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Alpha Balance Public Test Session Next Week Friday, July 13Th


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#81 justcallme A S H

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Posted 06 July 2018 - 09:06 PM

View PostNavid A1, on 06 July 2018 - 08:53 PM, said:

https://mwo.smurfy-n...05e7e6831577355

yeah... this will work out well.

Good job Chris.

Boogieman FTW!


When one BOOGEYMAN had the closet door shut on him...

Another door opens.

Oh how the BOOGEYMAN will live on.

#82 Tank

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Posted 06 July 2018 - 09:07 PM

Screw the balance - competitive games are never balanced, it's a constant flux.

We need to feel game FRESH and FUN! Way you did with adding new Tech.

I say add more little stuff like that more often with less concern if few things go broken or some people will burn trough their chairs in anger.

#83 0Jiggs0

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Posted 06 July 2018 - 09:08 PM

The PTS will only succeed if the changes being tested have the community's interest, and the changes currently proposed do not. The community balance proposal would be a much better use of the server, and generate a greater quantity and quality of data than the unsolicited and ill-conceived nonsense being offered at present.

It's like being offered a kick in the groin and asked, "How do you know you don't like it, if you haven't tried it?"

#84 Y E O N N E

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Posted 06 July 2018 - 09:09 PM

View PostNavid A1, on 06 July 2018 - 08:53 PM, said:

https://mwo.smurfy-n...05e7e6831577355

yeah... this will work out well.

Good job Chris.

Boogieman FTW!


And even the old 2x Heavy Large and 4x ER Medium is still firing out 83, so....ggclothes on all counts.

#85 Navid A1

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Posted 06 July 2018 - 09:12 PM

HAHAHAHAHAHAAAAAAAAAAAAAA


https://mwo.smurfy-net.de/mechlab#i=171&l=ba99e9faa879d2b828349c38b11af54a81200a25


The POWA

Edited by Navid A1, 06 July 2018 - 09:20 PM.


#86 Natural Predator

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Posted 06 July 2018 - 09:16 PM

So I understand the Desire to bring down Alpha strikes for clan side a little. A few notes.

Clan Gauss is fine, I am not sure why there is a desire to mess with this at all.

The decrease in alpha strike should have a required buff to survivability. Currently the reason clan players take high alphas is because they can not compete in brawl with IS mechs outstanding armor and structure quirks. Alpha strike allows the mech to do damage and mitigate face time. You have completely not addressed the reason why this is required. Obviously a superior pilot will beat an inferior pilot in nearly anything. But in order to compare this you have to match skill levels for the sake of arguments. By increasing DPS but doing nothing for survivability due to face time you have actually hard nerfed many clan mechs. Including mechs that were not meta at all. Just my 2 cents.

#87 testocoles

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Posted 06 July 2018 - 09:21 PM

Yeah... please don't do this.

I play IS and Clan and frankly they are almost perfectly balanced the way they are right now. If anything, upping clans ERPPC damage to 12 and reducing the heat on ERPPC's for both factions to 12 would be pretty much perfect.

If you truly feel that clans are OP, changing their weapon profiles is not the right way to balance it. It is far more true to the lore and the fiction to handicap their tonnage than it is try and remove their built in advantage.

Clan machines already suffer from oversized XL engines on all of their omnis, often have no quirks or negative quirks, and are generally more fragile, less optimized and less versitile than their inner sphere counterparts due to constantly shifting game balance and fan fiat.

If you want to change the game, you should try introducing new or experimental weapons such as HAG's, Binary and Bombast lasers, Reflective and Ballistic armor, Magshot, Inferno Missiles, PPC Capacitors, MML's, ER and Heavy Flamers, Plasma Cannons, Clan RAC's, and Melee Combat.

#88 BrunoSSace

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Posted 06 July 2018 - 09:25 PM

Wow don't know what to say. Maybe just a little bit heavy handed there Mr Pgi.

#89 justcallme A S H

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Posted 06 July 2018 - 09:26 PM

View PostNavid A1, on 06 July 2018 - 09:12 PM, said:



Lol... I was thinking that about 2hrs ago actually... The BOOGEYMAN reincarnate.

