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


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#101 Yondu Udonta

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Posted 06 July 2018 - 10:31 PM

Just hire someone who actually knows how to balance the game.

#102 Dran Dragore

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Posted 06 July 2018 - 10:34 PM

@PGI: im speechless. All i can say in a word: RIP Clan. RIP Clan Playerbase.

I am not sure on which crazy Crusade you are against Clan Mechs. I think the balancing is ok at the moment. And i say this as a player who frequent switches the sides between IS and Clan. On both sides you got, atm, your fun an chances. On Clanside you *must* poke around the corner and give the wall of Annihilators a vomit and dive before they cut you to pices in some seconds. Especialy on Attack Siege where you *need* to get close to them!

If you take the Clans this i predict 1 of 3 Szenarios:

1. Lurm Heaven: all the Clans have left. Prepare for the missiles.
2. a lot of changing Players (inkluding me) to the IS side. Right after this: RIP Facion Play. But whats left if this game mode dont make any fun.
3. players drop the game. Well done.

The problem with the Clan Side is an other: its boring. Because there are, as written, just a few combos who work against super tankie super heavy wall of Annis. The IS Side have a bunch of usefull weapons: RACs, Heavy Gauss, Heavy PPCs, Snub nose PPCs,... for every purpose. I dont see this versatillity on Clan side. The ATMs only work well in a short area of 200-300m. IF (!) the enemy dont have too much AMS, ECM get to fast to close, has line of sight. For example. Where is the HAG? A, maybe, good counterweapon for the RACs?

PGI, do what you want as usual. But if you read this: this try of castration of the clans by which reason is not needed. Have a look in the competetive Leagues MRBC and MWOWC: i dont see there many only Clan Laser vomits.

#103 Marius Evander

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Posted 06 July 2018 - 10:49 PM

View PostDran Dragore, on 06 July 2018 - 10:34 PM, said:

The problem with the Clan Side is an other: its boring. Because there are, as written, just a few combos who work against super tankie


Thats because they nerfed every other clan option.

#104 yuujiroassistant

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Posted 06 July 2018 - 10:56 PM

I will come in here to say what everybody else already has: The changes are asinine, they change nothing about the "problem" you aim to stop, they kill build flexibility on almost all clan mechs, and have been shown to be flaming garbage in 2 seconds. We do not need a Public Test built around arbitrary useless changes made to address a problem the community has been nearly screaming to you over two months doesn't exist.

#105 Erik Krieger

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Posted 06 July 2018 - 10:56 PM

I have exactly the same big amount of Clan and IS Mechs.

I WANT them to be different!!! C L E A R L Y !

Your Clan Laser Weapon changes brings those weapon systems FAR too close together.

I consider if this game is worth my cash anymore, if i have to rebuild hundreds of mechs because of such bad decisions and/or intentions... whatever real purpose behind this unpleasant occupational therapy may truly be...

#106 Hadesuwa

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Posted 06 July 2018 - 11:10 PM

Maybe you should actually test your own game before jumping straight on the *Plz nefr clans PGI11! * meme.
One thing which triggers me the most is that judging by this numbers you actually nerfing every clan mech except the said ones able to afford this ridiculous alpha which in its own turn no more than one shot and then whoops you overheat loadouts.
You even put small lasers on the list. I mean come on high alpha *problem* my ***


#107 Hydrocarbon

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Posted 06 July 2018 - 11:18 PM

You do realize you're VERY late for April Fools Day, right?


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

Clan Lasers
  • Clan ER-Small Laser
- Damage reduced to 4.4 (from 5)


- Heat reduced to 3.2 ( from 3.5)
- Cooldown reduced to 3.2 (from 3.5)
  • Clan ER-Medium Laser
- Damage reduced to 5.25 (from 7)


- Heat reduced to 5.7 (from 6.3)
- Cooldown reduced to 4 (from 4.5)
  • Clan ER- Large Laser
- Damage reduced to 10 (from 11)


- Heat Scale Trigger Increased to 4 (from 3)
- This means that you will receive the first heat scale penalty when firing 4 Clan ER-Large Lasers.
  • Clan Medium Pulse laser
- Damage reduced to 6.25 (from 7)


- Heat reduced to 4.5 (from 4.75)
  • Clan Large Pulse laser
- Damage reduced to 11 (from 12)


- Heat Scale Trigger Increased to 4 (from 3)
- This means that you will receive the first heat scale penalty when firing 4 Clan Large Pulse lasers.
  • Heavy Medium Laser
- Damage reduced to 8 (from 10)


- Heat reduced to 7 (from 8)
- Duration reduced to 1.37 (from 1.45)
  • Heavy Large Laser
- Damage reduced to 16 (from 18)





#108 GamerPro4000

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Posted 06 July 2018 - 11:27 PM

I have a crazy idea. Let's cut all current weapon systems for clan and inner sphere damage by 50%! That way all our mechs are more durable.

