El Bandito, on 15 July 2017 - 09:08 AM, said:
Of course I can. When I see foolishness and I point it out, regardless of who is making it.
Who said anything about a single match? I am talking about my entire seasons' worth of matches post new ST. Clan mechs are still doing great.
As I said before, PGI's stupidity does not detract from my proposal.
On the first one I had quotes around it, showing that that is how your post read. You have your own idea of balance and state that people have no ability to argue against it if they are taking into account how the devs actually balance the game, thus the:
Dakota1000, on 15 July 2017 - 08:50 AM, said:
1. "You can't argue against my opinion of how balance should be done based off how balance is actually being done ingame by the actual devs."
PGI doing balancing "wrong" is exactly what we should take into account when talking about balance, as we have to realize that we won't get what we ask for exactly.
As for number 2, I'm stating that many factors skew how well you do in matches, most notably your skill difference with the other players in the game which should allow you to pull out high numbers even in mechs that really aren't good. We all know the matchmaker is letting some pretty unbalanced games happen quite frequently. I feel we shouldn't base balance off of player's performance, rather the actual pros and cons and statistics of the mech itself, else we would have been buffing Kodiaks around the time of their release, I noticed very many would die to my own. Reasons such as players not being used to driving assault mechs or people flocking to a mech that is deemed OP rather than the mech itself being bad were really to blame.
Basically I'm saying that we both fundamentally disagree on many points up and down the line of balance from the end results down to the reasoning for changes and both of us cancel each other out in a way. We work together to show both sides of the balance so that people can decide for themselves on which opinion to take up. I don't really see either of us changing our opinions to fit the other, and I hold no ill will here, I do just love a good debate and you're always up for one on this subject.
I do see the pros of total balance in your proposal to normalize IS and Clan weaponry to basically be the same, but I find that the potential for totally stale gameplay outweighs the balance, and that a system that properly balances the quirks so that weaker mechs truly have quirks that bring them up to par would give a unique and fun experience to each mech while also bringing balance to the factions. Right now the quirks are all wrong, we have old mechs like the Stalker with pitiful quirks on it while new mechs like the Roughneck are fully decked out and ready for my idea. This is why I don't advocate for nerfs which just make players mad and cause them to get bored and leave, and rather I say that all mechs should be as fun to drive as one of those super quirked mechs. Have mechs that are great at tanking, others with great range, others with better than average speed, and some built for cooldown.
These pros that they have would have cons, such as taking a Mauler for example. You could get large cooldown bonuses on the mech to make it into a great gun platform, but it would have lower than average mobility and lack the armor and structure boosts that a tank role mech would have. Similar to what it already is, but taken to further lengths to keep it competitive and to keep its pros equal to the cons.
Rather than huge nerfs and buffs at a time that completely crush a mech or faction or playstyle all at once, mechs that are under or over performing would be taken down or brought up by a few percent here and there based off any balance findings throughout the season.