Pretty sure this is a clear example of why this whole thing is so poorly thought out. It's just a dartboard change as usual because anyone with some semblance of understanding would've picked this up already.

Edited by justcallme A S H, 06 July 2018 - 09:33 PM.


#90 Runecarver

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Posted 06 July 2018 - 09:32 PM

Bad, bad, bad. This entire PTS post is just utterly poorly structured. I can already tell you that your haphazard attempts at "balance" just completely destroyed multiple builds that were no threat for no apparent reason.

Your attempts will just further punish tonnage restricted clan omnimechs like their mediums and lights, completely removing their ability to play with longer range weaponry to make up for their lack of speed, mobility and armor compared to most inner sphere equivalents. Heavy and assault clan mechs, particularly the battlemechs, aren't affected.

Clan ER medium laser made inferior to its inner sphere counterpart. 1.25 second duration for only 0.25 more damage. Nope. Enjoy losing to standard AND ER versions both up close AND at range. Heat reduction did not make it even remotely worthwhile. In all seriousness, did you even LOOK at the inner sphere versions? 3.4 heat for standard version, 4.5 for the extended range version. 5 damage over a 1 second period. WHY WOULD THE CLAN VERSION NEED TO PAY 1.2 POINTS OF EXTRA HEAT FOR 0.25 MORE DAMAGE?

Clan ER Small laser made completely worthless. Both as a supplementary weapon, and as a primary weapon for lighter and tonnage restricted mechs. The same carelessness that affected you when you conjured up the numbers for the clan ER medium laser.

You made clan large pulse and clan ER large stacking the new meta for clan mechs. Literally the same sort of builds as the inner sphere mechs build. Thanks for the "build diversity" you bumbling buffoon! So is your entire mission to homogenize the two tech bases to the point where every single build plays out the exact same across both tech bases, and there are no differences in weaponry? Because I'll just play counter strike or call of duty instead of this game at that point.

Oh, you made the clan medium pulse laser inferior to the inner sphere equivalent in every conceivable way. Good job on this display of ineptitude. 0.9 seconds to deal 6.25 damage compared to the inner sphere version of 0.67 seconds to deal 6 damage. Only the IS version gets to fire twice and be back in cover by the time the clan version cycles.

Heavy medium laser was turned worthless, as its duration is simply too long for just dealing a maximum of 32 damage at 270 meters. Do not pass go, do not collect $200, go directly into the stupid zone.

And as for the final piece, you seem to have COMPLETELY and UTTERLY forgotten the issue the Heavy Large laser had back during the Public Test for Civil War! 16 damage for 16 heat with its current duration is simply NOT FAVORABLE TO BE WORTH USING. People will just switch to triple large pulse and ER large spam, and completely ignore the heavy large laser. Its not worth it anymore.

So in your bumbling to try and address the few outliers on clan side capable of stacking both gauss rifles AND laser weaponry, you decide to completely destroy under-appreciated mechs and their builds, and then make it impossible for them to compete against any other mech.

Consider this; stop what you are doing. Immediately. Rethink this entire thing. Your actions will have the opposite effect of "bringing balance," you will simply shift the pendulum to the other side but with the added benefit of turning people away from the game due to lack of playstyle diversity.

#91 Metachanic

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Posted 06 July 2018 - 09:32 PM

Ran some rough numbers, and if everything's correct, the Deathstrike Doesn't Care meme continues.

Building on Navid's post; running 3x ERLL, 3x ERML, and 2x Gauss post-patch will yield a ghost-heat free Deathstrike that outdamages the current one at ranges beyond about 760m. And the net alpha hit is only 4.25 damage. Have to drop engine a bit to run this, but how much does that matter when your engagement range is knocking on the door of 1,000m? At long ranges, you can easily argue that this is a buff to one of the strongest assaults in the game. Not to mention the 4x ERLL, 2x Gauss MCII-1s and Deathstrikes just got even stronger, and the massive implications for the ERLL trading game.

Clans already have a DPS edge at extreme range, and this will maintain that edge with the added bonus of requiring considerably less face time, especially for 6x CERLL mechs. Long range engagements are potentially the most delicate subset of balance in MWO, and this will throw a serious spanner in the works. Curious to test it, but deeply apprehensive.

