Karl Streiger, on 02 December 2016 - 10:50 AM, said:
Although I would like to agree for the most part, there is still the issue of a missing concept.
Look as you say they had the metrics and of course they also know how a Mech will be designed - because the number of mechs and variants is a known variable.
So exactly as the KDK was announced and you've seen the 4 ballistic slots you already did know that this will be a quad ac 10 build.
So you shouldn't need to collect more data before tweaking you know what's going to happen.
Same could be predicted for Mechs like Annihilator, Thunderhawk or Cerberus
Ok the Uac's are indeed very powerful but I don't think that this normalisation is the correct answer
I think that your comment here actually speaks to a different aspect of releasing new mechs that PGI is very bad at. They are bad at it because they are conflicted about motivations and try to balance short term income vs long term player retention ... and usually fail.
Here is the issue ...
When PGI releases a new mech they want it to be attractive to the player base so it sells well and they earn significant revenues. Often this means power creep. When you release a new mech with a similar tonnage to a previous mech .. what can distinguish it? What will make folks buy it?
1) Lore ... some Battletech fans like the mech or chassis and will buy it anyway .. these are not the ones they are looking at.
2) Functionality ... can it do something a bit better or differently than other mechs in the same weight class or of the same tonnage. This could be flexibility ... battlemech vs omnimech ... it could be quirks ... it could be acceleration/torso twist/agility ... it could be hard point placement and it could be geometry. Lots of things can be used to make a mech more attractive so folks buy it.
These are fine strategies. The problem is that PGI tends to overdo it. They make the new mech TOO MUCH better than comparable mechs. This is less noticeable at lower tonnages. So a 45 ton mech peforms more like a 55 ton one ... makes it a bit unbalanced but since it will be thrown into the same match maker bucket as all mediums it would have no effect on overall match balance. On the other hand, a 55 that performs like a 65 will be like having an extra heavy except that if there are enough players who use the mech (which often happens with those that outperform) the overall match balance will be a bit more random but odds are good that the OP mech will appear on both sides.
The Kodiak is an exception since it is 100 tons ... there are NO 115 ton mechs to compare to. An outperforming 100 ton assault is at the top of the foodchain with no way to balance it out. 3 Kodiak vs 3 Atlas ... Kodiaks win unless the Atlas pilots are far superior.
Anyway, the problem arises from the fact that PGI designed the new mech to be too good in order to promote sales. They then find that they misjudged ... sold lots so successful on that front ... but are then faced with a major game balance issue whose only fixes are
1) Make all mechs as effective as the OP mech ... a non-starter option
2) Nerf the popular OP mech (and perhaps its builds) that sold well and has a substantial player base following. This tends to annoy the community and negatively affect player retention ... however, leaving a poorly balanced mech in the game ALSO harms both mech choice variety and long term player retention and growth since many folks either get one or quit from frustration and boredom.
This whole cycle is made worse by the entire IS vs clans dichotomy. It is also a cycle that PGI has repeated many times though more often with clan mechs than with IS ones. This may be because more folks will buy the IS mechs on an iconic basis while the purchasers of clan mechs may be looking more for power creep ... who knows.