Lykaon, on 20 October 2017 - 02:12 PM, said:
Eventually the Nublet will be faced with opposition that does incorperate counter-play in their tactics. An unprepared Nublet will be push back down in tier (and this is actually a desired mechanic) until they utilize their own counter-play to deal with the superior tactics leveled against them.
Now if we put the Nubs in a padded cell and remove the need for counter-play development they will have no pressures to ever utilize any advanced counter-play tactics. So whenever a Nublet rises to the top of the padded cell tier and graduates they are met by players who have superior tactics in the higher tier. This pushes them back into the padded cell tier again.
Now the problem is, Balancing for the lowest skill levels is essentially building this padded cell and it is a prison. Think of it as a classroom that does nothing to teach applicable skills to it's student. One day it's graduation and they are in the real world and are baffled by how their finger painting skills have no bearing on their accounting job!
No it's not building a padded cell, it's changing the game so that those who doesn't get it aren't exploited that easy. Think of it as creating another lower class so that the even less skilled are placed at their proper environment to grow. They will still encounter indirect fire, it's not impossible, just is a bit higher up the skill environment.
Lykaon, on 20 October 2017 - 01:49 PM, said:
And here is a big issue. You can not ignore a variable just because you don't like that it's present or because it does not fit into your model of an ideal circumstance. Counter-play does exist and it is a large part of the equation of a players evolution of skill.
And again, the low tier. Why they are nabbed there is precisely that they are not using counter-play effectively. If i started taking account of the counter-play more than what is actually happening there, then it wouldn't be representative.
Lykaon, on 20 October 2017 - 01:49 PM, said:
If you outright ignore the impact of counter-play mechanics for low tier you will with no doubt create a balance issue further down the line when counter-play becomes a large defining characteristic of how mechanics interact.
Really? Would cover become impotent -- lrms passing through cover like the armor-piercing projectile it's not? Would AMS become impotent? Would ECM become impotent? If anything ECM would be stronger cause we have to reacquire that lock every time -- so i actually need to nerf the ECM.
"No doubt" as in you just think that it does. Those counter-plays still work just as well as they do before.
Lykaon, on 20 October 2017 - 01:49 PM, said:
So the huge issue with your idea, that ignores counter-play is it removes the need for players to grow in their abilities. Skill is not rewarded with superior results. It's essentially participation medals for everyone. Thanks for playing MWo everyone is equal here have a cookie
This is not competition it's preschool finger paints!
No it's not, it's making another set of classroom, of lower grade, so that low-skill are pitted with something more in line with their skill-set.
Lykaon, on 20 October 2017 - 01:49 PM, said:
I think you are severely under valuing the impact of counter-play and it's interaction with mechanics in general and in specific LRMs. Counter-play is a huge design element incorperated into LRMs that is why LRMs have the largest amount of active and passive counters. They were designed around a concept of developing counter-play and team work.
No, i am not undervaluing it, i am merely taking account of what variables relevant. Yes we all know that about LRM counterplay.
Lykaon, on 20 October 2017 - 01:49 PM, said:
You claim it's a nonissue because it's not present but,it is.Counter-play is ALWAYS present all it takes is for the lightbulb to turn and a player to think ..."hey what if I do this..." and when they do they have evolved thier game and are on their way out of tier.
Of course it's present. But then they are the ones frequently out of position, so we have to account for that.
Lykaon, on 20 October 2017 - 01:49 PM, said:
Here is an example: We have two men fist fighting in the street. Neither one has the upper hand and each is looking to win the fight. In the middle of the street is a baseball bat. Is that bat a nonissue or does the first guy to grab it gain a massive upper hand? Since the bat has always been there for the duration of the fight it has always been a potential variable in determining the results of the fight.
So maybe neither guy goes for the bat, the next hour two different men are fighting in the spot...will one of them use the bat?
So how do you balance the fight for these two guys when there is a baseball bat always hanging around? Do we ignore the bat and assume no one will ever use it or do we take into consideration the "impact" of the bat. (sorry for the pun..I know it was lame) on the conflicts going around around it.
Someone eventually picking up that bat is an inevitability. It will absolutey happen.
Since it is inevitable it is always relevant.
This idea moves the baseball bat further. Sure getting the baseball bat is an inevitability, but what the idea does is to have the other guy prepared for the baseball bat, instead of getting smacked instantly the moment the baseball bat was grabbed. Being a game, it should consider both sides after all.
Lykaon, on 20 October 2017 - 01:49 PM, said:
So..unto focus fire and target saturation...I'm not sure what you are saying about my counter point being "moot" Did you understand my compareson?
Yes.
Lykaon, on 20 October 2017 - 01:49 PM, said:
There are distinct advantages and disadvantaged to using indirect fire vs direct for focus fire. With direct fire pulling ahead in advantage and efficiency and LRM indirect fire having the capacity to minimize the need for ideal positioning but lacking the efficiency.
