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Balance Discussion - Aug 2018 - Post Podcast Feedback

Balance

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#601 SilentScreamer

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Posted 19 August 2018 - 09:14 PM

View PostDungeon 206, on 19 August 2018 - 08:37 AM, said:

PGI / Chris / Paul
i just had a 12-0 tier 1 game in QP where the highest dmg score on the enemy team was 182.
i took a screenshot to prove it. if this forum interface was simpler to use for uploading photos i would have uploaded it.

this is what happens when you keep pandering to bad players
this is what has become of the level of play.
this is why streamers have stopped streaming MWO, and ginormous numbers of players have left.
Not because of clan vs IS "imbalance".
Not because of 94pt boogeyman that hardly any player worth his salt uses.



Calm down and breath. There is both a Faction Play event and a Test Server running so the Matchmaker for Quickplay probably opened the Tier 1 matches to Tier 4s. It happens. Things will return to "normal" once the event is over later this week. Even if most of us know the current "normal" isn't what we want MWO to operate at.

Edited by SilentScreamer, 20 August 2018 - 09:17 AM.


#602 Sir Immortal Shadow

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Posted 13 September 2018 - 07:25 AM

View PostDungeon 206, on 19 August 2018 - 08:37 AM, said:

the more you increase TTK for these bad players. the more you take away the incentive or motivation to actually improve and get good at the game.

Won't new players improve faster if they can actually survive long enough to see what works and what doesn't?
You know, getting to spend some time in actual gameplay instead of loading and waiting screens.

#603 Y E O N N E

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Posted 13 September 2018 - 05:47 PM

View PostSir Immortal Shadow, on 13 September 2018 - 07:25 AM, said:

Won't new players improve faster if they can actually survive long enough to see what works and what doesn't?
You know, getting to spend some time in actual gameplay instead of loading and waiting screens.


No, because surviving doesn't teach you anything. If you play poorly, but keep winning because better players can carry you, how are you going to know what needs improvement or even how to improve it? Longer TTK makes it increasinly easier to carry bad players because good players don't get punished for the mistakes they make and because there is less chance for a worse player to incidentally capitalize on any mistakes that the good player does make.

#604 Reivles

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Posted 21 September 2018 - 03:43 AM

To make LRMs more interesting, I'm hugely interested in the suggestion earlier in the thread regarding tracking speed.
Leave LRMs as they are, or even make them faster again - but nerf their ability to track, especially via indirect fire.
Then make Artemis drastically improve their spread and tracking speed when they're in LOS.
And do the same for NARCs (leaving the cooldown nerf in place, that's fine) and TAGs.

... So you can hurl indirect fire missiles at the enemy, and the enemy can avoid them by breaking lock, finding cover, or getting out of the way Even having an enemy mech run for cover can be a useful suppression effect, regardless of whether the volley hits.
Dire Wolves standing in the open might remain sad... but I am okay with that, y'know? That's when LRMs have a place. And an LRM 20's fat spread might actually be welcome, as allowing a partial hit due to sheer area of effect implications. Beyond that, they're effectively MRMs that trade the need to stare at the opponent in return for the ability to correct their aim at all, range and damage output notwithstanding, and the old "Hit things over the hill 300m away" effect remains entirely in effect (And is one I'm fine with, because that at least involves LRMboats being, at least, in the second line of battle).

Then if you want to actually hit anything that can accelerate properly, you'll need to devote tonnage or teamwork to hitting things... and have, at some point, LOS come to the party. And your LRMboat might have to actually participate in the battle to do it.

Edited by Reivles, 21 September 2018 - 04:11 AM.


#605 Caelvin

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Posted 16 November 2018 - 05:48 AM

I don't find balance between IS mechs and Clan mechs - stock IS mechs with no skill trees are more powerful and durable.

#606 Extra Guac

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Posted 01 October 2025 - 04:49 AM

There are still mechs with ammo quirks for virtually every weapon type... except for Magshot. Is that on purpose? It seems like the Firestarter & a couple of other mechs would really benefit if their ammo quirks applied to Magshot ammo.

