Jump to content

Pts Is Coming...soon

Balance

400 replies to this topic

#281 Kroete

    Member

  • PipPipPipPipPipPipPip
  • 931 posts

Posted 24 March 2021 - 02:45 AM

View PostAivazovsky, on 24 March 2021 - 02:40 AM, said:

Please, stop using this word. This is misinformation. You are deliberately misleading people. 10-15% (w/o rescale) is NOT drastically.

Where does that number come from?

From testing with complayers who allready used mostly the most effective weapons or casuals that use all types of weapons where a buff of the majority of the weapons will reduce the ttk much more?
Where there any tests at all or just guessing?

Edited by Kroete, 24 March 2021 - 02:47 AM.


#282 denAirwalkerrr

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,346 posts

Posted 24 March 2021 - 02:49 AM

View PostKroete, on 24 March 2021 - 02:06 AM, said:

Less ttk = more cod and less mechwarrior.

rolfmao

#283 Bennesto

    Member

  • PipPipPip
  • The CyberKnight
  • The CyberKnight
  • 82 posts

Posted 24 March 2021 - 02:49 AM

Another big "main offender" that made TTK lower is the loss of decent agility due engine-desync and other unjustified nerfs to mobility. Mechs cannot twist/spread damage like they used to, making them easy to farm and leading to braindead nascar etc. Also the fact that Mechs got bigger and therefore easier to target lowered TTK.

(Comparing MWO to COD shows that someone has neither played both games to an extend.)

Edited by Bennesto, 24 March 2021 - 02:50 AM.


#284 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,104 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 24 March 2021 - 02:54 AM

View PostKroete, on 24 March 2021 - 02:29 AM, said:

No problem, all weapons should be legit and balanced, but we have also armor, wheigt, heat and ammo for balancing and you cant see that seperated beause all works together.


And they haven't done this?

View PostKroete, on 24 March 2021 - 02:29 AM, said:

If the majority weapons are buffed to that level, the ttk will go down a lot.


Posted Image

But then again, so what though? That just means the weapons are buffed to relevancy.

And when in Rome...

View PostKroete, on 24 March 2021 - 02:29 AM, said:

As stated above, the mpl is at 3x damage of tt, but the armor is only 2x of tt.


Right, I honestly don't care about TT. It's PVP MWO.

View PostKroete, on 24 March 2021 - 02:29 AM, said:

And i dont see a mech rescale comming, its not an xml change


I heard they will do rescale further in the PTS.

Edited by The6thMessenger, 24 March 2021 - 02:59 AM.


#285 S t P a u l y

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 93 posts

Posted 24 March 2021 - 02:55 AM

View PostKroete, on 24 March 2021 - 12:56 AM, said:

After the discussion, with some of these other guys, i must say i have no trust for the people who made it,
they dont understand their own changes or plain lied to work to their agenda (less ttk),


Shame you can't think critically; Could have avoided this conclusion.

#286 Antares102

    Member

  • PipPipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 1,409 posts

Posted 24 March 2021 - 03:46 AM

View PostKroete, on 24 March 2021 - 12:56 AM, said:

After the discussion, with some of these other guys, i must say i have no trust for the people who made it,
they dont understand their own changes or plain lied to work to their agenda (less ttk),
and included a rescale for mechs in their balancing without knowing if pgi will do more then xml changes.

Until pgi clearly say they will invest in the rescale and other changes, its nothing more then an ageda for compplay with low ttk, cod with mechs. I dont think that the majority wants this in a mech game.


For these statements I will be delighted to personally lower your TTK when we see each other in game.
Are you more the laser-vomit TTK lowering or more the front-load damage TTK lowering type?
Just to make sure ... I want to have happy customers.


@Cauldron guys
Please ignore these kind of statements. Haters gonna hate.
You are doing a great job!

#287 AizakG

    Member

  • PipPip
  • Little Helper
  • Little Helper
  • 29 posts

Posted 24 March 2021 - 03:59 AM

Super excited for the upcoming playtest!

I'm noticing a couple people seem worried about this upcoming patch, likely due to fatigue from the latest patch.

If you might have criticisms for the upcoming community driven balance patch "The Cauldron," I highly recommend you experience it in the upcoming playtest, before its implemented. Experience the patch to help give really detailed information about any weapons in the patch that could still be underperforming for you. Also, if you haven't played the game in a few years, it might be a good idea to pop in a few quickplay matches. You might find current balance very different than how you remembered, which could help inform you why this community driven patch revitalizes many of this game's underperforming, unadaptable, nicheless, and forgotten weapons, some of which used to overperform before their nerfs.

