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Awesome Vs. Stalker... Really? This Is Balanced?

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#81 One Medic Army

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Posted 18 December 2012 - 01:58 PM

View PostVassago Rain, on 18 December 2012 - 01:51 PM, said:


Will it turn like a yanktank? Because that will make me very aroused.

According to the other dev who posted earlier, 60degree twist.

#82 Asmudius Heng

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Posted 18 December 2012 - 01:59 PM

Mech differentiation is going to be vital to PGIs success and the game in general.

If mechs appear too similar without any unique properties - or not enough - then soem mechs will end up on the scrap heap. The more mechs that come in, the more will become trash. A waste of programming and modelling, and a pain for people leveling mechs up when some variants are simply inferior.

PGI has said they will do a pass on emchs to change thier handling characteristics which I hope they do. Some equipment needs to be restricted like ECM as well to give soem variants options over others.

The more restrictive hardpoints/equipment etc is the more diversity as long as the equipment is balanced as odd as this seems.

I know they are so in love with thier semi-working hardpoint system so that will not change, but the handling characteristics of each mech should be different.

What is the awesome and the stalker moved very differently? One more nimble with turning say and the other with better turning characteristics? This puts an immediate differentiation other than hardpoints for people to consider depending on their playstyle and what role they are trying to fill.

#83 Vassago Rain

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Posted 18 December 2012 - 02:00 PM

View PostOne Medic Army, on 18 December 2012 - 01:58 PM, said:

According to the other dev who posted earlier, 60degree twist.


My dreams of driving american are finally coming true.

#84 IIIuminaughty

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Posted 18 December 2012 - 02:03 PM

Stop complaining nub. OP scrub for life

#85 Vassago Rain

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Posted 18 December 2012 - 02:03 PM

View PostAsmudius Heng, on 18 December 2012 - 01:59 PM, said:

Mech differentiation is going to be vital to PGIs success and the game in general.

If mechs appear too similar without any unique properties - or not enough - then soem mechs will end up on the scrap heap. The more mechs that come in, the more will become trash. A waste of programming and modelling, and a pain for people leveling mechs up when some variants are simply inferior.

PGI has said they will do a pass on emchs to change thier handling characteristics which I hope they do. Some equipment needs to be restricted like ECM as well to give soem variants options over others.

The more restrictive hardpoints/equipment etc is the more diversity as long as the equipment is balanced as odd as this seems.

I know they are so in love with thier semi-working hardpoint system so that will not change, but the handling characteristics of each mech should be different.

What is the awesome and the stalker moved very differently? One more nimble with turning say and the other with better turning characteristics? This puts an immediate differentiation other than hardpoints for people to consider depending on their playstyle and what role they are trying to fill.


Won't matter one bit. The stalker has a far superior broadside, while the awesome remains an oiled-up wrestler. So I get the first salvos, and your awesome clowncar blows to bits. It doesn't really matter if you can circle me, since assaults are about firepower and frontal projection.

#86 Sephlock

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Posted 18 December 2012 - 02:06 PM

Is it wrong that the twink in me is hoping that they continue the trend of having more slots on a mech than it's original design would indicate, so the Stalker will have the potential to alpha strike with 12 ppcs and just disintegrate heavies and mediums :P?

(And then shut down and explode, ofc).

Edited by Sephlock, 18 December 2012 - 02:07 PM.


#87 Asmudius Heng

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Posted 18 December 2012 - 02:15 PM

View PostVassago Rain, on 18 December 2012 - 02:03 PM, said:


Won't matter one bit. The stalker has a far superior broadside, while the awesome remains an oiled-up wrestler. So I get the first salvos, and your awesome clowncar blows to bits. It doesn't really matter if you can circle me, since assaults are about firepower and frontal projection.


Possibly. In which case the balance equation needs to be looked into further.

Even if it migth be that case, significant diffeences will allow some peoples playstyles to be more effective. The closer you keep them together the greater chance one will be ttoal scrap rather than a niche mech.

I would still prefer mroe restrictive hardpionts so even the variants of mechs hase some differentiation. Let look at the stalker now:

Stalker STK-4N

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers
* Left Torso: 1 Large Laser, 1 SRM 6
* Right Torso: 1 Large Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy
* Left Torso: 1 Energy, 1 Missile
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a

Stalker STK-5S

* Tonnage: 85
* Top Speed: 48.6 kph
* Armor: 432
* Weapons & Equipment:
* Left Arm: 2 Medium Lasers, 1 LRM 10
* Left Torso: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
* Right Torso: 1 Large Pulse Laser, 1 SRM 6
* Right Arm: 2 Medium Lasers, 1 LRM 10
* Hardpoints:
* Left Arm: 2 Energy, 1 Missile
* Left Torso: 1 Energy, 1 Missile, 1 AMS
* Right Torso: 1 Energy, 1 Missile, 1 AMS
* Right Arm: 2 Energy, 1 Missile
* Jump Jets: n/a
So the 4N is inferior to the 5S in every way. The 5S has the same hardpoints + an extra missile slot + the ability to have an extra AMS.

I speculate that the 4N has an additional module slot to make up for that but I hardly think that will encourage anyone to buy.

If the mechs had more restrictive size based hardpoints you could add more differentiation. What if the 5S arms could not carry large energy weapons like the PPC or Large Lasers but the 4N could? Immediatly the 4N has something special in comparison. the 5S has more options for missiles and the additional AMS and could do most things the 4N can except for the large energy weapons. Not saying that is balanced but thats the idea.

In comparison to the Awesome which has been the traditional PPC mech, what if that mech had the almost exclusive option of being able to mount 3+ PPCs compared to nmechs of similar weight?

