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Devs Please Stop Nerfing Weapons!


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#1 Goit

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Posted 25 November 2012 - 04:19 PM

Until you fix the netcode. The only reason LRM/Streaks seem so effective is because they can hit the elusive invisible hitboxes which are 10m away from that 150kph jenner or 5m to the side of that armless/side torso-less Centurion.

How many times have you perfectly tracked that commando with 3 ERLL and looked at his paperdoll to not even see 1 hitbox flashing?

When people can hit the player model - with hit boxes inside it with lasers/ballistics, you're going to find that streaks are incredibly ineffective.

When they fix the netcode (and i mean properly) the forum will explode into tears of light mechs. and screams of nerfs for lasers.

Currently it's too inaccurate to predict where the hitbox is for them and just rely on that cross hair going red to let you know you're hitting them.

You can't balance weapons when most players are shooting thin air under that silly impression that the hit boxes are inside the player model. And Nerf the only guns that can reliably hit invisible hitboxes because due to dire netcode they 'seem' OP

#2 Walk

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Posted 25 November 2012 - 04:25 PM

Finally, someone else who uses a little common sense.

Game mechanics need to be fixed before any sort of balance can even be considered.

#3 PerfectTommy

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Posted 25 November 2012 - 04:26 PM

Right, because the same people working on netcode also work on weapons.

Oh. Wait. They're not.




-PT

#4 SkyCake

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Posted 25 November 2012 - 04:32 PM

true true.. but some balance changes can be implemented... like removing gauss cat.. nerfing streak cat, etc

View PostPerfectTommy, on 25 November 2012 - 04:26 PM, said:

Right, because the same people working on netcode also work on weapons.

Oh. Wait. They're not.




-PT


OP's point still holds up... some balance changes are pointless until netcode is solved...

anyways im sure PGI realizes this and that is why autocannons suck and have sucked since the beginning, likely because they are waiting until after netcode to balance these weapons...

#5 Kavoh

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Posted 25 November 2012 - 04:34 PM

View PostPerfectTommy, on 25 November 2012 - 04:26 PM, said:

Right, because the same people working on netcode also work on weapons.

Oh. Wait. They're not.




-PT

Congrats, that has NOTHING to do with the topic at hand.

#6 Archphor

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Posted 25 November 2012 - 04:35 PM

Im not a game designer but its my understanding, that when in beta, developers will balance wepons and/or abilitys in most games by going over board and slowly bringing them back to the original value till its just right. so lets say weapon X dose 10 dmg and that way to strong so they turn its dmg value to 4, which they know is to low and every other patch they increase its value till it reaches a dmg lvl of say7. Again, im not a game develpoer but i have seen this done in other games and developers talk about doing it. They have done this in MWO with LRM, after adding artimis they got a heavy nerf and shortly after got a small dmg increace.

So if there nerfing something hard it will get some love later to bring it back up to where it is intended to be, also such nerfs could have been planed long before we even see the problem. in the end you cant please every one and someone will get the shaft. making a ever changing game like this perfectly balanced is a hell of a task, we need to cut the Devs some slack and thank em for all there hard work.

#7 Virisken

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Posted 25 November 2012 - 04:36 PM

+1
good point


although weapons with outstanding performance (like the gauss) wont get worse, when the netcode is fixed..so at least the gauss should be ballanced.

#8 MrPenguin

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Posted 25 November 2012 - 04:36 PM

View PostPerfectTommy, on 25 November 2012 - 04:26 PM, said:

Right, because the same people working on netcode also work on weapons.

Oh. Wait. They're not.




-PT

View PostWalk, on 25 November 2012 - 04:25 PM, said:

Finally, someone else who uses a little common sense.


#9 Orkhepaj

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Posted 25 November 2012 - 04:38 PM

Sure they have to rebalance again after they fix the netcode. But that shouldnt mean they shouldnt balance the game, at least they get a little experience with it in the meantime.
Or you rly want to play the game unbalanced until they fix the netcode(which can take months, especially as they still hiring the netcode guru)

#10 Noth

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Posted 25 November 2012 - 04:43 PM

With this type of game, a game that is going to be adding content, and fixing issues as it goes, you have to balance as you go as you must keep the current game somewhat balanced.

