Has Mwo Reached A Mech Sameness Saturation Point?
#1
Posted 20 January 2016 - 04:28 AM
Some us are trying to stay lore purists. PPCs as per lore. Others are searching for the perfect meta. Most DPS. Built for this map.
However my point is we keeping getting new mechs. We keep slapping on the same weapons. At some point when you have over a hundred mechs many start to blur together.
Some say the timeline is currently 3050, or 51, or even 52.
I know mechs sell. And this game needs the money from those mech sales to keep the servers alive. Also there are many many fixes the game needs particularly in CW.
But even table top had to evolve. IS saw the clans, saw the new weapons, saw many balance issues created some which still linger to this day.
However I am just curious to know others feel? Should PGI consider adding in new weapons by advancing the time a few years? This would introduce new mech possibilities too. Or should they really buckle down and fix what we have before introducing new weapons which will lead to new variations on the mechs we already have?
#2
Posted 20 January 2016 - 04:37 AM
#3
Posted 20 January 2016 - 04:40 AM
#4
Posted 20 January 2016 - 04:45 AM
I think Battlemechs should not be allowed to change engine sizes, just STD or XL. However, base speeds have to be adjusted to their supposed TT values as well, an Atlas or a Direwolf should NOT run at 48 kph, they should do 53 kph... the speed tweak should be a bonus, not a necessity.
Weapon hardpoints should also dictate which size of weapon can be changed in. Large energy for large energy, small ballistic for small ballistic...
And for the Omnimech side of things... keep the current hardpoint system, but fix the armor values. You want to pilot a Hellbringer? Then you better deal with its paper armor.
*equips http://www.sarna.net...esistant_Armor*
Edited by Marcel Bekker, 20 January 2016 - 05:09 AM.
#5
Posted 20 January 2016 - 05:05 AM
It's something completely different from anything in the game currently!
Edited by Juodas Varnas, 20 January 2016 - 05:05 AM.
#6
Posted 20 January 2016 - 05:15 AM
#7
Posted 20 January 2016 - 05:18 AM
And buff IS lasers/ER/PPCs so PGI can finally remove/reduce some of the ridiculously large quirks people are taking advantage of.
Edited by El Bandito, 21 January 2016 - 06:48 PM.
#8
Posted 20 January 2016 - 06:06 AM
Lets be honest when someone steps into a Ac 20 multiple ML equipped emch and it cna be ugly.
But when someone hails down like 80 lrms on you damage is so spread out it's not that bad. Not evens peakign how easily you even cna avoid this from happening.
how is that balanced?
sometimes I think we should get rid of Techdifferences and just equalise them and do some chassis quirks depending on chassis differences and then see. There is too much in the balance equation to properly be handeled by PGI. Gettign more and new wepaons won't change this it may change the metaweapons yet not balance the current imbalance between already dead and viable weapons.
Mister D, on 20 January 2016 - 05:15 AM, said:
balance tweaks? But thats maybe asked too much
Edited by Lily from animove, 20 January 2016 - 06:08 AM.
#9
Posted 20 January 2016 - 06:21 AM
El Bandito, on 20 January 2016 - 05:18 AM, said:
And buff IS lasers so PGI can finally remove/reduce some of the ridiculously large quirks people are taking advantage of.
SPL DMG/HEAT
MWO: Clan 6/3 IS 4/2
TT: 3/2 both
A lot more damage on the Clan version than it should have... ranges are about right for both compared to TT
ERLarge DMG/HEAT
MWO: Clan 11/10 IS 9/8 Regular Large Laser 9/7
TT:Clan 10/12 IS 8/12 Regular Large Laser 8/8
This one is especially striking... both produce a lot less heat and do more damage than they should.
LPL DMG/HEAT
MWO: Clan 13/10(!) IS 11/7(!!)[
TT: Clan 10/10 IS 9/10
I literally can not... what? In one fell swoop PPCs are made pointless unless quirked!
Mhm...
What else? Oh yes, Armor Values are doubled in MWO, but for some reason ammunition count is not... LRMs have 180 compared to 120 in TT, merely 50% more.
SRMs have exactly their TT ammo count.
Gauss Rifles have 10 instead of 8, barely a 20% increase.
AC20s have 7 instead of 5.
AC10s actually have double their TT ammo values, 20 instead of 10.
AC5s have 30 instead of 20, another 50% increase.
AC2s have 75 instead of 45
And people actually wonder why Lasers are the "Meta", and most builds gravitate to ERLL or LPL boating for longer range and SPLs for short range? They actually wonder why everything gets so "samey"?
