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Alpha Balance Pts Series Announcement


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#321 Andi Nagasia

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Posted 27 June 2018 - 04:24 PM

View PostThe Lighthouse, on 27 June 2018 - 04:00 PM, said:

The main cause is that PGI firmly believes that increasing TTK will close the gap between good and bad players.

....Pretty much everyone who knows about game design tells us that increasing TTK will WIDEN the gap between good and bad players.

My experience during HoN also tells me same thing. You increase TTK, you will help good players regarding making mistakes, letting them dominating lesser players.

This always boggles my mind that PGI is not only ignorant of this simple fact, but they also refuse to learn from others.

not always increasing TTK doesnt always widen the skill Gap, often this has very little impact on the Skill Gap,
what higher TTK does is allow for players to survive mistakes in a single life game, which is what MWO is,

what will decrease the Skill Gap is tools to help less Skilled players stand against High Skill players,

#322 Imperius

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Posted 27 June 2018 - 04:37 PM

View PostAndi Nagasia, on 27 June 2018 - 04:24 PM, said:

not always increasing TTK doesnt always widen the skill Gap, often this has very little impact on the Skill Gap,
what higher TTK does is allow for players to survive mistakes in a single life game, which is what MWO is,

what will decrease the Skill Gap is tools to help less Skilled players stand against High Skill players,

In order to kill people of higher skill they have to maintain “get gud” longer. Obviously they won’t be capable of such. So yes the skill gap gets wider. Because good players by nature are just people who adapt well fast. Adding convoluted systems and increasing engagement time needed to secure a kill just makes it harder on the person who might get lucky. This just removes that “luck” opportunity.

Edited by Imperius, 27 June 2018 - 04:40 PM.


#323 Imperius

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Posted 27 June 2018 - 04:42 PM

View Postjustcallme A S H, on 27 June 2018 - 03:42 PM, said:

These threads always amazed me at just how many people do not truly understand balancing in a video game...

Increase TTK, nerf this to make the game fun...

You people must be being purposefully obtuse... People can't be that ignorant, surely?

Sadly it is. Remember LRM’s are OP! Surely only good players can maintain the use of cover and breaking line of sight when required.

#324 Mystere

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Posted 27 June 2018 - 04:44 PM

View PostThe6thMessenger, on 26 June 2018 - 08:31 PM, said:

I really really really like the idea of Clan Laser damage reduction. So far it always seemed that Clan Lasers is the problem, precisely because it's just a lot easier to pack in a little clan mech, and people with just good heat management can get away with it.


Really? How much can I put on an Ice Ferret?

View PostTesunie, on 26 June 2018 - 08:36 PM, said:

I think clan ERMLs (and maybe HLL) are the only lasers that could use it's damage reduced (by a hair). As far as C Gauss, never really saw it as an issue, and I don't think the recoil is going to be good at all.


See above.

#325 SaltiestRaccoon

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Posted 27 June 2018 - 04:44 PM

View PostThe Lighthouse, on 27 June 2018 - 04:00 PM, said:



The main cause is that PGI firmly believes that increasing TTK will close the gap between good and bad players.


....Pretty much everyone who knows about game design tells us that increasing TTK will WIDEN the gap between good and bad players.

My experience during HoN also tells me same thing. You increase TTK, you will help good players regarding making mistakes, letting them dominating lesser players.


This always boggles my mind that PGI is not only ignorant of this simple fact, but they also refuse to learn from others.



TTK going one way or the other will close that gap if taken to an extreme. If pushed too high, then individual skill becomes less important than coordinated fire. If pushed too low then unskilled players will get more kills out of sheer dumb luck. The trouble is finding a nice middle-ground between the two.

However closing that gap is a bad idea to begin with as far as making the game good, but it's great for marketing. I, for one, am really tired of learning curves and much of the skill being removed from games, but that's where we're headed. Look at the difference between CoD4, which was a fine game with a few console tweaks and MW2 where they took out the console so that hit registration was left intentionally bad to help out new players... Or look at Street Fighter IV or MvC3 with a huge depth of high execution, high damage combos that were removed in favor of 2-3 easy, boring target combos per character in SFV and MvCI respectively (that were given terrible scaling if you confirmed into supers with them.) It's just the way games are going. It's sad, but millennials want instant gratification and want to be 'the best' without working for it.

