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How Is Mwo Balanced?

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#1 Andrewlik

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Posted 13 March 2021 - 05:14 PM

Honest question from a new-ish player, not a rant post.
I have played MW5 and HBS BT extensively but I am new to MWO itself

How is this game balanced?

What is stopping people from always taking the maximum tonnage possible? (outside of personal preference and variety)
Clan vs IS balance? (weren't the clans just technologically superior in every way, and just lost via logistics?)
How does matchmaker work? Tonnage v tonnage? account for player skill?
Quirks are a balancing factor when comparing mechs in the same bracket, that much I know, but what's the philosophy there? Flavor vs competitiveness?
Pay to win elements? (pay to win, and not just pay-to-skip-the-grind. Pay-to-win as in premium mechs being objectively better than regular mechs, like World of Tanks)
Meta? (on that note - the Piranha? 12 machine guns (according to Sarna)?)
Credit making? I seem to be making 150-300k bills no matter the mech, no matter the tonnage, so is there no repair/ammunition cost?

I come from a thorough background of World of Tanks and left due to overly aggressive marketing and a power-crept meta that made all the tanks I wanted to play feel obsolete, and the credit making system discouraged me from even playing the high tiers I wanted to try
(Not to mention that balance is out the window)

I currently have a cyclops that I switch between LRM/MRM/SRM boat builds, a K2 catapult (my love from HBS BT) that I swap builds with constantly, and a locust I bought b/c it was cheap, and also the free huntsman. Anything I "should" be grinding towards?

Edited by Andrewlik, 13 March 2021 - 05:17 PM.


#2 Tarl Cabot

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Posted 13 March 2021 - 06:27 PM

First there is the Soup queue, ie Quickplay, there is Faction Play and Solaris.
  • FP is the only place where just Clan mechs can only be used in Clan vs Clan, or Clan vs IS and you are dropping on the Clan side
  • Clan side has a lesser total available tonnage than IS side
  • PGI has failed to make FP the centerpiece of the game, thus most players drop into the Soup queue, ie Quickplay.
  • Tonnage isnt definitely not everything. A match is generally won/loss in the Mechlab
  • Soup queue mix or 2-man to 4-man and solo players.
  • Definitely no Pay-to-Win items behind a paywall. Hero Mechs are rarely better than their standard variants, and if they are it is not by match.
  • Repair/Rearm were removed before the game left beta.
  • Clan weapons due more damage, lighter and greater ranges but with greater heater and duration, ie lasers.
  • Quirks are a hit/miss. King tends to be weapon placement, ie higher mount points the better.
  • Arm mounted weapons cannot be lifted up from their groin level (see above).
  • Learn to torso twist.
  • Lower the in-game mouse sensitivity to between 0.1 to 0.2
  • I like to also select the Color Blind Friendly Reticule
  • Change Arm Lock from a default key map (as long as key is held down) to Toggle Arm Lock, that way with a quick press of the button arms are either locked or unlocked from the torso.
And do not worry about PSR, which is currently generated by your Matchscore. Moving up in tiers do not earn you anything except to play against players who are about to generate enough of a higher MS to move up, with damage being the the building block for it. Damage contributes approx 45% of damage generated to the MS, ie 1000 damage with no team damage = 450 pts for MS, plus other variables. PSR is not an experience bar.. I think of it now in BT terms of Elite, Veteran, Regular, Militia and Green instead of Tier 1-2-3-4-5. Tier is used by the MM to form teams in SQ.


Only grind is to generate Cbills and XP/GXP to purchase Skill Points, other mechs and equipment. And there is currently an event where you can generate Loot bags and other items, etc.

https://mwomercs.com...d-lucky-charms/

As for mechs, max out the armor and front load R/C/L torso armor points. If needing to free up weight, then the arms and legs. Arms if not equipped with weapons but can still be used as a shield to soak up damage. As for the legs, the heavier the mech more armor that can be removed but should not drop below Front torso amount or thereabouts. Keep max or near max on the lighter mechs, since a legged mech is a slow soon to be dead mech. Switch to DHS and usually Endo to free up some additional weight.

Edited by Tarl Cabot, 13 March 2021 - 06:34 PM.


#3 ScrapIron Prime

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Posted 13 March 2021 - 07:17 PM

You’re not going to find anything in MWO that is pay-to-play, and while there’s a definite meta in the game (which you can see by play and by forum topics), you can certainly do fine without it. The trick is in effectively using your chassis of choice, having one that isn’t underpowered or under armored.

and unlike HBS BT, bigger isn’t necessarily better. This game doesn’t stress assault mechs as being end game kind of stuff, as any King Crab pilot who has been eaten by a circling commando can tell you. You’ll find chassis and builds you like across the weight classes and switch between them when you feel like it. Find a build that works with your favorite weapon combos, and as stated above, hard point location is key.

The match-maker... well... it does its best in Quick Play given the population of the servers. At peak times, teams are pretty balanced in regard to tonnage and pilot skill, at low times it just throws whomever together so you get a game in a reasonable amount of time. You’ll see side drop with 5 assault mechs while the other has one, for example, but that’s no guarantee the side with 1 assault mech will lose. (Weighted odds, maybe, but not a guarantee.)

So haunt the forum for build ideas and try stuff on your own. And welcome aboard.

#4 Lucky Noob

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Posted 13 March 2021 - 07:42 PM

First and foremost, Welcome Home Soldier.

#5 D V Devnull

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Posted 14 March 2021 - 12:58 AM

View PostAndrewlik, on 13 March 2021 - 05:14 PM, said:

How is this game balanced?