I do rather like the raised ghost heat limit for CLPLs. Base-value buffs would be preferable, IMO, but letting CLPLs alpha three without ghost heat at least provides an incentive to carry them over CHLLs.

#92 testocoles

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Posted 06 July 2018 - 09:41 PM

I really don't understand the PGI hate, I mean you make a game for free that I love, but I have to agree that with the overwhelming amount of negative feedback you are receiving in this regard, I would be somewhat reluctant to trust your companies quality control if you went through with this change.

I have nothing but respect for PGI, and its amazing that the community has kept this MMO alive as long as it has and that people are still spending money on it. But antagonizing fans will hurt sales, and that affects your bottom line. Just let the machine do its thing, if you want new customers or more sales, you need to introduce new content, not make armchair managerial decisions based on a vocal minority.

I am sorry that your fans are at times ungrateful, entitled little.. well, you know. I will probably continue playing even if you go through with these changes, but I will be rather dissapointed in the direction management has taken with them, and will likely spend less money and time on MWO.

Thanks for the many hours of enjoyment I spent playing your game.

#93 Garran Tana

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Posted 06 July 2018 - 09:43 PM

How about a PTS for the community balance? That would be something community would love you for PGI.

#94 -Spectre

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Posted 06 July 2018 - 09:48 PM

At least this is a PTS, but still. This is just turning the Clan lasers into IS lasers. And the Gauss thing is just pointless. IS uses gauss way more than Clan. There are a couple of good Clan gauss mechs, notably the Deathstrike, but that one in particular is behind a paywall, and not many others are used. So that nerf is just useless. IS relies heavily on gauss, but they don't get recoil on their regular gauss. At least make that equitable.

The HLL is the only one I agree with right now. TT values for it were flipped from what it currently is in MWO, so PGI just created a pointless problem there. This still leaves the HLL better than it is in TT, so I look forward to seeing how it plays.

All that said, I will hold further comment until I play the PTS.

#95 Marius Evander

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Posted 06 July 2018 - 09:50 PM

Wait, Have the forum ego trip mods even given up on PGI, no redacted's ????

View PostGarran Tana, on 06 July 2018 - 09:43 PM, said:

How about a PTS for the community balance? That would be something community would love you for PGI.


That would require changing too many lines of spreadsheet code, too much work for 1 patch kappa

#96 Conner Ward

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Posted 06 July 2018 - 09:56 PM

Do you realize that Clan Warriors would execute and replace their entire Scientist cast if their weapons were constantly degraded like this. Downgraded Clan weapons would not exist.

#97 admiralbenbow123

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Posted 06 July 2018 - 09:59 PM

View Postshameless, on 06 July 2018 - 04:54 PM, said:

PGI, i don't know at this point that you guys announcing my favorite mech, the Crusader, could get me to give you guys money right now. Quit nerfing the clans into pointlessness.


PGI gives an opportunity to make a LOT of interesting and fun builds on every single clan mech. However, people put the same build on a couple of different mech chassis and start crying about all clan mechs becoming useless, pointless, obsolete etc. as soon as that build gets nerfed.

#98 Major Spongebob

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Posted 06 July 2018 - 10:06 PM

pfffffffft not the weapons make a tier matchmaker

#99 Arend

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Posted 06 July 2018 - 10:15 PM

This is just ridiculous!

#100 Marius Evander

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Posted 06 July 2018 - 10:27 PM

View PostInnerSphereNews, on 06 July 2018 - 03:50 PM, said:

the overall solution that we are looking to implement is one that directly addresses the damage discrepancy between the effective alpha damage cap of 94 damage on the Clan side



Guys, its all about TEH ALPHA REMEMBER ?! https://mwo.smurfy-n...178f9aba3641a21

94.5 ALPHA after changes

Awwww hell while were at it what are we going to do about the Direstar and the Giggadrill... ? its about the correct amount of time it takes for pgi to address their appearance right ?

Edited by Cadoazreal, 06 July 2018 - 10:33 PM.






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