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A Late Thought On How Pgi's Heat Balance Could Work


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#1 Ralgas

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Posted 04 July 2013 - 06:38 AM

Ok, the multi wep heat penalty not doing much has been well trodden due to the fact it doesn't cover multiple weapons as it's described for the 30/7 will have a seeming very convoluted set of rules........

But what if it used an archtype system similar to the movement groupings but based on weapon dmg? highest archtype fired in a group determines the base at which the penalty kicks in.

1-6 dmg 7th weapon incurs penalty
7-12 dmg 4th weapon incurs penalty
13+ dmg the 2nd weapon incurs penalty

top group is set so low as to prevent some of the heavier combinations, and to add a dimension of balance to clan tech alpha's .

gauss can get it rof dropped to 3 secs to bring it's dps in line with the ac/20 If it ends up too weak

This still allows the high alpha's, but at the same time encourages more rapid lower attacks. The only system breaker i forsee is the streakcat, however it's issues are less about it's dmg output and more about ssrm mechanics

Thoughts?

Edit: I realize it's probably too late for this to make it to the balance patches, but It's certainly a system i could see working both now and into the future

Edited by Ralgas, 12 July 2013 - 04:34 AM.


#2 Darwins Dog

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Posted 18 July 2013 - 03:32 AM

I don't like the idea. Gauss and AC/20 have totally different range and projectile speeds. That is enough to keep them fired separately (on the rare occasion when a mech has both of them.

The same goes for other weapons. SRMs have travel time, MLs are instant. You have to fire your SRMs, then re-aim and fire MLs. If a particular combo arises that is too powerful, then it can be addressed, but I don't see this system helping anything right now.

#3 Ralgas

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Posted 18 July 2013 - 05:30 AM

View PostDarwins Dog, on 18 July 2013 - 03:32 AM, said:

I don't like the idea. Gauss and AC/20 have totally different range and projectile speeds. That is enough to keep them fired separately (on the rare occasion when a mech has both of them.

The same goes for other weapons. SRMs have travel time, MLs are instant. You have to fire your SRMs, then re-aim and fire MLs. If a particular combo arises that is too powerful, then it can be addressed, but I don't see this system helping anything right now.


what? i think you misunderstood, i never mentioned anything about mixing gauss/ac/20 combos. With the current system gauss has no penalty, mix it with high output high heat weps as you will. The line on the gauss buff is if the change makes it too undesirable (which it shouldn't)

under this system it gets a small penalty with 2 weapon fired together and a larger penalty for each weapon added on. It catches the gauss+ppc combos that circumvent the system now.

It allows the 3 ppc and 3Llas combos everyone said was too far or "canon aws" argument. The 4p and bj-1x still cop it IF they alpha strike everything. The aim is bring down instant damage in play if not on the opening shots of a fight then the subsequent recycle, making mechs last longer and players think about what they are doing rather than who can point and click fastest.

Edited by Ralgas, 18 July 2013 - 05:31 AM.






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