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Weapon Balance - Get The Basics Right First, Then Add Emp, Rocking Effects And Fragility


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#1 MustrumRidcully

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Posted 16 November 2012 - 01:48 AM

Paul posted this thread in the Command Armchair forums:
Spoiler

There are some good ideas in there, but also some that I think are way too early to think about, or at least too early to implement. (Thinking about things is usually not bad... ;) )

I like the idea of EMPs, different weapon fragility and rocking abilities could be interesting. They also could all end up being broken, reducing the Quality of Life of weapons without really dealing with their imbalances, or adding a strong effect that may lead to new imbalances due to excessive crowd control.

But at the basis, the weapon balances should be fixed by their core stats:
Damage, Heat, Recycle Time, Duration, Weight, Critical Slots, Range.
If you don't get your weapon modelling system right here now, adding more features is just as likely to break things as it is to fix things.

I urge you - get the basics right. Understand why weapons are seen as strong or weak.
The community has even created models to understand the weapon balance - have you created yours?
If you haven't, why not?
If you have, do they differ? Do you understand why they differ? Are you confident that you're closer to the truth? Do models fit the observations or not?


For example, what I would do here.

1) Find a model that fits the observations well enough.
2) Adjust weapon stats based on the model so that the balance is at a desired level.
3) Test it and see if the predictions matched the outcome well enough. If not, go back to 1. If yes, continue to 4.
4) Now add secondary traits like EMP, Fragility, Rocking and so on, and adjust weapon abilities based on this. Fragility - give a fragile weapon a bit of a boost. EMP or Rocking? Give the weapon a bit of a nerf to compensate the advantage. Now go back to 1.

Edited by MustrumRidcully, 16 November 2012 - 01:53 AM.


#2 Terror Teddy

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Posted 16 November 2012 - 02:15 AM

So...no minimum range / fire delay / or cycle rate increase on the Gauss then?

#3 ChaosEngine

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Posted 16 November 2012 - 02:32 AM

View PostMustrumRidcully, on 16 November 2012 - 01:48 AM, said:

For example, what I would do here.

1) Find a model that fits the observations well enough.
2) Adjust weapon stats based on the model so that the balance is at a desired level.
3) Test it and see if the predictions matched the outcome well enough. If not, go back to 1. If yes, continue to 4.
4) Now add secondary traits like EMP, Fragility, Rocking and so on, and adjust weapon abilities based on this. Fragility - give a fragile weapon a bit of a boost. EMP or Rocking? Give the weapon a bit of a nerf to compensate the advantage. Now go back to 1.


You maybe right, but its just how you would do it ;).
You could also do 1,2,4,3.
I recall some posts where we (community) asked them to implement all features first
(ECM and Artemis comes to mind) and start balancing at that point.
Just make sure none of the effects are to strong at the beginning phase of balancing.
Buffing is always better as nerfing.

But who can say whats the better way of doing it? - I can't ^^

#4 Apoc1138

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Posted 16 November 2012 - 07:48 AM

Totally disagree. Fully implement weapons before balancing otherwise you just end up rebalancing everything

#5 RG Notch

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Posted 16 November 2012 - 07:50 AM

I wonder if some people know what balance means.

#6 Terror Teddy

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Posted 16 November 2012 - 07:54 AM

View PostRG Notch, on 16 November 2012 - 07:50 AM, said:

I wonder if some people know what balance means.


Perhaps we should say "Weapons not becoming obsolete by others" or "Weapons should have a clear role"

#7 Targetloc

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Posted 16 November 2012 - 08:09 AM

OP is correct. "Jedi factor" needs to line up before diddling with situational effects.

Attacks that rely on secondary CC to be 'viable' are always garbage unless the CC effect is significant, in which case 99.99999% of the time the attack is OP because it is spammable.

#8 Enigmos

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Posted 16 November 2012 - 08:25 AM

I thought most of the stated intentions were good, assuming they are realized as described.

While I will miss my Gauss I will not miss it in the loadouts of others. It should not become so fragile that it isn't ever used. I'm a bit concerned that if the UAC5 is the same as an AC5 but may jam there will be no reason to have a UAC5 unless it still can double the fire rate.

Bravo for improving the AC10, AC20, LRM, and especially the MG. I'm ambivalent regarding flamers.

Please let us know when these are implemented.





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