Since Everyone Is Already Talking About It.....
#1
Posted 28 January 2018 - 07:36 PM
Why are we balancing across sides?
Looking at the tech bases the IS and Clans have gone different routes. The IS developing better(?) ballistics and subjectively better missiles. Personally i like the MRMs over the ATMS. Whereas the Clan is sitting pretty with their lasers having no match. Why then are we sitting here and nerfing both Clan lasers and IS lasers at the same time? They aren't the same by a pretty long shot.
Instead what i think should actually happen is emphasize the difference in the tech bases. The IS having far superior dakka, equating them to the clan lasers while still leaving lasers as an option. Balance cannot be achieved by equating 1 for 1 on these weapons because the tech bases are vastly different.
Again I might be wrong but it seems a pretty clear picture to me. Sorry about the formatting, typing like this helps me keep my thoughts on track.
#2
Posted 28 January 2018 - 07:41 PM
I do strongly believe in making the factions genuinely feel different to play as, but that doesn't mean you let one faction have a clear dominance over one area while sucking hard in every other area.
Edited by FupDup, 28 January 2018 - 07:44 PM.
#3
Posted 28 January 2018 - 07:43 PM
They were far from the same, different damage, different range, different duration
However, they were both useful
Then they were both nerfed, and made nearly useless
Having one faction with nearly everything being superior isn't great. Having give and take can be done, but not as you put it
Some weapons have inherent advantages and disadvantages, Lasers being hitscan and very easy to use, Dakka having projectile speed and target leading, a fair bit harder to use
#4
Posted 28 January 2018 - 07:48 PM
#5
Posted 28 January 2018 - 08:30 PM
Relishcakes, on 28 January 2018 - 07:48 PM, said:
The issue there, is that RACs are bad, and some Heavy lasers are good
But, that's a PGI issue, not inherently a game issue
#6
Posted 29 January 2018 - 04:03 AM
BattleTech the game, and the lore, the tech bases aren't equal. The warriors aren't equal. The manufacturing and transport systems aren't equal, etc.etc. The paper game had issues with this imbalance, although in 'lore' of course you can make whatever you want work out with 'plot armor'. Real-time online PVP games have other issues that the BT game and lore never had.
When you talk about changing the way the tech bases work, you ignore the background of the game MWO is based on.
You can't 'equate the IS dakka with Clan lasers' for instance, because one has ammo, fires shells with travel time, can jam at unpredictable moments, and weighs more/is bulkier. Also, it would get pretty boring if IS always showed up with dakka mechs and Clan with energy because that was their most efficient system.
Players will maximize with what is available. If the available choices don't have some level of parity of effectiveness, then they will discard the less effective weapons and boat the more effective ones.
PGI is stuck with trying to take a paper game/lore combo that was never balanced to begin with, translate it to a different medium, and create some degree of meaningful choice between weapons and mechs by tweaking things so there is no one standout 'best choice' that would obsolete the rest.
As another thread pointed out, at some point 'balance' can equal 'removes the fun by making everything the same'. I think back to original StarCraft where Terran, Protoss and Zerg were each completely unique, with their own style, and different mechanics, but all roughly equal in power.
That is the type of balance I would like to see MWO achieve, so to that extent I agree with the OP in that 'why try to make them the same?' isn't wise. That said, it's a trickier balancing act. StarCraft could invent 3 completely separate mechanics for the various sides. MWO is stuck with a legacy of both sides having essentially the same equipment with only relative levels of effectiveness to play with to balance them.
#7
Posted 29 January 2018 - 09:30 AM
Relishcakes, on 28 January 2018 - 07:36 PM, said:
Current meta favors laser vomit whether the tech base is C or IS. That's the short answer.
Even after nerfing IS LPL, I still use them on my laser builds every chance I get because they're still pretty godly.
It sounds to me like you are looking at a somewhat higher level picture, which is good, but you cannot interpret absolutely everything in this game through that lens.
#8
Posted 29 January 2018 - 11:46 AM
#9
Posted 29 January 2018 - 11:58 AM
MechaBattler, on 29 January 2018 - 11:46 AM, said:
I was just using the info that i've seen from my own perspective. Think of it as an example for kicking around and not something set in stone.
#10
Posted 29 January 2018 - 12:09 PM
Quote
NO. then theres no point to clan dakka
good weapon balance means all weapons have a purpose
we need more weapon diversity not less. which means weapons need better defined roles.
weapons should also not be balanced solely by adjusting numerical stats either. weapons should have intangible special abilities that set them apart from other weapons: like hud disruption for PPCs or letting explosive weapons like missiles destroy/deform terrain, etc...
Edited by Khobai, 29 January 2018 - 12:15 PM.
#11
Posted 29 January 2018 - 12:35 PM
Relishcakes, on 28 January 2018 - 07:48 PM, said:
Would be nice if both sides had strengths. But most IS strengths are irrelevant compared to the clan strengths on the given maps/environment.
Btw. New tech is over all implemented badly for IS. Racs are just bad and MRMs boost your damage but can't take an enemy mech down. ATMs are difficult to use but the results are devastating if you can make em work. Some C-HL are very nice and effective.
Due to clan omni system nearly all clan mechs could adapt to a new meta but most of the IS cassis that can not mount ballistic would be obsolete with your balance suggestion.
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