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A Community-Driven Balance Update


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#81 The6thMessenger

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Posted 08 February 2018 - 12:33 AM

View PostBombast, on 08 February 2018 - 12:31 AM, said:


For some, maybe. For others, they need their mega quirks back - Blackjacks in particular could use a big quirk pump. And no matter what, Trebuchets need to keep their quirks, and most of them could probably use some more.


Yeah. I wasn't really doing well with the Loup De Guerre. MRMs suck, SRMs suck -- dafuq am i supposed to do with it? Narc boat?

#82 InvictusLee

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Posted 08 February 2018 - 12:35 AM

Skill tree punishes mixed builds likr bralwers, especially brawly assaults thst need those armor quirks or complex weapon systems such as lrms and atms that require significant investment in the sensor tree but punishes the player by not allowing one to also make use of the armor or manuverability skills at the same time. Its always a choice. Presets would also be greatly appreciatrd.
If we couldnsome how remidy that, id be pretty happy.

An auto fill button for heatsinks, armor, and ammo would also be much appreciated. Im not a fan of repetitive motions such as drag and drop an ton if ammo ten times.

Also buils/mech presets would be awesome as well and function much like a drop deck but instead of different mechs, its your favorite builds for each mech.

#83 Bombast

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Posted 08 February 2018 - 12:36 AM

View PostThe6thMessenger, on 08 February 2018 - 12:33 AM, said:

Yeah. I wasn't really doing well with the Loup De Guerre. MRMs suck, SRMs suck -- dafuq am i supposed to do with it? Narc boat?


As it stands, pretty much all the Trebuchets but the TBT-7M are garbage. There's one other C-Bill missile variants that's ok, exclusively for LRM spam, but that's still outclassed by the TBT-7M.

The hero is not worth taking out, I think.

#84 Requiemking

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Posted 08 February 2018 - 12:36 AM

View PostKhobai, on 08 February 2018 - 12:32 AM, said:


nope it wouldnt

ISXL = survives side torso destruction but suffers penalties

LFE = survives side torso destruction, doesnt suffer penalties, and takes up less crit slots

ISXL= Only real penalty is that you can't take big ballistics in the STs.

LFE= Only benefit over the ISXL is that it costs less. Even the "benefit" of taking up less crits is pointless because at that point you probably don't have the weight to be taking a big ballistic weapon plus all the ammo you need to sustain said weapon plus enough secondary weapons so as not to be useless if your main gun is lost for whatever reason.

Edited by Requiemking, 08 February 2018 - 12:37 AM.


#85 Kamikaze Viking

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Posted 08 February 2018 - 12:37 AM

Please please keep on topic.

Yes we know the Skill Tree and Engine Desync need fixing. But we're trying to get one thing fixed at a time (or set of things) and in this conversation the OP is asking to keep within the scope of weapon balance only.

#86 Khobai

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Posted 08 February 2018 - 12:38 AM

Quote

LFE= Only benefit over the ISXL is that it costs less. Even the "benefit" of taking up less crits is pointless because at that point you probably don't have the weight to be taking a big ballistic weapon plus all the ammo you need to sustain said weapon plus enough secondary weapon so a s not to be useless if your main gun is lost for whatever reason.


wrong. there are a lot of IS weapons/weapon combinations that take up 10+ crit slots. you cant use them with ISXL.

certain builds would have to use LFE or STD.

if all three engines are getting used in different situations, thats successful balance. internal balance at least.


theres also external balance. ISXL cant be completely inferior to CXL. or clan mechs are straight up better.

Edited by Khobai, 08 February 2018 - 12:43 AM.


#87 The Lighthouse

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Posted 08 February 2018 - 12:39 AM

View PostRequiemking, on 08 February 2018 - 12:24 AM, said:

Absolutely not. Doing this would render the LFE as completely pointless. Then again, this suggestion comes as no surprise considering who posted this.


Well, it is not just Khobai or me. This has been suggested by so many others, before LFE and after LFE.


Borrowing from Kana's word, "Since when did people care about Clan standard engine?".


Like seriously, for Clan side, standard engine has been obsoleted for... forever. It is also hard-pressed to find non-HGauss IS mech that uses standard engine either after LFE was introduced.