Hi there, Andrewlik... I shall give you my take (person who happens to be part of a group of partially disabled people whose aim has been naturally shaky for years now, and has to fight their own body jittering along with a slow computer) on what things are like in MWO now...
  • Game is thoroughly biased in favor of any pinpoint ballistic weapons, and severely biased against ALL of the Energy/Missile Weapons on the roster.
  • ALL of the Lock-On Missile Weapons have been rampantly nerfed into the ground because of people whining who were not mentally able to use terrain cover and any skills/equipment that would have helped them. These danged Lock-On Missile Weapons now rarely behave like they're useful, and a player using them will end up switching Mechs in a couple of Matches to something without Lock-On Missiles equipped, even if it would push their body into making them totally stop playing shortly afterward. Things like Lock-On Angles and Time-To-Lock really need to be unnerfed down to a maximum of 8 Seconds @ 900 Meters on the Indirect Side, even if the Enemy Mech has ECM equipped. If the Enemy does not have ECM equipped, then it should take no more than 6 Seconds @ 900 Meters to Lock-On and be ready to fire. Otherwise, the person using the Lock-On Missiles becomes effectively useless to their Teammates on the battlefields, and an easily killed target for the Enemy's battle group. Simply put, for the person with body/mind disabilities, and/or slow computer issues that are due to being unable to afford better hardware, this is a rather unfair disadvantage.
  • Due most of the time to the extreme lack of Teammates being willing to communicate, you'll find that Assault (and sometimes Heavy) Mechs are constantly at a natural disadvantage over their lack of Mobility caused by their weight. This game has no boost given to Mechs who load up but can not (and/or intentionally do not) use all of the weight which they're allowed to carry. Worse, the Heavy & Assault Mechs are ALL effectively nerfed versus Light Mechs in combat, unless you drop a severe number of nodes into Mobility Skills on each of your bigger Mechs where you want to have a chance against them.
  • If your computer doesn't happen to have ultra-fast single core CPU speeds, along with reasonably fast multi-core and GPU speeds, then you will also find yourself at a disadvantage against anyone who has a top-of-the-line computer to use. Basically, the faster that your system is, the better of a chance that you will have over someone that does not. Essentially, due to poor code work with the Game Engine that MWO runs on, if you can not meet certain specifications for operation, then you're automatically screwed over with lag that can not be avoided.
  • Armor & Structure base amounts are not near as high as they should be. Right now, they're 2x what TableTop has, and should actually be 3x TableTop values. This game has been biased towards only those who have a stable body, quick mind, and (as already mentioned) fast computer... The end result coming down to things being far too unforgiving against those who can not be the quickest players, and essentially stealing about 52 Skill Points at a minimum on every Mech simply for Survival/Mobility/Sensor defensive nodes to make the Mech thick enough to take a pounding, and give it any chance to move on command out of a bad situation. On top of that, PGI did not give enough total Skill Nodes allowed for each Mech that someone owns, which tears down on what one can do to make it useful in battle on the offensive side. It really should have been at least 100 Nodes allowed, not a lacking 91 in total... Only having 39 left to work with is usually far too restrictive.
  • Light Mechs are generally far too jittery, and definitely claustrophobic/underpowered for any normal use. The allowed range of Acceleration/Braking/Twist/Pitch become dangerously disorienting, and prevent stable aim regardless of what Mouse Settings that the player has configured. Yes, even if you set it on some of the lowest settings that can be rolled down to.
  • Arm Lock To Torso will tend to be a necessity to have active most of the time, as having partially separated tracking between Arm/Torso will become automatically frustrating & disorienting when trying to line up shots with all of your Weapons as safely quick as possible. Also reminds me... Make sure to always have a key set to use the Temporary Arm Unlock because the MWO Academy and Basic Training will actively BLOCK your access unless that key is configured.
  • If you're in severe need of being able to see around you in order to avoid becoming dizzy/disoriented, stay away from any Mech Chassis that has the least bit of a restricted/claustrophobic view. If you do have to use them for any reason, try not to get stuck playing too many Matches before switching again, or it can become rather detrimental to your overall experience and total play time.
...and I am sure that there is more (and rather divisive stuff) which I could make note of, but it happens to be getting close to changing the clocks for Daylight Savings Time at where I am located, and I absolutely don't want to be fighting the Forums' Software to be able to finish putting this post up. Obviously, if you're not suffering from any problems in terms of body/mind/computer in any way, then you'll have a rather better experience overall as some people put up with things better than others. But, if you have any critical issues, then I hope that this large wall of a post will give you some idea of things to watch out for and/or avoid in your journeys here on MWO's battlefields. :huh:

For the note, if I compare now to what things were like about 5 Years Ago in the history of this game... Things felt a lot more balanced back then, compared to how they feel now. Sadly, that was also back at a time when people were more willing to communicate properly and work together, as opposed to how they now play rather selfishly and totally snub their constructive teammates who are trying to work with them. :(

~D. V. "getting horridly sick of the bias towards only the fastest people and computers" Devnull

#6 Gagis

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Posted 14 March 2021 - 01:11 AM

Amusing how the others gave good answers and devnull manages to be wrong on every count, as usual :P

#7 D V Devnull

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Posted 14 March 2021 - 02:03 AM

View PostGagis, on 14 March 2021 - 01:11 AM, said:

Amusing how the others gave good answers and devnull manages to be wrong on every count, as usual Posted Image

You had better be trolling me, otherwise you're being a rather non-constructive & extremely disrespectful person... It's not fun having to suffer from multiple issues between my body and a slow computer, and finding MWO feeling like it has been designed to be discriminatory against people like me. I did not ask to be in the bad physical state that I am in with shaky hands, and I did not ask to be stuck in an economy where I can not spend out to upgrade my computer. Or have you forgotten that MWO has different mileage for various kinds of people? That sure is what you're acting like, and I have literally zero tolerance for such non-constructive behavior. QUIT BEING SO RUDE!!! :angry:

~D. V. "not tolerating your anti-constructive behavior about how MWO's Balance feels" Devnull

#8 Gagis

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Posted 14 March 2021 - 02:33 AM

Respect is earned, not given. You have instead lost it by constantly spreading bad advice on the forums. This is especially bad when brought to new player sections. It is harmful.

