FunkyT, on 06 July 2017 - 08:28 AM, said:
Clan Stars and IS Lances works exactly for Faction Warefare. But what do you do with quickplay, where nobody is restricted to factions and there is no set balance between the number of IS and Clan mechs queueing up?
Also you might miss the point that balancing sometimes means, that you have to take away from those that have too much. If there is no realistic way for IS mechs to return laser fire against Clan mechs, maybe Clan lasers are a bit overtuned. And it's not really fun to be on the recieving end of laser vomit way beyond your range, with no way to fight back.
This may not be according to lore, but this isn't "Battletech Lore Simulator", this is a game that is supposed to be fun. You will have to deviate from the source material in order to create a balance and fun experience for all sides. While nerfing Clan lasers (like they did in the last patch) is probably not fun for Clan mechs, it's something they probably saw necessary in order to preserve balance between the 2 tech bases.
And I don't know about your idea of making light mechs terribly squishy and turn assault mechs into walking fortresses. Why would you give those, that already pack the most firepower, even more survivability? A 100 ton assault mech isn't supposed to be a raid boss that requires an entire 12 player team to take down. Again, maybe that's what an Atlas for example is in lore, but this wouldn't make sense for a game like MWO.
And taking away from light mech survivability and giving to assaults would probably not make the light pilots very happy.
I think you might have incorrectly interpreted some of the things that I was talking about. Let me explain in a little more detail.
What you do with quickplay is what I was talking about with "put their design efforts into improving the matchmaking engine". They set the engine so the same IS vs Clan drops are made. i.e.. Have it so you can select to play Clan vs IS or select to play in mixed company. When you play mixed company, the matchmaking engine sets an equal number of Clan 'Mechs on both teams. When Clan vs IS, it drops 2 Clan Stars vs 3 IS Lances.
The matchmaking engine is pretty much broken now as I've been in matches with only 4 lightweight assaults on my team (Victor, Zeus, Highlander, Mauler) and up to 6 100 ton assaults on the enemy team (2 Kodiaks, 2 Atlases, 1 Dire Wolf, and 1 King Crab). This is in no way a "fair" match, so, yes, the matchmaking engine is in need of serious efforts to improve it. This is an area where you "begin" the balancing.
I know what "balancing" means in its pure form. However, PGI's interpretation is to just "take away". You can argue that they usually show that they are giving us something in return, but, in reality, in each of the patches the things they take away FAR exceed what they give back. Here are some examples:
The clan small pulse laser "big" nerf from 6 damage to 4 damage. This was a take away, a big one! My Viper lost nearly 10 points of damage output with this nerf alone. This was around 18 to 20 percent taken away. I spent a lot of time in the mechlab and testing grounds fine tuning the loadout I had in this 'Mech and they come along and just wipe it out! And this has happened more than once or twice.
Oh, yes, they gave us back... oh I think it was somewhere around a 0.11/second duration reduction and maybe a 0.2 heat reduction in some laser(s). Sorry, but this does not make up for the 18 to 20 percent damage reduction that they took out of my 'Mech. And this was typical across the board of what they "took away" was far greater than what they gave back. There was nowhere in game play that said this was necessary; NOWHERE! And 1/tenth of a second of laser duration??? Really??? This is not an improvement, it's and insult to my and everyone elses intelligence. I challenge anyone to be able to detect a 1/tenth of a second reduction in laser duration in game!
The "improvements" they offered in the last patch was done only to make it "look" like they were giving us some thing in return for all that they were taking away. What they gave was meaningless in real gameplay. The difference in those tiny values can only be seen with their statistical tracking software that monitors the game engine.
Was my Viper out there destroying everything in its path? NO, not by a long shot. I had to battle heavily against any foe I went up against and sometimes win, sometimes lose. Now I lose much more often, and all because "someone" thinks something is OP and wants to micro manage it into the ground to make it just as useless as everything else. Clan small pulse lasers were NOT the terror weapon of the battlefield by a LONG shot.
PGI did not reduce their power because they were OP, they reduced their power because one of the new weapons was going to take its power slot of 6 damage and they didn't want two weapons at the same power level. It had nothing to do with CSPL being OP, because they weren't. What they gave back in the last two or three patches does not even come close to what they took away from our weapons and 'Mechs.
And yet others...
Large Pulse Lasers had a damage reduction. Again, where's is the "in-game" evidence. Again, take away...
Missiles got a spread increase to make them less effective. Again, take away...
Targeting computers effectiveness was reduced pretty much across the board. Again, take away...
