feeWAIVER, on 19 January 2022 - 11:39 PM, said:
Remember when someone was talking about if you shrink an Atlas by X%, then the torso twist would expose Y% of the side torso during a laser vomit alpha. That's a formula that someone smarter than most of us figured out.
Cool. That doesn't inform balance. Or at best it gives the people responsible for balance one of the data points they need.
How common are energy-centric 'Mechs? What's the average laser alpha? What's the highest effective alpha? What's the Lulzmeme number? Which numbers should be accounted for? How long is the Atlas taking to respond to being attacked and start twisting? What range of "respond to being attacked" values is considered reasonable and fair? How durable is an Atlas supposed to be in the first place? What's the target value for Living Longer vs. Killing Faster?
There comes a point, in this exponentially increasing sea of variables, where "eyeball it, tweak, put it into the wild and see, then repeat" is the most mathematically efficient way to do the work. Because trying to solve for every last conceivable variable in MWO at once for a single perfect, mathematically flawless Proof is so time-consuming and arbitrary as to be effectively impossible.
There's a reason all the most successful live-service game developers, the ones with games people actually
like, iterate rapidly rather than building out a mathematically "balanced" game once and then never touching it again.
feeWAIVER, on 19 January 2022 - 11:39 PM, said:
So yeah. I'd hope there'd be some kind of guiding formula for dmg v armor v speed v size to achieve some final point of balance.
Unless new weapons come out, there shouldn't be a reason to xml edit forever.
Or are we just gonna keep patching armor and damage in waves until 2 years from now the game is inflated beyond recognition?
First of all: uhhhh, yes? This month-by-month iteration is
exactly the correct process. Note that the changes have been getting smaller in scope every month; we got four weapons changes this month as opposed to four
pages of weapon changes, and each change was quite small indeed compared to the Wild West that was the spring patches. 'Mech quirk fixes are being reduced in scope as well, and fewer chassis are getting extra passes. As the game evolves (however much it
can, at this point) and things shift over time, the balance team will account for that. "XML edit forever" is
absolutely the goal, thank f@#$ing god we're doing it, and it only took us
how many years to get to this point?
Second of all - if there was a 'guiding formula' one could follow for Perfect Balance, that formula would have a solution. That solution would be The Best Most Optimal 'Mech in MWO, and using anything else would be an actively bad idea. A "guiding formula" indicates a solved game, and solved games are no fun for anybody. If a game is solved, it's time to shut the servers down and put it away.
feeWAIVER, on 19 January 2022 - 11:39 PM, said:
I think it's silly that we're at a point that we're buffing blood asps and battlemasters now.
I mean, okay, but what are we doing here?
Why not? Blood Asps are easy to hit and pick apart, and Battlemasters aren't much harder. The Battlemaster, in almost all formats, is an energy-centric assault 'Mech, which is a classification that just doesn't work well in MWO. Even then, it's worse at that job than many other assault 'Mechs. Battlemasers are drastically inferior to quirked Awesomes as PPC showboats, the new 7D Stalker eats their lunch insofar as Sphere assault-weight laser spam goes, and the missile-based Battlemaster builds have always been memes. What's the Battlemaster good at, precisely? It's defensively mediocre for its weight and offensively it's got little going for it that other 'Mechs don't do better.
Yeah, Blood Asps have those skyhook shoulder hardpoints, but they're not anymuch smaller than Dire Whales and they've got almost no defensive benefits. Blasps have remarkably few useful builds - you get Gausslasers or autocannon blap, and while those are serviceable they're also not unique to the Blasp. The critters also didn't receive any significant buffs, other than the non-ECM CTs getting a RaDerp quirk to make piloting non-ECM Blasps semi-palatable. They certainly weren't buffed so heavily as to becoming domineering, and if somehow, by accident, they were?
Well, hell. That's what rapid iteration is for!