We have a very serious issue going on engine balance, and for the sake of standard engine, all Standard, Light, IS XL and Clan XL have to be balanced.

#88 Requiemking

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Posted 08 February 2018 - 12:42 AM

View PostKhobai, on 08 February 2018 - 12:38 AM, said:


wrong. there are a lot of IS weapons that take up 10 crit slots. you cant use them with ISXL.

Nope. Just the 20-class ACs and Heavy Gauss. 4 weapons, out of how many again?

#89 Khobai

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Posted 08 February 2018 - 12:45 AM

Quote

Nope. Just the 20-class ACs and Heavy Gauss. 4 weapons, out of how many again?


its not just single weapons. you forgot all the different combinations of weapons that add upto 10+ crit slots too

for example lets assume dual light gauss was actually worth using. two light gauss in one side torso is 10 crit slots. Cant use an ISXL with that.

theres enough loadouts that cant use CXL that LFE would still get used.

Edited by Khobai, 08 February 2018 - 12:48 AM.


#90 Requiemking

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Posted 08 February 2018 - 12:45 AM

View PostThe Lighthouse, on 08 February 2018 - 12:39 AM, said:


Well, it is not just Khobai or me. This has been suggested by so many others, before LFE and after LFE.


Borrowing from Kana's word, "Since when did people care about Clan standard engine?".


Like seriously, for Clan side, standard engine has been obsoleted for... forever. It is also hard-pressed to find non-HGauss IS mech that uses standard engine either after LFE was introduced.


We have a very serious issue going on engine balance, and for the sake of standard engine, all Standard, Light, IS XL and Clan XL have to be balanced.

That suggestion only serves to ensure that, among IS engines, the ISXL becomes the defacto best engine outside of a few rare ballistic builds. Even penalties equivalent to the CXL wouldn't stop that.

#91 The6thMessenger

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Posted 08 February 2018 - 12:45 AM

View PostRequiemking, on 08 February 2018 - 12:42 AM, said:

Nope. Just the 20-class ACs and Heavy Gauss. 4 weapons, out of how many again?


To be fair, LB20X, and HGR aren't 10 slots, they are 11 slots.

View PostKhobai, on 08 February 2018 - 12:45 AM, said:

its not just single weapons. you forgot all the different combinations of weapons that add upto 10+ crit slots too


Why would we? We can't just split LB20Xs or HGRs, which effectively prevents the use of such weapons AT ALL with the engine.

Now with the weapon combinations, you can split between torsos and the engine problem is less of a problem. As opposed of trying to force 2x LB10X on a single side torso with an STD, just distribute them between side-torso or at the arms, and you can run LFE and even anyways.

Granted there are mechs that aren't capable of this, but maybe they are supposed to be incapable of doing so. It's a chassis-oriented problem, right now we're discussing weapons and tech problem.

Edited by The6thMessenger, 08 February 2018 - 12:51 AM.


#92 The Lighthouse

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Posted 08 February 2018 - 12:51 AM

Yes, yet, if you look at the Sarna, you can find variants such as Hunchback with LB20X with... XL engine.


The magic!


......


......


Since PGI is unable to implement critical splitting, the viable solution is make all those huge weapons to 8 slots (and this 8 slots is the maxium number allowed by TT critical splitting rule), thus allowing additional variants can be ported into this game.

Edited by The Lighthouse, 08 February 2018 - 12:51 AM.


#93 Khobai

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Posted 08 February 2018 - 12:53 AM

Quote

That suggestion only serves to ensure that, among IS engines, the ISXL becomes the defacto best engine outside of a few rare ballistic builds. Even penalties equivalent to the CXL wouldn't stop that.


only if you dont balance the other engines accordingly

I mean its pretty obvious if you buff ISXL you also have to buff LFE

but LFE is also currently worse than CXL, so why shouldnt it get a buff?

And STD engine is in an even worse place... for both IS and clans.

Quote

Yes, yet, if you look at the Sarna, you can find variants such as Hunchback with LB20X with... XL engine.

The magic!


but there is no crit splitting in MWO. hence no magic.

when we actually have crit splitting in MWO then you can point out that the LFE taking up less crits isnt really an advantage. but until that day happens (and its unlikely to), the LFE does have an advantage in taking up less side torso crit slots compared to ISXL.