#11 Clay Pigeon

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Posted 25 November 2012 - 04:45 PM

View PostPerfectTommy, on 25 November 2012 - 04:26 PM, said:

Right, because the same people working on netcode also work on weapons.

Oh. Wait. They're not.




-PT



I would hope not, since changing weapons really just means changing a variable or two.

#12 MrPenguin

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Posted 25 November 2012 - 04:46 PM

View PostClay Pigeon, on 25 November 2012 - 04:45 PM, said:



I would hope not, since changing weapons really just means changing a variable or two.

Because... you know... screw in-house testing and debugging.

#13 Team Leader

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Posted 25 November 2012 - 04:49 PM

View PostMrPenguin, on 25 November 2012 - 04:46 PM, said:

Because... you know... screw in-house testing and debugging.

Their in house test team is a joke but ok

#14 S3dition

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Posted 25 November 2012 - 04:49 PM

View PostGoit, on 25 November 2012 - 04:19 PM, said:

Until you fix the netcode. The only reason LRM/Streaks seem so effective is because they can hit the elusive invisible hitboxes which are 10m away from that 150kph jenner or 5m to the side of that armless/side torso-less Centurion.

How many times have you perfectly tracked that commando with 3 ERLL and looked at his paperdoll to not even see 1 hitbox flashing?

When people can hit the player model - with hit boxes inside it with lasers/ballistics, you're going to find that streaks are incredibly ineffective.

When they fix the netcode (and i mean properly) the forum will explode into tears of light mechs. and screams of nerfs for lasers.

Currently it's too inaccurate to predict where the hitbox is for them and just rely on that cross hair going red to let you know you're hitting them.

You can't balance weapons when most players are shooting thin air under that silly impression that the hit boxes are inside the player model. And Nerf the only guns that can reliably hit invisible hitboxes because due to dire netcode they 'seem' OP


Hey, hey! Logic isn't allowed on these forums. That's why everyone complains about streaks, but not all the exploiters who pilot light mechs!

;)

#15 MrPenguin

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Posted 25 November 2012 - 04:53 PM

View PostTeam Leader, on 25 November 2012 - 04:49 PM, said:

Their in house test team is a joke but ok

Thanks for your opinion but I frankly don't care.

#16 Synra

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Posted 25 November 2012 - 04:57 PM

This isn't exactly a netcode problem. Hitboxes in general are borked right now. A friend and I have been noticing our shots going right through enemies on many occations. The other day, he even teamkilled me because of it. He fired a shot (AC20 I think) at an enemy Cataphract (not moving) and the shot passed harmlessly through it, and killed me on the other side.

I watched one of my own PPC shots, a highly visible blue streak pass directly through the geometry of an enemy mech.

We are seeing streaks pass through mechs to reach the target they are locked onto.

Netcode is a problem, but this is way beyond the lagginess we have come to know and love around here.

Edited by Synra, 25 November 2012 - 04:58 PM.


#17 5th Fedcom Rat

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Posted 25 November 2012 - 05:21 PM

Gist of the first post:

1) "Leave my overpowered no-aim no-skill streak missiles alone so that I can continue easily slaughtering all the other naive mechwarriors out there who are trying to make the best of energy and ballistic weapons that actually require aiming."

2) "Even though everyone else is subject to the same hit detection bugs, I'm special and should be entitled to boating weapons that get around the problem to give me alone an advantage."

3) "You are not allowed to take my cheesy missiles away from me until there's not a single bug left in this game and everyone has a perfect equal ping sometime in the year 2035".


.

Edited by 5th Fedcom Rat, 25 November 2012 - 05:25 PM.


#18 Volume

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Posted 25 November 2012 - 05:46 PM

Until they fix netcode, this is the balance change for right now. Think of it this way: If every weapon is subject to said netcode, except for one, which always hits, that naturally makes the weapon stronger in the game's current state.

I'm thinking they tone-down SSRMs until they get the netcode correctly, and then bring them back up in line with other weaponry once that's taken care of. ;)





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