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Idea To Balance Mech Classes Outside Of Combat Ability


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#1 Ex Atlas Overlord

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Posted 20 July 2016 - 12:47 PM

Step 1) Balance a mechs combat ability based on a ratio. For example, pretend PGI comes to it's senses and realizes it should take 4 light mechs working together to bring down an assault in direct combat.

Step 2) Implement drop ships for solo / group Q.

Step 3) Implement drop deck for solo /group Q.

Step 4) Assign each player a tonnage, based on the previously decided ratios

Aka, no one could drop in a locust and expect to lolpwn a direwolf in a firefight by themselves...but they could bring 3 or 4 mechs to the fight rather than a single dire...

The players that preferred light mechs would all bring multiple lights and participate in multiple light swarms and / or multiple chances to scout and relay information.

The players that preferred mediums / heavies / assaults would each bring a smaller number of mechs respectively, but their mechs are balanced combat wise against the number of mechs of a lower weight class.

For example a player could bring a timber wolf (and assuming said player had a brawling build) and realistically expect to out brawl multiple enemy lights before being seriously damaged or killed (rather than a single lights alpha or two we have currently)....but if 3 or so grouped and worked together would go down in a short time (aka the time it takes now for a single light to alpha, poke alpha over 3 seconds for 70 damage).

This may even open the door for PGI to allow numerically uneven clan vs IS fights...

Edit: So basically why would taking the exact same tonnage logic currently used and accepted in FW and applying it to Solo Q be a bad thing?

Edited by Ex Atlas Overlord, 21 July 2016 - 03:20 AM.


#2 Deathlike

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Posted 20 July 2016 - 01:20 PM

This assumes that PGI is competent in doing this correctly or fairly, which has never ever happened.

#3 ProfessorD

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Posted 20 July 2016 - 01:21 PM

1) No. Also, hell no.

2) Done, as far as PGI is concerned. (Remember, this is a Minimally Viable Product. Check your ambition, pride in your work, creativity, and common sense at the door before entering the PGI design studio.)

3) Ok....

4) So, there are fragments of interesting ideas in here. There probably is a fun way to implement a "bring X tons worth of mechs" mode, but your point #1 would require a level of balance changes that's totally unworkable (and we have abundant evidence that PGI would break half the stuff they tried to change, so we do not want this).

The bigger problem with this mode is that, even if lights were massively nerfed to try to support the concept, the side with more lights would have either more human pilots or more waves. This gives the side with more lights more opportunities to identify the weak points of the heavier side and exploit them, which I very strongly believe will still give the lighter side a major advantage unless you nerf lights to an entirely-not-fun-at-all degree.

#4 Ex Atlas Overlord

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Posted 20 July 2016 - 01:26 PM

View PostDeathlike, on 20 July 2016 - 01:20 PM, said:

This assumes that PGI is competent in doing this correctly or fairly, which has never ever happened.


*shrug*

View PostProfessorD, on 20 July 2016 - 01:21 PM, said:

the side with more lights would have either more human pilots or more waves. This gives the side with more lights more opportunities to identify the weak points of the heavier side and exploit them, which I very strongly believe will still give the lighter side a major advantage unless you nerf lights to an entirely-not-fun-at-all degree.


I was thinking that as the mechs got lighter, the pilots that brought them would be able to deploy them as soon as their previous one was destroyed.... basically "respawn"

So the number of mechs you could bring to a battle would be limited by it's tonnage...

Sort of a way to reflect the "commonplace-ness" of mediums and lights and the rarity of heavies and assaults in lore....

#5 operatorZ

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Posted 20 July 2016 - 02:27 PM

You want light pilots to be able to bring 90 tons of lights to fight 75 ton's of TBR?

How about the light pilots just bring a TBR? Problem solved.

They aren't balanced, PGI isn't going to balance them, if you want a easier time of it bring a heavier mech. You want to play the game on "hard" mode play a light. Problem solved.

#6 Lykaon

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Posted 20 July 2016 - 03:04 PM

View PostEx Atlas Overlord, on 20 July 2016 - 12:47 PM, said:

Step 1) Balance a mechs combat ability based on a ratio. For example, pretend PGI comes to it's senses and realizes it should take 4 light mechs working together to bring down an assault in direct combat.