Quote

Since PGI is unable to implement critical splitting, the viable solution is make all those huge weapons to 8 slots (and this 8 slots is the maxium number allowed by TT critical splitting rule), thus allowing additional variants can be ported into this game.


no lol. because even with crit splitting those crits still have to be accounted for.

what youre proposing would be OUTRIGHT BETTER than crit splitting.


the only weapon they should even consider decreasing in crit slot usage is the LB20X because its truly bad. its so bad its not even usable on troll builds. I know because ive tried lol.

Edited by Khobai, 08 February 2018 - 01:08 AM.


#94 Sigmar Sich

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Posted 08 February 2018 - 01:14 AM

View PostTarogato, on 07 February 2018 - 05:16 PM, said:

WE WANT YOUR FEEDBACK.

First of all huge thanks to the team for still trying to do something, and not giving up. Here's my feedback wall of text, sorry (read it as IMHO, and remember - it's not a bundle, take what you like. Also, remember guys - good at playing games doesn't make you good at making games, so listen to everyone without prejudice. Also - do not hurry; take good time to process all of community feedback, and discuss it):

Weapons:
About suggested changes, a little rant:
Why equalize total damage for all of cannon ammo per ton? Good balance makes use of every possible parameter. Not including a parameter holds back balance attempt from full potential. Raising total damage per ton is okay, equalizing it across the board without second thoughts - not okay. You just indirectly nerfed AC/10 for no reason.

About overall design: In a good shooter game weapons should feel different from each other. MWO is not quite there. I suggest you guys not only look for solutions how to fix current mess, but also explore ways how to improve design of a weapon/feature/mechanics.

Some of my thoughts:

1) Aren't you guys bored with how every laser feels the same? Point, burn, cooldown, repeat. Sure, damage, heat and stuff, they differ. But there are too many laser weapons for this to be enough. What if:

- Clan Heavy lasers receive new gamemechanic, instead of being classic laser, described above, they would behave like Flamers - there is no cooldown, but there is ramp. Heavy lasers would be a constant beam (doing damage to a target, not heat), with reasonable heat per second. But when ramp is full, they start to make extra heat. Downsides of such weapon are clear, long burn and facetime (same as RAC, sort of) but Heavy lasers would make up for this with amounts of damage they can pump out, in time.

- Pulse lasers. Not pulse enough. Reduce damage and heat, but also reduce cooldowns. So it would be rapid-firing energy weapon. Compensate increased facetime with lesser heat. I think it is more important than it seems - because longer cooldowns encourage peeking and hiding (i know, i know, laser vomit is capped by heatcapacity, not by cooldowns. But big cooldowns make alternatives for hiding less viable). I believe if we get more rapid-firing systems, with reasonable benefits in DPS, we would see much less of "Peeking man's puker".

2) AC vs UAC. Do you really think random jam is a good design? Especially when game tries to be some sort of skilled e-sport (which means no random chances)?
Why not make UACs slightly different, by removing jam and double-tap, but improving overall cooldown to squeeze more DPS? Also IS UAC/5 and /2 should ger burst fire. So in the end AC would have better range, heat and pinpoint, but UACs would have superior damage/DPS output.
Regarding clan ACs - reduce number of projectiles they shoot, to fit concept above. They still have better weights to compensate no-pinpoint.

3) LB-X cannons. Okay, we probably will never see ammo types. But what if make them sort of like clan ATMs - if targer is far, LB-X shoots a slug, if target is close, LB-X shoots a cluster shot. Both shots use same ammo (lets pretend difference is only in when projectile detonates, right after shot or on impact).

4) LRMs as weapon. In this type of game, hard counters are bad design. We have infamous "Feast or Famine". Yet LRM indirect fire is too annoying to get rid off hard counter. And honestly, weapon system hated both in low and hight tiers, even if for different reasons, is long overdue to design change.

I suggest to completely split direct and indirect LRM fire. If LRM shooter sees target, LRMs fly as they are now, but faster and at lower angle or without an angle. If line of sight is lost, lock is lost and missiles lose guidance, with ability to get back on track if line of sight is restored and lock is achieved in time.
If LRMs shoots indirectly, they shoot sort of like now, but at higher angle, and with much more spread, and lesser turning speeds. So it is more like a guided area bombardment, instead of full tracking. If lock is lost, missiles lose guidance, untill lock is restored or missiles hit something.

