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Mech Warrior Living Legend (MWLL) Beta 0.2.0 Posted  Mon, Apr 26 2010, 07:27 PM By Gumbysbuff
Gaming News


Apr 15Development Update – April 15, 2010
By KingLeerUK MWLL, News & Updates No Comments » Greetings from the MechWarrior: Living Legends Team!
We know it has been a while since any development news has been released so we are pleased to end the dry spell with today’s glimpse into some of our ongoing development activities.

After several months of public beta release and analysis of metrics and playtest observations we have undertaken an extensive rebalancing effort. To support this, our programming team has developed a new approach to how balance is implemented in MechWarrior: Living Legends and have created new tools to allow our team to adjust balance in a logical and structured format.

New Balance Adjustment Script
Developed for use by internal development staff, this script allows for balance implementations to be quickly changed using multiplier values that apply to categories of weapons, sub-categories of weapons, vehicle armour values and component armour distribution.

Weapon Damage
Weapon damages have been completely refactored using CBT values as a base template. Additionally, within the balance code, weapons have been grouped via their class and sub-class (i.e. “Lasers” and “Beam Lasers”). Having this hierarchy in combination with the balance adjustment script allows us quickly set and playtest global changes to an entire weapon class.

Armour Values
Armour values for assets with MWLL have been refactored, again using CBT values as a base template. In this case, we have developed a formula for distributing the total armour value for a platform across its constituent components programmatically. As with the Weapon Damage system, each class of assets within MWLL has been categorised to allow quick changes across entire classes of vehicles for playtesting purposes. As an example, the script could be run to increase tracked armour values by 10% and instantly distribute that increased armour allocation across all member vehicles of that class.

Please note that although we are using CBT values as a starting template we have no intention of directly replicating the entirety of CBT balance tables. Beyond the obvious issues of trying to use a tabletop ruleset for a FPS combat game, we feel that the overall gameplay experience should be the guiding rule for the creation of a balance system.

We are undertaking internal testing to find a balance state for our next public beta release, but as with any complex game system we will likely need another round of feedback from the beta. However, with our more streamlined system, it will make the turn around much faster and make the addition of new assets much simpler and easier to balance relative to existing assets.
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Battlefield: Bad Company 2, Changes Pushed! Posted  Thu, Apr 22 2010, 05:51 AM By Creedon
Gaming News
Here are the changes straight from the EA/BC2 Site;

Ch ch ch Changes!

* BY: Demize99
* POSTED: Apr 21, 2010, 07:10AM
* COMMENTS: 300 (Login Required to Comment)

As requested by the community, here is the exhaustive all inclusive changelist of all balance updates made in the R10 Server update for PC.

Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.

Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds a ...


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