversion sales and then used that xp to skill up mechs.

Having what you spent your money on suddenly made completely worthless will likely piss people off.


Truth!

#303 Chilly

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts

Posted 19 November 2015 - 06:33 AM

View PostInnerSphereNews, on 13 November 2015 - 08:05 PM, said:

In many cases, distinct Quirks for the same weapon type have been merged into a single Quirk.

Example: "Medium Laser Range +25%" and "Energy Range +25%" simply becomes "Energy Range +50%"


If this question has already been asked, please forgive me. I'm working to read through the pages, but this is nagging at me as I'm looking at the PTS quirk values.

Does this mean that ALL energy weapons, per the example above, would have a 50% increase in range, or only the ML? If it is only the ML, will there be some indication of that in the game? If it is, instead, for all energy weaps.... wow! The wording "for the same weapon type" makes me think it's the latter, just want to confirm.

Thanks all!

#304 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,784 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 19 November 2015 - 07:04 AM

View PostChilly, on 19 November 2015 - 06:33 AM, said:


If this question has already been asked, please forgive me. I'm working to read through the pages, but this is nagging at me as I'm looking at the PTS quirk values.

Does this mean that ALL energy weapons, per the example above, would have a 50% increase in range, or only the ML? If it is only the ML, will there be some indication of that in the game? If it is, instead, for all energy weaps.... wow! The wording "for the same weapon type" makes me think it's the latter, just want to confirm.

Thanks all!

PGI changed it so the quirks were heavier on the generic category than a specific weapon so that a player would not feel he/she has to use a specific weapon. The above was an example.

Example Wolfhound-2
Prior ERLL Heat Gen -7.5%/Energy Heat Gen -7.5% changed to ERLL Heat Gen -5%/Energy Heat Gen -10%

Same overall result for ERLL total -15% but a player can use other energy weapons and receive -10%. There will be several instances where the combined percentage is less than the original settings, but the general item receiving the larger percentage.

#305 Kael Posavatz

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • 971 posts
  • LocationOn a quest to find the Star League

Posted 19 November 2015 - 07:25 AM

The locust actually gives the IS a 15 ton advantage in setting up CW dropdecks as the Clans lack a 20-ton mech.

One combination that has been popular for a while now is to bring one throw-away light in order to maximize the tonnage available to your other three mechs. The Clans do this with a Missed Lynx, which is marginally more useless than most Locusts, though less so than one or two.

The Clans using this build are pretty much restricted to a Timberwolf-Timberwolf-Hellbringer/Ebon Jag.

The IS have a couple of ways of building a 3-mech deck, mostly because of the diversity of mechs available, but personally I find massed Grasshopper-Grasshopper-Mauler combos to be a f'ing beast to have to deal with.

#306 Chilly

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts

Posted 19 November 2015 - 08:05 AM

Thanks for the info Tarl, much appreciated! :)

I was looking at the Black Knight (BLR-6-KNT specifically). It shows live values as ML Range 10% and Energy Range 10%, and PTS value as Energy Range +20%, with no further mention of the ML, whereas the Wolfhound example mentions the specific weapon in the PTS values.

I've not looked through the entire quirk list yet, but the BK example still makes me wonder if some variants now have a quirk applied to all weapons of the same type?

Edited by Chilly, 19 November 2015 - 08:12 AM.


#307 -=Heloc=-

    Member

  • PipPip
  • Clan Exemplar
  • Clan Exemplar
  • 36 posts

Posted 19 November 2015 - 08:20 AM

View PostCementi, on 16 November 2015 - 12:59 PM, said:

I think another part of why people are upset that PGI is making the skill tree worthless is some people took advantage of conversion sales and then used that xp to skill up mechs.

Having what you spent your money on suddenly made completely worthless will likely piss people off.


It's a little counter-intuitive but this isn't exactly true. By spending that money to level a 'mech, they were able to level it much faster but the "real money" component just enabled them to level it up faster and now that the skill tree is changed they're 'mech won't suddenly be de-leveled and they don't have to pay back the time they saved by spending cash.

Think about pre-ordering a new 'mech package. We all know that you'll be able to buy those with c-bills eventually. By paying cash and pre-ordering, you're getting access to those 'mechs earlier than those who didn't. If one player pre-orders a set of EBJs and another doesn't, when compare those two players a month after the c-bill release of those 'mechs and assuming that player 2 has had enough time to earn the c-bills and purchased and leveled the 'mechs, they are all identical Jaguars. There is no difference in performance between the two. So, the only difference between the two players is that player 1 has been able to pilot his 'mech for a few months longer than player 2. Time is what paying with real money gets you in this game (a few cockpit items and MC consumables notwithstanding). You either spend less of it grinding out c-bills (that can then be spent on other things) or you get access to thing earlier than the people who stick to c-bills.