Direct and indirect fire are not interchangeable in the process. So if you want good LRM hit - pls stay and follow your target, and allow it to shoot you back. And if you making support fire from cover, it will never be that effective as direct fire, having much more spread and less missile manuverablity, so they are not doing full damage and are easy to dodge.
-----------
UPD: Too complicated. I guess it would be better just to make lock-on times for indirect fire longer, and missile spread larger, and missile turn speed slower (for indirect fire all). Without changing core mechanic.

5) ECM. Since we normalized LRMs in previous suggestion, we can now normalize ECM.
ECM should no longer deny sensors. Instead of this it should deny targeting info and increase missile lock times. So if you have ECM-protected mech in your sensor range, you get your red marker for it. But you cannot see any info about it, not even pilot name. And missile lock on such targets is increased double or triple.
I know many people love this broken Jesus-field, but be honest with yourself, and let's fix it. Especially when LRMs are much lesser threat.

6) SHS v DHS. Reduce DHS heatcapacity to be qual to SHS, but cooling will still be better. And slightly reduce basic heatcapacity of mechs, if needed - compensate it with improved heatsink heatcapacity.
This way you can get an alternative - faster cooling with DHS, or more heatcapacity if boat SHS.
To have DHS as direct upgrade, it is weak design.

7) IS engines. Make IS XL suffer penalty on torso loss, but no death. Make LFE suffer no penalties on torso loss, and maybe moderate quirks for side torsos structure. Add to IS STD massive CT structure bonus, up to 100-150%.

P.S. I understand it would be more work (still reasonable amounts), but you can't make something good with minimum effort.

_________________
Now onto other topics:

Skill tree:
Good intentions, but horrid design and flawed balance.
How to fix design, here are my suggestions : main and addition. Basicly, it's mostly structure and UI changes, reducing amount and grouping nodes into tier by tier system, instead of honeycomb maze.

As for balancing, comp guys are better suited to determine which values nodes should have, but here's some ideas:

Mobility branch and especially Jump Jets should be scaled to benefit heavier classes, same as Survival branch is scaled to benefit lighter classes. Also Sensor branch can be scaled to benefit lighter classes (sort of thing infowarfare tried to achieve).

As for Jump Jets - improve Forward vectoring. Especially for heavier classes, if you do not want poptarting assaults. So instead of poptarting big mechs could make fast forward jumps, closing to enemy/cover.

Mech quirks:
Scrap them all and rework from scratch:
1) read TROs and lore stuff. Assign each mech basic quirk to reflect its role/character. For example +X% range or mobility for Zeus, leg structure and JJ burn for Highlander, armour for Atlas, etc.

2) Evaluate each chassis. For each downside mech gets a quirk, to compensate weakness or to improve strong side. As downside you can count: bad hitboxes, huge one-dimentional volume, low hardpoint count, mixed hardpoint types, low hardpoint placement, crappy loaded omnies, and so on.

3) Assign each mech carefully thought quirks, in amounts they deserve. But no stupid quirks for specific weapons. Especially so stupid as with Thunderbolts (9S PPC, 5SS MPL) when quirked weapons have nothing to do with mech design, and are just a low-effort attempt to create one viable loadout.

New player experience:
We can start with adding text into game. Weapon descriptions, mech descriptions. Battletech have many unintuitive stuff for newcomers.
Also, add tips. Not on loading screens, but as overlay window in mechlab, where you can open it and read tips one by one.
And involve good players to write those tips. Without arrogance please.

Also, rebalance PSR to not be biased on improving. This will also help players to stay in more appropriate tiers and face better matchmaking.

UPD: I forgot Consumables:
Scrap them. Or at least incorporate into loadout system, when consumables would take weight and slots. Because consumables as they are have no trade-offs, they are "Always go to" instead of being an alternative or support.

___________________
Thank you for your time Posted Image

Edited by Sigmar Sich, 08 February 2018 - 10:28 AM.


