Void Angel, on 26 September 2016 - 09:49 PM, said:
It's not my intent to dismiss theorycrafting out of hand, but I do urge just a bit of uncertainty. You can easily math basic weapon stats, but it's harder to math out the interlocking effects of player actions, energy draw, and hardpoint distribution on a spreadsheet. Too many posts in this thread are rock-solid certain that their incomplete modeling must predict live play - but if you could do that, MMO games wouldn't have balance issues. There'd be an industry standard that people would all use, and that would be that. This isn't the case, obviously - and we should remember that.
It's extremely difficult to predict the effect of a large number of changes when testing is outside the context of the expected circumstances. This is exactly right. So making the sorts of changes we see on the PTS, the huge number of changed variables per session that get modified, it's impossible to tell with less than 100 players testing 4 v 4 exactly what will happen if those same changes play out in thousands of matches per day 12 v 12.
In this way, our info is limited and our testing data mostly worthless. It's data out of context.
There's a reason that $100 million AAA games with hundreds of testers and tens of thousands of testing hours during development still come out with game-breaking bugs and balance problems... it's very hard to predict what will happen once a system gets into the wild based on limited testing in a rigidly-controlled environment.
However, when it comes to individual weapon balancing it's very easy to predict what different results we'll have because we know both how a baseline performs from years' worth of experience on Live, and with reasonable expectation of what each change will do. You don't really need to test what effect dropping an LPL from 11 to 8 damage will have. The result is known pretty well without testing.
I think we're largely on the same page here. I'm of the opinion that quite a lot can be theory crafted without the need for testing, but I too feel the need to stress that certain things... not necessarily weapon balance... need context. And sadly, said context can't necessarily be provided in an environment that doesn't reflect the one the changes will actually be played in.