Balance Changes (Including 3060 Weapons)
#21
Posted 20 January 2017 - 10:03 AM
My main question is... Where is the official release or communication discussing this? Or are we all running on a couple Twitter comments and heresay in terms of what will be implemented.
-k
#22
Posted 20 January 2017 - 10:12 AM
Kdogg788, on 20 January 2017 - 10:03 AM, said:
My main question is... Where is the official release or communication discussing this? Or are we all running on a couple Twitter comments and heresay in terms of what will be implemented.
-k
https://mwomercs.com...february-beyond
View the special announcement at the bottom.
#23
Posted 20 January 2017 - 10:17 AM
Kdogg788, on 20 January 2017 - 10:03 AM, said:
My main question is... Where is the official release or communication discussing this? Or are we all running on a couple Twitter comments and heresay in terms of what will be implemented.
-k
Where are the changes from? These are only my ideas so far.
and 3060 tech is in the Januar/Feb/behond road map. planned for this May (if i recall correctly).
Ofc everyone needs to adapt, if he want's to play and play good (win), but that's not the point of such a discussion.
This is about how to improve the gameplay, so it feels better to more than just the "best" guys who are still in the game.
If this game is too hard for new players, we won't get more (and keep them).
I'm not suggesting these changes because I get killed every time, but because getting killed very fast in many situations (sometimes stupid mistakes) is a lot less fun than surviving a fight for prolonged time, moving and trading, etc...
Fond memories of Centurion duels (or free brawl) where not every weapon shot was hitting or where you were twisting as much as the target and trading was actually very intense.
I understand that this is 12vs12, but with the proposed changes, I hope to bring back more fun from surviving.
#24
Posted 20 January 2017 - 10:20 AM
Apologies if I ramble - I quit caffeine for the new year and inadvertently drank a giant espresso without thinking about it and now I have so much energy I can feel my hair growing lasfkajsdflajsflkajsdklasjfsdf
Edited by Fierostetz, 20 January 2017 - 10:23 AM.
#25
Posted 20 January 2017 - 11:03 AM
Fierostetz, on 20 January 2017 - 10:20 AM, said:
Apologies if I ramble - I quit caffeine for the new year and inadvertently drank a giant espresso without thinking about it and now I have so much energy I can feel my hair growing lasfkajsdflajsflkajsdklasjfsdf
Hehe, yea. I can see the problem if you show it from that angle.
I've played all BT/MW games and am a die-hard fan, but MW4 was such a let-down after MW3 because they made the game more arcade for the pvp goal. (3x armor, mostly big weapons only and fugly graphics).
I still played MW4 until MWLL and MWO came out, but all my buddies from MPBT and MW2 stopped playing after 1year of MW4 (before MW4mercs and mechpacks from Mektek came out).
Sometimes I get my old dusty laptop to play MW2 mercs or MW3:PM for nostalgia.
#26
Posted 20 January 2017 - 12:52 PM
Reno Blade, on 20 January 2017 - 11:03 AM, said:
I think you mean 2x armor, because in vanilla MW4 mechs carried less armor in that game than they can in MWO (default armor in that game was 30 points per ton compared to 32 in this game).
#27
Posted 20 January 2017 - 01:10 PM
Make arm mounted weapons better in every way to having them torso mounted.
#28
Posted 20 January 2017 - 01:19 PM
Tlords, on 20 January 2017 - 01:10 PM, said:
Make arm mounted weapons better in every way to having them torso mounted.
Good point. Sized hard points may not be possible, but bonuses for carrying them in proper position is a great idea.
#29
Posted 23 January 2017 - 03:22 PM
Critical hits would be more a thing if you have more structure, as you will nut just lose your side/arm/leg, but the parts inside from a crit and still keep that section.
#30
Posted 23 January 2017 - 03:32 PM
#31
Posted 23 January 2017 - 05:43 PM
It's about PGI wanting new things to break and/or nerf.
#32
Posted 24 January 2017 - 01:47 AM
MechaBattler, on 23 January 2017 - 03:32 PM, said:
Thanks.
While Titanfall is a great game, this is Mechwarrior and it should not play as Titanfall does (or other faster games). Or we will just have typical fps with different skin and setting.
e.g. I'm big fan of Ghost in the Shell, but that FPS game is just the same old shooter with different colors.
Is there something specific in the list which you can put a finger on?