I could go on with the list but it's just pointless... I think you are intelligent and can grasp what I'm saying. And they think that any of this can be made up for with the Skill Tree? Uh, no, it can't. Not even close.
As far as the BattleTech Lore is concerned, I'm all for deviating from it to make the game fun. Actually that is exactly what I am talking about doing here! That's what I want them to do. However, I say, do NOT start with "nerfing" the weapons and 'Mechs. Start with putting efforts into balancing the game by making better maps that will "partially limit" the effectiveness of certain weapons systems or 'Mechs; improve the matchmaking engine; build battle scenarios that promote tactical battle decisions by each team in order to be successful. I believe that this is where the balancing efforts should go FIRST, not just doing repeated nerfing of the weapons systems and 'Mechs to make them ALL less effective.
Now your last statement about my "idea of making light mechs terribly squishy" is totally wrong. I never said anything about taking anything AWAY from light 'Mechs. Perhaps my wording could have been interpreted that way but that is NOT what I meant to do. I pilot every size of 'Mech in the game, from lights to assaults. Let me make one statement VERY clear... I DON'T WANT TO TAKE ANYTHING AWAY FROM ANY 'MECH OR WEAPON, PERIOD! What I am talking about is "giving" the other 3 weight classes the same 2x to 3x armor increases that has been given to the light 'Mechs that buffed them and made the light 'Mechs more playable. THIS IS BALANCE!!! Across the board BALANCE!
I want my Atlas, Victor, and Mauler to be able to sustain firepower like an Urbie!! Now, do I want to turn 100 ton assaults into fortresses? YEEESSS! Every 100 ton assault 'Mech should be every bit as tough as the VIP 'Mech. The other assaults/heavies/mediums should scale down from there as far as toughness is concerned. Right now they die way to quickly. The Atlas is probably the strongest, but even as it is, it's NOT a tough 'Mech! Not nearly as tough as it should be. Would this make for some tough 'Mechs?... YES! Would the "un-nerfed/un-neutered" weapons systems be able to deal with it?... YES! Would long brawling matches become common place?... YES! Would players finally be able to get over their 'chicken-hiding behind-cover-with-their-knees-knocking-fear-of-getting-instantly-destroyed-if-they-poke-their-head-out?... YES!!!
What I meant with my light vs assault comparison is that NO light 'Mech should feel the least bit motivated to go tackle a 100 ton assault 'Mech... EVER! They should FEAR them like nobodies business, same as other 'Mechs. The armor value increases that I am talking about would totally place every 'Mech's weigh class into "proper BALANCE". NO light 'Mech should be able to get away with attacking a 100 ton assault 'Mech unless the assault was HEAVILY damaged already. This is the real balance as balance is supposed to be. All of the 100 ton assault 'Mechs are way too squishy. The Kodiak is terrible and the Dire Wolf is not much better. The King Crab is pretty easy to take down also. The Atlas is the strongest but is really not nearly as strong as it should be.
Would what I say here give a 100 ton assault 'Mech the ability to wade into 12 enemy 'Mechs and survive? NO WAY! It would only last a few seconds as would any other 'Mech. But I do strongly believe that any 100 ton assault 'Mech should be able to encounter any 2 enemy heavy 'Mechs or below and have a good to great chance of defeating BOTH if piloted correctly. But I do think that 4 light 'Mechs SHOULD be able to take down a 100 ton assault 'Mech if they can stay alive long enough to get the job done. That is the key here. There is a consequence for them taking on a 100 ton assault, not just a freebe kill.
If the armor values I state above were applied to all 'Mechs in all weight classes then this would be the case. It would do real "balance" in the game without neutering our weapons and 'Mechs. And, the game would be a hell of a lot more fun for everyone. Light 'Mechs would still have the same toughness they have now, but all of the other 'Mechs would be raised up to where they should be relative to the armor buffs that the lights have received. This to me is just logical.
I challenge PGI to do this and put it up on a PTS and let players have at it for 30 days. I would be willing to bet real money that the players would want this in the game after experiencing it real time.
Doing this would allow us to get rid of ghost heat and let double heat sinks run at full 2x dissipation, and the Energy Draw would not be needed. Weapons could also run at full power/capacity.
This would work but I know it won't be done. PGI is too engrossed into micro managing every weapon system and 'Mech to allow something so simple and effective to become real. They are wasting their efforts with all of this constant nerfing. They need to throw that statistical modeling software they have out with the bath water and focus more on things listed here and elsewhere to make the game more fun and get rid of all of the micro managing/neutering/taking away crap.