Why do dumb down games? Because it's easier than making good matchmaking and it helps player retention for further microtransactions.

As for where we're at in TTK in MWO? I honestly feel like we're on the high side of where I feel individual skill to be relevant (that's a key term here is individual skill, not team skill.) But I fully expect we're going to continue raising that TTK until it's not anymore, because PGI doesn't want a game that is hard to master. They want a game with e-sports appeal... and these days that means a game that anyone can play at a competitive level... or in other words, a bad game.

#326 Mystere

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Posted 27 June 2018 - 04:49 PM

View PostManicus, on 26 June 2018 - 09:43 PM, said:

Dear PGI, please stop shoehorning Clans into... wait, what are we supposed to play if you nerf lasers now? There's nothing left.

Should I abandon my clan mechs and jump to IS? Cos it looks like that's what you're trying to do.

The big alpha you're talking about is a feature of certain builds, NOT the entire class of lasers.


Of course you are! Now shut up and go and buy more IS Mech Packs! Posted Image

#327 Kompleks Ognevoi Podderzhki 320

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Posted 27 June 2018 - 04:59 PM

View PostTarl Cabot, on 27 June 2018 - 02:42 PM, said:

Weight savings and space allotment. The base foundation are not close enough.

Clans have it, IS do not have it or it comes with severe penalties once damaged,
  • isXL - loss of one side torso = dead mech - Take a LFE for less weight savings and slower speed. Clan STD would still benefit due to other components being lighter and taking up less space.
  • Endo/Ferro 14 slots each vs 7 slots plus Clans gain more benefit (do not see any actual change to these items)
  • DHS - is 3 slots vs clan 2 slots.
  • Most IS weapons are heavier and take up more slots.
  • IS has more humanoid mechs with low hanging fruit on arm mounted weapons. Both IS/Clan humanoid mechs would benefit some w/ability to temp raise one arm at t time to fire said weapons. Then crit actuators would have meaning.


On all IS mechs I have alfa min 60 from 300 - 400 metres. And put in to one location. With KD 2.5 sec. Example - 3 LpL 5 mpl. With quirks + nods = + 20 - 25% range. Some IS heavies have alfa 80 with min 300 metres and 48% heat. Or ultra long with alfa 55 and minumum range 900 m. MK2 - is OP ? Maybe HLL with duration 1.55 and KD 6 sec is OP ? Or maybe u dont know anithing about u telling.

#328 The Lighthouse

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Posted 27 June 2018 - 05:20 PM

View PostAndi Nagasia, on 27 June 2018 - 04:24 PM, said:

not always increasing TTK doesnt always widen the skill Gap, often this has very little impact on the Skill Gap,
what higher TTK does is allow for players to survive mistakes in a single life game, which is what MWO is,

what will decrease the Skill Gap is tools to help less Skilled players stand against High Skill players,


I am sorry, that is simply not true. A factually false sentence.

Arguing TTK is not something new concept. We were already arguing about 'mistake management' back in Quake 3 era.

TTK absolutely affects skill gaps, and every single FPS community always argues over about the best TTK which could satisfy both high skilled and low skilled players. From other games, there was a very long discussion regarding TTK for Titanfall 2 and recently developers implemented high TTK mode game because of this. And popular games like Battlefield and COD, developers always mangle TTK to provide best experience for all players.


This is one of the good videos explaining the effect of TTK.





By the way, if you finished watching this video, you will probably hear the video creator talking about "tank principle" as the negative aspect of high TTK environment. And yes, we have this problem in this game, in very severe way......


....and in MWO's words, we call it "deathball".