Step 2) Implement drop ships for solo / group Q.

Step 3) Implement drop deck for solo /group Q.

Step 4) Assign each player a tonnage, based on the previously decided ratios

Aka, no one could drop in a locust and expect to lolpwn a direwolf in a firefight by themselves...but they could bring 3 or 4 mechs to the fight rather than a single dire...

The players that preferred light mechs would all bring multiple lights and participate in multiple light swarms and / or multiple chances to scout and relay information.

The players that preferred mediums / heavies / assaults would each bring a smaller number of mechs respectively, but their mechs are balanced combat wise against the number of mechs of a lower weight class.

For example a player could bring a timber wolf (and assuming said player had a brawling build) and realistically expect to out brawl multiple enemy lights before being seriously damaged or killed (rather than a single lights alpha or two we have currently)....but if 3 or so grouped and worked together would go down in a short time (aka the time it takes now for a single light to alpha, poke alpha over 3 seconds for 70 damage).

This may even open the door for PGI to allow numerically uneven clan vs IS fights...



Here is what is wrong with your assumptions.

That there isn't already a ratio in place. There is. There are several tonnage based limitations in place. A light mech can not exceed it's chassis's armor capacity or it's tonnage's total weight payload.

A 20 ton mech has 138 armor cap while a 100 ton assault mech has 614 armor cap.
A 20 ton mech has around 13 tons of payload for engine and weapons after maxing it's armor.
A 100 ton mech has around 73 tons of payload post capping armor.

Do you not see that a ratio that limits power is already in place. It's not like the Light mech can ever have the ability to single alpha kill a well designed assault mech. The opposite is not true.

You seem to think that tonnage is the deciding factor in mech capability. It's not.Pilot ability plays a large role.

A team is composed of 12 players. Any player should be as relevant as any other player. By artificially reducing the capabilities of mechs based on tonnage Or even increasing the power level you create an obvious choice that is superior to any other choice.

I constantly see posts from players who make a lot of assumptions about what an assault mech should be doing and what a light mech should not be doing.You do not want mechs balanced you want targets that fold like paper and do not present any challenges to over come.

The primary characteristics that make up a mechs capabilities are

ONE size: smaller is harder to hit
TWO speed faster is harder to hit
THREE Absorption: Armor and structure dictate how much a mech can take before being destroyed
FOUR Weapon payload: Dictated mainly by tonnage. High payload frequently translates directly to offensive power.

A locust rates the highest in small size and speed while also rating the lowest for absorption and payload. A Direwolf is opposite with high payload and absorption. This seems pretty fair. The Direwolf can with one successful alpha strike kill a Locust. The Locust can not do the same so must remain exposed to counter fire longer to meet the same damage output from a single alpha of a Direwolf. I nessence the direwolf needs to hit ONCE the locust will need to land several alpha strikes to kill a Direwolf.

And let's flip the coin over.

Would a light mech be worth the same "points" if it were 1/4 the power of an assault mech?

Should a point of damage inflicted on a light be worth the same? Should a light mech kill be 25% an assault mech kill? Should a light mech that does solo a Direwolf get 4x the XP and C-Bills for it since it was four times the difficulty?

And here is why you plan is utter trash...

A team is 12 players.

If team blue took all light mechs and team red took all assault mechs the power ratio would be a factor of four in favor of the team that chose assault mechs.

Since only 12 players on a team are active at once the assault mechs should win every engagment mathamaticly speaking.

The 12 light mechs "wolfpack" but run across an assault mech "herd" the lights are not going to win this fight when each and every herd member is equal to four wolves. To make this a fair fight the light mechs would need 48 mechs active at once.

But you said there is a dropship...let us assume that taking a light mech allows for 4 mechs while taking the assault mech allows for 1 mech on the drop ship.

The assault mechs will still win due to a higher ratio of attrition on the light mechs. To grasp this you need to think in partial effects instead of whole kills. And you need to take into account a "typical" light mech design compared to a "typical" assault mech.

How difficult is it for 12 direwolves to kill 12 locusts if the direwolves were 4x the power of a Locust? Keep in mind that the to kill a locust you need to take out it's XL engine it's CT or leg all of those require ONE alpha strike that deals around 30 damage (very typical) The Direwolves need not deplete an entire mech's worth of armor and structure they need to deal 30 damage to any one location that isn't an arm.

