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260T Cw = 2 As7+1 Drg = 10 Lct + 2 Sdr

Balance Gameplay

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#1 AbsUserName

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Posted 01 February 2016 - 12:02 PM

Drop deck flexibility will improve mech diversity immensely.

Why 4 mechs per person? It's railroading everyone on heavies only or assaults+lights.

Edited by AbsUserName, 01 February 2016 - 12:04 PM.


#2 FupDup

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Posted 01 February 2016 - 12:04 PM

If there was no hardcoded mechs per player limit in CW, light rushes would look like this:

Posted Image

I would really want to see that, actually. THEY'RE COMING OUT OF THE FREAKIN' WALLS, MAN!

Edited by FupDup, 01 February 2016 - 12:05 PM.


#3 3xnihilo

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Posted 01 February 2016 - 12:07 PM

13 locusts would...be...AWESOME!!!

#4 AbsUserName

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Posted 01 February 2016 - 12:11 PM

Obviously not. With up to 30s drop intervals, the light rushes would still be company sized.

A dozen lights at a time. People should learn to cope with that.

View PostFupDup, on 01 February 2016 - 12:04 PM, said:

If there was no hardcoded mechs per player limit in CW, light rushes would look like this:

Posted Image

I would really want to see that, actually. THEY'RE COMING OUT OF THE FREAKIN' WALLS, MAN!


#5 Dead Tom Kerensky

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Posted 01 February 2016 - 12:12 PM

Because it would be impossible to balance. Imagine 8 X 12 suicide SRM Jenner's hopping the walls and gen rushing. If you want med, lights, and base defenses to be relevant petition for smaller drop deck sizes. 220 - 230 tons should be about right to make mediums used and to make heavies be a choice. I also means that Assaults would feel very powerful as they would be facing primarily Mediums instead of mostly heavies like it is now.

#6 AbsUserName

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Posted 01 February 2016 - 12:19 PM

There you go, spot on!

Impossible to balance as in lopsided.

***Impossible to balance as in ever shifting meta.***

Today, the balance is very clearly lopsided toward heavies.

View PostMute Lunatic, on 01 February 2016 - 12:12 PM, said:

Because it would be impossible to balance.


CW Beta 1 veterans, didn't you feel the impending (fast) doom before every match???

WILL THEY LIGHT RUSH US??? WHAT SHOULD WE DO?!?!?

That's a sign of tactical depth and strategic variety.

All we have now is the 12-Atlai Steiner light rush...

Edited by AbsUserName, 01 February 2016 - 12:22 PM.


#7 Sandpit

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Posted 01 February 2016 - 12:21 PM

View PostAbsUserName, on 01 February 2016 - 12:11 PM, said:

Obviously not. With up to 30s drop intervals, the light rushes would still be company sized.

A dozen lights at a time. People should learn to cope with that.

Take it from those of us that played through that.
12 lights is not "cope with" situation.

It's a "crap, they rushed and took out objectives because they're all moving at 150+/kph and can swarm to the multiple objectives or rush past any firing lines we set up anywhere on the map"

You can't "cope" with bad design. The zerg rushes early on in CW are why we have the limitations we have now and they're a good thing.

#8 sycocys

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Posted 01 February 2016 - 12:21 PM

The real question is - Why would anyone run an Atlas in CW? Despite its massive structure quirks its still terribly slow and has horrendous hard point locations.

#9 AbsUserName

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Posted 01 February 2016 - 12:32 PM

In the event of a light rush, one or two atlas with backs against the gens can take down a whole light wave.

Even heavies don't have this kind of firepower.

View Postsycocys, on 01 February 2016 - 12:21 PM, said:

The real question is - Why would anyone run an Atlas in CW? Despite its massive structure quirks its still terribly slow and has horrendous hard point locations.


I've played CW when the maps were boreal and sulfurous. The gens were far and wide.

With the current map config, a fireline around omega can take down most light rushes.

View PostSandpit, on 01 February 2016 - 12:21 PM, said:

Take it from those of us that played through that.
12 lights is not "cope with" situation.

It's a "crap, they rushed and took out objectives because they're all moving at 150+/kph and can swarm to the multiple objectives or rush past any firing lines we set up anywhere on the map"


Edited by AbsUserName, 01 February 2016 - 12:31 PM.


