Balancing weapons according to class.
#81
Posted February 03 2013 - 11:48 AM
No one wants to give mechs ridiculous weapon sets which make them powerhouses (Grenadier, Scout).
RedVan, Grenadier IS an extreme case. Push something to extreme and it shifts to another side of imbalance. Your arguments about number of advantages and drawbacks are not correct as these are not boolean one/zero values. You can be MUCH faster and slightly less durable, for example. The combination of all qualities with different weights produces the total efficiency. To make many viable and different gamestyles you need to have a lot variable balancing parameters and lack of these leads to low variability and prevalence of few OP combinations.
#82
Posted February 03 2013 - 11:48 AM
dEd101, on February 03 2013 - 11:14 AM, said:
Actually, no, rev-gl is not considered OP simply because of its stunlock. High ROF with essentially no heat buildup is also considered OP. There has been many threads on this.
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No matter how you change anything, the higher skilled players are going to annihilate noobs. That is standard in every game known to man kind.
What you are proposing would actually make things worse for noobs. Giving C class higher damage weapons means a skilled player with a C class will be able to wreck noobs faster, but the noobs aren't going to have any easier time against the C class, despite their low maneuverability and hitbox size, because they're new to the game. So all they're going to witness is good players with OP weapons destroying everything.
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Balance must be done based on the upper skill level. If they make things easier for noobs by increasing the damage they can do, a skilled player is going to take it over the top.
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Obviously it isn't exactly the same, but once you become skilled, you won't have a problem hitting A class. No problem hitting A class and no problem hitting C class = pretty much the same.
So lets put the suggestion in play here: C class get higher damage weapons. Skilled player that doesn't have a problem hitting A class now has a high powered weapon, and high armor, what do you think is going to happen to a noob in any class, vs a skilled player with high damage and high armor_
Doesn't it make more sense to only have a speed/armor tradeoff_ That way skilled players don't have a huge advantage of high armor, high damage, their only advantage is high armor.
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This is entirely situational, so its really not worth discussing.
idolische, on February 03 2013 - 11:48 AM, said:
RedVan, Grenadier IS an extreme case. Push something to extreme and it shifts to another side of imbalance. Your arguments about number of advantages and drawbacks are not correct as these are not boolean one/zero values. You can be MUCH faster and slightly less durable, for example. The combination of all qualities with different weights produces the total efficiency. To make many viable and different gamestyles you need to have a lot variable balancing parameters and lack of these leads to low variability and prevalence of few OP combinations.
If grenadier is an extreme case, then how about brawler_ It's considered fairly well balanced. Take a look at a flak brawler vs a flak scout. Every time the scout pops around to hit the brawler, the brawler can hit them back, but the brawler has more armor, thus will survive. If scout runs away to heal, well, the brawler can heal sitting right there, so they can start healing sooner, and be healed before the scout gets back to reengage.
Based on these stats, a flak + TOW hit combo deals 305 damage. Scout has what, 500 armor_ So one combo from a brawler and the scout is half dead. Brawler has what, 800 ish armor_ Cant remember exactly, but it's up there somewhere. So the brawler loses less than half its armor from a single combo from the scout. This is the way it should work. C class has more armor, so it can take more hits, but it cant go running around all over the place. A class has less armor, so it cant take as many hits, but it can go running around all over the place.
Now look at game modes in hawken. Siege and MA both have hard set objective points. You don't need to go running all over the place, because you need to be on the objective (or close to it). Even in TDM, if playing with a good team, you're not running all over the map killing fuzzy bunny, you're sticking together and moving as a team from cover to cover. That is something C class is very good at.
What are you proposing_ Light flak and light TOW for scout because it has more maneuverability. Ok, so now the scout can do even less damage to the brawler every time it engages the brawler. But the brawler is still chunking half the scouts armor soon as its seen.
Now lets put a noob into a scout and tell them to take on a brawler. Hah! Yeah right! They'll run off crying OP after the first shot!
Put that noob in the brawler now. Noob cant aim yet, so a skilled scout is still going to win. Noob will probably make stupid mistakes like walking out of cover because "I haz lots of armor" and obviously get wrecked. So, giving them higher powered weapons isn't helping them any. But it sure as hell is making it an ez mode for skilled players!
That is why you need to balance based on high skilled players. And giving a high skilled player 2 advantages (high armor, high damage) vs 1 advantage (high speed) is a big no no.
Edited by RedVan, February 03 2013 - 12:10 PM.
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#83
Posted February 03 2013 - 11:51 AM
dEd101, on February 03 2013 - 11:39 AM, said:
A class: 63
B class: 38
C class: 28
You really need to watch the tourny videos. One of the teams that ran a majority of A classes just got destroyed. The best teams is 2 B, 2 C and 1 A. I think at one point the winning team had 3 B's and 2 C's_
Edited by Sylhiri, February 03 2013 - 11:52 AM.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#84
Posted February 03 2013 - 11:53 AM
#85
Posted February 03 2013 - 11:55 AM
#86
Posted February 03 2013 - 12:04 PM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
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[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#87
Posted February 03 2013 - 12:19 PM
idolische, on February 03 2013 - 11:55 AM, said:
I base what I say on what happens in game. You can drool over stats all day long, but that doesn't mean fuzzy bunny until you see how it plays in game.
And I'd be willing to bet I've played a fuzzy bunny ton more than you.
Edited by RedVan, February 03 2013 - 12:20 PM.