Most players, streamers, and even a few over-enthusiastic stats-crunching comp nerds are excited for this community driven patch. Even though it already has overwhelming support as-is, that doesn't mean it has to go into the main client as-is. In fact, the intention behind playtesting it before releasing the patch is so that any issues can be discovered by the community and fixed before release, especially with PGI's match data collection.

Hope to see you all in the playtest!

#288 Wid1046

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 277 posts

Posted 24 March 2021 - 04:09 AM

An important thing to remember is that these changes are going to the PTS, not the live server. The entire point of the PTS is to test things. If people find that TTK is affected as badly as some fear then the numbers will obviously have to be tweaked before the changes are allowed to go live.
We should point out things that we are concerned about, but once people know to look out for them and test them in the PTS, then that's good. The PTS doesn't have to be perfect on launch.

#289 Zigmund Freud

    Member

  • PipPipPipPipPipPip
  • 390 posts

Posted 24 March 2021 - 04:13 AM

View PostMyriadDigits, on 23 March 2021 - 02:58 PM, said:

I'll say it clearly in bold:

The strongest weapons are being left untouched. Everything else will be stronger. The difference between the best and the worst will be greatly reduced. It is very likely the best of the best will change from what is the best now.


Sounds amazing until I look at LRMs velocity nerf. What's the reasoning behind it? Are they so much stronger than the strongest weapons, that they require extra nerfing? All while upcoming (hopefully) rescale and mobility buff will hit LRMs the hardest.


View PostSamial, on 23 March 2021 - 04:50 PM, said:


BTW Cauldron sounds way better than Gulag kudos if its serious.


Yes, lol, naming something after totalitarian forced labor camps sound so bizarre to me.


View PostAdette, on 23 March 2021 - 07:38 PM, said:

I think there was a suggestion about AMS changes (not in the upcoming PTS version 1) about decreasing AMS range by a lot, but making them do a little more damage. Reasoning being that the AMS would help you, but a 2x 4xAMS Corsairs shouldn't be able to just provide full umbrella coverage for an entire team. If teams want umbrella coverage, they would need to clump together, which could be exploited by the opposing team in terms of positioning.


This sound way better. There would be more point in picking isolated or AMSless targets because team's AMS would not be covering everything. Would also encourage people to bring their own AMS instead of freeloading on kit foxes' mighty shoulders.
(Also would be a nice touch to slightly change the sound of AMS, like increase falloff and increase the frequency, that way even casual players who don't read patch notes would feel AMS as more potent and less ranged. I know it's not exactly a spreadsheet change, but it doesn't require any coding, so I will hope)

I wonder why keep this change for later instead of throwing it n now.

Edited by Zigmund Freud, 24 March 2021 - 04:55 AM.


#290 Krasnopesky

    Member

  • PipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 217 posts

Posted 24 March 2021 - 06:01 AM

View PostDAEDALOS513, on 23 March 2021 - 03:10 PM, said:

I don't misunderstand at all. I understand that matches are lasting on average 5 minutes. I understand that the cause is weapons being too strong in that they core and/or drop mechs too quickly. I understand that buffing weapons to match the strong weapons will only make things worse in that TTK will be reduced and match time in turn will be reduced. Unfunning..

If cauldron is implemented.. to counter these obvious results, we will eventually call for armour buffs and mech quirk nerfing .. these armour buffs and quirk nerfs will nullify weapon buffs .. and then you have nothing but wasted time and effort. For the love of God, you guys don't see the quagmire that will ensue? There's a guy in other forum complaining that these weapon buffs will leave his lrms' viability in the dust.. Haven't we gone through this enough before to learn from history? You can't make sweeping changes and you can't make a bunch o' weapons stronger without unbalancing everything else.

Instead we must take baby steps in the opposite direction.. take the strong weapons and bring them inline with weaker ones. The fun will still be there in that everyone is on the same playing field. The skilled will still dominate, the difference is that it will take more work and time to do so. The difference is players won't die in 1 or 2 minutes (half of match time) and they will derive more satisfaction out of the game by actually contributing to a match more (win or lose).

If our goal is to shorten lengthy match times then fine.. but that isn't the case. You say players leave when their mech is nerfed.. I counter that players leave when they get insta-cored insta-dead within minutes of match time. This is evident from the yelling rage quitting. The steep learning curve doesn't help either..

Winners will still win, losers will still lose.. the difference is TTK and match time will only increase.


If TTK is reduced substantially in the first iteration of the PTS, then we will adjust it as that isn't our intention. I do not anticipate a large reduction in TTK. As I said before that's the entire point of the PTS; to test the changes in a live environment and receive feedback from the community.