#607 KursedVixen

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Posted 02 October 2025 - 08:50 AM

View PostPelmeshek, on 07 August 2018 - 01:37 PM, said:

[Redacted]

About podcast: Engine de-sync are bad, light are still too big, flamers and small|large pulses still garbage. Also buffing lrm its what are people wait in this game(no).

And as i say again [Redacted] post with truth are bad.
isn't engine de-sync what gave the Dire wolf 48kph speed instead of 54? i do wish the dire had it's old speed back.

I see a few comments on small pulse being dead weight and I assure you they are not they are very useful at close range, their cold enough and yet do enough damage at least the clan ones to be useful

on a side note i realy find the thunderbolt missile a little over powered it's a shorter range LRm5 with one missile but I think due to it's high damage per missile a minimium range of 60 or somewhere near 60meters should be implimented where thunderbolts don't do any damage....

#608 Tesunie

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Posted 02 October 2025 - 01:07 PM

I would like to politely remind people that this thread was from 2018's state of balance, and likely is no longer exactly relevant to the current age. Around 7 years old now, actually.

So, I remind, please check the date of the topic, and the topic itself to see if it's still relevant for posting in. Long term opinion threads usually have no time limit, but more dated threads around game mechanics and technicalities from years ago is likely already done and has run it's course.

#609 Kin3ticX

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Posted 02 October 2025 - 01:20 PM

mega ultra gigga necro detected

#610 KursedVixen

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Posted 02 October 2025 - 01:51 PM

View PostTesunie, on 02 October 2025 - 01:07 PM, said:

I would like to politely remind people that this thread was from 2018's state of balance, and likely is no longer exactly relevant to the current age. Around 7 years old now, actually.

So, I remind, please check the date of the topic, and the topic itself to see if it's still relevant for posting in. Long term opinion threads usually have no time limit, but more dated threads around game mechanics and technicalities from years ago is likely already done and has run it's course.


#611 Extra Guac

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Posted 03 October 2025 - 05:16 PM

View PostTesunie, on 02 October 2025 - 01:07 PM, said:

I would like to politely remind people that this thread was from 2018's state of balance, and likely is no longer exactly relevant to the current age. Around 7 years old now, actually.

So, I remind, please check the date of the topic, and the topic itself to see if it's still relevant for posting in. Long term opinion threads usually have no time limit, but more dated threads around game mechanics and technicalities from years ago is likely already done and has run it's course.


If you can find a more appropriate thread in the "Developer Outreach" subforum to complain about the magshot armor quirk thing, please let me know and I'll post it there instead.

#612 Tesunie

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Posted 03 October 2025 - 06:34 PM

View PostExtra Guac, on 03 October 2025 - 05:16 PM, said:


If you can find a more appropriate thread in the "Developer Outreach" subforum to complain about the magshot armor quirk thing, please let me know and I'll post it there instead.


Not a "Developer Outreach" subject really. I would imagine "Feature Suggestion" or "Patch Notes" might be more appropriate locations for such a topic, and likely a thread all it's own. Could even be under specific mech topics if more applicable to a small select mech list, in the "Battlemech" section in general chat. Could even go into "General Discussion" depending upon the specifics.

This specific thread is from 2018, and was around (and concluded) before Magshot was likely even in the game. Developer Outreach looks like a category that is no longer in use from PGI, as the most recent thread here was created from back in 2019, still 6 years out of date of current MWO discussions.

I feel your best option is to create a thread in the Feature Suggestion (as you are suggesting a feature be added into the game), and if it's deemed in the incorrect place, a moderator will just move your thread to where it likely belongs. But it's worthy of being a thread of it's own, with it's own discussion.

#613 Extra Guac

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Posted Yesterday, 03:13 PM

Nope.

#614 Tesunie

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Posted Yesterday, 04:56 PM

View PostExtra Guac, on 04 October 2025 - 03:13 PM, said:

Nope.


So, rather than post someplace active, you'd rather revive 8 year old threads? That... isn't going to do much for your cause. And this thread is likely to become locked due to necrofication of it. A dead corpse is rarely helpful, when you could instead gather an army of living bodies who can push more traction onto your concept/idea.

You've got a good point here, and it could use discussion and traction. This is not the way to go about it though...

#615 Kin3ticX

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Posted Today, 03:19 AM

I need a time machine to go back to aug 19 2018 to undo some fuckups





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