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Focus On Competitive Mode As A Way To Better Game Balance? (Loyalty Pod / Mc Only Mechs / Hero Mechs)


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#1 WolvesX

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Posted 03 April 2017 - 05:51 AM

What do you think? Will a feature like this make our feedback on game balance better?

Will it help PGI to get things right?

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1) Like what about $$$ or MC only mechs in compedative mode? (MAD-IIC)

2) What about hero / loyalty only omni pods? (Summoner / Kit Fox)

example 1: http://mwo.smurfy-ne...b3b03e0c9f6445e

You need loyalty and hero for max effect.

example 2: http://mwo.smurfy-ne...06485f77789f3c6

Same here, flat worse without (L) pods.

Edited by WolvesX, 03 April 2017 - 06:04 AM.


#2 Quicksilver Aberration

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Posted 03 April 2017 - 10:35 AM

I'd rather they focus on stop having a period where the mech is only available to those with real money.

#3 QueenBlade

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Posted 03 April 2017 - 11:49 AM

I'm fully with Quicksilver here. I support removing pay wall'd mechs from comp play unless they are available for all.

#4 Davegt27

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Posted 04 April 2017 - 02:20 PM

Last year PGI used the term tournament build

So its not even the same game
Us regular folks play 12v12 totally different from 8v8

Fun to watch and I support the comp game but its way different from MWO

IMHO

#5 Quicksilver Aberration

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Posted 04 April 2017 - 03:06 PM

View PostDavegt27, on 04 April 2017 - 02:20 PM, said:

Fun to watch and I support the comp game but its way different from MWO

The differences don't change the emphasis of balance that much. If anything there are 2 differences that impact balance:
  • Level of Organization - Low levels of organization/cohesion makes things like LRMs and Lights stronger but also makes extreme range and brawling less powerful than they would in comp.
  • Team Size - This can impact viable strats because of the number of covered angles of fire, larger teams make lights and brawling less viable since they are meant to exploit angles that aren't covered.

Edited by Quicksilver Kalasa, 04 April 2017 - 03:10 PM.


#6 MischiefSC

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Posted 21 April 2017 - 11:53 AM

Comp play is the best possible environment for testing mech/gear performance.

The closer to the end of the skill curve you get the smaller the variance between players skill. You start splitting "good habits" from "best habits". Consistent teams and maps also resolves for variance in individual player synergy and environmental factors.

When variance in player performance shrinks the variance caused by mech/loadput becomes more relevant. Strategy/tactics are still a big factor but by the end of a season most the current best strats are tested.

All this results in the best available method of determining the real value of mechs/loadouts.





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