Basically your plan is so poorly thought out it would result in mech choices being reduced to heavy and assault and only the top performers of those classes because due to the artificial ratio you want impose minmaxing is MANDATORY on a singular mech scale.

Edited by Lykaon, 20 July 2016 - 03:08 PM.


#7 Davers

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Posted 20 July 2016 - 03:25 PM

I have no idea what drastic changes would be necessary to make 4 light mechs= an assault. Would you quarter their armor and weapon damage? Would you make them larger and slower? What about all the good assault pilots that can kill them now?

The idea that a light mech shouldn't be a threat to an assault mech is absurd.

#8 Ex Atlas Overlord

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Posted 20 July 2016 - 04:11 PM

View PostoperatorZ, on 20 July 2016 - 02:27 PM, said:

You want light pilots to be able to bring 90 tons of lights to fight 75 ton's of TBR?

How about the light pilots just bring a TBR? Problem solved.

They aren't balanced, PGI isn't going to balance them, if you want a easier time of it bring a heavier mech. You want to play the game on "hard" mode play a light. Problem solved.


1) I don't know what would be a good ratio, I just know that lights are supposed to be much cheaper, and much less of a direct combat threat than a heavy.

2) The difference is each individual light pilot could bring multiple lights for each battle....where as the timber pilot would only have a single mech.

3) As the game stands light mechs / light mediums are pretty darn easy mode

#9 Deathlike

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Posted 20 July 2016 - 04:14 PM

View PostEx Atlas Overlord, on 20 July 2016 - 04:11 PM, said:

3) As the game stands light mechs / light mediums are pretty darn easy mode


It's "easy mode" until you face people that can actually aim.

#10 Ex Atlas Overlord

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Posted 20 July 2016 - 04:27 PM

View PostLykaon, on 20 July 2016 - 03:04 PM, said:

That there isn't already a ratio in place. There is. There are several tonnage based limitations in place. A light mech can not exceed it's chassis's armor capacity or it's tonnage's total weight payload.


1) The games current "balance" based on speed to armor is insanely unbalanced in favor of speed. Which is why heavies are better in the vast majority of fire fights than an assault. The extra 100 armor doesn't mean jack compared to the extra 20-30kph of the heavy.

2) Pretending that giving assaults more "total armor" is a balancing factor is absurd when it can't be allocated however they choose.

3) All that armor on an assault is meaningless when there is virtually an insta-kill button on their backs.

Aka, the current "Speed vs raw armor" is crap.

View PostLykaon, on 20 July 2016 - 03:04 PM, said:

Do you not see that a ratio that limits power is already in place. It's not like the Light mech can ever have the ability to single alpha kill a well designed assault mech. The opposite is not true.


Literal "single alpha insta-kill"? No.

Multiple quick alphas that are virtually indistingishable from a single alpha insta-kill? Yes, all the time...

Ex) How much damage does a SPL firestarter do in it's 0.72 seconds again? 30? 35? How much damage does it take to kill the average assault from the rear CT (or even ST if it's XL)? 70? 80?......

A difference that doesn't make a real difference isn't a difference.

View PostLykaon, on 20 July 2016 - 03:04 PM, said:

And here is why you plan is utter trash...

A team is 12 players.

If team blue took all light mechs and team red took all assault mechs the power ratio would be a factor of four in favor of the team that chose assault mechs.

Since only 12 players on a team are active at once the assault mechs should win every engagment mathamaticly speaking.


In a theoretical match using this system, in a theoretical game of 12 players..... if one side had 12 assaults.... the other side might have up to 48 light mechs.... with 12 deployed at any one time.

So sure, all 12 lights run in... kill an assault or two and get wiped.

Next time it's 12v10....and they kill 3 this time maybe..

Next wave it's 12v7....now they kill 4 this time...

Last wave it's 12v3....

View PostDavers, on 20 July 2016 - 03:25 PM, said:

I have no idea what drastic changes would be necessary to make 4 light mechs= an assault. Would you quarter their armor and weapon damage? Would you make them larger and slower? What about all the good assault pilots that can kill them now?

The idea that a light mech shouldn't be a threat to an assault mech is absurd.


1) I don't either, that's PGIs job.