Weapon balance is currently rather good, with some minor exceptions such as inner sphere medium pulse lasers standing out due to how other lasers are a bit lacklustre. Laser vomit is still playable too, though. Even inner sphere and clan tech are in balance, which is honestly pretty amazing considering clans are hopelessly broken in every other game based on batteltech, including battletech itself. Most popular weapons in competitive play are is-MPL, c-ERPPC and IS autocannons but most other things see use as well except for maybe clan small pulse lasers.

Lock-on missiles, especially LRM, have been buffed three or four times in a row. Last buff gave them a low firing arc and high velocity that makes getting damage on target easier than it used to be. Streaks have never been good outside of when the game was in beta or alpha, and ATM are slightly overpowered. Not by much but enough that I wouldn't be surprised if there will be a nerf to ATM short range damage or missile velocity or both.

Lights, Mediums, Heavies and Assaults are all popular and effective. Major differences are between some chassis and variants being better than others independent of their weight. Weapon placement as described by Tarl above is especially important.

MWO runs on an old engine that demands very little from your GPU and leans heavily on single-thread CPU performance. New hardware therefore has limited effectiveness as new computers have advanced the most in GPU and memory, neither of which MWO uses much, and multi-core performance when MWO struggles to take advantage of multiple cores. I play it on a medium tier computer on Linux trough hacky Windows emulation and do fine with FPS hovering between 40 and 50.

Time to Kill a mech 1v1 in MWO is actually rather high, since the armour is indeed double what it is in other games based on Battletech. When a player manouvers badly and exposes themselves to an opposing team of 12 players however, no amount of extra armour will save them. You will always die fast when taking damage from a very large number of mechs and tripled or quadrupled armour would not change that.

Unlike other games based on Battletech, even light mechs can be very powerful, tho not all players enjoy the faster pace of gameplay. I enjoy it a lot.

Arm lock is a bit of a matter of personal taste, but most players seem to prefer to have arms unlocked to enable aiming of arm weapons and most of all to make twisting your torso smoother and lock them only to make a shot when needed. Tarl's suggestion to remap hold to toggle is a good one.

Cockpit geometry doesn't really make a difference for any mech, except maybe Piranhas which many players seem to prefer playing slightly zoomed in. Adjusting your Field of View may help though, since the default value of 60 in MWO is optimal for playing console games on a sofa with your eyes quite far away from the television. For PC games with your eyes much closer to the monitor, you'll probably want something between 75 and 90 to feel comfortable.

#9 Ignatius Audene

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Posted 14 March 2021 - 04:45 AM

Sry that u have physical problems, but u will always be handicapped in an pvp shooter.
Ofcourse u have problems playing on a toaster. Mwo is not rly demanding. Fast single core speed and u are fine.

In addition to low mouse sense and arm look u should lower your mouse dpi

Edited by Ignatius Audene, 14 March 2021 - 05:20 AM.


#10 Gagis

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Posted 14 March 2021 - 04:51 AM

The worst handicap you can have is the Dunning-Kruger effect.

On that note, I suffer from Essential Tremors in my hands, but that barely makes any difference at all, since MWO is not very demanding on that front.

One of the MWO streamers is quadriplegic and plays with his mouth... He does A LOT better than many forum warriors do, since the Dunning-Kruger effect holding them back is just that strong.

Edited by Gagis, 14 March 2021 - 04:51 AM.


#11 D V Devnull

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Posted 14 March 2021 - 07:45 AM

Okay... this post is going to get rather long, since you're going to force me to reveal all the reasons that your ideas are not a perfect answer....... skipping the emotes for a bit too... -_-



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Respect is earned, not given. You have instead lost it by constantly spreading bad advice on the forums. This is especially bad when brought to new player sections. It is harmful.

It's only bad advice in the eyes of someone trying to force everyone to play the game only their way, and having no respect for people with a disability and/or a slow computer. Not everyone can play in a Split-Second Nascar Competitive Brawl type of fashion, which it appears quite a lot of your advice (and what comes from some others) is unfortunately linked to. Thus, my advice is going to differ from yours whether you like it or not, and you're sadly the one being toxic & harmful by not accepting that fact. People have a right to see multiple differing views, and not only what the Competitive Crowd deems appropriate, as to allow those other people to have their own chance to form an opinion with a style of play, and not have their minds pre-shoved in one direction only.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Weapon balance is currently rather good, with some minor exceptions such as inner sphere medium pulse lasers standing out due to how other lasers are a bit lacklustre. Laser vomit is still playable too, though. Even inner sphere and clan tech are in balance, which is honestly pretty amazing considering clans are hopelessly broken in every other game based on batteltech, including battletech itself. Most popular weapons in competitive play are is-MPL, c-ERPPC and IS autocannons but most other things see use as well except for maybe clan small pulse lasers.

