Ultimax, on 27 June 2016 - 11:37 AM, said:
It would not be impossible.
Scaling a few mechs down, and then quirking as needed would have been better than scaling nearly every mech UP and then quirking as needed.
But they'd never get that right. They'd scale the wrong ones down, by the wrong amounts, because there's no real way to know exactly
how much smaller to go. But whatever, again, it's academic now.
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Have you not seen that more mechs got larger, than smaller?
They are literally going in the opposite direction.
In the very post you quoted:
Wintersdark, on 27 June 2016 - 11:02 AM, said:
I will say, they went very much larger than I expected overall. Much larger. I expected few mechs to grow, and was quite surprised at how many did. They should have gone smaller, yes.
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What they needed to do, if they were going to spend this much time and effort on this, was actually factor in the importance of surface area, the importance of profiles, make adjustments to their calulations based on the idiosyncrasies of mech designs.
*sighs* What, exactly, in absolute numbers relative to quirks, is the importance of surface area? Profiles?
This is the problem. If they'd tried, they'd have failed, and badly. They failed anyways, but they failed because they targeted larger than they should have overall, and because they
tried to scale for balance. They shouldn't have, because they're terrible at it.
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In essence, they probably had an aesthetic break point for how small the Nova & Catapult could become before it was unappealing or "too small" and then instead of taking into consideration the idiosyncracies of their design - they decided that for everything to align to the formula - then many mechs must get larger.
I'm sure this is exactly what happened, actually.
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So in essence, they had a balance issue derived from an aesthetic factor, and decided to use a formula that created more even more balance issues to satisfy an aesthetic factor.
I'd argue the bigger problem is that they
didn't use a consistent formula. By their own post, they admit that scaling ISN'T purely volumetric but also altered for "balance and gameplay reasons". They didn't do pure volumetric scaling, they tried to do things for balance, and they fudged it up as expected.
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The outcome was unknown to people who are not knowledgable in how the game is actually played.
I promise there are plenty of players stunned that PGI could not see the outcome of this direction.
You misunderstand. Please, re-read that part of my post, or don't, it doesn't matter. In short: NOBODY knew exactly (in terms of quirk numbers) how much a given percentage of scale would impact mechs. EVERYBODY knew bigger=worse, smaller=better, but that isn't anywhere close to the whole story. A 2% increase or decrease in scale has 0% gameplay impact. But a larger change suddenly can have a HUGE impact. It's non-linear, and the exact amount of "a HUGE impact" was unknown. Now it's less unknown; but still, it had NEVER been done before.
I'm sure there's lots of people who claimed (and claim) to know exactly, but they're full of crap. Nobody has done this before, in ANY 3D game. It's wholly new territory.
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You don't err on the side of negative impact, instead of on the side of positive impact because you don't know the performance change relative to the size change.
As I said, they went bigger, and they shouldn't have. You don't need to keep saying this.
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You're right though, this is the dump that we got and are likely stuck with.
Definitely stuck with. I'd ************* if they rescaled another mech - it's a ton of work, and they're extremely unlikely to chase their tails when they can just play with quirks instead.