#95 Qdeu

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Posted 08 February 2018 - 01:15 AM

Overall a great idea, most changes are great, some tiny adjustments may be necessary (like clan AC5 being better then the IS, IS LLPL could probably use a slight increase in duration, etc.) Hope that PGI makes a long PTS session with these values, and most importantlly give some rewards for participation in the PTS! Could be a stocking stuffer type of event, triggered by PTS games only, this would provide a broader range of players and skill levels and thus more data on performance of each weapon type. Needs to cover both QP and FP.

Still would like to congratulate everyone that worked on the balance changes - great work, hope PGI listens

#96 meteorol

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Posted 08 February 2018 - 01:21 AM

Quote

Slightly reduced explosion chance for Inner Sphere Gauss Rifles to balance lethality of clan machine gun boats.


That's somewhat of an odd explanation, given that no one gives a flying f*ck about FP, and clan mechs also deal with their gauss rifles exploding the second armor is gone. It's not like only IS mechs are facing clan machine gun boats. I'm all for buffing the IS gauss, but using clan MG boats as reason seems somewhat off, given everyone faces them.

Weapons critting out way too fast (not just GRs, but everything) and totally randomly at the rate they do is something that should be adressed anyway, imo. The crit system is not fun and never was fun, even without taking the current MG boating into account.

Anyway,
1) I don't like the idea of RACs having 0 spread, but that's just my personal "feeling" about that weapon

2) I'm all for bringing Gauss/PPC back, and i was someone who strongly argued against the ghostheat link, but let's be realistic here: This combo has a crazy strong hate for it among the brown sea and probably won't be allowed to the full extent for that reason alone

Therefore, i'd like 2x PPC (ER or normal), 1x Gauss to be allowed. It can be done on serveral mechs (While 2x gauss, 1x er ppc is basically a NTG exclusive loadout), IS heavies can run it aswell, and given it 5 point lower pinpoint and higher heat, it shouldn't make the brown sea wet the pants.

Edited by meteorol, 08 February 2018 - 01:22 AM.


#97 The6thMessenger

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Posted 08 February 2018 - 01:30 AM

Also one more thing.

No to those partial rollback of Gauss-PPC link. Jesus, no more of this cancerous long-range. We don't need any more 2x Gauss + PPC night-Gyr, Timber-Wolf, MAD-IIC-D.

Edited by The6thMessenger, 08 February 2018 - 01:30 AM.


#98 Khobai

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Posted 08 February 2018 - 01:49 AM

no combination of gauss, ppc, or gauss+ppc should exceed 30 pinpoint damage

so three ppcs is fine
two gauss is fine
two light gauss and a ppc is fine

which means ghost heat limit of 3 on light gauss and ppc

thats the only change I approve of


the acceptable limits for PPFLD should be 30 for long range and 40 for short range (meaning dual AC20 would be fine, but dual AC20 + SNPPC would not be okay)

even HGR pushes the acceptable limits IMO with 50 PPFLD.

Edited by Khobai, 08 February 2018 - 01:55 AM.


#99 Johnathan Von Tanner

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Posted 08 February 2018 - 01:50 AM

View PostThe6thMessenger, on 08 February 2018 - 01:30 AM, said:

Also one more thing.

No to those partial rollback of Gauss-PPC link. Jesus, no more of this cancerous long-range. We don't need any more 2x Gauss + PPC night-Gyr, Timber-Wolf, MAD-IIC-D.

Heresy

#100 meteorol

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Posted 08 February 2018 - 01:54 AM

View PostThe6thMessenger, on 08 February 2018 - 01:30 AM, said:

Also one more thing.

No to those partial rollback of Gauss-PPC link. Jesus, no more of this cancerous long-range. We don't need any more 2x Gauss + PPC night-Gyr, Timber-Wolf, MAD-IIC-D.


Timber can't run 2x Gauss, 1x PPC, and MAD-IIC-D has zero reason of doing it, because it's way better on a NTG. If you don't do 2/2 on assaults there is little reason of doing it, at all.

2x Gauss, 1x ERPPC is pretty much a loadout that was exclusively used on the NTG (which pretty much went extinct after they curbed it, btw).

As i said, 2x PPC, 1x Gauss should be allowed. Works on more mechs, way hotter, less pinpoint, less reasons for brown sea baddies to cry about.

Hot running 35 pinpoint on heavies compared to laservomit builds punching way into the 60. Not an issue at all.





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