Yes, after almost more than a years of PGI's continuous nerfing to increase TTK, the deathball is now intolerantly strong, which results in lopsided games like 12-0. The game is increasingly becoming to be a one where a team with just a bit more teamwork wins massively due to insanely high TTK we have right now, and MWO traditionally had already very high TTK.

Increasing TTK in every single bit favors high-skilled players and the players with good teamwork. The problem is the high-skilled players are also, most of the time, have good teamwork.

Edited by The Lighthouse, 27 June 2018 - 05:30 PM.


#329 The Lighthouse

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Posted 27 June 2018 - 05:28 PM

View PostSaltiestRaccoon, on 27 June 2018 - 04:44 PM, said:



TTK going one way or the other will close that gap if taken to an extreme. If pushed too high, then individual skill becomes less important than coordinated fire. If pushed too low then unskilled players will get more kills out of sheer dumb luck. The trouble is finding a nice middle-ground between the two.

However closing that gap is a bad idea to begin with as far as making the game good, but it's great for marketing. I, for one, am really tired of learning curves and much of the skill being removed from games, but that's where we're headed. Look at the difference between CoD4, which was a fine game with a few console tweaks and MW2 where they took out the console so that hit registration was left intentionally bad to help out new players... Or look at Street Fighter IV or MvC3 with a huge depth of high execution, high damage combos that were removed in favor of 2-3 easy, boring target combos per character in SFV and MvCI respectively (that were given terrible scaling if you confirmed into supers with them.) It's just the way games are going. It's sad, but millennials want instant gratification and want to be 'the best' without working for it.

Why do dumb down games? Because it's easier than making good matchmaking and it helps player retention for further microtransactions.

As for where we're at in TTK in MWO? I honestly feel like we're on the high side of where I feel individual skill to be relevant (that's a key term here is individual skill, not team skill.) But I fully expect we're going to continue raising that TTK until it's not anymore, because PGI doesn't want a game that is hard to master. They want a game with e-sports appeal... and these days that means a game that anyone can play at a competitive level... or in other words, a bad game.


It really does not close the the gap much, because as you said, it becomes the matter of teamwork, and most of the time higher-skilled players do have better teamwork than lower-skilled player as well.

And no, This game massively suffers insanely big skill gap problem. Most people have absolutely no clue when they enter mechlab. It is very evident majority of people have absolutely no clue about optimizing their mechs. Look at HBS Battletech forum and read about all of their terrible builds being 'good'. To add an insult, this game also severely lacks any helping mechanics for newcomers other than tier system.

People tend to think with current tier system, there should be tons of tier 1 players, yet Russ & Paul say the distribution is quite normal compared to other games. I think Russ & Paul are telling the truth; from mechlab to actual gameplay; this game is really hard, so hard that this game is still remains as a niche game, despite all of the popularity from MW2 in 1990s.

This is why I absolutely hate gimmicks that further separates bad players from good players, such as ghost heat, gauss charging mechanics, min-range on various weapons... so many newbie hostile mechanics as if we need more of them.

And I also hate any attempt to worsen this issue, like increasing TTK that further widens the gap.

Edited by The Lighthouse, 27 June 2018 - 05:29 PM.


#330 Tesunie

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Posted 27 June 2018 - 05:36 PM

View PostBud Crue, on 27 June 2018 - 09:26 AM, said:

TLDR: you’re wrong, we’re screwed.

To pretend that historical IS quirks are the reason for the very recent trend -if you can call something that has never occurred previously in the history of the game a trend- of IS teams doing well in CW ignores all of the changes that have occurred in the last year both in terms of content (Annihilator as well as dual HGR + builds in general for example) as well as game mechanics changes (e.g. the systematic nerfing of both IS and Clan weapon systems since last May).

