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Screw Is Vs Clan Balance, The Solution Is Far More Easier!


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#1 Ziogualty

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Posted 15 December 2016 - 11:47 AM

If you cannot balance the factions, then balance the teams.



This guy nailed it!

P.S. If you agree, don't put a like on this post, go on his video! He deserves it and the idea get more strength.

Edited by Attank, 15 December 2016 - 11:51 AM.


#2 SuperFunkTron

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Posted 15 December 2016 - 12:03 PM

Even with the data being from prior to the patches and quirk adjustments, its clear that the IS needs some sort of boost. It may be worth while to consider giving the IS a limited number of extra air/artillery strikes in FW, something that you'd expecting to see on a planet being defended from Clan invasion.

The idea of a tiered release of mech weight classes is also very interesting, though those who advance faster would obviously start bringing the most powerful options they have sooner and also continue to crush those levels below them.

We definitely need to have regularly updated data tables posted to encourage objective discussion and solution seeking.

#3 Ziogualty

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Posted 15 December 2016 - 01:45 PM

I really think achieving "Balance" with 3rd party addictions (Turrets, bombing, Toms) will hardly works because it will not involve player skills, and the other side could always complain it is not fair.

The most common and elite game modes of MWO already gave both team the same arsenal (Quick Play and Tournaments): Access to all Mechs. Plain and simple.

Actually Faction Warfare involves teams of players that want a competition about player skills and team's coordination. Nothing more.

Only thing to make the challenge "equal" is to allow every players to pick up (potentially) the exact same Mech of their opponents.

Even one OP Mech, if avaiable to both teams, is not an issue (KDK3 in Tournament Finals is a proof).

Same Mechs, same weapons. Let the players be the only factor to rightfully decide who deserve to put their Flag on a Planet.

Edited by Attank, 15 December 2016 - 01:56 PM.


#4 Sjorpha

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Posted 15 December 2016 - 04:30 PM

Just balance all the technology ton for ton, engines, weapons, heatsinks, all of it.

If an IS piece of equipment is larger and/or heavier it should also be better to the same degree. IS gauss should be WORTH the 3 extra tons, IS XL should be worth the extra crit slots etc. The thought experiment here has to be that if you had a mech that could use both tech the IS version should merit the exact same consideration for optimal chice as the clan one.

At the same time equalize quirk level between the factions.

#5 naterist

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Posted 15 December 2016 - 04:40 PM

1)limit who can play fw. some feel like you have to be teir 4, others say you should have x amount of games. just to stir the pot, it occurred to me that maybe you should only be allowed to play fw if your in a 12 man group. remove pugs entirely. all 3 options have merit.

2) XL engines are a major handicap. we can choose more weapons and speed for a two shot st kill, because lets be honost, the majority of clan meta builds can 2 shot kill a st on most mechs. the clans dont have that disadvantage. there are a variety of methods suggested for fixing this problem, i personally like normalizing the 2 xls, with the exception that IS loss of a st should = greater heat, and a higher percentage of speed is lost. the variables can be played with so that the lfe can have its own penalties with different values upon a side torso loss. others have stated their views on that though, and i leave it for pgi to sort out which is the best of those options, however i do strongly disagree with the idea that is just needs armour and st buffs. that only covers the problem, it doesnt adress the issue totally.

3)balancing units. i think we should remove the mc reward for mercenary units,make it so only loyalists can claim and tag planets, and recieve mc from them. mercenaries, on the other hand, should earn MC when they switch to another faction, and that faction will give out higher amounts of mc based both off how often that faction is losing, and what the units rankings are. so a unit ranked in the top ten of ALL units, gets a sizable mc bonus for switching, like a sign on bonus, but they cant tag planets and get mc that way, and a smaller merc unit in rank, like, 999999999, would get about 1 mc for signing on. this would encourage units to try and switch around to the side that is losing, and it could help any other fluctuations in player balance, plus it makes mercs feel more merc-ey.

this is a copy paste from one my posts from one of the other 5 balance threads on here atm

Edited by naterist, 15 December 2016 - 04:41 PM.


#6 Monkey Lover

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Posted 15 December 2016 - 04:44 PM

View PostSjorpha, on 15 December 2016 - 04:30 PM, said:

Just balance all the technology ton for ton, engines, weapons, heatsinks, all of it.

If an IS piece of equipment is larger and/or heavier it should also be better to the same degree. IS gauss should be WORTH the 3 extra tons, IS XL should be worth the extra crit slots etc. The thought experiment here has to be that if you had a mech that could use both tech the IS version should merit the exact same consideration for optimal chice as the clan one.

At the same time equalize quirk level between the factions.


I was looking forward to the battle values system everyone was talking about last year ago but it never showed up.

. I was looking forward to running some of my junky mechs that are fun so I could "free up" value to run my tier 1 mechs.

If they did this maybe we see less kdk and more kitfoxs
Less grasshoppers and more commandos.

Edited by Monkey Lover, 15 December 2016 - 04:46 PM.


#7 Deathlike

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Posted 15 December 2016 - 04:49 PM

Dane's solution is wrong... because it doesn't change the problem... it only mitigates it.

When people in general are talking about balance.. it's not just Clan vs IS, but it's also mechs within the same weight class, and them relative to their bigger and smaller peers.

You don't want to have mechs to be significantly better at a lower tonnage (sans Lights despite people claiming otherwise - Lights don't output consistent firepower that remotely resembles a Medium, let alone a Heavy), especially when tonnage may matter in a dropdeck.

You don't want a dominant choice (Kodiak) being better than its alternatives (pretty much every other Assault).


Every mech needs to be a viable option for some purpose... and while it can be harder in some instances, you cannot just "increase options" while neglecting global balance. It doesn't change the issue at hand.

#8 BluefireMW

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Posted 15 December 2016 - 05:36 PM

There is an easy solution.
Just stop using any Clan mechs for one week and let the Clan Players use just IS Mechs.

My estimation, nothing will change in the direction, but all the Inner Sphere Players will see, that it is not the Technologie, even if they think it is.

It is simple a matter of skill. And that won't change fast, because it lead to this point the last about 2 Years, since clan mechs are introduced.

If you give the good players the quirked mechs it will be obvious.
But of course both sides need the same drop deck tonnage then.

#9 Monkey Lover

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Posted 15 December 2016 - 06:03 PM

View PostBluefireMW, on 15 December 2016 - 05:36 PM, said:

There is an easy solution.
Just stop using any Clan mechs for one week and let the Clan Players use just IS Mechs.

My estimation, nothing will change in the direction, but all the Inner Sphere Players will see, that it is not the Technologie, even if they think it is.

It is simple a matter of skill. And that won't change fast, because it lead to this point the last about 2 Years, since clan mechs are introduced.

If you give the good players the quirked mechs it will be obvious.
But of course both sides need the same drop deck tonnage then.


I play with mostly the same people . When we play group Q with mixed mechs we win a lot more often and games are much closer. We we run. IS v Clan we are losing most the time.

Did our skill change that much ? I don't think so.






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