#10 Darwins Dog

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Posted 01 February 2016 - 12:33 PM

View Postsycocys, on 01 February 2016 - 12:21 PM, said:

The real question is - Why would anyone run an Atlas in CW? Despite its massive structure quirks its still terribly slow and has horrendous hard point locations.

You don't run an atlas, your team runs 4... on every wave. A push led by 4 atlai is devastating. Also, on defense there is no better mech to hold a chokepoint or body block a generator. That's assuming that your team is willing and able to coordinate decks like that. If you're pugging then the atlas is probably a liability.

#11 sycocys

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Posted 01 February 2016 - 12:34 PM

Maulers can do the same and actually be useful on the rest of the map.
And Stalkers, Warhawks, heck if that's your plan even a Zues can lay down fire better than an Atlas and free up tonnage/be more useful in far more situations.

#12 Mechteric

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Posted 01 February 2016 - 12:46 PM

I think a max of 4 mechs is reasonable, but I think the minimum shouldn't also be 4 mechs. Let someone take just 3 if they aren't a light mech pilot!

#13 Champion of Khorne Lord of Blood

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Posted 01 February 2016 - 12:56 PM

View Postsycocys, on 01 February 2016 - 12:21 PM, said:

The real question is - Why would anyone run an Atlas in CW? Despite its massive structure quirks its still terribly slow and has horrendous hard point locations.




That's why.

You can get your team to bring 2 Atlas waves and then back it up with a couple lights. Most stuff doesn't survive a single Atlas wave, and no one expects that they'd have to take it twice. Then if they managed to even survive that then they get hit by two light rushes. The team could even alternate them.

#14 Alex Morgaine

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Posted 01 February 2016 - 04:13 PM

Up to 4 mechs, but allow less, and make it do weight by group I.e. 12*x where x is planet drop average. Let the group balance it's own weight, and place, oh say 3 of one weight group max limitations. They still can't bring multiple at one at once so even 12 of any one mech is going to happen, at least this way people can bring 3 of a mech they want, and if it's under the average weight they can let allies bring what they want (assuming higher then the average per mech weight) too. You won't get 48 atlai, but if someone wants to bring 3, then that means 3+ people will have to drop in much lighter mechs. It's stiff balancing just as much as right now, where 4 of pretty much any mech can drop. Or 2 atlai and a couple throw aways.

#15 sycocys

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Posted 01 February 2016 - 04:43 PM

You could run a 12 stock Vindicator rush against pugs.... that video is little more than an exercise in pug farming.

Edited by sycocys, 01 February 2016 - 04:43 PM.


#16 Bonger Bob

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Posted 01 February 2016 - 05:45 PM

no, i don't want an end to being able to drop with my 3 x Hellbringer and 1 x Arctic Cheetah.

yeah, i know, its a dirty tactic, but the old adage of "can't beat em, join em" comes to mind.

Yes CW needs a better method for drop deck selection, and more variety added to it, but the OP suggestion is not it. CW would become lights only, make sure you've had your meth mode.

Edited by Bonger Bob, 01 February 2016 - 05:46 PM.


#17 Monkey Lover

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Posted 01 February 2016 - 05:59 PM

I still like to see a drop ship weight limit. This would allow some people to take 4 lights and others to take 4 assaults.

Edited by Monkey Lover, 01 February 2016 - 05:59 PM.


#18 Wolfways

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Posted 01 February 2016 - 06:00 PM

I'd prefer:

Drop deck = up to # of mechs, no tonnage limit.

It's not like mechs are balanced by weight.

#19 Bonger Bob

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Posted 01 February 2016 - 06:07 PM

View PostMonkey Lover, on 01 February 2016 - 05:59 PM, said:

I still like to see a drop ship weight limit. This would allow some people to take 4 lights and others to take 4 assaults.


this would be great if the many missing things for the game where there.

You need game client fully integrated voip functions, lobby's, units need to have the ability to manage drops prior to launch ( nominate a leader, that leader needs to be able to at least see the load outs of others in their team prior to dropping ).....the list could go on forever........

in short, the missing team management and coordination tools that are present in 99% of mmo's are not going to allow it to happen.





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