IS quirks, particularly defensive ones exist to make crap mechs not such crap. Yes there are outliers (for example, I would argue that the Urbanmechs armor buffs for example are a tad excessive, so too perhaps...maybe...the Annihilator), but to suggest that nerfs, particularly the kind of nerfs being proposed, namely broad brush, lets make all mechs and all builds suffer via the nerfing of whole weapon systems are somehow an exception or that we need a PTS to understand their effect, ignores the patch history of the game since at least since last May and more honestly since rescale (if not all the way back to the great requirkening). We know EXACTLY what will result here: nerfing energy and gauss to address the 2-3 builds that can pull off the dreaded 94 point alpha, will result in a nerf to every mech and every build that runs ANY of those weapons as well. This guarantees that which is at the top of the relativistic food chain remains there, and thus nothing changes except a lot of mechs become less fun to play or they don’t get played at all.


I presented the IS quirks as "PGI does do buffs" to counter the statement of "PGI only does nerfs". It should be obvious that PGI doesn't just nerf everything all the time. Just like they don't buff everything all the time either. Doing one or the other only all the time would... be bad for balance. Of course, I guess what you call a Buff or a Nerf might depend upon perspective. IS got a health buff? That's a nerf to all damage headed at them. Clans for a weapon/damage nerf, that's a health buff to anything clans are shooing at.

My question starts to become, how much more can we "buff" IS, before we need to "nerf" Clan? For some time, IS items have been getting buffed (back when the clans basically were introduced). Now, instead of continuously buffing IS, they are now nerfing Clans. If something is underperforming or overperforming, then it should probably be addressed. It makes little sense to buff everything else when nerfing one or two items instead could do the task.

Now, don't confuse my statement with blindly approving of the proposed changes presented so far. I'm simply trying to remind people that this is only the proposal for session one of the PTS. The world is not coming to an end. See what has happened in every PTS before hand... I'll just go to the New Tech PTS. We made suggestions for balance back then, and many of the suggestions actually did make a meaningful difference. We have the same chance here.

View PostBud Crue, on 27 June 2018 - 09:26 AM, said:

Furthermore, it is incontrovertible that PGI nerfs FAR more than it buffs, and when it buffs it does things almost exclusively in the defensive realm. For example, the trend beginning in late 2017 wherein they started the switch from structure quirks to armor on a wide variety of mechs can certainly be seen as a buff to those chassis, but in the last year there were nerfs in every month but November and this last month (which were proposed but did not go in) to BOTH IS and Clan mechs’ weapons. Things like improving SHS performance is not a buff except to the half dozen or so mechs and their very precise builds (As an aside: Hey Chris! That sounds awfully like providing a mechanism wherein the player must solve a puzzle in order to take advantage of it. Sound familiar?). Re-allocating armor from one spot to another is not a buff either, and even if you think it is, the VAST majority of similarly “neutral” changes that have occurred in the last year have had an over all detrimental effect on more mechs (i.e. a perceived nerf) than those that have been a benefit (engine/agility decoupling says “hi”).

Anyway, sorry to go off on this but I think this whole situation is absurd and it exists only because of PGI’s fixation on raising TTK and their complete inability to address outlier performance. Speaking of which, the PTS will not give “real data” about anything. It is an artificial enviornment wherein few participants actually participate, wherein historically PGI has to impose 4v4 or similar situations in order for the few participants to find matches, and thus cannot by definition give “real data” about the 12v12 game that it is intended to act as a test bed for. It is a system that is seemingly designed to act as an outlier relative to the live server and we have all seen that PGI has no clue how to deal with outliers.


I think decoupling the engines from twisting speeds was a good thing overall. However, it appears that many of the base line speeds probably are too low. I'd press more for adjusting the twisting speeds rather than bring engine resync(?) back...


I agree that the PTS has a history of low population when it is active, and it's often times active for too short of a time period on top of that. There is a reason I keep suggesting to incentive it with some kind of reward based on number of matches played. This will encourage players to actually utilize and play within the PTS, rather than ignore it (because it has no rewards). Should boost population on the server, as well as help show more accurate data.

Also, PTS is better than them just dumping this into the live servers. Only other solution would be to dump this on the live servers for a short while and then revert it... but I'm sure that would confuse a lot of people and certainly not be the popular choice...