2) The idea that they should be a threat 1v1 is absurb. See how that sort of blanket statement works?

View PostDeathlike, on 20 July 2016 - 04:14 PM, said:

It's "easy mode" until you face people that can actually aim.


That's why good players and comp teams never use lights and fast mediums right?

B/c they're total trash that are constantly insta-killed on sight?

*logic*

#11 Khobai

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Posted 20 July 2016 - 04:29 PM

This idea is bad because getting to drop in a jenner 3 times is way better than dropping in a direwolf once.

A better way to balance the 4 weight classes is simply to make role warfare a reality.

Force heavies/assault to somehow dependent on lights/mediums and a parity between all four weight classes will be reached.

Edited by Khobai, 20 July 2016 - 04:31 PM.


#12 Deathlike

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Posted 20 July 2016 - 04:32 PM

View PostEx Atlas Overlord, on 20 July 2016 - 04:27 PM, said:

That's why good players and comp teams never use lights and fast mediums right?

B/c they're total trash that are constantly insta-killed on sight?


Now you're being dumb.

The only time they use them is because of actual restrictions in league drops.

If there were no restrictions, they would not bother to use them.

Lights do get wrecked in comp drops all the time... the fact that you are ignorant on the situation is not an argument.

#13 Ex Atlas Overlord

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Posted 20 July 2016 - 04:41 PM

View PostKhobai, on 20 July 2016 - 04:29 PM, said:

This idea is bad because getting to drop in a jenner 3 times is way better than dropping in a direwolf once.

A better way to balance the 4 weight classes is simply to make role warfare a reality.

Force heavies/assault to somehow dependent on lights/mediums and a parity between all four weight classes will be reached.


Current? Yeah 3 lights are WAY better than a single assault...but that's why the very first step would be for PGI to adjust thing. Now how they would do this, I have no idea.

Well, we've been asking for role warfare for a long time, and the one attempt they made the community made it clear they weren't interested so I doubt PGI will re-visit that idea.

View PostDeathlike, on 20 July 2016 - 04:32 PM, said:

Lights do get wrecked in comp drops all the time... the fact that you are ignorant on the situation is not an argument.


Everything gets insta wrecked in comp drops.

Teamwork is OP.

/yourpoint

#14 DivineTomatoes

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Posted 20 July 2016 - 04:45 PM

Aka lets nerf light mechs. AGAIN.

I edited it to get the point across.

Edited by Reaver2145, 20 July 2016 - 05:00 PM.


#15 Templar Dane

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Posted 20 July 2016 - 04:59 PM

View PostEx Atlas Overlord, on 20 July 2016 - 04:11 PM, said:


1) I don't know what would be a good ratio, I just know that lights are supposed to be much cheaper, and much less of a direct combat threat than a heavy.

2) The difference is each individual light pilot could bring multiple lights for each battle....where as the timber pilot would only have a single mech.

3) As the game stands light mechs / light mediums are pretty darn easy mode


So you think that just because your mech is bigger you should win every fight regardless of skill. That your potato reflexes should be sufficient to hit any mech.

You think lighter mechs should just be food for anything heavier.

People like to win. If they were 'easy mode' people would flock to them and they wouldn't be a minority in every game.

#16 Quicksilver Aberration

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Posted 20 July 2016 - 05:01 PM

View PostEx Atlas Overlord, on 20 July 2016 - 04:41 PM, said:

Everything gets insta wrecked in comp drops.

No, they don't, not like lights, nice try.

#17 Templar Dane

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Posted 20 July 2016 - 05:03 PM

View PostEx Atlas Overlord, on 20 July 2016 - 04:27 PM, said:




That's why good players and comp teams never use lights and fast mediums right?

B/c they're total trash that are constantly insta-killed on sight?

*logic*


We pilot everything, not just light/medium. The reason some of us like them so much is because it's great fun to run down a skill-less assault pilot and kill him, then see the tears in all chat.

#18 Requiemking

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Posted 20 July 2016 - 05:55 PM

Seriously, people need to get over that fact that yes, Light mechs are allowed to do damage and rake in kills. All of their beliefs on how Lights should be can easily be countered by the existence of two mechs, the Adder and the Kit Fox. Here is how they think, and how I counter their arguments with these two mechs.