In other words, you're saying that anything of the PPFLD Variety has been given the better place in the game while everything else can suffer. Any person with shaky aim and/or a slow computer has issues with making that land, period. Depending on the level of difficulty that a person's tracking is affected by, particularly when a battle gets hot and framerate lags, that can easily result in tons of missed shots and/or grazing hits where little damage is done. You again give me the impression that you have never really had to deal with limitations on how well you can react to the battle situation, which means that you don't understand people who have bounced off their own physical limits multiple times.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Lock-on missiles, especially LRM, have been buffed three or four times in a row. Last buff gave them a low firing arc and high velocity that makes getting damage on target easier than it used to be. Streaks have never been good outside of when the game was in beta or alpha, and ATM are slightly overpowered. Not by much but enough that I wouldn't be surprised if there will be a nerf to ATM short range damage or missile velocity or both.

Streaks + TAG = Reasonable Upon Successful Lock... ATM is actually rather Feast-or-Famine depending on how much AMS that the Enemy Mech & Team have... But again, that's if you can get a Lock-On now, what with it requiring virtually Pinpoint Accuracy to complete the Lock at all. Again here, people without a disability and/or slow computer are given an unnecessary advantage that they should not have in MWO's Current State Of Play which we all have to live within.

But, what is most bothersome is your remarks about LRMs here. You ignore several ugly nerfs that have also been applied, including intentional ignorance of the nerfs to Range, Spread, Lock-On Time (and the overdone link to Sensor Range), and Indirect Fire Support that could help Teammates get their Mechs in-gear and moving to fight the Enemy at whatever Range which helps them the best.

Lowered Arc? Higher Velocity? More Ammo? That all gets made worthless by the fact that needing to be able to fire past a Teammate's head at the Enemy Mech in order to Support them means a whole lot more. It also gets made more worthless by the fact that more than two-thirds of the Missiles when Chain-Firing tend to spread so wide as to miss the CT completely, thereby giving someone with PPFLD Weapons a rather strong advantage. Sadly and regrettably, I have personally found that even includes the LRM5 being rendered unable to strike properly. It finishes getting made worthless by the fact that the Lock-On Missile User literally is UNABLE to Torso Twist while attacking with that kind of weaponry, meaning that any Missiles still in flight will totally miss if the Lock-On Missile User has to Torso Twist at all. In the meanwhile, someone with PPFLD Weapons can easily twist repeatedly and weather the damage by radiating it across their Mech's surface. This effectively means that the Lock-On Missile User is far more easily cut through than the PPFLD User is, and rather much shows how badly biased the game has become in the PPFLD User's favor.

Allowance to wiggle the Lock-On Missile Mech's Torsos is literally non-existent at this point, and I would frankly be willing to trade back...
  • the Extra 60/Ton of Ammo
  • Lowered Line-Of-Sight Arc
  • Higher Line-Of-Sight Velocity
  • Different Line-Of-Sight Locking Speed
...in order to get back...
  • the old Narrower Spread that Indirect Fire should have
  • the Overhead Support Arc that does not change due to Line-Of-Sight ... nobody wants to hit Teammates in the back even by accident with Lock-On Missiles
  • Greater Lock-On Angle, which comes with the inherent Ability To Torso Twist
  • Better Overall Lock-On Time, which should NEVER have exceeded 8 Seconds @ 900 Meters
...which people with disabilities and/or slow computers like myself need far much more. There should have always been a difference between LRMs and ATMs on that Line-Of-Sight thing, and that has been blurred far beyond too much. It almost wipes out the place that Streaks should still have.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Lights, Mediums, Heavies and Assaults are all popular and effective. Major differences are between some chassis and variants being better than others independent of their weight. Weapon placement as described by Tarl above is especially important.

That depends a bit on what the Weapons Loadout happens to be, and whether one has things mounted to catch even the most extreme angles, including rather low positions. Mech effectiveness should NOT be entirely decided by how high that the Weapon Hardpoints are located at, and it's regrettable that people have wiped out the consideration of effectiveness via lower Hardpoints in trying to force a single style of play. Keep in mind that if all the weapons are High-Mount Torso positions, and nothing on the Arms, then there is nothing to defend with if a Light Mech gets smack in-between the legs of the Higher Weight Classes on the battlefields.

On top of this, someone showed me a Heavy Mech where they were forced to opt totally into Firepower, Survival, Cool Run, and ECM in order to make it effective against Mediums/Heavys/Assaults at all. But without the Mobility Tree, it can not stand up against Lights at all, and it ran out of Skill Nodes to allocate. Given what I have seen over time, that effectively creates the following Effectiveness Chains on how Mechs handle against each other...
  • Lights > Assaults & Heavys > Mediums > Lights
  • Lights > Assaults > Heavys > Mediums > Lights
  • Streak SRM Mechs (if able to Lock at all) > Lights
  • SRM/LBX Mechs > Anything Else
  • Any Non-Locking Weapon > Lock-On Users
...and shows that many Heavys (as well as certain other unfortunate Builds) have been left in a rather UnderPowered State overall, while Lights are in a far better place overall... possibly even to the point that they're sometimes OverPowered too. PGI's Staff at the time of the Skill Tree release simply did not get the issue they created when other people forced them to make different ones, particularly when they avoided something more reminiscent of the "65 Active/105 Total" Ratio shown by games like BorderLands and its' successors. While there may be need for Specialization Limits in order to help with preventing OverPowered Mechs in MWO's game, there is a point that got exceeded at which how narrow that the available options are limited gets way too thin, and that has resulted in hurting MWO overall. I have personally seen this myself, and have seen a Heavy (as if it were merely a lower tonnage Assault) get outdone by a Light because it was not able to have room for Mobility at all.