#331 Tesunie

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Posted 27 June 2018 - 05:45 PM

View PostMystere, on 27 June 2018 - 04:44 PM, said:


Really? How much can I put on an Ice Ferret?



See above.


For me, I'm talking 1 point of damage or less off the lasers, which would then translate in a reasonable compensation in cooldown, beam duration and heat to correspond with the change. I would much rather see small changes.

I'm also really hoping we can eventually get to the point between Clan and IS balance that IS can drop many of it's quirks. Right now we are inching towards "IS are durable, so IS vs IS becomes a bit of a slugging match" (and is rather fun in my opinion), "Clan vs IS brings us the desired mix of TTK between alpha/damage" (if things go as we want), and then the kicker really becomes "Clan vs Clan... whomever shoots first with that high alpha".

I don't think it's exactly working well right now, personally speaking. New tech has changed the field, and even IS (particularly newer mech releases) are getting really crazy on the high Pin Point alpha damage.


Honestly, I feel the worst thing in this game is our incredible accuracy. I don't know how to exactly deal with it, but being able to land said 40+ points of damage to a single location really is a little disturbing in this game format. I do believe that heat, movement and number of weapons fired could disrupt accuracy, with increasing stacks. (Being just hot would be minimal. Just walking would be minimal. Running would be a little smidge more than walking. Being hot, running and shooting a lot of weapons would be a slightly larger spread of fire. And no, I'm not saying "if you walk, your shots will spread across three mechs". More like "if you walk, you'll notice the slightest bit of drift from your weapons".)

#332 Bud Crue

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Posted 27 June 2018 - 05:58 PM

View PostTesunie, on 27 June 2018 - 05:36 PM, said:


My question starts to become, how much more can we "buff" IS, before we need to "nerf" Clan? For some time, IS items have been getting buffed (back when the clans basically were introduced). Now, instead of continuously buffing IS, they are now nerfing Clans. If something is underperforming or overperforming, then it should probably be addressed. It makes little sense to buff everything else when nerfing one or two items instead could do the task.


Go look at the patch notes for the last year. Now, tell me how many months had nerfs to only one side of the tech divide? I think you will be shocked to find that FAR more often than not BOTH sides of the tech divide (all but 2 if I recall correctly...sorry I gave it away) were hit. Not just clans, but clans AND IS (and in one of those months it was all BUFFS to Clans and that was when Chris gave the remaining clan mechs rule of 8 quirks). For real fun, go back at look at the massive nerfs the IS recieved via Skills Tree (May 2017 patch notes). For real fun go back all the way to June of 2016 (rescale) and the month after month of near exclusively IS nerfs.

So no, the question is not "how much more can we "buff" IS, before we need to "nerf" Clan?" since they have consistently been nerfing the IS far more than the clans since 2016, and both fairly equally in the last year, but rather when will they stop nerfing...period.

Making this a clan vs. IS thing is folly. This is a nerf vs buff vs leave well enough alone for both techs thing. But this fiction that clans are getting disproportionately picked on or that IS quirks are "the source of power creep" (according to Chris) is blatantly and observably false; just go look at the patch notes over the last couple of years and the mechs that no one plays regularly and the reality becomes crystal clear.

#333 SilentScreamer

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Posted 27 June 2018 - 06:13 PM

View PostThe Lighthouse, on 27 June 2018 - 05:20 PM, said:

Arguing TTK is not something new concept. We were already arguing about 'mistake management' back in Quake 3 era.
...
"tank principle" as the negative aspect of high TTK environment. And yes, we have this problem in this game, in very severe way......

....and in MWO's words, we call it "deathball".

Yes, after almost more than a years of PGI's continuous nerfing to increase TTK, the deathball is now intolerantly strong, which results in lopsided games like 12-0. The game is increasingly becoming to be a one where a team with just a bit more teamwork wins massively due to insanely high TTK we have right now, and MWO traditionally had already very high TTK.

Increasing TTK in every single bit favors high-skilled players and the players with good teamwork. The problem is the high-skilled players are also, most of the time, have good teamwork.


