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Mrbc Interviews Chris, Game Balance Designer At Pgi


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#1 InnerSphereNews

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Posted 30 March 2017 - 12:56 PM

https://mrbcleague.c...php?storyid=240

#2 braveheart95

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Posted 30 March 2017 - 01:15 PM

First post!

#3 Felicitatem Parco

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Posted 30 March 2017 - 01:20 PM

*Insert Dana Carvey Chruch Lady*

"Well, isn't that special?"

Nah, Thanks for the interview. Good timing in regards to the roundtable.

#4 braveheart95

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Posted 30 March 2017 - 01:29 PM

View PostProsperity Park, on 30 March 2017 - 01:20 PM, said:

*Insert Dana Carvey Chruch Lady*

"Well, isn't that special?"

Nah, Thanks for the interview. Good timing in regards to the roundtable.


Lol

#5 Alreech

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Posted 30 March 2017 - 01:38 PM

Game balance designer ? lol. Can't fix that FASA has broken 30 years ago.

#6 MechaBattler

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Posted 30 March 2017 - 02:12 PM

I don't want to be too optimistic. But Chris seems to have a good idea of what needs to be done. Addressing core mechanics. Avoiding homogenization. The break down of different levels of balance. Although I feel like balancing by metrics leads to some weird changes or lack there off. Like why don't my Firestarters have leg armor?

#7 Felicitatem Parco

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Posted 30 March 2017 - 02:32 PM

View PostAlreech, on 30 March 2017 - 01:38 PM, said:

Game balance designer ? lol. Can't fix that FASA has broken 30 years ago.


PGI is doing an excellent job of taking something that was deliberately lopsided and making it more-or-less balanced across Tech bases. The Clans and IS are actually both viable factions for a 12v12 game.

The biggest hurdle they face is the section of the customer base who wants things to be lopsided because muh lorz.

#8 Marius Romanis

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Posted 30 March 2017 - 03:18 PM

I would love to know the Logic behind nerfing CUac10 coz it was so OP on KDK-3 instead of just putting negative quirks on kdk-3

And why nerf all summoners because PPC in the hero pay to win torso mounts was op, instead of just putting negative quirks on that omnipod.

#9 Tarl Cabot

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Posted 30 March 2017 - 07:34 PM

View PostCadoAzazel, on 30 March 2017 - 03:18 PM, said:

I would love to know the Logic behind nerfing CUac10 coz it was so OP on KDK-3 instead of just putting negative quirks on kdk-3


There were several levels of adjustments to the UAC10 but the first one, iirc was fixing a bug that had been there for awhile but never fixed until after the Kodiak came along and was live for while. /shakes head.. priorities, priorities.

I believe the amount of the jam rate increase for all UAC was a tad high.

Edited by Tarl Cabot, 30 March 2017 - 07:35 PM.


#10 Marius Romanis

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Posted 30 March 2017 - 09:46 PM

they also increased its ghost heat drastically.

#11 Dee Eight

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Posted 31 March 2017 - 10:07 AM

yEAH.... a bug that let you quad fire UAC/10s without ghost heat was long overdue to be fixed. They only did so because until the Kodiaks, there was only one other mech even capable of mounting that build, and few bothered to run such a rig on it so it hadn't been noticed and exploited by very many yet. But then the KDK-3 arrives and it becomes THE standard meta build for it at the time.

Edited by Dee Eight, 31 March 2017 - 10:10 AM.






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