#308 Destoroyah

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 301 posts

Posted 20 November 2015 - 08:40 AM

The Locust 3M needs to be buffed more in the weapon quirk department. The 1E locust has vastly better quirks and a additional energy hardpoint to boot.

#309 Coolant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,079 posts
  • Facebook: Link
  • LocationCalifornia

Posted 20 November 2015 - 09:40 AM

View PostCole Williams, on 14 November 2015 - 09:17 AM, said:

Leave the damn pilot modifiers alone, we did in-fact work for those on many, many, many mechs. Balance by removing all mech quirks, heat issues, and learn to create a real ELO/team balance system.

Seriously PGI you are making it harder and harder to enjoy this game, over the last year with all the questionable team balance crap.


Either some players forget, or they don't play other MMO's. NO game has perfect balance, and most, if not all, have balancing done throughout the lifetime of the game. That shiny new armour set you just grinded for days upon end, will be replaced with a better set with new stats (quirks) the next patch. Don't get so attached to the way your mech runs. Expect change cause it's gonna happen.

#310 KahnWongFuChung

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 362 posts
  • LocationLuthien

Posted 20 November 2015 - 10:10 AM

ArkDangle said to me (armor's been doubled for nearly two years, idiot. you do realize a mech's head is only supposed to have 9 armor and 9 internal, right? Closed beta was like dodgeball before that hit. we don't need anymore armor. )

I run no armor why? because it don't work and is useless this has been a known fact since closed beta PGI never doubled the actual armor on the wireframes of the mechs and only doubled the numbers you see on your UI screen so please don't talk out your anise.

PGI really should double the armor on mechs and double all ammo per ton it would make MWO a much better game for all players and especially new players.

Edited by KahnWongFuChung, 20 November 2015 - 10:11 AM.


#311 Kaeb Odellas

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,934 posts
  • LocationKill the meat, save the metal

Posted 20 November 2015 - 10:42 AM

View PostKahnWongFuChung, on 20 November 2015 - 10:10 AM, said:

ArkDangle said to me (armor's been doubled for nearly two years, idiot. you do realize a mech's head is only supposed to have 9 armor and 9 internal, right? Closed beta was like dodgeball before that hit. we don't need anymore armor. )

I run no armor why? because it don't work and is useless this has been a known fact since closed beta PGI never doubled the actual armor on the wireframes of the mechs and only doubled the numbers you see on your UI screen so please don't talk out your anise.

PGI really should double the armor on mechs and double all ammo per ton it would make MWO a much better game for all players and especially new players.


What are you even talking about?

#312 Surn

    Member

  • PipPipPipPipPipPipPipPip
  • Hero of Kurita
  • Hero of Kurita
  • 1,076 posts
  • Twitter: Link
  • LocationSan Diego

Posted 20 November 2015 - 10:49 AM

I honestly can't understand the nerf to the Zeus 9s. Loss of 5% erll range when it is neither the longest ranged mech nor the tankiest mech. As it stood, the ZEU 9s was a contender vs the battlemaster 1s..now it has no role.

Edited by MechregSurn, 20 November 2015 - 10:51 AM.


#313 Surn

    Member

  • PipPipPipPipPipPipPipPip
  • Hero of Kurita
  • Hero of Kurita
  • 1,076 posts
  • Twitter: Link
  • LocationSan Diego

Posted 20 November 2015 - 10:54 AM

Increasing mech armor would destroy CW. Teams would just Gen rush before you could kill them.

#314 WVAnonymous

    Member

  • PipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 1,691 posts
  • LocationEvery world has a South Bay. That's where I am.

Posted 20 November 2015 - 11:00 AM

View Post-=Heloc=-, on 19 November 2015 - 08:20 AM, said:


It's a little counter-intuitive but this isn't exactly true. By spending that money to level a 'mech, they were able to level it much faster but the "real money" component just enabled them to level it up faster and now that the skill tree is changed they're 'mech won't suddenly be de-leveled and they don't have to pay back the time they saved by spending cash.