Deathball is not the problem this thread was started for, it is HighAlphaMeta. Stomps are created by coordinated team vs no-coordination team. The HighAlphaMeta just leads to one or a few mechs standing out as superior due to damage output dramatically lowering TTK. This is not a problem in Quickplay because both teams have access to Clan tech. If you had said 48-0 stomps as in Faction Play, it would be more applicable, because only one team has access to Clan-tech for HighAlphaMeta and the other side does not.

In Beta matches of MWO it was hard to crack a Deathball with two Atlas DDC providing overlapping ECM bubbles for their team Deathball. It was possible to gun them down as they slowly advanced... IF your team was willing to coordinate fire. The community was closer-knit and you usually had enough players willing to help. I do not think this changed with Clans, 12v12 or Quirks.

PUG teams with poor leadership will always loose to a well-coordinated team, CW/FP being a prime example - winning by rushing the Objective (orbital cannon in CW phase 1 & 2). Teams adopted the tactic because it was an easier win than Deathball. Deathball also worked in CW, often if the team prefered to Farm opponents rather than get a quick win.

One direction I hope MWO never goes is In-Match Repairs (Health Replenishment). A saving grace of MWO compared to most current FPS is the lack of healing/shields/regeneration/boost so damage to someone it STICKS. Compare to HALO, Gears of Wars, Fortnite, even back to playing Doom, if you knew the map, the goal was to camp a health item spawn, effectively making a good player immortal. If in-match repairs were ever implemented in MWO there are players (particularly Light mechs) that would be almost impossible for an average skill TEAM to defeat, short of a one-shot kill or leg.

As for my 2 cents on the HIghDamageAlpha. Prioritize your targets based on build. During Beta Splat-Cats and DoubleAC20 "Ac40" jagers were mechs nobody wanted to bump into around a corner. So if you saw one, you called it out and your team hunted it down. 90 alpha clan mechs die quick if 3 or 4 mechs shoot at it at once.

Edited by SilentScreamer, 27 June 2018 - 07:45 PM.


#334 Imperius

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Posted 27 June 2018 - 06:16 PM

Can we add jump jet shake when you fire your lazers? /s

I’ll apply at PGI tomorrow guys no worries.

#335 Tesunie

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Posted 27 June 2018 - 06:18 PM

View PostBud Crue, on 27 June 2018 - 05:58 PM, said:

Making this a clan vs. IS thing is folly. This is a nerf vs buff vs leave well enough alone for both techs thing. But this fiction that clans are getting disproportionately picked on or that IS quirks are "the source of power creep" (according to Chris) is blatantly and observably false; just go look at the patch notes over the last couple of years and the mechs that no one plays regularly and the reality becomes crystal clear.


I'll just comment, there are IS issues as well that could use to be looked at, as much as Clan. My personal opinion, H Gauss could probably use a nerf, as well as the Annihilator's health quirks. Either that, or the other assaults all need better health quirks to compete. But when do you call it good for a buff, and when is it better to nerf? We honestly can't just nerf nor buff all the time.

You are right, it isn't an IS nor Clan specific "issue". People do like to see it as either just clan or IS... so that's how it's typically viewed.

#336 o0cipher0o

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Posted 27 June 2018 - 06:31 PM

Uh, the thing i find concerning is this crusade against this supposed 92 alpha damage build. Hes, it's doable, but damng in the thousands of games i have played i have never seen one, neither in solo nor group queue. And still, i can't help but think that the real build the deathstrike runs, aka 6erml dual gauus, is way more practical, and definitely not that much of an issue (there are other builds far more deadly. This really just looks like a scapegoat to nerf clans yet another time.
And what's sad is that overall, i feel that IS mechs are currently moreneffective. Both me and my unit mates tend to go for IS mechs when we want to really be affective, there are just a few clan builds/mechs that we'd use for that.

It's nice that we're getting a PTS for thus, but i can't help but think that you guys are just pointing at something that really is a fabricated issue. We'll see ho this will go, the recoil won't be much of an issue considering how i stagger my firing anyway when using gauss rifles, The reduced damage on clan lasers might even be negligible if the resulting buffs in heat/cooldown will be adequate.