PGI have a long history of repeatedly nerfing weapons. They have done so far more often than buffing weapons over the years. Nerfing weapons that work into something that doesn't work well is not the design approach we want to take in The Cauldron. We are not prepared to repeat the same mistakes PGI has made.

Some weapon systems, like LRMs and ATMs, we are looking at re-balancing rather than nerfing. Currently they are often 'all or nothing' type weapons where they either kill 'Mechs very quickly and easily, or do 0 damage often due to AMS. Our approach to start with is test a slight velocity reduction paired with increased missile health for LRMs. We have simply reverted the last LRM velocity buff given to them by PGI. We will look at how LRMs perform and then consider if further changes are needed based on testing and feedback we receive. We are also looking into AMS changes too for future PTS iterations.

Agility, Skill Tree, 'Mech rescale, and Quirks are all aspects of the game that have driven people away from this game in the past. Huge numbers of players left when agility was nerfed and the skill tree was implemented in particular. Certain 'Mechs were nerfed into the ground with PGI's rescaling too.

A great example of a 'Mech hit very hard by these changes is the Firestarter. It used to be a very good light 'Mech, but was hit by repeated nerfs until we barely see it used anywhere in the game at any level. The Firestarter was made far larger, the common weapons it used were nerfed, its agility was reduced, and 35 tonne light 'Mech jumpjets are some of the worst in the game, especially when compared to the performance of 40 tonne class IV jump jets. All these factors contributed to making a usable 'Mech near unusable.

The overarching goal of all this is to both bring back old players who have quit the game due to these varied reasons and bring in brand new players. Obviously other content is needed as you have already mentioned; new maps, new content, QOL changes, but as I previously said, those are outside our scope to change. PGI must do that part, whereas we can work and help on other parts.

Edited by Krasnopesky, 24 March 2021 - 06:46 AM.


#291 Krasnopesky

    Member

  • PipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 217 posts

Posted 24 March 2021 - 06:10 AM

View PostZigmund Freud, on 24 March 2021 - 04:13 AM, said:


Sounds amazing until I look at LRMs velocity nerf. What's the reasoning behind it? Are they so much stronger than the strongest weapons, that they require extra nerfing? All while upcoming (hopefully) rescale and mobility buff will hit LRMs the hardest.

This sound way better. There would be more point in picking isolated or AMSless targets because team's AMS would not be covering everything. Would also encourage people to bring their own AMS instead of freeloading on kit foxes' mighty shoulders.
(Also would be a nice touch to slightly change the sound of AMS, like increase falloff and increase the frequency, that way even casual players who don't read patch notes would feel AMS as more potent and less ranged. I know it's not exactly a spreadsheet change, but it doesn't require any coding, so I will hope)

I wonder why keep this change for later instead of throwing it n now.


LRMs and AMS are very 'feast or famine'. Either the LRMs work too well or AMS does. Ideally we want both to work properly, but not completely negate the other.

Coming to a balance is difficult when you have 'Mechs that can boat both systems. Corsairs can easily boat 4 AMS and a lot of ammo and many 'Mechs can boat huge numbers of LRM missile tubes. In addition to this the AMS itself is not interacted with in any way except turning it on or off. This gameplay mechanic of having an automatic counter to certain weapon systems creates further complexity when it comes to balance and game fun. No one wants to equip LRMs and have them do 0 damage because the enemy team all boated AMS. Likewise no one wants to be killed by out of line-of-sight LRM boats from across the map despite them and their team equipping AMS.

We are still testing and refining AMS changes. These changes will likely appear in future iterations of the PTS.

If you (or anyone else for that matter) have ideas as to what could be done about this situation we are all ears. We have created this thread to discuss and receive feedback after all.

Edited by Krasnopesky, 24 March 2021 - 06:47 AM.


#292 Krasnopesky

    Member

  • PipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 217 posts

Posted 24 March 2021 - 06:20 AM

View PostThe6thMessenger, on 23 March 2021 - 07:31 PM, said:


Well, they have to.

They buffed AMS with larger range.

The first iteration of the PTS has not buffed AMS (except that AMS ammo no longer explodes).

#293 Krasnopesky

    Member

  • PipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 217 posts

Posted 24 March 2021 - 06:31 AM

View PostRunecarver, on 24 March 2021 - 12:16 AM, said:

Which won't make any difference in actual practice because they will still be getting shredded to nothing by triple and quad AMS mechs like the kit fox, nova and corsair. A 0.1 health increase per missile is going to mean maybe one more missile out of a volley of 20 making it through for a total of 3 or 4. That isn't doing anything.

The velocity reduction for an already slow long range weapon system makes absolutely no sense.

