A Community-Driven Balance Update
#761
Posted 12 February 2018 - 05:25 PM
Summary:
Basically, we must observe not particular weapons to buff or nerf, but rather effective combinations that fall into 6 cathegories of playstyle: "dps/sustained dps oriented" and "damage per exposure time" for each of range brackets - short, medium and long. (For example, med+large laservomit - med range "damage pre exposure; uac spam - med range dps)
We know that right now two cathegories dominate the game - long and med range "damage per exposure". Therefore a simple solution would be to lower available med and long range alphas and at the same time to improve dps combos and close range combos. There are a lot of weapons that can be buffed or changed to not only bring back forgotten playstyles but also make them diverse.
#762
Posted 12 February 2018 - 05:30 PM
Mech The Dane, on 12 February 2018 - 05:13 PM, said:
PGI's greatest fear is that the community comes to a consensus.
So long as we are divided and answerless we will be easy to ignore and manipulate.
But united (somewhat) with a banner of balance-changes to rally around; we will be UNSTOPPABLE!
TAROGATO, UNFURL THE SPREADSHEETS! NAVID, MAN THE OARS! METACHANIC SHIMBER TIMBERS OR SOMETHING! BEAR CLAW LOOK TO THE HORIZON!
WE ARE COMING FOR YOU PGI! ONE COMMUNITY-DRIVEN NUMBER AT A TIME!
Never gonna get everybody to agree to everything. For instance until
Quote
changes I can't get behind this completely. Thats a bigger issue for me than even the ppc/gauss. Heck even an official announcement thread called for people to get their streaks out when the Piranha came out.
Edited by dario03, 12 February 2018 - 05:31 PM.
#763
Posted 12 February 2018 - 05:33 PM
dario03, on 12 February 2018 - 05:30 PM, said:
Yeah this was very irritating to me, and I'm mainly an assault pilot.
People were bragging about it in match chat too.
#764
Posted 12 February 2018 - 05:43 PM
Mech The Dane, on 12 February 2018 - 05:13 PM, said:
WE ARE COMING FOR YOU PGI! ONE COMMUNITY-DRIVEN NUMBER AT A TIME!
I'm fine with most of it. Damn, even give them the 3x Gauss/PPC link. Just give the RACs Navid's changes.
#765
Posted 12 February 2018 - 05:51 PM
Gas Guzzler, on 12 February 2018 - 05:33 PM, said:
Yeah this was very irritating to me, and I'm mainly an assault pilot.
People were bragging about it in match chat too.
Need more heavy and assault pilots to see the light. I play everything but I always push for the streak changes and light buffs because I view the game as player vs player. I think we should aim for the best balance that we can get across all mechs. And since lights can already be countered by plenty of other stuff I don't see the need to make streaks be a completely anti-brawling light weapon and then say oh but its balanced because streaks are bad vs the bigger mechs. Thats not balance, heck if anything we need weapons that are really good against the bigger mechs. And the fact that its an auto-aim weapon just makes it worse. I can understand lrm since its supposed to be a long range support weapon, but a brawling weapon thats auto aim in a fps style game... come on.
But a lot of players main the bigger mechs so...
Edited by dario03, 12 February 2018 - 05:54 PM.
#767
Posted 12 February 2018 - 06:48 PM
LRMs seemed to be shelved because of "not wanting to address fundamental overhauls". I also agree that Streaks need some changing, as well (hell, just make them shoot almost like ATMs with an even straighter firing arc, with more agility, and call it a day). There seemed to be a number of other issues mentioned here that the community could start looking at and proposing changes for.
Also, I'd still love this community effort to take Flamers into consideration, please. Since Tarogato wanted it as such, I think I laid it out as simply as I could for consideration . . . just for reference:
Sereglach, on 10 February 2018 - 08:35 PM, said:
- Set all of the XML attributes that revolve around the exponential scaling and firing/cooldown windows to zero (thereby disabling it).
- Set Damage to 0.8 - 1.0 to return it to pre-Flamergeddon values and make it more competitive with similar weapons in class.
- HPS Generation becomes 1.0 HPS flat with exponential mechanics disabled.
- Reduce Heat DPS to 1.5 - 2.0 to make it manageable and easily tuned as the sustained fire weapon it was originally designed to be.
Results cause the Flamer to be the sustained fire weapon it was originally designed as and make all stats able to be tuned without wild swings into game-breaking OP (like Flamergeddon) or completely useless (like it is now).
#768
Posted 12 February 2018 - 07:04 PM
Edited by HammerMaster, 12 February 2018 - 07:06 PM.
#771
Posted 12 February 2018 - 09:52 PM
Quote
RAC2: reduce spread by 50% (0.09)
RAC2: increased range to 600m (currently 540)
RAC2: Velocity buff to 1700 m/s (from 1500)
RAC5: Velocity buff to 1200 m/s (from 1025)
RAC5: reduce spread by 50% (0.11)
RAC5: Reduced heat to 3.6/s (currently 4/s)
And we kept the heat reduction from earlier as well. (10%).
Unbelievable. This is just as stupid as trying to get LGR longer effective range, longer shooting time isn't what RAC2 needs. A lot of other more sensible builds could work more effectively at that new effective range, and at that same tonnage allotment.
#772
Posted 12 February 2018 - 11:04 PM
#773
Posted 13 February 2018 - 01:05 AM
The6thMessenger, on 12 February 2018 - 09:52 PM, said:
Unbelievable. This is just as stupid as trying to get LGR longer effective range, longer shooting time isn't what RAC2 needs. A lot of other more sensible builds could work more effectively at that new effective range, and at that same tonnage allotment.