Before I forget about Medium Mechs here, it should be noted that a Team which is properly working together won't so easily have the vulnerability of Lights being able to turn OverPowered against both Assaults & Heavys on the field. But, when the Medium Mechs all run off and fail to protect their larger Teammate Mechs that they get as help, it ultimately will tend upon turning into easy meals for the Lights against the Assaults & Heavys of the Opposing Team that they're facing against. When one is already dealing with jitter-causing disability and/or a slow computer, this problem with Lights becoming OverPowered is massively amplified. Unfortunately, this one falls on the Community in general to start working together. Will they do that any time soon? Not so likely, I am unfortunately left to say.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

MWO runs on an old engine that demands very little from your GPU and leans heavily on single-thread CPU performance. New hardware therefore has limited effectiveness as new computers have advanced the most in GPU and memory, neither of which MWO uses much, and multi-core performance when MWO struggles to take advantage of multiple cores. I play it on a medium tier computer on Linux trough hacky Windows emulation and do fine with FPS hovering between 40 and 50.

You would have needed to state here what your system specs were like for someone to better understand you. (Also, I am surprised that you have it running in Linux since the last reports I've heard were that people ended up with their setups on Linux entirely perma-broken. You might want to start a different Thread about that, and make note of what hardware you're running it on top of.) I've personally discovered the hard way that if MWO does not have a fast enough CPU & GPU to work with, as well as enough RAM, then it always lags down. To give you a rough idea, I was working with an "AMD FX-Series CPU /w 8 GB RAM & NVidia GeForce GT440" and could barely hang onto around 30 to 40 FPS @ 1280x720 FullScreen on rather low-end settings. When I was able to increase to a "16 GB RAM & NVidia GeForce GTX 670" configuration, it allowed me to take it up to 1600x900 FullScreen with 35 to 50 FPS as the GPU was a lot more powerful and no longer choked for RAM that it could pick to utilize.

Unfortunately, something seems to have changed with how MWO is built in the last few months, and now I can not run the game as well as I used to have the ability for. Out of nowhere, the FullScreen Mode took one hell of a significant hit which pushed me out of it, and I've been forced into the use of 1920x1080 Borderless Full Window on rather low settings with a wild swinging 15 to 55 FPS range to have to deal with. It sometimes gets sickening trying to put up with it. I can not afford to get a new system, and wish I could get back to FullScreen Mode for normal use. Trying to use lower resolutions in Borderless Full Window format is also not an option, as the Framerate gets worse at any lower setting with that kind of overlay processing happening. And I am rather sure that if this had happened before the Additional RAM and Better GPU had reached me, then it would have solidly knocked me out of MWO when the whole situation for Borderless Full Window Mode decided to slam me in the face.

That brings me to the note of the fact that I know that I'm not the only one having to put up with these issues. Not everyone can afford hardware for even 1920x1080 Medium @ 40 to 50 FPS like you can. If they tried, they would then not have the money for something else they still need and/or must deal with, and you know that's not anything they would have a choice about either. So yeah, the GPU & RAM still factor in somewhat and should not be ignored in active reasoning, even if the CPU still holds the bigger bit. We may be able to agree that MWO may not be able to really use things like "a 16-Core System /w 32+ GB RAM & NVidia GeForce RTX 2080" to their full potential, but I have to sharply disagree on how things factor when dealing with far lesser hardware due to direct experience with two distinct system configurations.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Time to Kill a mech 1v1 in MWO is actually rather high, since the armour is indeed double what it is in other games based on Battletech. When a player manouvers badly and exposes themselves to an opposing team of 12 players however, no amount of extra armour will save them. You will always die fast when taking damage from a very large number of mechs and tripled or quadrupled armour would not change that.

Actually, having 3x TableTop could change that just a little, and that would be all that is needed in order to balance MWO a little better. Heck, it might have even saved everyone from the massive "Nerfageddon" that has happened over the last few years to all the Weapons & Mechs in the game. (Thankfully, we can agree that 4x TableTop would be too much and would not balance properly, even if our agreement is due to distantly differing reasons!) As I would like to try and not to be too verbose, having only 2x TableTop in the game's current climate is still too unforgiving, and this game's base design needs to receive an adjustment to further increase & slow down TTK in order to give a better chance to players who are still trying to grow and develop. Sure, it will not save everyone instantly off the bat, but what I think you're skipping here is that it would increase the chance that some people would have to be able to pull back before they're totally crushed. That would therefore result in at least some helpful-yet-small appreciable margin of escapes. I think we can agree that would be far better than the frustrating nothing that staying at 2x TableTop would leave Newer & Lower-Tier Players with.

To give you a rough idea, I want to actively AVOID solving the problems that the game is having through the idea that other people came up with where a debuff handicap would get applied against Higher-Tiered Players who get put in a Match against Lower-Tiered Players for battle. Ideas like that could result in a complete collapse of the PSR Systems and how they're usually supposed to keep Higher-Tier Players apart from the Lower-Tier Players under normal circumstances, as it would effectively create a situation where Lower-Tier Players could gank Higher-Tier Players and rise outside where they should be on the PSR System's placement. At the same time, it would create a vacuum that would drag down the Higher-Tier Players out of where the PSR System says they should be, and drop them to where they would then be ganking everyone in trying to climb back up, which would result in a loss of fun for everyone as the Higher-Tier Players ended up in a constantly futile uphill battle.

Hmph... Perhaps those rumors of needing to put an Undo command on several years worth of Weapon Balance Changes & Mech Quirk Removals are actually true. It sure sounds to me like somebody back then knew ahead of time what calamity would befall MWO between then and now! It even makes me wonder what things would be like if we tried using the MWO Game Balance & Mech Quirks of 5 Years Ago, combined with an increase of Armor & Structure to 3x TableTop levels, along with use of the Pumped-Up Original Quirks of all subsequent Mech Releases beyond that point. If only we had a PTS to actually try that stuff out with, but I don't think anyone could ever get PGI to do that.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Unlike other games based on Battletech, even light mechs can be very powerful, tho not all players enjoy the faster pace of gameplay. I enjoy it a lot.

