With the new skill tree providing such a large bonus to LRMs, quick play and random group play is seeing a large boost to the amount of LRM's used and thus becoming less enjoyable for the non-LRM users to the point of the game being nearly unplayable. This presents several problems. 1) Several assault mechs are boated out where they're ineffective as push or wall units. 2) You spend the bulk of the match behind cover because there's no way to effectively push without armor spread. 3) You're stuck in an ECM mech. 4) You spend an unnecessary amount of points down trees you wouldn't normally use just to stay alive.
I really do like the concept of the skill tree. It needs some tweaks and simplification, sure. But the opportunity provided for pilots to be lazy, brainless, target-lock-whiners is just too much. So, here are a couple suggestions that I think would be fair to keep a level playing field in Quick Play and Group Play while not having to touch the skill tree itself. After all, it's harder to actually balance a skill tree than it is to add a restriction.
1) Team LRM Restrictions* - Code in a restriction for each team for the matchmaker coding where only X number of missile tubes are allowed per side. For example, 200 tubes per team. You could have 3 60-tube boats with 20 extra tubes for support/suppression fire mechs. Or 5 mechs with 40 tubes. My example of 200 seems like a lot considering one can bring tons of ammo. Which brings me to my second suggestion.
2) Ammo Restrictions per Mech* - One could code in that you can only bring in so much ammo per mech. For example, it could be based off of the tonnage of the mech. One mech may not be able to bring more than their (tonnage * 10) or their (tonnage * 5) in ammo. Ton*10 would allow a 100 ton missile boat such as the Stalker 1,000 missiles. Considering the power of LRM's at the moment, this would be plenty of ammo and force mechs to make sure to bring backup weapons rather than extra ammo. Personally, I feel Ton*10 is a bit much, but I understand the need for the playstyle.
*Note: As I'm not a game designer or coder, I realize that my suggestions may not be feasible, but I do know enough that I believe it would be possible with little effort to add in a script for matchmaking.


Skill Tree Patch: Lrm Restrictions In Quick/group Play
Started by Rykros Dakkar, May 23 2017 04:19 AM
2 replies to this topic
#1
Posted 23 May 2017 - 04:19 AM
#2
Posted 23 May 2017 - 04:41 AM
I find that if you just put 2 skillpoints on your AMS and actually equip it, this whole lrm situation is managable.
If your entire team has done the same, lrms become a very none issue. There is a reason for why AMS point one is number 2 on the structure tree.
Luckily people are starting to realize this and ive seen more AMS on the field.
This is a team game, start playing as a team and not as a bland bf1 shooter. Equip your AMS, encourage others to do the same. Its worth it.
If your entire team has done the same, lrms become a very none issue. There is a reason for why AMS point one is number 2 on the structure tree.
Luckily people are starting to realize this and ive seen more AMS on the field.
This is a team game, start playing as a team and not as a bland bf1 shooter. Equip your AMS, encourage others to do the same. Its worth it.
Edited by Fishbaws, 23 May 2017 - 04:42 AM.
#3
Posted 23 May 2017 - 04:44 AM
Rykros Dakkar, on 23 May 2017 - 04:19 AM, said:
With the new skill tree providing such a large bonus to LRMs, quick play and random group play is seeing a large boost to the amount of LRM's used and thus becoming less enjoyable for the non-LRM users to the point of the game being nearly unplayable. This presents several problems. 1) Several assault mechs are boated out where they're ineffective as push or wall units. 2) You spend the bulk of the match behind cover because there's no way to effectively push without armor spread. 3) You're stuck in an ECM mech. 4) You spend an unnecessary amount of points down trees you wouldn't normally use just to stay alive.
Well LRMs where considdered a no go weapon due to it beeing useless or even hurting for your own team.
This caused lots of ppl to forget that there are a number of things and strategies that where once mandatory to survive the ongoing LRM hail on some maps.
-- Assaults are no meatshields. Never where. Use AMS (skilled!!!) radardep and support mechs to protect your assault till it rips the lurmy boy appart.
-- Lights and med hunters with skilled ECM and ams go kill the spotters
-- The massive nerfs of ECMs are the reason because LRMs resurfaced so much. Not some magical enhancements to LRMs. They still got the same weaknesses as before. Be fast enough carry radardep at 60% and use AMS in groups and move fast from cover to cover. Just...as....before.
I dono why ppl think wiht the new skill tree they now would be magically be able to go strolling out in the open and stuff.
-- Well as you clearly see those points aren't "unnessessary" but rather mandatory to enable you to do something at all.
Only because you are of the opinion that you should be able to invest your points somewhere else without consequences does not make this opinion right.
Rykros Dakkar, on 23 May 2017 - 04:19 AM, said:
I really do like the concept of the skill tree. It needs some tweaks and simplification, sure. But the opportunity provided for pilots to be lazy, brainless, target-lock-whiners is just too much. So, here are a couple suggestions that I think would be fair to keep a level playing field in Quick Play and Group Play while not having to touch the skill tree itself. After all, it's harder to actually balance a skill tree than it is to add a restriction.
Well I think the hardest thing for many players is to adapt to the thought that you may have to think outside of terms like "get to it and kill it" (mobility and firepower)
Rykros Dakkar, on 23 May 2017 - 04:19 AM, said:
1) Team LRM Restrictions* - Code in a restriction for each team for the matchmaker coding where only X number of missile tubes are allowed per side. For example, 200 tubes per team. You could have 3 60-tube boats with 20 extra tubes for support/suppression fire mechs. Or 5 mechs with 40 tubes. My example of 200 seems like a lot considering one can bring tons of ammo. Which brings me to my second suggestion.
Outright no.
Those things where suggested many times before during the different metas.
Be it Gauss, PPC, Laser vomit ....what ever.
It just won't work.
You can't prescribe ppl what they have to play.
And honestly I do not care.
If ppl in QP keep insisting on bringing LRMs to the fray wich I am easiely able to dodge even in a heavy mech..let them they are easy kills.
Rykros Dakkar, on 23 May 2017 - 04:19 AM, said:
2) Ammo Restrictions per Mech* - One could code in that you can only bring in so much ammo per mech. For example, it could be based off of the tonnage of the mech. One mech may not be able to bring more than their (tonnage * 10) or their (tonnage * 5) in ammo. Ton*10 would allow a 100 ton missile boat such as the Stalker 1,000 missiles. Considering the power of LRM's at the moment, this would be plenty of ammo and force mechs to make sure to bring backup weapons rather than extra ammo. Personally, I feel Ton*10 is a bit much, but I understand the need for the playstyle.
*Note: As I'm not a game designer or coder, I realize that my suggestions may not be feasible, but I do know enough that I believe it would be possible with little effort to add in a script for matchmaking.
*Note: As I'm not a game designer or coder, I realize that my suggestions may not be feasible, but I do know enough that I believe it would be possible with little effort to add in a script for matchmaking.
As I said.
LRMs itself still have the same restrictions and countless countermessures than before.
You delivered absolutely no argument why LRMs are objectively stronger than before other than that that you are unwilling to invest skillpoints into countermessures.
Edited by The Basilisk, 23 May 2017 - 04:46 AM.
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