Jingseng, on 23 January 2017 - 05:43 PM, said:
It's about PGI wanting new things to break and/or nerf.
That's kinda pessimistic view.
If we don't suggest our direction for the game, how would PGI know what we prefere, so let's give them some ideas?
I don't see the new tech as a mean to balance, but the new tech makes it necessary to look at balance again, as there are very powerful weapons (Heavy Laser, Heavy Gauss, MRMs) added to the arsenal.
Power creep is something nobody wants (even PGI doesn't want "bigger = better").
So here are my suggestions to reduce power creep, while keeping the weapons different (including new weapons).
#33
Posted 24 January 2017 - 06:41 AM
G-2) Reduce Torso movement speed values by ~50%
#34
Posted 14 March 2017 - 02:43 PM
No PPC Capacitors so far, but the rest of the list is pretty complete.
Time to refresh the discussion about possible weapon/mech balancing in this thread.
With some of the Mech agility changes already being part of the Skill Tree PTS, few of the listed "nerfs" might come to the game already (torso speed).
But let's focus mostly on the suggested weapon values for now, if the other stuff is too much "nerfed" for your taste...
#35
Posted 14 March 2017 - 03:21 PM
Snazzy Dragon, on 20 January 2017 - 06:40 AM, said:
People are very critical about everything around here.
#37
Posted 17 March 2017 - 02:32 AM
Changes E-1, E-2 and E-3 (Laser)
Changes for E-5 (PPCs)
Changes B-1, B-2 and B-3 (ACs)
Changes for B-6 (Gauss)
#38
Posted 17 March 2017 - 03:36 AM
As an academic exercise: Salut.
#39
Posted 17 March 2017 - 05:16 AM
Bud Crue, on 17 March 2017 - 03:36 AM, said:
As an academic exercise: Salut.
Hi Bud, do you mean this goal?
D.) Increase performance of low hardpoint variants vs boats
I tried to address this with the reload mechanic as stated in the note between changes and build examples:
Quote
E-1, M-1 and B-1 will increase TTK even with big alphas, as the damage is much more spread if the shooter is not very skilled.
E-8, M-2 and B-7 will further increase TTK, as boating weapons will have lower DPS from reload limits. Players have the choice between burst (boating) or sustained dps (less hardpoints used).
Quote
M-2) Reloading up to 20LRM, 20MRM, 12ATM and 12SRM/Streak ammo at a time
B-7) Reloading 1x Gauss, 1x AC20, 1x AC10, 1x AC5 or 2x AC2 at a time
Take the last example build to see different boats (1x, 2x and 3x the loadout) to see the difference in cooldown effects in the different "boats".
there is a diminishing return when using more weapons if you don't have long times out of combat to reload all your weapons. (reduces the alpha-strike possibility after the initial volley)
Quote
Spoiler
Player 1 can can reload all 3 lasers without waiting time and can use both ML every 3.4s (2.0s cd, 1.4s beam) and the ERLL every 4.5s (2.5s cd, 2.0s beam)
Player 2 will have to wait for the second ERLL and second pair of ML for additional cd time (2.0s for ML and 2.5s for ERLL) but as the beam duration is quite close to the cd time, Player2 can fire 2 ML every 2.0 seconds and one ERLL every 2.5 seconds.
Player3 will have to wait for the second Laser and also for the third ERLL and ML pair.
But as the second ERLL/2xML are coming off cd faster than the third will start, the advantage of a 3rd ERLL and 5th/6th ML is only in burst fire of initial Alpha or when able to pause the combat to fully reload.
The advantage of Player 2 vs Player1 is not 100% more weapons fired (double), but “only” 70% more.
The advantage of Player 3 vs Player2 is 0% in sustained brawl and only shows when able to cool down in between volleys (peek and hide).
This provides a boost for Goal D.) increased performance for low hardpoint variants vs boats.
Edited by Reno Blade, 17 March 2017 - 05:19 AM.
#40
Posted 17 March 2017 - 05:29 AM
Reno Blade, on 17 March 2017 - 05:16 AM, said:
...
Hmmm.
Given your citations I think I just read this wrong. I was reading "low hardpoint variants" as variants with hard point that are positioned low on their mechs and/or low in number.
I see now, with your explanation, how your proposal reduces the impact of boating relative to other single weapon types. I was thinking you were trying to address the short comings of mechs like the Dragon or Cataphract.
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