You would need to make a CHOICE then in mechs and variants. They would still be highly customisable, but some mechs will have certain advantages - and some sertain disadvantages.

If a mech had brilliant and diverse hardpoints it might be OP, but then if you take away AMS orm the mech, or give it much worse handling you give people tactical decisions on what they should use.

I know it will NEVER happen because open customisation people will have a mental breakdown but it is about diversity and diffeentiation not about restrictions.

I worry with each mech they add we will see other mechs become obsolete.

#88 WarHippy

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Posted 18 December 2012 - 02:24 PM

View PostRevolver Kirin, on 18 December 2012 - 01:04 PM, said:

I am pretty sure I can open my Technical Readout 3060 and pick out a half a dozen crap mechs without trying. Without going into the Clan section, which is where the vast majority of crap mechs are hanging out for once(totem mechs anyone?). There are crap mechs. Some mechs are outstanding, some mechs are average, some are made by the Capellan Confederation, and some just plain blow. That's what BV was about. Balancing the mechs.


Bah! Not all of the totem mechs were bad. I love the Kodiak, Nova Cat, Shadow Cat, and Turkina.

#89 Nightcrept

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Posted 18 December 2012 - 02:27 PM

The things nose is going to be soo big that you can core it from any direction...lol.

At least if your a stalker pilot and you get lost you can always just follow you nose home.

And since the nose always knows then only the smartest pilots can drive them.

We might have a hard time keeping commando pilots from stopping in mid game to take a nap under the blind spot.

#90 CoolLew

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Posted 18 December 2012 - 02:32 PM

View PostNightcrept, on 18 December 2012 - 02:27 PM, said:

The things nose is going to be soo big that you can core it from any direction...lol.

At least if your a stalker pilot and you get lost you can always just follow you nose home.

And since the nose always knows then only the smartest pilots can drive them.

We might have a hard time keeping commando pilots from stopping in mid game to take a nap under the blind spot.


funny :P

#91 Nightcrept

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Posted 18 December 2012 - 02:37 PM

I honestly couldn't help myself.

I had a sudden picture of a martin short movie where he had a huge nose. Only in my mind it was his head and nose walking around on mech legs shooting snot rockets at us.

#92 Wintersdark

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Posted 18 December 2012 - 02:37 PM

Wow. Ok, after a couple runs with the trial stalker:

It's a beast. However, it's a very different mech from the awesome. Yes, it sports a lot more hardpoints, but when equipped (at least as the Trial STK-3F is) heat is an enormous issue. Stalker+volcanic map=sadness. More than that, though, the lack of arms and limited torso twist on a huge and slow mech is a lethal disadvantage. Think light mechs are dangerous to an Awesome? lol.

The stalker can bring the hurt in a way the awesome can't, but it's got some serious limitations in practice. This is not the one-sided comparison that the stats make it look like.

#93 Soy

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Posted 18 December 2012 - 02:39 PM

Haven't read past page 1 cuz this is a dumb topic, but just throwing this out there -

9m is -

faster
has arms
had its model slimmed slightly in the patch

Stalker -

has a better profile for exploiting an XL engine than a 9m
more hardpoints

WOW THIS IS SO CRAZY YEAH STALKER REALLY KILLED THE AWESOME owait thats a completely asinine statement.

#94 Asmudius Heng

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Posted 18 December 2012 - 02:41 PM

View PostSoy, on 18 December 2012 - 02:39 PM, said:

had its model slimmed slightly in the patch



Is this confirmed?

Can they give the Centurion the same love???

#95 Lyoto Machida

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Posted 18 December 2012 - 02:44 PM

View PostSoy, on 18 December 2012 - 02:39 PM, said:

Haven't read past page 1 cuz this is a dumb topic, but just throwing this out there -

9m is -

faster
has arms
had its model slimmed slightly in the patch

Stalker -

has a better profile for exploiting an XL engine than a 9m
more hardpoints

WOW THIS IS SO CRAZY YEAH STALKER REALLY KILLED THE AWESOME owait thats a completely asinine statement.


Glad to see the 9M is even more effective...been loving that mech since I got one. Is it only the 9M that was slimmed down or all Awesomes?

#96 Khobai

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Posted 18 December 2012 - 02:49 PM

the 9m isnt just faster. its WAY faster. its 20kph difference with max engines.

#97 Lightfoot

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Posted 18 December 2012 - 02:58 PM

The only hope the Awesome had of fitting into MWO' balance was DHS 2.0 and instead we got DHS 1.4. The Awesome in Battletech TT lore is an Energy based Assault. Even when it gets Missiles, the Awesome is still supposed to dish out high energy damage. And it is supposed to be very tough instead of the easiest mech to kill like it is in MWO. Anything in that direction would make the Awesome viable, but an eggshell armored mech that shutsdown with weak loadouts is never going to be used. RIP Awesome. MWO doesn't want Energy Assaults. They fear the "Lazzeer Jenner Deathstar".

Stalker sounds good though missiles and energy, eccm plus BAP. 3-4 LLAS, TAG plus 5 SSRMs, AMS. Can it be done.........? LOL. Stalker is the frankenmech.

#98 Dakkath

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Posted 18 December 2012 - 02:59 PM

Moving topic to patch feedback, please see this thread for future Stalker feedback.
http://mwomercs.com/...alker-feedback/

#99 darknothing

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Posted 18 December 2012 - 03:31 PM

View PostMancu, on 18 December 2012 - 12:45 PM, said:

You do realize that not all mechs have to be equal right?

some people still don't realize this.

#100 KhanCipher

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Posted 18 December 2012 - 03:35 PM

dat torso twist... why...





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