Tesunie, on 11 October 2018 - 07:32 PM, said:
I refer to a lot of balance as "feels", because sometimes "spreadsheet warrior" doesn't entail the whole story.
Who says this is just spreadsheet warrior? I have the experience of playing competitive for 3 years just within MWO to backup what I say. If anything people suggesting a 40 heat cap and the removal of ghost heat are the true spreadsheet warriors because they neither understand the point of ghost nor the point of capacity and just how close dakka is to being the next poptarts.
Tesunie, on 11 October 2018 - 07:32 PM, said:
As far as heat scale possibly addressing tech imbalance, it could. Part of the "core game mechanics" should have made this rather obvious I would have thought (something you recently accused me of not knowing a few posts ago...). Clan weapons produce more heat when used compared to IS weapons (as an average).
They also do more damage when used compared to the IS weapons, which is exactly why it won't fix the imbalance. The actual fix is to make the IS do more damage for the heat they produce either through better dissipation per DHS than the Clans or colder weapons. Heat scale isn't going to fix the problem.
Even then, Clan dakka is better than IS dakka (which along with ML boats is what happens when you lower the capacity to 30-40) and neither produce enough spike heat to suddenly make the IS magically better.
Tesunie, on 11 October 2018 - 07:32 PM, said:
As a game design, the faster dissipation with lower threshold (or at least some kind of locked cap) means that players are more active. Move active means they get to do more things more often.
That's not how that works. Just because you are "forced" to be more active doesn't mean you have more options. You think people have issues with deathball now in solo queue? I can't wait to see what happens if PGI is ever dumb enough to implement heat neutral spam builds with a 30-40 heat cap. If you wanted a more nuanced shooter then devolving strategies further into the push strats is not going to fix that. I swear bad players are like the Clanners of lore and think anything but zerg rushing the enemy with bracket builds spamming a bunch of incoherent weapon combinations until eventually both players mindlessly circle each other is horrible and unacceptable ways to play.
Tesunie, on 11 October 2018 - 07:32 PM, said:
One of my goals with balancing is to remove some parts that have failed as a balancing mechanic. One such point is quirks. Quirks should have been used to help under performing chassis and to provide flavor. Instead it's been toted around as a source to balance IS vs Clan, hence a common argument with Clan vs IS balance is "but IS has so much health from quirks". But, that leaves some mechs like the Riflemen out, and some Clan mechs like the Linebacker in... So that still isn't entirely true...
No disagreement here, but to fix that you have to address the imbalances that the better equipment of the Clans created. That means fixing the engine balance and the fact that IS simply have less crits and less tonnage to work with and appropriate bonuses to compensate with their equipment.
Tesunie, on 11 October 2018 - 07:32 PM, said:
Another point is GH. With a lower, or at least hard, cap to heat thresholds, many of the GH restrictions could be removed or lessened. Some points of it just wouldn't be needed anymore, but I've already mentioned that.
Removing many or lessening some of GH limits does NOT make it a good change. It means it's a bandaid. It mitigates the symptoms but fails to address the root cause. This is the thing you people don't seem to get through your thick heads. It DOESNT FIX the problem, it hides it. This is why this is a failed design solution, even ignoring the unintended side effects it would have on gameplay and the delicate balance between burst and sustained builds.
Tesunie, on 11 October 2018 - 07:32 PM, said:
On the note of Clan still having more DPS, that may be true, but between cover and typical MW:O play, it would be mostly mitigated unless everyone was standing out in the open.
I love when people say this when most good players are running Clan mechs over IS mechs for laser vomit (not that laser vomit is a huge thing outside of dual Gauss vomit). SRM brawling and dual Heavy Gauss is basically the main thing to use IS mechs for at the moment. Everything else is done better by the Clans (and that includes laser vomit, poptarts, and dakka).
Tesunie, on 11 October 2018 - 07:32 PM, said:
Most times, a fight becomes determined after one or two alphas.
Lolno, this is such an oversimplification it's not even worth responding with more than this.
Tesunie, on 11 October 2018 - 07:32 PM, said:
On the farther point, balance should be achieved for all game modes. Though I do agree that QP probably shows imbalance less than some other possible modes (simply due to the randomness of the mode), it does show it. We should strive for better balance, even if everything "appears good". As mentioned before, just because it's good doesn't mean it might not need improvement.
You're not going to achieve that balance because of the differences in play between coordinated environments and the mess that is QP. For example harassers and lights are naturally better in QP than they are in coordinated environments because coordination is the counter for these mechs. These mechs are the best at taking advantage of bad positioning of an enemy (for example isolated mechs) so of course these mechs do better in QP. This is the exact reason why many players in QP complain about lights so much while comp players feel they are the weakest class, because they are best when played as opportunists (aka vultures) and those kinds of mechs shine more in chaotic environments.
Edited by Quicksilver Kalasa, 12 October 2018 - 09:54 PM.