Posted 10 December 2016 - 10:53 PM
Ok, PGI, I'm not getting my hopes up, yet, but this patch does show a bit of promise. The fact that Russ mentioned on Twitter that there's a new employee working 100% on game balance makes me intrigued, as well. Is it one of the number of players (Odanon or McGral18 immediately come to mind) that have made remarks on the forums a number of times of being willing to work for PGI on making game balance happen? I'm not going to lie, I wouldn't be upset to see one of those two at the balance helm . . . then I know I'd have a decent chance of seeing Flamers actually get fixed . . . especially if it was McGral18.
Actually making lore-based tanky mechs tankier is something I've been asking to have happen to quirks for ages. Seeing the Urbanmech and Wolfhound receive some sorely deserved armor quirks is a nice change of pace. I'm curious to see how these quirks unfold upon reaching the "Skill Tree Overhaul" that Russ gave the hard date of February patch for. This curiosity is compounded by the fact that "Core Quirks" that are "necessary" for certain chassis won't be going away when the "Skill Tree Overhaul" hits. Maybe we'll finally see certain attributes of mechs get hard-wired into the chassis instead of being quirks or based on engine size? Getting in more chassis variety with fixed torso-twist speeds, chassis-specific armor caps, and more variety in engine caps may go a long way to helping balance mechs.
Anyway, the MG changes are promising. I'd have rather seen the COF completely removed from the MGs, but a 60% reduction is a nice start. At least we're seeing consistent single component hits (albeit on an assault) within optimal range, which is a stark improvement. Why DPS wasn't just increased straight to 1.0 DPS I'm a bit confused on, since .95 DPS is basically right there. Regardless, it's a buff that MGs have desperately needed for a LONG time, and they're finally getting at least a start of balance iteration. That is appreciated . . . if overdue.
For further weapon balance the IS Small Laser is in dire need of help. A simple XML change returning the TT 1 heat, instead of the current MWO 2 heat, would change the weapon instantly. That change to its Heat to Damage ratio could make it more valuable for knife fighting to coincide with the recent buff to the weapon's range.
Do I even have to mention the poor Flamer and its sad state? Well, yes, because they're my favorite weapon system of Battletech. Get rid of all the convoluted mechanics that PGI threw onto a weapon that they completely destroyed. Make it fixed and flat values that match every other weapon system in the game. 1.0 DPS, 2.0 Heat DPS, 1.0 HPS make the weapon fully viable, functional, and actually capable of damaging mechs (like it's supposed to be able to do; and .1 DPS doesn't count as damage) while making the Heat Damage and Heat Buildup noticeable but not brokenly overpowered or capable of being spammed non-stop. It's a simple and elegant fix, PGI. Please, Mr./Mrs. new employee . . . please take note of this and fix this poor weapon system. Even if the provided numbers aren't perfect it's a solid stepping stone that should be pursued, please. I'm begging here.
The Clan standard AC shift is a solid start, but personally I think they need even shorter cooldowns to make them an actually viable choice as a weapon system. If they had 75% the cooldown rate of the clan UACs then you'd have an actual choice of a slightly better single-shot-consistent DPS rate vs. the superior burst DPS rate of the C-UACs. LBX's can be differentiated from this with an increase in pellet damage (1.2-1.5 per pellet to start) which provides a higher overall damage value, albeit spread, along with superior critting potential. The exact same methodology can be utilized on the IS series of autocannons to achieve the same level of variety and differentiation.
Lastly on the balance front, I don't understand the heat capacity increases at all. I at least understand the cooling normalization, but the higher capacity pretty much eliminates any progress made on curbing the "laser vomit meta" in favor of more weapon variety. I sincerely would like to see a return to attempts to balance the entire heat and TTK facets of MWO in the near future. There was a lot of useful information and concepts (like Pulse Laser overhauls) garnered from the Energy Draw PTS runs. Maybe there's more to be utilized in the near future with this focus on game balance and the new dedicated balance employee.
For FW/CW 4.1 the changes seem to be a move in the right direction. At least the Tug-of-War mechanics seem logical; and the shift away from the MOBA knock-off choke-point maps for most of the gameplay will provide familiarity for most of the PUGs that mainly play QP. The shift also instantly opens up FW to more variety than "defend/attack the generators . . . but mostly just kill everybody" and "get more kills (maybe destroy a MFB) then hide the rest of the match". However, we'll need to see how it plays out; and it's going to instantly put a significant emphasis on the need to achieve gameplay balance between IS technology and Clan technology.
As a side note to that IS/Clan balance, the concept of decreasing component health to significantly smaller and lighter clan equipment seems like a logical shift in that direction . . . allowing you to alter another value that doesn't need to be set in stone to maintain Battletech Mech build integrity. I'm fascinated to see how this continues to play out in the long run.
We still don't know enough about escort mode for me to make any sort of judgments on it, yet. First impression is that it's going to be a rush to leg the Atlas to ensure victory, given the "auto-win" conditions . . . since doing so early enough basically guarantees a win one way or another. If the Atlas is a unique "escort" variant with the equivalent of max Hardened Armor (50% damage reduction in TT . . . or basically double max armor values), the dual AMS of the "AS7-K", and ECM of the "AS7-D-DC", then it might be a force to contend with. Otherwise, if it's just a run of the mill Atlas that can't defend itself, then I see them getting shredded left and right. Only time will tell. Even Russ himself said at Mech-Con that he "has no idea how it will play out in the live environment."