Think about pre-ordering a new 'mech package. We all know that you'll be able to buy those with c-bills eventually. By paying cash and pre-ordering, you're getting access to those 'mechs earlier than those who didn't. If one player pre-orders a set of EBJs and another doesn't, when compare those two players a month after the c-bill release of those 'mechs and assuming that player 2 has had enough time to earn the c-bills and purchased and leveled the 'mechs, they are all identical Jaguars. There is no difference in performance between the two. So, the only difference between the two players is that player 1 has been able to pilot his 'mech for a few months longer than player 2. Time is what paying with real money gets you in this game (a few cockpit items and MC consumables notwithstanding). You either spend less of it grinding out c-bills (that can then be spent on other things) or you get access to thing earlier than the people who stick to c-bills.


Your example shows you're missing the problem.

The problem is that the hyper-nerf of all the skills means the skills are now essentially worth much much less in terms of mech performance. The difference between a mech with basic skills and a mech with full elite and double basics is now pretty minimal.

Fewer people would pay real money to speed up leveling for so little benefit. Me included.

#315 WarmasterRaptor

    Member

  • PipPipPipPipPipPip
  • The Ogre
  • The Ogre
  • 205 posts
  • LocationQuébec - Canada

Posted 20 November 2015 - 12:33 PM

I see many posters in this thread (well honestly pretty much everywhere in the forum sadly :mellow: ) arguing with a "Pay-to-win" mentality.

I bought 3 mech packs up to now and never with the idea of "I'm dumping real money in this game, so I better win".
I gave money because I felt the content and the game in general deserved it.

I'm always glad to see balance passes because it has to happen so that every players, new AND old experience an enjoyable match. Too often I see the addiction of short-lived "glory" and ego-stroking elitism VS the wish to see a growing community having fair fun matches.

I'm not boot-licking PGI, it's just my personal PoV.

Anyway, I guess this is my "cool story bro" moment.
And yes, the mean clanner touched my unarmored lower back CT.

#316 Kaeb Odellas

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,934 posts
  • LocationKill the meat, save the metal

Posted 20 November 2015 - 12:54 PM

View PostMechregSurn, on 20 November 2015 - 10:54 AM, said:

Increasing mech armor would destroy CW. Teams would just Gen rush before you could kill them.


Increase the health of generators. Or add more turrets. There, problem solved.

#317 Mortal2None

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 20 posts
  • LocationUSA

Posted 20 November 2015 - 01:23 PM

For all the gripes about the skill nerfs, at least the extra module slot wasn't taken away. An advantage is still an advantage, even if it is minimal. ( I am all for the skill nerfs. The 2x alone was too much IMO.)

#318 Coolant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,079 posts
  • Facebook: Link
  • LocationCalifornia

Posted 21 November 2015 - 08:38 AM

View PostWVAnonymous, on 20 November 2015 - 11:00 AM, said:


Your example shows you're missing the problem.

The problem is that the hyper-nerf of all the skills means the skills are now essentially worth much much less in terms of mech performance. The difference between a mech with basic skills and a mech with full elite and double basics is now pretty minimal.

Fewer people would pay real money to speed up leveling for so little benefit. Me included.


I agree mostly. I will still occasionally convert GXP to XP because I hate grinding, but you have a good point.

Someone else suggested that PGI did it for the influx of new players from Steam, and I really believe that is a big part of it. I'm not sure why PGI has brand new players at Tier 4 and not Tier 5. They could move up quickly if they pick up the game fast. But since we mostly play against pilots within 2 tier levels, making brand new players fight against tier 2's sometimes doesn't make sense.

#319 Boulangerie

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 477 posts

Posted 21 November 2015 - 10:42 AM

View PostCoolant, on 21 November 2015 - 08:38 AM, said:


I agree mostly. I will still occasionally convert GXP to XP because I hate grinding, but you have a good point.

Someone else suggested that PGI did it for the influx of new players from Steam, and I really believe that is a big part of it. I'm not sure why PGI has brand new players at Tier 4 and not Tier 5. They could move up quickly if they pick up the game fast. But since we mostly play against pilots within 2 tier levels, making brand new players fight against tier 2's sometimes doesn't make sense.


Well, I like that the skill tree is getting nerfed. It was too big of an increase for mechs compared to baseline. It made leveling new mechs a huge chore. I think it would be even better replacing some of these skills with others as well. I'd be fine if they took out the heat related skills entirely.

As far as new players being in tier 4 and not 5, I believe that's because not all new players are completely helpless. They probably benefit more from playing with better players, than they would from having no good players beating them up.

#320 Gallowglas

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,690 posts

Posted 24 November 2015 - 05:46 AM

I'm fine with them tweaking the skill tree values, but this seems to make the increases so minor as to be negligible. People will definitely feel less incentive to grind their chassis for sure.





12 user(s) are reading this topic

0 members, 12 guests, 0 anonymous users