You probably got into the idea that I was trying to disrespect Light Mech Players when you were reading my previous post, right? Please calm down, because I can most certainly tell you that was a severe misconception of my mentality, and would still be if you're having that thought about me while reading this post. For me, as long as it does not lag, and I'm not feeling sick and/or claustrophobic while trying to pilot a Light Mech myself, I also sometimes can find piloting Light Mechs to be a rather enjoyable experience too! Who knows, maybe the MatchMaker will at some future point put us together in a Match on the Same Team while we're both running Light Mechs and then you can see for yourself as we somehow work together against the Opposing Team and what they brought.

Unfortunately, that brings me to where I must make note of people with disabilities and/or slow computers once again. You put me in a position where I must make it clear that people facing any of these types of problems simply can not push themselves and/or their computer too far. While some of us may enjoy piloting Light Mechs now and then, I hope you can understand & respect that we can not always do it to the extent that you do it at. If we try, either our computer crunches, or we physically happen to lose the ability to keep playing... Sometimes both unfortunately happen at the same time. Heck, we'll eventually get pushed to a point where we have only two options for a bit... Either we go to using Lock-On Missile Boats for a while, or we end up going totally offline. For those of us who don't want to starve the MatchMaker of available players in order to keep the game going for everyone, that is not a great choice to be stuck with. Hopefully that gives you a quick pointer at better understanding why LRMs in particular really need some undo on the nerfing, even if we have to pay through loss of some Ammo-Per-Ton in order to get better Spread & Lock-On Angle to play with.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Arm lock is a bit of a matter of personal taste, but most players seem to prefer to have arms unlocked to enable aiming of arm weapons and most of all to make twisting your torso smoother and lock them only to make a shot when needed. Tarl's suggestion to remap hold to toggle is a good one.

And neither am I really against Tarl Cabot's Suggestion about that key remap. I just wanted to make sure that the Opening Poster, Andrewlik, fully understood the ramifications of that action, and what would be required to recover & gain access to that part of the MWO Game Features for their use. Sure, some people may not want or need the MWO Academy after remaps like that. However, I personally saw no reason to leave them without a "Warning Label" about that matter, and I think we should be able to agree that being honest about caveats is the better choice. I am rather sure you get that it would definitely be rude to not be truthful about a hidden impact like that!

Also, you seem to have seen a far different section of the Player Base & Community than I happen to have. After my own mech gets downed during most of the Matches that I have personally been in, I tend to find that people have their Arms locked to their Torso instead of being separate. I would therefore have to suspect that like me, they don't like the lag time either between their Arms moving and the Torso catching up to be able to fire those Weapons too. Thus, I have ended up with a differing opinion over the matter, specifically because my mileage has been radically different from yours. So, I really would like to think that we can "constructively agree to disagree" (even with divisively different opinions and experiences) on the best primary state for Arm Unlock at the Match beginning, and therefore kindly show Andrewlik that there is more than one reasonable way with MWO to pilot and play.



View PostGagis, on 14 March 2021 - 02:33 AM, said:

Cockpit geometry doesn't really make a difference for any mech, except maybe Piranhas which many players seem to prefer playing slightly zoomed in. Adjusting your Field of View may help though, since the default value of 60 in MWO is optimal for playing console games on a sofa with your eyes quite far away from the television. For PC games with your eyes much closer to the monitor, you'll probably want something between 75 and 90 to feel comfortable.

And thus... guess what... My own FOV setting in MWO is up at 80 specifically because I found 60 to be far too narrow when I began playing. That's part of why I mentioned the whole issue with claustrophobia in the first place. Even though I have increased this setting myself, it so happens that there is still the outstanding issue with certain Mechs that still do not provide the ability to see out to the sides at all. As I also mentioned before, I understand how disconcerting that can get, and was therefore just trying to put another "Warning Label" up about that. I am very specifically NOT trying to prevent people from doing as they wish, but instead have them be pre-informed with more than one side of thinking as they make their choices so that they go into it with as much knowledge as possible of what they may be getting themself into.




...and hopefully by this point and a ton of quotes-with-reply later, you get that I was personally NOT trying to be some kind of perfect authority either. However, I did want the Opening Poster, Andrewlik, to be able to see that the Community is diverse and has separate (even if occasionally sharp) takes on what might work well. In turn, this would enable them to learn and turn into a good pilot of their own making, instead of missing out on useful parts of the learning experience that could help them because they only followed a "Cookie Cutter Path" for their development. The more people that we can get to use their brain here on MWO and help develop into their own MWO-enjoying person through that mental usage, then the better that is for all of us. Otherwise, it would end up that they would play a while without using their mind, come up short and frustrated, and then end up leaving again instead of adding to the permanent population. I would like to think nobody wants the worse of those two results to occur. :o


Anywho, I've gotta scoot for now. This post has basically eaten the last FIVE hours of my time to build and type out properly while avoiding being short-sighted with my thoughts. Hopefully you will now get that I'm not as goofy under the hood as you thought I was, and that there are things where there can be multiple valid opinions! :mellow:


~D. V. "There will always be far more than one single way to play MWO..." Devnull

#12 Tarl Cabot

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Posted 14 March 2021 - 09:52 AM

The Key remapping for the Torso lock.. Forgot about how PGI setup the Academy. OP, Devnull is correct, only remap keys after you finish the Academy. AND, settings are available not just in the front end but while in the Academy and in the Proving (testing) grounds.