Edited by GamerPro4000, 06 July 2018 - 11:29 PM.


#109 EthanisAwsome

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Posted 06 July 2018 - 11:27 PM

I honestly don't belive the pitchfork and torch ruthless negativatly will work this time, it does become distressing when it seems every nerf is to the clans. Then again it might work but to me the wrighting is on the wall and it is going to happen regardles. Now there is a way to then possibly get it changed but it is going to be very hard actualy impossible but if it goes live everyone stop playing clan mechs in sigle,group,solaris,comp, and faction play as well as refuse to buy atleast any clan mech pach or any of them as a wqy to protest in my opinion anti consumer practices. I say this because if they have no data to make nerfs on clans and no one plays them they might be able to do better with either a mixed load out for brawling or something but the general thing for clans is tradeing since there lasers are better and IS balistics are vastly superior for pinpoint damage so bringing them in line to the insphere on that level is mad. Especialy since missles on both sides are kinda in a weird place at the moment. The practicality of the whole community boycoting clan mechs and mech pack is a impossibilty and even then i am not sure it would fix anything or make it worse if it was possible. PS for people who think the anihilator should be clan then the clan gaus nerf might be justified a bit because i can fight 5 light gaus rifles on a IS anihilator i am pretty sure you could fit 5 clan normal gaus rifles on one if you had clan tech upgrades like endo and ferro. But in otherwards why the recoil on clan normal gaus it doesn't make any sense.

#110 Navid A1

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Posted 06 July 2018 - 11:40 PM

Posted Image

#111 Lily of Thrace

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Posted 06 July 2018 - 11:49 PM

Personally, I'd say the changes to the Clan ER-SL are unnecessary.
And the nerf to the Clan ER-ML is a bit too far, as others have said.
But, at least this is only the test server. Hopefully the results of the test will encourage PGI to take a more gradual approach to their testing and changes.

#112 Nema Nabojiv

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Posted 06 July 2018 - 11:50 PM

tis time for low effort memes


Posted Image

#113 S p a n i a r d

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Posted 06 July 2018 - 11:54 PM

View PostVxheous, on 06 July 2018 - 06:25 PM, said:

Maybe the Clan ERML damage is a typo, and meant to be 6.25. That would actually be consistent with the overall damage reduction each clan laser received..


I would actually give PGI plus points (and a pat in the back + "well done") for trolling skill if this is true. The reaction they evoked from a single character typo is enormous. If I was the PGI staff who actually did (trolled) this I'll definitely have an ear-to-ear smile while reading the thread haha

#114 Cazador88

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Posted 07 July 2018 - 12:03 AM

Well we'll see how this goes off in the end but i'll still be getting my first clan drop deck later on when there will be a sale in the ingame store, because currently im only enjoying half of the game so i cant really comment on these proposed changes.

#115 Fuerchtenichts

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Posted 07 July 2018 - 12:16 AM

Looking at the OP I personally get the impression of playing a different game than the developer PGI things he provides.
From my personal experience a IS double heavy Gauss on a Clan Mech is as devastating as a Clan high alpha Laser Vomit/Gauss on an IS Mech. But this isn't even mentioned in the scope definition of this public test session.

For me, this short minded approach is not helpful at all. The preferred 4 vs 4 QP game mode is simply not significant to evaluate the balancing effects on the different game modes (Solaris, Competitive, QP and FP).

in german "Sechs, setzen PGI!"

#116 Marius Evander

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Posted 07 July 2018 - 12:19 AM

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I give your meme a 250,000 gxp out of 5000 MC

#117 Nomad One

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Posted 07 July 2018 - 12:36 AM

So. You make every clan mech incapable of bringing the "feared" boogeyman build incapable of competing with the inner sphere equivalent. That's a bad idea.

You claim its to increase time to kill, yet you do not touch IS weaponry because they have mechs capable of bringing similar levels of firepower. The only thing this change would result in this sort of vacuum is make clan mechs aside from the X, Y and Z options capable of bringing triple large laser vomit builds unplayable. Resulting in people quitting the game out of frustration.

Actually, are you sure you aren't actively trying to run down your own game?

