Dear HBS Team,
Having collectively played hundreds of multiplayer battles since release, and about 120 battles since Urban Warfare, we (the player of Inner Sphere Wars https://innerspherewars.eu) would like to request a revert to the recent modification of height bonuses to mech attacks in multiplayer.
The problem:
The new height bonus system has been introduced to make jumping on top of buildings and firing down at mechs a risk/reward mechanic. However, when jumping onto indestructible objects (e.g. mountains) the risk component is missing. Before the recent change, height bonuses were given at +1 per 30 meters of height differences capped at +3. This gave significant rewards for occupying high ground, without being game breaking. After the most recent change, a mech can get bonuses of 40% or more to accuracy by occupying high ground.
Why is this bad for multiplayer? Maps are not symmetric in multiplayer, and map features now matter so much, that host or guest may have an insurmountable advantage from the get go. For example, central mountain has an enormous mountain right by host’s starting location. A jumping long range mech (such as a Catapult-C4) can get up by round 3 top the very top, and enjoy a game-breaking bonus for the entire game against the guest player. Combined with an Apex pilot - doubly so for getting through bulwark. This advantage also makes pilots with the worst gunnery skills (like Arclight) have 80-90% hit chances at long range against lights with significant evasion. Of course many other mechs (PPC and LRM jumpers mostly) benefit from this in a similar way to the point where it has become the defining factor of winning a match - are you host, or guest? This newly available tactic trivialises all others. It also further devalues non-jumping mechs which were already struggling.
The solution:
Revert bonus calculation to how it worked before, for multiplayer. The other, but less desirable option, is to keep the same mechanic but cap it at +3 or +4. This issue with the second option is that even slight hills or rises will give the full bonus.
Having collectively played hundreds of multiplayer battles since release, and about 120 battles since Urban Warfare, we (the player of Inner Sphere Wars https://innerspherewars.eu) would like to request a revert to the recent modification of height bonuses to mech attacks in multiplayer.
The problem:
The new height bonus system has been introduced to make jumping on top of buildings and firing down at mechs a risk/reward mechanic. However, when jumping onto indestructible objects (e.g. mountains) the risk component is missing. Before the recent change, height bonuses were given at +1 per 30 meters of height differences capped at +3. This gave significant rewards for occupying high ground, without being game breaking. After the most recent change, a mech can get bonuses of 40% or more to accuracy by occupying high ground.
Why is this bad for multiplayer? Maps are not symmetric in multiplayer, and map features now matter so much, that host or guest may have an insurmountable advantage from the get go. For example, central mountain has an enormous mountain right by host’s starting location. A jumping long range mech (such as a Catapult-C4) can get up by round 3 top the very top, and enjoy a game-breaking bonus for the entire game against the guest player. Combined with an Apex pilot - doubly so for getting through bulwark. This advantage also makes pilots with the worst gunnery skills (like Arclight) have 80-90% hit chances at long range against lights with significant evasion. Of course many other mechs (PPC and LRM jumpers mostly) benefit from this in a similar way to the point where it has become the defining factor of winning a match - are you host, or guest? This newly available tactic trivialises all others. It also further devalues non-jumping mechs which were already struggling.
The solution:
Revert bonus calculation to how it worked before, for multiplayer. The other, but less desirable option, is to keep the same mechanic but cap it at +3 or +4. This issue with the second option is that even slight hills or rises will give the full bonus.
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