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#88
Posted February 03 2013 - 12:20 PM
Sylhiri, on February 03 2013 - 11:51 AM, said:
Will do.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#89
Posted February 03 2013 - 12:24 PM
RedVan, on February 03 2013 - 12:19 PM, said:
And I'd be willing to bet I've played a fuzzy bunny ton more than you.
/summon AsianJoyKiller
dEd101, on February 03 2013 - 12:20 PM, said:
Might take a bit, it's like 5-6 hours long.
Edited by Sylhiri, February 03 2013 - 12:28 PM.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#90
Posted February 03 2013 - 04:11 PM
RedVan, on February 03 2013 - 12:19 PM, said:
idolische, on February 03 2013 - 11:55 AM, said:
I base what I say on what happens in game. You can drool over stats all day long, but that doesn't mean fuzzy bunny until you see how it plays in game.
And I'd be willing to bet I've played a fuzzy bunny ton more than you.
Hey RedVan, would it make C class overpowered if their weapons got an across-the-board buff of 0.01%_ What about 0.001%_ No_ Ok, so even if you don't think it's a good idea, don't you think there is a point at which C-class weapons could be made stronger without wrecking game balance_ If so, roughly what would that look like_ I made an earlier post proposing about 7.5 - 10% differences in stats like damage and reload time, and 15-20% differences in heat generation and projectile speed, just as a general starting point for discussion.
I'm curious, if we were to make this discussion as crude as damage percentage (and I don't want to, I want lots of weapon variation), what is the smallest possible number that you think C-class weapons could be increased by without making them OP_
#91
Posted February 03 2013 - 05:23 PM
nihilistic_killer, on February 03 2013 - 04:11 PM, said:
RedVan, on February 03 2013 - 12:19 PM, said:
idolische, on February 03 2013 - 11:55 AM, said:
I base what I say on what happens in game. You can drool over stats all day long, but that doesn't mean fuzzy bunny until you see how it plays in game.
And I'd be willing to bet I've played a fuzzy bunny ton more than you.
Hey RedVan, would it make C class overpowered if their weapons got an across-the-board buff of 0.01%_ What about 0.001%_ No_ Ok, so even if you don't think it's a good idea, don't you think there is a point at which C-class weapons could be made stronger without wrecking game balance_ If so, roughly what would that look like_ I made an earlier post proposing about 7.5 - 10% differences in stats like damage and reload time, and 15-20% differences in heat generation and projectile speed, just as a general starting point for discussion.
I'm curious, if we were to make this discussion as crude as damage percentage (and I don't want to, I want lots of weapon variation), what is the smallest possible number that you think C-class weapons could be increased by without making them OP_
1st there's no point. I've already shown the problem you're trying to solve isn't even a real problem
2nd: if you're talking about such small increases, what's the point in doing it at all_ Do you think a few % is going to make a difference_ We've already seen how minimal a difference there is between level 1 and level 25 mechs.... There's no point in giving them a dmg buff if it isn't going to be substantial.
How about we just let them work out the balance issues with the current method, then let players get good with what has already been working.
I really see no point in giving skilled players an even bigger benefit by allowing them to do more damage than they already can with C class
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#92
Posted February 03 2013 - 05:29 PM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#93
Posted February 07 2013 - 04:19 PM
#94
Posted February 08 2013 - 04:49 AM
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#95
Posted February 08 2013 - 05:48 AM
Chances are, whoever assembles the mechs sells the rights to make the individual parts or weapons, and while the schematics are ultimately followed, they may not be followed as well as whoever puts the final product together may have wanted. Due to corporate greed, however, they are accepted & rushed out.
I'd add a small, randomized chance (Within certain parameters) that, as you enter a game, you will find your weapon somewhat lacking in a specific functionality (e.g Heat rate, firepower, accuracy, etc.) for the duration of the game, attributable to shoddy manufacturing or crappy integration of the weapon, or both.
This should only affect A-class mechs with a limited list of weapons, because the B-class would usually be used as the control (Hence being a "Medium") and the C-class is really just an arguable improvement on a B-class, sacrificing speed for armor.
TL;DR - When you enter a game, the game decides if your weapon suffers a penalty (Or penalties) to its stat(s). This penalty should last for the entire match & only affect a short list of A-class mech weapons, and not exceed a combination of at least 10% of the weapon's total functionality. This is due to problems with integration or construction of the weapon on a non-standard platform.
Edited by Adler, February 08 2013 - 05:52 AM.
The flame of change never burns unopposed.
#96
Posted February 12 2013 - 11:20 AM
Adler, on February 08 2013 - 05:48 AM, said:
Chances are, whoever assembles the mechs sells the rights to make the individual parts or weapons, and while the schematics are ultimately followed, they may not be followed as well as whoever puts the final product together may have wanted. Due to corporate greed, however, they are accepted & rushed out.
I'd add a small, randomized chance (Within certain parameters) that, as you enter a game, you will find your weapon somewhat lacking in a specific functionality (e.g Heat rate, firepower, accuracy, etc.) for the duration of the game, attributable to shoddy manufacturing or crappy integration of the weapon, or both.
This should only affect A-class mechs with a limited list of weapons, because the B-class would usually be used as the control (Hence being a "Medium") and the C-class is really just an arguable improvement on a B-class, sacrificing speed for armor.
TL;DR - When you enter a game, the game decides if your weapon suffers a penalty (Or penalties) to its stat(s). This penalty should last for the entire match & only affect a short list of A-class mech weapons, and not exceed a combination of at least 10% of the weapon's total functionality. This is due to problems with integration or construction of the weapon on a non-standard platform.
Add a dice roll to a skill based game_ Hell to the no
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#97
Posted February 12 2013 - 11:28 AM
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