1. "Light mechs have to be scouts"- Wrong. Both the Adder and the Kit Fox are fire support mechs that can be configured into assassin units.

2. "Light mechs can't carry large weapons" - Also wrong. They both routinely carry heavy payloads. Hell, the Adder Prime's stock loadout is two ERPPCs, and half the Kit Fox's weight, even at max armour, is devoted to weaponry alone.

3. "Light mechs are all fast with giant engines"- Still wrong. Both the Adder and the Kit Fox actually have rather small engines for their size, allowing them to carry more weapons and armour than other lights, at the cost of speed.

4. "Light mechs can't win against anything larger than a 40 ton medium"- Nope, still wrong. The Adder and the Kit Fox, when configured into and played as assassin units, are more than capable of taking out even the mighty Direwolf or the Kodiak.

Edited by Requiemking, 20 July 2016 - 05:56 PM.


#19 GreyNovember

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Posted 20 July 2016 - 06:14 PM

View PostEx Atlas Overlord, on 20 July 2016 - 12:47 PM, said:

4 light mechs working together to bring down an assault in direct combat.


Direct combat meaning, face to face? Not moving? Just standing full frontal at each other, not bothering to twist any damage?

A 6ML Jenner, fighting a 3ASRM18 + AC20 Atlas?

Sure. I agree.

So long as those are the prerequisites for that fight, I'm perfectly fine with needing 4 lights to fight direct combat against an assault.

As long as that assault isn't optimized for long range. Or packs weak leg armor. Or has a loadout that is terrible when matched up against the light in question.

It'd be a bit silly to require more than 1 ERLL Raven to fight that same atlas, or more than 1 FS9 to kill an LRM Awesome, yes?

#20 Ex Atlas Overlord

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Posted 20 July 2016 - 06:32 PM

View PostTemplar Dane, on 20 July 2016 - 04:59 PM, said:

So you think that just because your mech is bigger you should win every fight regardless of skill. That your potato reflexes should be sufficient to hit any mech.


No one said that, please lay off the straw mans.

View PostTemplar Dane, on 20 July 2016 - 05:03 PM, said:

We pilot everything, not just light/medium.


Exactly. Not just assault and heavies.

View PostRequiemking, on 20 July 2016 - 05:55 PM, said:

Stuff no one here brought up


I'm fairly certain you're in the wrong thread.

View PostGreyNovember, on 20 July 2016 - 06:14 PM, said:


Direct combat meaning, face to face? Not moving? Just standing full frontal at each other, not bothering to twist any damage?


Responding just out of courtesy despite this being a change of topic

I wouldn't quite so limiting as to say "completely stationary full face tank"... but yes close ranged with each other for long periods of time.

ECM raven sniping short range atlas? Smart of the raven, and he should win assuming the atlas stands around taking it long enough.

Small laser raven, that doesn't die after the 3rd AC20 hit running in circles around short range atlas? That's terrible balance. It should take multiple close range ravens to out brawl an assault mech that is also build for close range combat. Either because they actually die when hit as a result of forgoing armor in exchange for speed and small hitboxes, or as a result of them needing to combine firepower as a result of forgoing firepower in exchange for speed and small hitboxes.

Currently they gain a measure of advantage in speed and small hitboxes, but don't give up an equal measure of disadvantage in both armor and firepower.

Edit: Although the advantage from small hitboxes has been reduced some by the latest size adjustments to mechs.... even though the vast majority of mechs had their hitboxes increased....even assaults.... *not just lights*.

View PostGreyNovember, on 20 July 2016 - 06:14 PM, said:

As long as that assault isn't optimized for long range. Or packs weak leg armor. Or has a loadout that is terrible when matched up against the light in question.

It'd be a bit silly to require more than 1 ERLL Raven to fight that same atlas, or more than 1 FS9 to kill an LRM Awesome, yes?


We balance by pure tonnage in FW without regards to the potential builds and alterations that player choice brings...

This is an idea based on that same principal everyone currently uses.

Aka, don't bother arguing about specific builds. It's off topic. We'd never get anywhere, and most importantly of all the exact system of balance by general tonnage without regards to build exceptions is already in the game and being used where other means failed more.

Edited by Ex Atlas Overlord, 20 July 2016 - 06:37 PM.






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