#118 Ruediger Steiner

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Posted 07 July 2018 - 12:46 AM

I don´t understand where this "94 Alpha" is coming from, cause none of my 200 mechs has a Alpha this high. Maybe because i´m mostly playing FP with my team and a 94 damage alpha brings a lot of heat, making it impractical for teamplay. The best laservomit of the Clans is the Marauder IIC with 2xLPL and 6xERML. An alphastrike of 66. While my best IS laservomit is a Battlemaster with 3xLPL and 4xERML. An Alphastrike of 50, but with lower heat and better cooldown than a claner.
My team is usally playing clans only, but at the end of the last year some of us decided to explore the IS. So we took some overquirked IS mechs from our scrapyard and started our journey. 6 months later, playing FP as IS, we all came to the same conclusion. The current balance is pretty good, the gameplay of the IS mechs is different and more interesting, cause you have a lot of good and powerfull weapons to choose from. While as claner i usally only need 4 drop decks (lurms, dakka, laservomit, longrange with PPCs or ERLL), as IS i would like to have at least 12 drop decks. Of course as claner i´m doing more damaga per play, but not because i have a higher alpha, it´s because of the armor and structure quirks of the IS. 250 damage for the Annihilator, if you hit the center only.
The problem of MWO isn´t overpowered weapons of the Clans or overpowered quirks for the IS. The only thing unbalanced in MWO is the teams.
Teamplay is op, PGI pls nerf.
If it comes to a fight of equal teams MWO is a pretty good balanced game. There is no need to nerf the Clan lasers. You killed the Small Pulse Lasers with a nerf, people are using ERSL now, so what. If you nerf lasers people will start playing more dakka, which i personally already do.
The balancing team, with Paul as the only one playing MWO (would really like to see his statistics) and a team of nerds looking at statistics only, is deciding what the community should play. The team is trying to balance MWO for the noobs (90% of the community), instead of helping them to become better players. You are trying to balance the game for people who deny the existance of the mini map, who don´t share armor while screaming for locks for their lurms, who stand behind you blocking you, shooting your back for a kill or attacking 12 enemies alone blaming the team for not supporting. While i understand that these people are the larger group, i don´t think that these are the people who support MWO and PGI with money. And i don´t think this is the right way for PGI or the noobs.
Give a noob quirks and you let him have fun for a day, teach him to play and you make him happy for a lifetime.
I´m playing Mechwarrior for 23 years now, i spend 1.000 dollar on MC and mechs, probably even more. But i don´t care, cause i´m having fun.
Stop this nonsense idea and start rethinking your situation (and maybe get a new team for balancing).

Edited by Wishmast3r, 07 July 2018 - 12:49 AM.


#119 Desdakan

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Posted 07 July 2018 - 12:47 AM

PGI, you continue to amaze me. (Unfortunately not in a positive sense).

Clan has been getting more and more boring. All the options and new weapons are on the IS side. This already caused me to get a dozen or so IS mechs and I found them more interesting to build and more easy to play. In my experience the balance already is in favour of the IS with much shorter burn times, high DPS weapons, high alpha MRMs and a quirked tankiness which enables you to just waltz over Clan mechs.

Recently there was the plan to nerf the Clan lasers into oblivion by ghostheat. There was an overwhelming response that the balance did not need another nerf. It was cancelled and I had hoped that it brought some insight and reason to PGI - until I read this announcement. Posted Image

And finally: The most devastating pinpoint weapon is the IS double heavy gauss. And you want to add recoil to the Clan Gauss????? Posted Image

#120 Maruku Meshima

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Posted 07 July 2018 - 01:00 AM

i like PGI´s thinking about "how to balance the game"!

What is Battletech about! Mech vs.Mech, IS vs IS, than the Clans came to the Battlefield.. better Mechs with better Weapons vs old Mechs with bad Equipment... the IS makes a jump to better Mechs and better Equipment but not so good as the Clans... thanks Battle value there a more IS Mechs on the Table thab Clan Mechs...

Whats Mechwarrior online about! Mech vs Mech, IS vs ISm than Clans came to the Battlefield... better Mechs with better Weapons vs Old Mechs with Quirks on anything and Weapons that makes faster Damage as Claner... you dont thiink so..
trei to kill a Asassine or Urbi...a Quickdraw 4 four.. a Wall of Annilhilators in Siege mode... oh a IS MRM Wave runs into the Base in Siege Mode...
But Yeah please nerf the Clan Lasers... we make more Damage with more Heat, Duration and cooldown as an Quirky IS Mech... aaaaaaaaaaaaahhh... we are soooooo OP...qqq





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