#337 Conner Ward

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Posted 27 June 2018 - 07:17 PM

View PostImperius, on 27 June 2018 - 06:16 PM, said:

Can we add jump jet shake when you fire your lazers? /s

I’ll apply at PGI tomorrow guys no worries.


I hope that you are not serious, lasers do not have recoil. We don't need this or "cone of fire" in MWO.

#338 Imperius

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Posted 27 June 2018 - 07:19 PM

View Posto0cipher0o, on 27 June 2018 - 06:31 PM, said:

Uh, the thing i find concerning is this crusade against this supposed 92 alpha damage build. Hes, it's doable, but damng in the thousands of games i have played i have never seen one, neither in solo nor group queue. And still, i can't help but think that the real build the deathstrike runs, aka 6erml dual gauus, is way more practical, and definitely not that much of an issue (there are other builds far more deadly. This really just looks like a scapegoat to nerf clans yet another time.
And what's sad is that overall, i feel that IS mechs are currently moreneffective. Both me and my unit mates tend to go for IS mechs when we want to really be affective, there are just a few clan builds/mechs that we'd use for that.

It's nice that we're getting a PTS for thus, but i can't help but think that you guys are just pointing at something that really is a fabricated issue. We'll see ho this will go, the recoil won't be much of an issue considering how i stagger my firing anyway when using gauss rifles, The reduced damage on clan lasers might even be negligible if the resulting buffs in heat/cooldown will be adequate.

The spreadsheet or the dartboard of balance is never wrong and always lands justifiably in the correct ying and yang.

Chris plays the game. Chris doesn’t play the builds or playstyles he nerfs or removes. Chris also looks at speadsheets and not who is inflating those numbers. Chris is protecting his play style, whatever that is!

#339 Mystere

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Posted 27 June 2018 - 07:39 PM

View PostTesunie, on 27 June 2018 - 05:45 PM, said:


For me, I'm talking 1 point of damage or less off the lasers, which would then translate in a reasonable compensation in cooldown, beam duration and heat to correspond with the change. I would much rather see small changes.

I'm also really hoping we can eventually get to the point between Clan and IS balance that IS can drop many of it's quirks. Right now we are inching towards "IS are durable, so IS vs IS becomes a bit of a slugging match" (and is rather fun in my opinion), "Clan vs IS brings us the desired mix of TTK between alpha/damage" (if things go as we want), and then the kicker really becomes "Clan vs Clan... whomever shoots first with that high alpha".

I don't think it's exactly working well right now, personally speaking. New tech has changed the field, and even IS (particularly newer mech releases) are getting really crazy on the high Pin Point alpha damage.


Honestly, I feel the worst thing in this game is our incredible accuracy. I don't know how to exactly deal with it, but being able to land said 40+ points of damage to a single location really is a little disturbing in this game format. I do believe that heat, movement and number of weapons fired could disrupt accuracy, with increasing stacks. (Being just hot would be minimal. Just walking would be minimal. Running would be a little smidge more than walking. Being hot, running and shooting a lot of weapons would be a slightly larger spread of fire. And no, I'm not saying "if you walk, your shots will spread across three mechs". More like "if you walk, you'll notice the slightest bit of drift from your weapons".)


I have one word for that:

CONVERGENCE






It's the 8,000,000-pound gorilla that needs to be addressed, although I am thinking it's already too late for that, fatally too late.

View PostConner Ward, on 27 June 2018 - 07:17 PM, said:

I hope that you are not serious, lasers do not have recoil. We don't need this or "cone of fire" in MWO.


Hence the above.

Edited by Mystere, 27 June 2018 - 07:44 PM.


#340 A Headless Chicken

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Posted 27 June 2018 - 07:49 PM

View PostMystere, on 27 June 2018 - 07:39 PM, said:

CONVERGENCE




I signed up for a shooter, not some 1PV tabletop game with 13 reticules on my screen.





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