Gyrok, on 17 February 2016 - 03:41 PM, said:
If your game is balanced to the point that the meta min-maxers cannot abuse it enough to gain more than a very slight edge...by default, the rest of the player base will have a balanced game, because they could not possibly min/max any harder than the people that live for it.
True enough, to a point. Won't need to debate this any further.
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The issue here is you compare base stats, but a handful of clan mechs have quirks, and fewer of those are for things that actually matter. Meanwhile, nearly every IS mech has a stack of quirks ranging from agility to bonus structure, heat generation, range, beam duration, cooldown, missile spread...etc.
Yeah, they have those stacks because they ABSOLUTELY need them, otherwise the Clans are so goddamned overpowered, no one but the most die hard masochists would bother playing IS.
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The other issue is that with the game in the current state it is in, finding an actual 95% harmonious balance point will be virtually impossible.
Agreed, that's PGI's fault.
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The way this should be accomplished is the following:
1.) remove all quirks period. ALL QUIRKS.
2.) Restore the skill tree (because it was simply a clan blanket nerf in disguise)
On your number two it hit IS too, in some cases harder than Clans.
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3.) Bring in IS T2 tech comparable to that which the clans have, and any tech clans do not have a counterpart for needs the clan versions brought in. (ER lasers, streaks, UACs/RACs, MRMs, XPL, LFE, CHS, etc.)
Yeesh... Can o' worms there, hence PGI hasn't even touched this and as far as I know, has no plans to any time soon.
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4.) Build your balance around face time exposure from beam weapons, and balance that DPS against PP FLD weapons for both sides accounting for the new T2 tech
Then Clanners are going to have to accept instances of IS weapons having longer range and more power than some Clanner equivalents. Either each side has to have matching stats, OR, there has to be a mix where certain things are better than the other, and visa versa.
We can't act like we can give Clans nearly total technological superiority, but it's somehow balanced...
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5.) Run about 3-4 test server iterations with the equipment introduced for a week at a time and make adjustments accordingly.
6.) Once the internal balance passes and test server changes are approved for live push it to the servers and WAIT. Let it marinade for about 2-3 months and gather data.
7.) Reintroduce quirks for mechs that are showing to underperform and boost agility/structure lightly, with perhaps some weapons quirks thrown in for flavor. (We are talking quirks in the range of 5-15% tops to any one attribute)
8.) Enjoy your now balanced game, continually make small adjustments as weapons and chassis evolve/get introduced, and profit.
All in all, reasonable, not much to be argued with there.
Gyrok, on 17 February 2016 - 03:47 PM, said:
The only clan heavies with any structure quirks at all are the Suckoner and the Baddog.
Both of which I doubt any one would argue over them having.
Are those 'mechs REALLY that bad? I can't think of a single match played where I haven't faced multiple Summoners and Maddogs...