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Cd's Twelve Step Program To Fix Mwo


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#61 CMDR Sunset Shimmer

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Posted 05 February 2016 - 03:10 PM

View Postcdlord, on 05 February 2016 - 12:20 PM, said:

I see bandaids on top of bandaids and it's no surprise to me that we're so broke. The foundation, whether people realize or not, is based on TT. Sometimes you just gotta tear down the house, fix the foundation, and start rebuilding from there. I'm fully aware that my proposals are not the end-all be-all to balance. I'm just trying to fix the foundation. Posted Image


Which is legit, and I agree, I've been here at least as long as you, and I've seen all the bandaid measures... the problem is, PGI doesn't seem to care.

#62 Amsro

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Posted 05 February 2016 - 03:31 PM

View Postcdlord, on 05 February 2016 - 05:57 AM, said:

01. Return all weapon and equipment (like DHS) values to TT.
02. Remove Ghost Heat.
03. Introduce a real heatscale.
04. Introduce Sized Hardpoints.
05. Introduce a form of R&R or Logistics.
06. Reduce all map modes to one.
07. Requirk to support stock loadouts and chassis that need it (HBK hunch).
08. Rework modules to not add more than 10% buff and give them a manufacturer so pilots can collect a "set".
09. Set the pure solo queue and the CW queue to 10v12/Clan v IS. Pug group queue is OK as free-for-all.
10. Retool the mechlab to account for the weights of the gyro and other default components. This will open the door for future additions like the light gyro and cockpits, etc.
11. For CW, use the invasion corridor and wave map per lore. If the Clans win Tukayyid, party! If the IS wins, Operation Serpent. And set this to 6 month seasons.
12. Rescale mechs based on volume. Atlas, KGC, and DWF (and now KDK) are 100 tons so they represent 100%. Set the Locust to 20% volume and perhaps shortest height to 33% of the tallest mech and there you go.

BONUS: IF PGI introduces unit size limitations, here's my suggestion on how to do it.

Constructive feedback will be appreciated. Unconstructive hate will get reported.


01. Return all weapon and equipment (like DHS) values to TT.

It would be worth a try if we are doing the rest of the list.

02. Remove Ghost Heat.

Can't be done soon enough
03. Introduce a real heatscale.

Must Have
04. Introduce Sized Hardpoints.

I don't think this would be an issue if the heat scale and weapons are properly done.

05. Introduce a form of R&R or Logistics.

This should apply in CW at least.

06. Reduce all map modes to one.

Maybe not 1, but at least redo "assault" make it like a 1 mech CW match, attack/defend a base.

07. Requirk to support stock loadouts and chassis that need it (HBK hunch).

Again if the Heat Scale and Weapons are balanced there is no need for "quirks"

08. Rework modules to not add more than 10% buff and give them a manufacturer so pilots can collect a "set".

Sure

09. Set the pure solo queue and the CW queue to 10v12/Clan v IS. Pug group queue is OK as free-for-all.

I like the 10vs12 ClanvsIS. Should make clan vs IS mech balancing easier.

10. Retool the mechlab to account for the weights of the gyro and other default components. This will open the door for future additions like the light gyro and cockpits, etc.

Maybe remove the 10 heatsink minimum.?

11. For CW, use the invasion corridor and wave map per lore. If the Clans win Tukayyid, party! If the IS wins, Operation Serpent. And set this to 6 month seasons.

CW needs something yeah.
12. Rescale mechs based on volume. Atlas, KGC, and DWF (and now KDK) are 100 tons so they represent 100%. Set the Locust to 20% volume and perhaps shortest height to 33% of the tallest mech and there you go.

I think the light mechs are best scaled in the game, everything else is pretty much too big. No way a Atlas is only 5 Locusts of mass. Atlas is too big.


Overall I like a lot of what you have.

The basics to me is to remove ghost heat and introduce a true heat scale. 30 max, now the game changes and so will the builds.

Once a base is in place balancing from there would be much easier. With this change you would have effectively gotten rid of the high damage alpha. Instead it will be used like it was intended, as a last ditch blast and hope you live to tell about it. Posted Image

#63 oldradagast

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Posted 05 February 2016 - 03:54 PM

View PostProsperity Park, on 05 February 2016 - 08:30 AM, said:

Nah, I don't like this 12 step program. The point of the OP is to make assymetrical teams of better Mechs vs lesser mechs, and follow the senseless TT weapon values.

I don't want a BattleTech game. I want a Mechwarrior game. That is why I am here. If you want a BattleTech game, then go play one.


Agreed. While the game could use some serious polish in places, the slavish adherence to Lore does get on my nerves for two reasons:

- Lore is not balanced. It's not some perfect harmony of countless, comparable mechs slugging it out in glorious combat. In reality, it's full of trash mechs, a few OP ones, and the weapon balance is similarly off. Additionally, a good chunk of the game simply would make no sense in a video game. Imagine, for example, if all weapons fired at the same rate as they do in tabletop. Gee, I wonder which one people would pick - an AC 20 doing 20 damage a round, or an AC 2 doing 2 damage? It just makes no sense.

- Lore is based on a tabletop miniatures game where point value determined what you can bring in your army. We don't have that here - we have relatively fixed team sizes. So, you can't bring 20 locusts vs. 1 Atlas or whatever. And even if you could, nobody wants to play cannon-fodder. In tabletop, nobody cared if the pilot of that locust who died turn 1 was having fun or not - he's just a cheap filler unit in your army. Here, it makes a huge difference since everyone gets 1 mech per match. Fill the game with trash mechs and filler - just like Lore demands - and you'll have nobody playing the game, barring a few hangovers slugging it out in the handful of playable assault mechs.

No, it just doesn't work.

#64 TexAce

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Posted 05 February 2016 - 04:51 PM

Can't agree with basically anything.

I dont want mechs with pure volume scale. I want mechs to have character. Which they do now.

I only want a good real skill tree and convergence fixed. Everything else will come automatically afterwards.

Edited by TexAce, 05 February 2016 - 04:52 PM.


#65 C I L L I P U D D I

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Posted 05 February 2016 - 05:44 PM

If you want to play the TT, go play the TT. If you want to play a shooter that is themed after Mechwarrior, then this is your game. Everytime I see one of these "make der game like like the der der der TT" I just roll my eyes. Put this crap in the Suggestion Forums so no one has to see this crap.

Edited by C I L L I P U D D I, 05 February 2016 - 05:44 PM.


#66 wanderer

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Posted 05 February 2016 - 06:37 PM

View PostC I L L I P U D D I, on 05 February 2016 - 05:44 PM, said:

If you want to play the TT, go play the TT. If you want to play a shooter that is themed after Mechwarrior, then this is your game. Everytime I see one of these "make der game like like the der der der TT" I just roll my eyes. Put this crap in the Suggestion Forums so no one has to see this crap.


Strangely, at least in my case I make suggestions from TT sources to fix things that are literally broken or would be more refined ways to deal with awkwardly coded bits of MWO.

"Themed after Mechwarrior" is kinda hilarious, though. After which one? This really doesn't resemble any of them.

#67 C I L L I P U D D I

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Posted 05 February 2016 - 06:55 PM

Themed in the sense it has Mechs. I have a Bear theme as my background on my PC and Twitch, doesn't mean I'm an actual bear.





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