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Root Of All Balance Problems In Mwo


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#101 Quicksilver Aberration

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Posted 01 February 2016 - 12:40 PM

View PostWintersdark, on 01 February 2016 - 12:26 PM, said:

Yeah, do this and you don't see more mechs running other loadouts, you just see fewer different mechs all still running the ideal loadout.

It depends on the meta, not to mention quirks can come into play here. The goal is to limit the capabilities of mechs with good hardpoints numbers from being able to do everything anything with similar hardpoint numbers can do. Stalker vs Awesome is still one of the classic ones, but one that doesn't matter as much since PPCs have fallen so far and because the Awesome is so terribly modeled. Despite that, it could've stopped the Stalker from being one of the top tier assaults since its introduction.

Like I said, it isn't perfect, but it would work well quirks in trying to pretty much pigeonhole a single variant into a build (and all its variations), because that is really the only way we will see variety with 300+ variants. Rather than what we have currently with 50+ variants trying to all be competent at the exact same thing.

Edited by Quicksilver Kalasa, 01 February 2016 - 12:50 PM.


#102 brroleg

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Posted 25 February 2016 - 04:03 PM

bump

#103 CaptainNapalm

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Posted 25 February 2016 - 09:14 PM

I always figured that the random nature of the damage dealt in the TT game was due to the constant electronic warfare being played out by the mechs computer fire control systems. It was set in 3050 after all. It seems logical that there would be considerable effort put into computerising any and all fire control and an equal effort to jam and disrupt same while maintaining your own. This would make for a different experience than the one we have in MWO witch is pretty well just FPS with what were very powerful directed energy and kinetic energy weapons that have since under gone numerous nerfs and balance changes. Convergence, pin point accuracy and fully manual fire control aimed through a window that for some reason hardly ever seems to get hit. Its a bit like putting an iron ring cross hair on an M1 Abrams main gun and having the gunner poke his head out of the hatch to aim it. Don't worry, we made it really hard for them to target your head. Also seems to me the Auto canons aren't very auto. AC 10 and 20 are more like black powder single shot canons with invisible elves reloading them by hand. I would say the only total damage dealt to the strike point ( front loaded?) type weapons should be the gauss and the PPCs. Not so tough to balance the ACs with the Gauss gun if they are both intended for different purposes and have a different basic mechanic. The large ACs at the moment are crap at range and crap up close due to the P poor rate of fire. Auto canon my back side. Unfortunately changes like these are probably a bit late to implement.





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