All it does is give even more time for targets of the "long range missile" to get back into cover and completely nullify the weapons fire.

A higher spread value than direct sight clan LRM20s for ATM12s? And ATM9 having the same spread value as an MRM30? This is just pure nonsense.

View PostRunecarver, on 24 March 2021 - 12:48 AM, said:

Except it's really not, as it just punishes mechs that can only bring a maximum of 2x ATM12s. It does greatly affect heavies and assaults bringing 3-4x ATM12s because that's most of their available tonnage put into those weapons, but those mechs sometimes have the ability to get a few backup weapons to try and concentrate more damage.

And once again, a miniscule 0.2-0.3 health per missile means absolutely nothing. A pair of passive AMS' will still completely evaporate an ATM12 missile volley. And triple or quad AMS will just not let you play with said weapons.


2x ATM 12 deals 72 damage in optimum range. Do you think it is fair that it has so much damage potential and in the current game that damage potential is very accurate? I do not think so, but I am genuine in asking for your opinion and reasoning.

So far you have been very critical to our suggested changes and you provide reasoning, which is excellent, but do you have any suggestions or solutions we could look into?

As I said in a previous reply to another person, we at The Cauldron do not want to nerf LRMs and ATMs, but rather make their use more consistent. Currently we find they either perform too well, or not well enough, often depending on the amount of AMS on the opposing team as you identified. Finding a balance where LRMs perform more consistently in being able to deal damage and AMS can help protect you from LRMs and ATMs at the same time is not an easy task when both systems can be boated in various amounts between teams.

ATMs have received a 20% missile health buff by the way, that is by no means minuscule (not that I am saying it solves the above issue, but hopefully it is a step in the right direction).

Edited by Krasnopesky, 24 March 2021 - 06:48 AM.


#294 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,272 posts
  • LocationCalifornia Central Coast

Posted 24 March 2021 - 06:45 AM

View PostRunecarver, on 24 March 2021 - 12:48 AM, said:

Except it's really not, as it just punishes mechs that can only bring a maximum of 2x ATM12s. It does greatly affect heavies and assaults bringing 3-4x ATM12s because that's most of their available tonnage put into those weapons, but those mechs sometimes have the ability to get a few backup weapons to try and concentrate more damage.

And once again, a miniscule 0.2-0.3 health per missile means absolutely nothing. A pair of passive AMS' will still completely evaporate an ATM12 missile volley. And triple or quad AMS will just not let you play with said weapons.


I mean mechs that bring less ATMs are smaller and mobile and can more easily sit in the 3 damage per missile range and be able to pull back so I'm not worried about them. What do you think makes the ATM27 Veagle so good and easier to play than an ATM48 assault?

#295 Zigmund Freud

    Member

  • PipPipPipPipPipPip
  • 390 posts

Posted 24 March 2021 - 06:49 AM

View PostKrasnopesky, on 24 March 2021 - 06:10 AM, said:


LRMs and AMS are very 'feast or famine'. Either the LRMs work too well or AMS does. Ideally we want both to work properly, but not completely negate the other.

Coming to a balance is difficult when you have 'Mechs that can boat both systems. Corsairs can easily boat 4 AMS and a lot of ammo and many 'Mechs can boat huge numbers of LRM missile tubes. In addition to this the AMS itself is not interacted with in any way except turning it on or off. This gameplay mechanic of having an automatic counter to certain weapon systems creates further complexity when it comes to balance and game fun. No one wants to equip LRMs and have them do 0 damage because the enemy team all boated AMS. Likewise no one wants to be killed by out of line-of-sight LRM boats from across the map despite them and their team equipping AMS.

We are still testing and refining AMS changes. These changes will likely appear in future iterations of the PTS.

If you (or anyone else for that matter) has ideas as to what could be done about this situation we are all ears. We have created this thread to discuss and receive feedback after all.


Except LRMs' biggest counter is cover, not AMS. Velocity nerf increases the time you have to break LoS or move to cover, and this nerfs LRMs a lot more than AMS changes would.
For balancing LRM vs AMS there are missile health, AMS damage, AMS range and AMS heat/ammo consumption.

Besides, I still don't understand the logic behind nerfing LRM velocity by roughly 10% while buffing missile health by roughly 10% (in currently published notes), if the idea is balancing them with AMS. If anything, these changes will not change LRM vs AMS balance, but they will nerf LRMs because of more time to cover.

And as I said, with every other weapon system getting buffs, LRMs surely don't need nerfing.



As for proposals for LRMs vs AMS balance, I like the ideas posted above - more AMS damage and less range, without touching non-AMS-related stats of LRMs.

