Alistair Winter, on 06 March 2016 - 08:46 AM, said:
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That doesn't mean it'll make all the poor mechs in the game better: If it's got poor hardpoints/hardpoint locations, it's still going to have poor hardpoints/hardpoint locations.
They are, as we discussed, remodelling some of the more egregious offenders, but again this is done first and foremost to remove size as an issue in balance. Size impacts balance, but if everything is the correct volume:mass (assuming all mechs are as compact as possible) then that aspect of things is at a good baseline.
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Sometimes they get things right. The game has many faults, but balance is improving, slowly.
I'm not faulting PGI with my statements about them failing doing it by hand. I'd argue nobody could do all the mechs by hand based on game balance primarily and not size and mass. There are too many variables, it would take a lot of people, it just wouldn't work.
Consider: Where do we have the most balance success? When PGI makes smaller, incremental changes to individual mechs, or does whole huge balance passes? The larger the pass, the more weird bugs that get in and nonsensical quirks and changes that happen, because it's so much work, and there's so much data.
Doing all this by hand would be a monumental task, and you'd just never get someone making that many balance decisions correctly. Not anybody. It would be a failure, AND the mechs would still be sized wierdly afterwards.