Seconded. These changes miss the mark.
- The RAC2 needs better damage output, not a longer firing time. Firing a RAC for 6 seconds is already a risky proposition. To do adequate damage, RAC users MUST stay focused on the target without interruption, and in doing so, they make themselves vulnerable. Increasing the amount of possible firing time only increases the amount of risk that can be taken, and does nothing to improve the reward.
- The spin-up time for both RACs is too long, resulting in missed opportunities and lengthening the amount of exposure time needed to get damage out. The velocity buffs are only needed because the spin-up time makes RACs too cumbersome to use from closer ranges. These are aren't sniper weapons, they are for suppression during aggressive team movements and need to be responsive enough for that role.
- Spread is at worst a minor issue for RACs. Even if they were given perfect accuracy, they would still be sustained-fire, cumulative damage weapons used on targets that are twisting and moving to cover. RACs will spread damage no matter what. Buffing their spread accomplishes little.
#774
Posted 13 February 2018 - 01:52 AM
0Jiggs0, on 13 February 2018 - 01:05 AM, said:
Seconded. These changes miss the mark.
- The RAC2 needs better damage output, not a longer firing time. Firing a RAC for 6 seconds is already a risky proposition. To do adequate damage, RAC users MUST stay focused on the target without interruption, and in doing so, they make themselves vulnerable. Increasing the amount of possible firing time only increases the amount of risk that can be taken, and does nothing to improve the reward.
- The spin-up time for both RACs is too long, resulting in missed opportunities and lengthening the amount of exposure time needed to get damage out. The velocity buffs are only needed because the spin-up time makes RACs too cumbersome to use from closer ranges. These are aren't sniper weapons, they are for suppression during aggressive team movements and need to be responsive enough for that role.
- Spread is at worst a minor issue for RACs. Even if they were given perfect accuracy, they would still be sustained-fire, cumulative damage weapons used on targets that are twisting and moving to cover. RACs will spread damage no matter what. Buffing their spread accomplishes little.
RACS are so bad I kinda feel like they were added simply to be a low skill ballistic option. Hold fire drag mouse almost laser hit scan. completely inferior to uacs of in every other way.
Anyway the initiative is dead so RACS will remain bad.
Edited by Johnathan Tanner, 13 February 2018 - 01:54 AM.
#775
Posted 13 February 2018 - 02:54 AM
paul has never accepted any community proposal. this is like the third or fourth one over the years. remember #savemwo and #savemwo2? I do. I remember a bunch of people getting banned too. That was hilarious.
they see you as a small, highly vocal, and mostly harmless minority. they dont consider you representative of the entire MWO community at large. theyre not going to risk upsetting the status quo to placate a few dissidents. Ive seriously never seen a game developer that has as much contempt for their community as PGI
at least strikes are getting nerfed. thats something. more than I expected.
Edited by Khobai, 13 February 2018 - 03:07 AM.
#778
Posted 13 February 2018 - 09:35 AM
Johnathan Tanner, on 12 February 2018 - 11:04 PM, said:
odd because Paul said that he and Chris have similar views to what needs to change,
just they want to slowly get here to avoid large swings(over buffing / over nerfing) which is understandable,
ill wait to see whats coming in the Feb Patch and see how things pan out from there,
but as it is right now, i can see where PGI is coming from and their goals,
Khobai, on 13 February 2018 - 02:54 AM, said:
paul has never accepted any community proposal. this is like the third or fourth one over the years. remember #savemwo and #savemwo2? I do. I remember a bunch of people getting banned too. That was hilarious.
they see you as a small, highly vocal, and mostly harmless minority. they dont consider you representative of the entire MWO community at large. theyre not going to risk upsetting the status quo to placate a few dissidents. Ive seriously never seen a game developer that has as much contempt for their community as PGI
at least strikes are getting nerfed. thats something. more than I expected.
they have in the past many times, too many to just start noting here,
but they have said they would like to do some of the things mentioned here,
but with that Paul said(dont expect 100% of all the changes Proposed, or the exact numbers used)
also i wouldnt say PGI has contempt for the MWO Community,
they may not have as many open discussions as perhaps we would all like,
but its clear that they do care for Players and the IP,
Edited by Andi Nagasia, 13 February 2018 - 09:35 AM.
#779
Posted 13 February 2018 - 09:49 AM
Khobai, on 13 February 2018 - 02:54 AM, said:
paul has never accepted any community proposal. this is like the third or fourth one over the years. remember #savemwo and #savemwo2? I do. I remember a bunch of people getting banned too. That was hilarious.
they see you as a small, highly vocal, and mostly harmless minority. they dont consider you representative of the entire MWO community at large. theyre not going to risk upsetting the status quo to placate a few dissidents. Ive seriously never seen a game developer that has as much contempt for their community as PGI
at least strikes are getting nerfed. thats something. more than I expected.
they can easy add a poll in MWO client system that's have a unique ID to the gamer MWO player of 1 year is allow to vote on.
this way they know what the real community wanna since i not represent 100% of the MWO gamers i dont think i like those new changes
#780
Posted 13 February 2018 - 11:01 AM
I can tell you with certainty that I will not be behind any balance initiative that doesn't start with accounting for adding a loadout cost to the skil buff tree and non-slotted consumables, and then tackle the base tech that sets the stage for the weapon issues. Even then you'll have a hard time getting me on board unless there's a realistically implementable plan for and energy draw system to replace the useless ghost heat mechanic.
Wish you guys the best, but you started in the wrong place to effect any sort of game balance.
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