But again, the low-skill could not make use of the direct-fire efficiently at it's state, the LRM that has a lower-skill floor is their go to.
Lykaon, on 20 October 2017 - 01:49 PM, said:
Multiple direct fire attackers have the edge in pinpoint accuracy and multiple sources of targeting. if there are two direct fire mechs firing there are two mechs that need to be destroyed/countered to prevent damage being done.
I honestly think that's a pretty tall order for low-skill, even entry-level pilots.
Lykaon, on 20 October 2017 - 01:49 PM, said:
A direct fire and an indirect fire attacker however present only one target to destroy or counter and possess only one source for targeting. Clearly more advantageous to the target,they only have to disable/destroy or evade one attacker and not two.
Destroy with what? The bad aim they have?
Lykaon, on 20 October 2017 - 01:49 PM, said:
In addition the indirect fire has additional elements reducing it's effects and probability. There is lower risk to the indirect firing mech but there are also a significantly lower rewards.
Which is the counter play the lower-tier isn't that wise enough to make efficent use of.
Lykaon, on 20 October 2017 - 01:49 PM, said:
The advantage of indirect fire is the reduced impact of precise positioning to execute a focus fire attack with a team mate. The LRMs do not need LOS but they must be in range with a clear trajectory to the target and something has to be providing the targeting info.
As if 900m is not an enough range, and with the out-of-position low-skill players maximizing the exposure time, flight time is less of an issue.
Lykaon, on 20 October 2017 - 01:49 PM, said:
The disadvantages are lesser effects of damage from diffusal of missile hits on target (less effective damage)
So direct fire focus fire is superior in dealing damage and is far more efficient. There is a higher risk involved for direct fire but this is rewarded with better results.
Lykaon, on 20 October 2017 - 01:49 PM, said:
Indirect fire is inferior to direct fire in results (both efficiency of time and damage application) and also highly vulnerable to counter-play. But indirect fire is not constrained by requiring direct LOS. There is a lower risk to indirect fire but there are also lower scaled rewards.
There is a fundamental mechanism for balance right there!
Yet somehow, we have a lurmageddon tier. It's also not as strong on the higher levels, so much so that we've regarded it as bad weapon. And whether you think that indirect fire is balanced with direct fire, the weapon isn't, it's underpowered on the high tier cause PGI don't want to make it overpowered at the low tier.
I will give you all of those, but we're still no where near solving the issue.
Lykaon, on 20 October 2017 - 01:49 PM, said:
The requirement of a friendly to provide cooperation by granting a lock (team work rewarded with results)
Of parasitism. Honestly those "locks plz" people.
Lykaon, on 20 October 2017 - 01:49 PM, said:
The existence of numberous counter-play techniques and countermeasures reducing LRM effectivness.
And they only work if they're actually being used.
Lykaon, on 20 October 2017 - 01:49 PM, said:
And honestly, I think it is this dynamic you should scrutinize since this may be where you see a disparity in risk/reward.
I criticize that too, but until the weapon becomes open for relevant changes, we can't really achieve much.
Lykaon, on 20 October 2017 - 01:49 PM, said:
You call coordinated focus fire parasitism? weird. No really this is probably the most insight you have granted me into your thought process.
A parasite is a distinct organism that gains a benefit at the expense of a host. There is no advantage granted to the host form the parasite.
No, i call what uncoordinated focus fire. People just waiting for locks behind, those.
Lykaon, on 20 October 2017 - 01:49 PM, said:
But in MWo we have teams. The teams are essentially the "host" with actions performed by the team members to benefit the whole (the team)
We have teams, but they are not necessarily cooperative.
Lykaon, on 20 October 2017 - 01:49 PM, said:
Since focus fire is advantageous how is cooperative actions to enhance effectivness a parasitic action? I mean I get your perspective (I think) but on the macro scale of the team as the "host" the action of providing supporting damage is a benefit.
What is parasitic is the guy uninterested with teamwork, but still cashes in the work of the team despite being uncooperative. Sure, yes, they still get to lower the hp of the target -- that's some contribution. But it's a **** move just using your teammates as meat-shields without their consent.
Lykaon, on 20 October 2017 - 01:49 PM, said:
I do think because it's teamwork it deserves superior results. There should be a reward for executing a more complex action for better results that requires coordination between multiple players.
Well, i agree. But if it results with a problem, such as the weapon being significantly less effective at high tier even comp, yet very effective at low-tier, then we need to do something. This idea doesn't prevent teamwork from being done at all, it just increases the skill floor so that it requires more skill to do so.
Wolfways, on 20 October 2017 - 03:34 PM, said:
No, due to the slow missile speed and very low damage compared to other weapons high skilled players would still not use LRM's. They would use better direct-fire weapons, as they do now.
The only place where LRM's are better than other weapons is indirect-fire.
But it opens the LRMs buff relevant to the higher tier, because it is less at risk of being overpowered at the lower tier.
Edited by The6thMessenger, 20 October 2017 - 05:01 PM.