As announced in the June 11th Gameplay Update http://mwomercs.com/...te-june-112013/ PGI intends to implement a heat-penalty system to try to counter high-alpha builds. I think it will hurt angry Stalkers, but do little against the Gauss/PPC and AC/40 builds.
The real benefit to using these high-alpha builds is the concentrated damage they provide instantaneously on-target. 'Mechs carrying more varied layouts can't effectively compete, as they must spend more time exposed to the target while adjusting aimpoints for differing weapons systems (in the case of lasers, longer discharge time is also a factor). Since the ability to dump 40+ damage instantly into an area the size of a postage stamp is the issue, I propose that the problem be addressed at its source, rather than trying to monkey with heat mechanics.
Therefore, I propose that each weapon be given a System Load value, which would reflect the strain it places on the 'mechs power, heat dissipation and stabilizing systems, and (through direct and indirect means) on the targeting systems. A 'mech's targeting computer could endure a system load of up to 20 points in a half-second before the strain becomes too much, causing a 5% CoF (cone of fire) divergence effect on all weapons fired for each System Load point over 20.
This matches well with canon, wherein on TT high-heat lowered weapon accuracy, and in many fluff descriptions where the need to brace recoil-heavy weapons is described, along with the nausating rush of rapid heat build-up from rapidly firing energy weapons. The description for the MAD-3L Marauder variant mentioned the difficulty in using different weapon types on the same circuit, and the original Star League-era Stalkers are described as having special battle computers to aid the pilot in managing the array of weapons at his or her disposal. An alpha-strike was never meant to be a trivial thing.
So, if PGI thinks that firing 6 Medium Lasers in a salvo is ok, then each Medium Laser could have a System Load value of 3. Firing a seventh Medium Laser would introduce a relatively mild 5% divergence penalty (which might be just fine on a point-blank shot, but less desirable at 200m). Likewise, if PGI thinks firing three PPCs at one is ok, then give each PPC and ERPPC a System Load value of 6. Trying to fire four at once creates a nasty 20% divergence penalty, and god help that angry, angry 6 PPC Stalker emitting ion bolts like a sprinkler system unless he chain fires or sub-groups his weapons. A Gauss Rifle might receive a System Load value of 10 or so, meaning that a 2 PPC + Gauss or 3 PPC + Gauss loadout wouldn't be able to get a pass on PPC-only high-alpha builds.
Some proposed numbers:
Max System Load: 20
Penalty for excess System Load: 5% divergence per point of excess load
System Load table:
SMALL LASER 1
MEDIUM LASER 3
LARGE LASER 5
ER LARGE LASER 5
SMALL PULSE LASER 1
MED PULSE LASER 3
LRG PULSE LASER 6
PPC 6
ER PPC 6
FLAMER 2
TAG 0
AC/2 2
AC/5 3
AC/10 5
LBX AC/10 5
AC/20 11
GAUSS RIFLE 10
MACHINE GUN 1
ULTRA AC/5 4
ANTI-MISSILE SYSTEM 0
I haven't included missile system in all this since they don't usually make sense to include with the direct-fire weapons, and they already scatter quite a bit. Also, this wouldn't really work for guided missiles - but I suppose it could be added to SRMs if alpha-boating them returns as an issue.
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System Load Penalties As A High-Alpha Counter
Started by Solis Obscuri, Jun 27 2013 04:15 PM
8 replies to this topic
#1
Posted 27 June 2013 - 04:15 PM
#2
Posted 27 June 2013 - 04:49 PM
Seems like a good idea to me. Though I would probably tweak some of the numbers. Autocannons seem a bit low (dual AC/20s barely incurs a penalty at all), and I would probably lower the numbers on lasers a bit since they don't exactly excel at delivering pinpoint damage.
#3
Posted 27 June 2013 - 05:00 PM
Its another system on top of it all, I agree to a point it has merits -but I don't think its the right solution.
Keeping the basics of the systems as simple as possible should be the rule. This addition, although it is good, is another level of information we shouldn't need to deal with.
We already have Heat, Movement and the basic aiming and targeting requirements of certain weapons as well as our own different armor levels. Adding a restriction level on top of it just seems a bit much.
Keeping the basics of the systems as simple as possible should be the rule. This addition, although it is good, is another level of information we shouldn't need to deal with.
We already have Heat, Movement and the basic aiming and targeting requirements of certain weapons as well as our own different armor levels. Adding a restriction level on top of it just seems a bit much.
#4
Posted 27 June 2013 - 05:01 PM
I like the idea, and agree with Lochlan on the AC20's.
#5
Posted 27 June 2013 - 05:12 PM
Some of the values seem a little arbitrary, but yeah this makes sense. I think it may need to be simplified and be a bit less arbitrary in order for PGI to accept it though. Because you have to consider ease of access for new players. Heat and Tonnage are pretty easy to understand but this concept is a little abstract, is what I'm trying to say.
#6
Posted 27 June 2013 - 05:36 PM
I think Alpha should only be available when you drive your robot over a power-up or collect enough power pellets.
Actually, I think the chance of weapon failure/damage should increase with the number of alphas fired over an arbitrary time, like say 60 seconds, maybe less depending on the weapon (for example, high heat weapons). I think overextending the reactor output would be a fairly believable excuse. Perhaps even include a reactor efficiency level or the like, and as that decreases due to overload, let it start affecting other systems, such as targeting (convergence), movement, ecm, or hud. Just spitballing there.
Actually, I think the chance of weapon failure/damage should increase with the number of alphas fired over an arbitrary time, like say 60 seconds, maybe less depending on the weapon (for example, high heat weapons). I think overextending the reactor output would be a fairly believable excuse. Perhaps even include a reactor efficiency level or the like, and as that decreases due to overload, let it start affecting other systems, such as targeting (convergence), movement, ecm, or hud. Just spitballing there.
Edited by Xtrekker, 27 June 2013 - 05:45 PM.
#7
Posted 27 June 2013 - 05:55 PM
Quote
SMALL LASER 1
MEDIUM LASER 2
LARGE LASER 3
ER LARGE LASER 3
SMALL PULSE LASER 1
MED PULSE LASER 2
LRG PULSE LASER 3
PPC 5
ER PPC 5
FLAMER 1
TAG 0
AC/2 3
AC/5 5
AC/10 7
LBX AC/10 6
AC/20 15
GAUSS RIFLE 25
MACHINE GUN 1
ULTRA AC/5 7
MEDIUM LASER 2
LARGE LASER 3
ER LARGE LASER 3
SMALL PULSE LASER 1
MED PULSE LASER 2
LRG PULSE LASER 3
PPC 5
ER PPC 5
FLAMER 1
TAG 0
AC/2 3
AC/5 5
AC/10 7
LBX AC/10 6
AC/20 15
GAUSS RIFLE 25
MACHINE GUN 1
ULTRA AC/5 7
Fixed
#8
Posted 27 June 2013 - 07:27 PM
Even something as simple as recoil could be used as the mechanic for this. Fire too many big things and the targeting computer or recoil management system cant keep up.
Perhaps when we get knock down if you had one of the un-godly dual AC-20 light builds it could knock itself over from firing an alpha.
Perhaps when we get knock down if you had one of the un-godly dual AC-20 light builds it could knock itself over from firing an alpha.
#9
Posted 30 June 2013 - 11:45 PM
I might be okay with it. It would give a purpose to targetting computers.
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