What can we expect Clan Heavy Lasers to look like when they come in 3058? A Clan Heavy Large Laser with 20 damage, 16 heat and 2 to 2.5 seconds duration?! It certainly looks that way from the other Laser systems.
Edited by Marcel Bekker, 20 January 2016 - 06:39 AM.
#11
Posted 20 January 2016 - 06:35 AM
El Bandito, on 20 January 2016 - 05:18 AM, said:
And buff IS lasers so PGI can finally remove/reduce some of the ridiculously large quirks people are taking advantage of.
I agree weapon balance still needs work in respect to the quirk system and clans vs IS. However, across the board buffs to IS lasers will buff every IS mech with an energy hard point ... effectively giving every mech an energy quirk.
For example, if IS laser range were increased by 10%, That is effectively the same as a 10% energy range quirk applied to every mech. If you then remove the 20%+ range quirks from the handful of mechs that have them then you will have buffed every IS mech with a less than 10% range quirk while nerfing the few that have larger quirks.
The question is ... will that give any better balance than the current situation and I am not sure that it will. IF there are certain IS mechs where the quirks are too large would it not be better to simply reduce those quirks a bit? ... and IF the IS laser is found to need a buff on EVERY IS mech then perhaps the lasers should be made slightly more effective while reducing the "over-quirked" mechs.
Anyway, I agree that basic weapon balance issues are being compensated for by the application of quirks. Fundamentally, in general, clan weapons are more effective than the IS variants with very few exceptions. It would take a lot of changes to actualy make clan weapons equal IS weapons while still retaining a unique character and I suspect that there is resistance to that process because some folks believe that clan weapons SHOULD be better than IS based on lore.
#12
Posted 20 January 2016 - 06:39 AM
#14
Posted 20 January 2016 - 06:48 AM
In short at some point the only difference between a percetage of mechs and chassis is cosmetic. It's a known compounded outcome mathematically.
#15
Posted 20 January 2016 - 06:53 AM
The new technology should be different from what we have and provide new options, but it should absolutely not be stronger and make anything obselete.
The mechlab doesn't become any more interesting simply by adding new stuff, it only becomes more interesting if there are more competitive and difficult choices to make.
There are also some weapons already in the game that remains to be made properly viable, such as flamers, machine guns, LBX and LRM20. By making those good enough to compete you would create some new variety. It seems reasonable to fulfill that potential before advancing the timelime.
We also haven't really gotten to play a fully featured CW yet, which is supposed to be about the clan invasion, I wouldn't want an advanced timeline until I have played CW with a bit more content.
#16
Posted 20 January 2016 - 06:56 AM
#17
Posted 20 January 2016 - 07:02 AM
MWO desperately needs some new game modes and content to keep my attention.
Edited by Lostdragon, 20 January 2016 - 07:18 AM.
#18
Posted 20 January 2016 - 07:09 AM
El Bandito, on 20 January 2016 - 05:18 AM, said:
Agreed.
Flamers - should do damage through armor if the mech is above XX% heat (85% or so)
MG - slight damage increase
LBX - higher crit rate
Add in mortars too.
#19
Posted 20 January 2016 - 07:11 AM
Tom Sawyer, on 20 January 2016 - 04:28 AM, said:
Some us are trying to stay lore purists. PPCs as per lore. Others are searching for the perfect meta. Most DPS. Built for this map.However my point is we keeping getting new mechs. We keep slapping on the same weapons. At some point when you have over a hundred mechs many start to blur together.Some say the timeline is currently 3050, or 51, or even 52.
I know mechs sell. And this game needs the money from those mech sales to keep the servers alive. Also there are many many fixes the game needs particularly in CW.But even table top had to evolve. IS saw the clans, saw the new weapons, saw many balance issues created some which still linger to this day.However I am just curious to know others feel? Should PGI consider adding in new weapons by advancing the time a few years? This would introduce new mech possibilities too. Or should they really buckle down and fix what we have before introducing new weapons which will lead to new variations on the mechs we already have?
Its been like this for two years now. The game is stale and we need new weapons badly!
#20
Posted 20 January 2016 - 07:21 AM
Also before considering new weapons I personally would rather see 2-3 new game modes for solo MM and CW the game need a fresh new look and feel to play with new game modes then all those new weapons wont become same same so fast.
Edited by KahnWongFuChung, 20 January 2016 - 07:22 AM.
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