If boating is that big of a problem (which I don'tthink it is at the moment) - increase difference between 5- and 20-tubed launchers' missile health further, while introducing diminishing returns kind of mechanic to AMS for balance (like 2 AMS get 5% range reduction, 3 AMS get 15% range reduction etc) - would make boating less tempting than bringing 20 tubes and 1 AMS. But again, it should be tested after mobility/rescale.

Edited by Zigmund Freud, 24 March 2021 - 07:19 AM.


#296 Gagis

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,731 posts

Posted 24 March 2021 - 06:59 AM

LRM velocity makes them a lot harder to evade than they have traditionally been, especially with the new better low firing arc. The velocity is clearly excessive.

#297 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,954 posts

Posted 24 March 2021 - 06:59 AM

View PostThe6thMessenger, on 24 March 2021 - 01:56 AM, said:


Duuude. Come on, lets just have the 2.5/2.0/1.5 damage scheme on a 120-270m sweet-spot.


Second PTS pass

#298 Krasnopesky

    Member

  • PipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 217 posts

Posted 24 March 2021 - 07:01 AM

View PostZigmund Freud, on 24 March 2021 - 06:49 AM, said:

Except LRMs' biggest counter is cover, not AMS. Velocity nerf increases the time you have to break LoS or move to cover, and this nerfs LRMs a lot more than AMS changes would.
For balancing LRM vs AMS there are missile health, AMS damage, AMS range and AMS heat/ammo consumption. There's absolutely no need to change velocity for any direction of LRM vs AMS balancing.


Well, yes, indirect fire LRMs need to be countered by cover otherwise there would be little point in bringing another weapon system. Unfortunately many maps do not currently have adequate cover, especially for larger 'Mechs to hide behind. Go on Caustic, Alpine Peaks, Polar Highlands and try to find cover for a heavy or assault 'Mech, the options are very few and far between. Other maps with more cover can still be restrictive as well. If the enemy team has too many LRMs then you can simply be pinned to one area and unable to move out.

As I stated, the goal is to have a balanced and consistent performance for LRMs. I would also like to further encourage direct fire of LRMs, but that is a personal opinion and not something we have discussed or covered at The Cauldron.

What would your suggested changes be?

#299 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,272 posts
  • LocationCalifornia Central Coast

Posted 24 March 2021 - 07:15 AM

View PostKrasnopesky, on 24 March 2021 - 07:01 AM, said:

Well, yes, indirect fire LRMs need to be countered by cover otherwise there would be little point in bringing another weapon system. Unfortunately many maps do not currently have adequate cover, especially for larger 'Mechs to hide behind. Go on Caustic, Alpine Peaks, Polar Highlands and try to find cover for a heavy or assault 'Mech, the options are very few and far between. Other maps with more cover can still be restrictive as well. If the enemy team has too many LRMs then you can simply be pinned to one area and unable to move out.

As I stated, the goal is to have a balanced and consistent performance for LRMs. I would also like to further encourage direct fire of LRMs, but that is a personal opinion and not something we have discussed or covered at The Cauldron.

What would your suggested changes be?


In terms of LRMs I think the goal of more consistent performance is very valid given the feast/famine nature of the weapon.

I also like the idea of better direct fire properties but the indirect fire can be very "un-fun" for those on the receiving end. Not all cover works as has been stated.

I would like to see very quick locks for mechs with LoS, at the expense of indirect lock on times and target decay. Essentially, indirect fire should not be as easy as it is to farm damage, but poking and firing should be much more rewarding for someone with LRMs.

#300 Nightbird

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 7,518 posts

Posted 24 March 2021 - 07:27 AM

For LRMs, unfortunately any change to lock mechanic will affect ATMs and Streaks.

I would raise the skill level for usage for these weapons (except Streaks) by...

1. Reduce lock-on time by 75% (0.5sec time @ 300 meters)
2. Reduce missile velocity by 50% (time of missiles to target is still buffed because lock-on is fast)
3. Reduce radar target retention by 75% (with max skill nodes lose lock in 2 secs, no skill node lose lock in 0.5s)

These changes mean that that indirect fire is nerfed, the odds of holding a lock on a target behind cover without LoS, Narc, or UAV is low if target is more than 500meters away. Direct fire is buffed since you can shoot LoS targets with a pause less than Gauss charge. Poptarting easier but at close range only, as you lose locks quickly when you fall behind cover.

Because of effect on ATMs and Streaks though, need to revisit these weapons for damage and missile hp... If possible I would change streaks to LRM/ATM spread mechanic so that some missiles will miss lights and more will hit torsos on heavier mechs.

Edited by Nightbird, 24 March 2021 - 07:31 AM.






7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users