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Old School Balance

20+ year old game offbalanced

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#1 Tabbas VMP

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Posted 20 January 2016 - 01:21 AM

Take some notes from the real game. The table top game. It has lasted over 20 years and was balanced over that time. Look at the damage values and ranges of their weapons. Stop listening to community desire. Even if they don't know it. Challenge and Diversity is what they want. Re-balance the weapons like they should be and the ammo amounts raised to match the armor.
Put in a 360 radar on the display to show say 3-500 range with red and blue dots. intervening terrain and mechs factored in of course.

ECM is a little over powered right now. Harder to lock on. Not impossible. Maybe even make a Module people can run so it still allows lock on it just takes longer instead of no lock on at all.

#2 Dee Eight

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Posted 20 January 2016 - 02:02 AM

Agreed... the illogic of the original game where "long" range missiles shot a mere 630 meters not the 1000 crap it is now. But somehow SRMs are kept at 270 meters ?!?

#3 Russhuster

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Posted 20 January 2016 - 05:34 AM

Agreed, very much so

#4 Female Body Inspector

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Posted 20 January 2016 - 06:35 AM

Way ahead of you on this Tabbas

It's basically Table Top with some personal tweaks etc to balance it out for MWO. MWO is all pinpoint, you point and you click, no bullet drift etc so you can't go exactly off of table top but you can use a lot of it like I did.

View PostDee Eight, on 20 January 2016 - 02:02 AM, said:

Agreed... the illogic of the original game where "long" range missiles shot a mere 630 meters not the 1000 crap it is now. But somehow SRMs are kept at 270 meters ?!?


IS had missiles that went 1320, they just weren't LRM's they were ELRM, the E being Extended. Clan missiles on table top only went 840 so IS wins that range trade.

Edited by RaelM, 20 January 2016 - 06:38 AM.


#5 Roland09

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Posted 21 January 2016 - 11:20 PM

Okay, table top it is, then.

Will you also argue for introducing BattleValue to MWO? Where, just to pick an example, a Nova Prime costs 2663 BV, whereas an Atlas 7-S costs 1929 (according to the Master Unit List)?

Will you also argue for introducing 'Zellbrigen', 'Batchall', 'Honour Rules' to MWO, which were the balancing mechanisms used in TT?

If TT is your thing, you sure don't mind the IS setting up minefields and hidden units against the Clan, no? Use Inferno SRM?

Because, up to now, in this thread, it sure seems you were just cherry picking.

#6 Karl Streiger

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Posted 22 January 2016 - 03:07 AM

To keep the TT values is madness.
Of course we can have them when we say the tt damage/10 value is the DPS value
say the large laser of 8 deals has 0.8dps

and of course we have to change the "firing" mechanic. Say you can't hit the spot you are aiming for. All you can hope for is to hit the enemy mech - when you got a lock...yes lock like in LRM lock....and when you have a good lock maybe all your weapons may hit.
depends of your movement and the target movement. But even when you increase your odds its still random... so your PPC shot may hit the left arm or the head -even when target has a wide open CT.

Ok not to mention the change in the heat system. So when you generate a complete new game well in this case we can have TT values.

Come on, not even HBS with their round based BattleTech game want to stick 100% to the TT values simple because you need freaking BV to balance the shiny balanced Gauss with anything else

#7 DivineEvil

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Posted 22 January 2016 - 09:56 PM

Yeah, it was balanced for 20 years for playing on the table, which is why it is called TABLE-TOP! It won't work here!

If it were so easily to determine what people want, by just starting a topic and deciding for everyone, we wont be in our present situation.

#8 Russhuster

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Posted 23 January 2016 - 03:25 AM

the actual *cough* "balance" *cough* is not working either so where is the difference?

#9 Luminis

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Posted 23 January 2016 - 04:41 AM

Are we gonna implement dice rolls in MWO, too?

#10 Russhuster

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Posted 23 January 2016 - 06:23 AM

that does the comp for us lready or what=?

other than roling a damaged W 20 dice i cnnot explain some PPC chance to hit scenarios - can you?

Edited by Russhuster, 23 January 2016 - 06:24 AM.


#11 Solis Obscuri

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Posted 01 February 2016 - 06:05 PM

Can we also have movement and accuracy penalties based on heat accumulation?

Randomized hit locations regardless of weapon type fired/boated?

Random through-armor-critical hits?

Piloting skill checks to avoid falling while performing elevation changes in reverse or running on ice/pavement?

Cluster-hit randomization for missile systems and LB-x?

Accuracy penalties for jumping or having damaged actuators? For indirect fire?

Penalties for climbing steep slopes or getting up from a fall in a 'mech which doesn't have hand and lower-arm actuators?

Use of multiple sensor modes for spotting as described in Maximum Tech/Total Warfare?

Experimental tech like Blue Shields?

Specialized AP/Precision/Flak/Flechette autocannon rounds?

Heat-seeking missiles?

Guided SRMs in addition to the Dead-fire ones we have now? Dead-fire LRM missiles? Anti-Radiation missiles?

Thunder LRM minelayers? Self-guided Swarm LRMs? Follow-the_Leader LRMs? Inferno missiles? AX (acid) warhead SRMs?

Minimum-range penalties for light autocannons and Gauss Rifles?

There's a lot of fun and interesting stuff in the various Battletech rulebooks which have been published over the past thirty years, but not all of it converts neatly to a mecha FPS...

#12 Luminis

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Posted 02 February 2016 - 01:12 AM

I bet most people wanting "Table Top Balance" would start questioning their ideas once they realise that the IS could probably field twice their the tonnage (I'm saying "their tonnage" because it seems like it's usually Clan-only players asking for this stuff)...

A Timber Wolf Prime is twice as expensive in terms of BV as a Marauder 3R, after all. Assuming no quirks and stuff, would I rather pilot my TBR in that confrontation or be in one of the Marauders? With the dynamics of a FPS game, I'd prefer the numbers.





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