And as a fyi, before purchase you can view and rearrangements mech components before purchasing the mech itself, as I do not remember though but I think with the purchase you only get that preset mech, not the altered one. AND you can take the said configured mechs to the Test Grounds before purchase. You can also do the same thing to the mechs you own, especially before saving any actual changes you had made to them.

As for Devnul "AMD FX-Series CPU" is a FX-4300. Please tell me you arent still using the OEM heatsink/fan? When was the last time that heatsink was cleaned completely of dust build-up. On my nephew's FX-8350, we ended up switching out that OEM setup due to the difficulty of getting it complete clean of built-up without removing the fan and heatsink everytime. What a pita. The FPS drops is likely due to system exceeding thermal threshold and throttling the CPU. Of course there is always Windows updates that can furbar things too. Once confirmed the heatsinks are actually cleared of dust buildup, especially on the plate closest to the CPU, double check your Power Options are still set at Full Performance, and not reverted back to Balanced or Power Saver.

I am not going to get into LRM discussion except to say that, from my POV, for many who tend to utilize LRMS do so at their team's expense, rarely getting their own locks but depending on their team mates, and usually doing so with a heavy or assault which can soak up damage but rarely does until the end of the match, and many times with decent backup weapons that they could have finished off an opponent with them but instead staying in the rears waiting for another lock.

#13 ScrapIron Prime

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Posted 14 March 2021 - 04:04 PM

I disagree on the light mech commentary as well as the comment on the superiority of ballistic weapons. If anything, lights have little to fear from ballistics assuming the player isn't in the habit of standing still or peeking. Mechs that peek have the most to fear from ballistics, but that is a playstyle choice rather than a weapon issue.

And I certainly disagree on the computer hardware commentary. My rig is 6 years old, I made it to play this game in 2015, replacing the one I made in 2011 to play Skyrim. I'm not at a disadvantage against newer hardware because this is an old game engine. (For reference, I'm running Windows 8 with an intel i5-3330 (3GHz), with 12gb RAM and a geForce GTX 1050.)

#14 JediPanther

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Posted 14 March 2021 - 05:06 PM

View PostAndrewlik, on 13 March 2021 - 05:14 PM, said:

Honest question from a new-ish player, not a rant post.
I have played MW5 and HBS BT extensively but I am new to MWO itself

How is this game balanced?

I currently have a cyclops that I switch between LRM/MRM/SRM boat builds, a K2 catapult (my love from HBS BT) that I swap builds with constantly, and a locust I bought b/c it was cheap, and also the free huntsman. Anything I "should" be grinding towards?


You got a great mech with the cat k2. Lots of good build options on it and it is a tank-y mech. The only real grind here is xp on your mechs. just find a build you like and play the mech. The best thing about xp is once you get a skill on the tree unlocked you don't have to pay any c-bills (mwo's money) for it again. You only need the xp on the mech. The more xp your mech has the more you can experiment with the skill tree.

The game is balanced mainly by the weight of weapons,their cool down and range and quirks. IS normally have higher dps but shorter range. Clans have longer range but longer weapon reload-laser burn.

#15 My Lord and Saviour Jesus Christ

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Posted 14 March 2021 - 05:31 PM

I wasn't going to comment on anything but...

Quote

This game has been biased towards only those who have a stable body, quick mind, and (as already mentioned) fast computer


This is dumb, MWO is a competitive shooter why complain about things that give you an advantage in a competitive game?

#16 Heavy Money

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Posted 14 March 2021 - 05:47 PM

View PostAndrewlik, on 13 March 2021 - 05:14 PM, said:

Honest question from a new-ish player, not a rant post.
I have played MW5 and HBS BT extensively but I am new to MWO itself

How is this game balanced?


Balance is good enough for people to argue about it, as you can see in this thread. Beyond that, things are pretty forgiving in quickplay. There are some mechs that are better than others, but this only really matters at higher skill levels because the main deciding factors in matches are positioning and teamwork. If you're out of position, being in a mech 5-10% stronger than average won't save you. If you are with your team focus firing and out manuevering an opponent, having slightly less firepower won't matter.

That said, there are some mechs that are real duds, but its surprisingly few. And any mech can be made a dud with a bad enough loadout. And there are some mechs that are clearly superior to others, but not to the point that they get played exclusively, or that they'll make a bad player good. You can check this survey thread and just avoid playing the bottom 25% of mechs, and generally you'll do fine in Quick Play: https://mwomercs.com...ch-rating-2021/

Quote

What is stopping people from always taking the maximum tonnage possible?


Nothing, but more tonnage doesn't always help that much. If your team has too many big slow mechs you can get out maneuvered, or just turn into damage pinatas. And the matchmaker does attempt to balance tonnage. So if everyone is dropping in 100 tonners, it'll generally spread them out, so you just get bad match times. Also if you're in a group, you have a max tonnage that goes down per person. A 2 person group has 100 tons each. A 4 person group has 75 tons each. This can mean groups dropping light will underton their team, which can matter. And sometimes the matchmaker screws up and puts like 6 assaults on one team and none on the other. Usually the assaults win, but not always.

Quote

Clan vs IS balance?


Is fairly good actually. Clans tend to have more efficient firepower due to lighter and smaller weapons, but they pay for it in subtle ways like longer laser burn duration, generally worse agility (but better top speed), and generally worse durability. IS weapons tend to cost you more and have less range, but also be better. For example, their ERPPC weighs 1 ton more but has 1s less cooldown. Their Ultra Autocannons weigh more, but jam less and have faster burst speed. Their lasers have less range and alpha strike, but WAY less burn time.

Also, many clan mechs are Omnipod mechs that are locked into rather large engines, which limits their effectiveness and leaves them fast but undergunned (Timberwolf especially.)

Quote

How does matchmaker work? Tonnage v tonnage? account for player skill?


MM is a bit of a mess. Roughly, it tries to match tonnage and match Player Skill Rating. It also tries to split groups between the teams. Its a bit of a black box though. For example, when there's different skill rankings in the same group, we don't know exactly how it handles it. It probably averages the group's skill. Also when population is low, it'll compromise matching for the sake of time. So sometimes you end up with imbalanced matchups. Some people think this is a big deal and blame all their problems on it, but I am not convinced that it matters much.

Quote

Quirks are a balancing factor when comparing mechs in the same bracket, that much I know, but what's the philosophy there? Flavor vs competitiveness?


Generally, quirks have been added over time to try to keep weaker chassis relevant. This has worked for some, but many are left behind. Its also part of how IS stays competitive with Clan superior base stats. A new quirk pass to catch up some of the weaker mechs is hopefully coming soon.

Quote

Pay to win elements?


Nope, not really. Generally, hero mechs are a gimmick. Some are really nice like the Quickdraw, Marauder, and Cyclops heroes. But those are by no means the only good mechs. So don't feel bad for not having any (although if you save your MC from events, you'll be able to get some over time without dropping any real $.) Overall, the things that you can spend real money on are either cosmetic or grind reduction. But the grind isn't bad even without.

Quote

Meta?

Grimmmechs has a decent tier list that will give you some idea of the meta: https://grimmechs.is...ts?list=general
Basically, higher skill level play gravitates more to high skill ceiling weapons. Which means pin point damage and long range weapons. Just like any other shooter, in the end everyone is focus fire sniping. This works because top players have very high accuracy. At lower tiers, lots more weapons and options are viable. Generally weapon balance is good, except for a few duds like Light and Snub Nose PPCs, and IS LRMs on mediums/lights. Some lower skill ceiling weapons, like LRMs, are complained about regularly as too powerful in t5, but are considered weak and largely irrelevant in t1. This is because skilled players can mitigate or avoid them, and once you have good aim you can get more damage done with other weapons.

Overall, my advice is avoid the bottom rung of mechs from the above links, avoid mixing major weapon systems or different range brackets, and most importantly, find people to play with. There's lots of discord servers out there with regular groups, and generally people are very friendly to new players. You can also add me in game if you want.

#17 Laser Kiwi

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Posted 14 March 2021 - 08:04 PM

Not trolling Devnull, everything you wrote is pure shite mate, your concept of balance issues is quite frankly a steaming pile of crap. Not trolling.

#18 Void Angel

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Posted 14 March 2021 - 08:19 PM

MWO is balanced as a game of attrition. Weapons are balanced by range, weight, damage, heat, and space: you can see how it fits together by looking at weapon stats, but in general you should filter them by tonnage and space (relative to your 'mech,) and then decide what you want to do (poking, brawling, etc.) Pick weapons that do that thing in the same way (don't mix Streaks with AC/20s, for example,) and you'll have a fairly good start for the build - then adjust based on your performance every few matches. But always remember that the game is about attrition, and the objective is to use your armor to deal more damage to the enemy than they have armor before they do it to you.


[PS: If you use LRMs, remember that their optimal engagement range is around 300m. =)]

#19 Y E O N N E

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Posted 14 March 2021 - 11:37 PM

View PostD V Devnull, on 14 March 2021 - 02:03 AM, said:

You had better be trolling me, otherwise you're being a rather non-constructive & extremely disrespectful person... It's not fun having to suffer from multiple issues between my body and a slow computer, and finding MWO feeling like it has been designed to be discriminatory against people like me. I did not ask to be in the bad physical state that I am in with shaky hands, and I did not ask to be stuck in an economy where I can not spend out to upgrade my computer. Or have you forgotten that MWO has different mileage for various kinds of people? That sure is what you're acting like, and I have literally zero tolerance for such non-constructive behavior. QUIT BEING SO RUDE!!! Posted Image

~D. V. "not tolerating your anti-constructive behavior about how MWO's Balance feels" Devnull


1. The game cannot, and should not, be designed with people like you in mind. As cruel as it sounds, you are in such a minority that trying to make the game play well for you results in a game where more people suffer from poor gameplay than would if people with disabilities are treated like exactly what they are: edge cases. Go read Harrison Bergeron; not everything is fair and that's a good thing.

2. Regarding your potato PC, ditto No. 1. Anecdote time: I played Halo on PC in 2003 using a fixed-function DX7 videocard when it was made for DX9 and pixel shader pipelines, and on internet that could barely be called broadband. The frame rates were horrible, textures were shot, the rubber-banding was astonishing, active camo made people actually invisible instead of distorted light blobs, and you know what? I was still a GOD at that game. MWO is not as fast of a game and is far more forgiving, and here you are: complaining about being bad. I can buy your physical state being a hindrance, but your PC? Please. Up until last year I was playing MWO on a PC I built in 2011.

3. Your signatures are weird.

Edited by Y E O N N E, 14 March 2021 - 11:47 PM.


#20 Ignatius Audene

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Posted 15 March 2021 - 04:27 AM

Your pc is #10 years old hardware, that was not rly good for gaming when it game out (bulldozer). Even if people say mwo is not rly demanding it is still crytek. U remember? Can it run Crysis? And u are still mostly running fhd with medium settings. ->put this to low.
With this rig it is nice that u can still play.

And ofcourse u see a difference when u are upgrading from stone age hardware to 10 years old graphics and ram.

Game should never! be balanced around a handicap and or toaster pc.

Edited by Ignatius Audene, 15 March 2021 - 04:31 AM.






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