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Gh2.0 Buffs Boating Builds?


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#1 Kaptain

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Posted 18 August 2016 - 09:49 PM

Running some numbers while I wait for the test server to patch.

Boating is actually becoming more viable? (From the eyes of an old IS pilot)

Weapon Boats that get a Buff:
2xAC20s was 11.52 extra heat on GH1 now only 5 on GH2.0
4xLL was 8.40 etra heat on GH1 now only 5 on GH2.0
6xLL was 37.80 extra heat on GH1.0 now only 15 on GH2.0
3xPPCs was 11.97 extra heat on GH1 now zero extra heat on GH2.0
6xPPCs was 101.75 (Holly Crap!) extra heat on GH1. Now only 15! Seriously???
9xMedium Laser was 13.60 extra heat on GH1 now only 7.5 on GH2.0
4xLRM10s was 5.38 extra heat on GH1 now zero on GH2.0

Weapon boats that get a Nerf:
6xSRM6 was 4.2 extra heat on GH1.0 now 12 extra heat
4xUltra5 was exempt from GH1.0 now 5 extra heat

2xRifle + 2xPPC was zero extra heat vs the 10 extra it now generates... But the charge mechanic has been removed. Surely this is to be considered a decent buff.

Looking at a few of my favorite mechs it looks as though this approach (in its current form) only addresses large(30+ point) alpha strikes while making boating builds more viable.

Griffen (2xML+4xSRM4) now generates 7 extra heat points (GH2.0) in an alpha
Hunchy (AC20 and 3xML) now generates 2.5 extra heat points (GH2.0) in an alpha
Thunderbolt (2XLL + 5xML) now generates 2.5 extra heat points (GH2.0) in an alpha
Awesome (3xLL + 3xML) now generates 7.5 extra heat points (GH2.0 in an alpha)
Atlas S (4xSRM6 + 4xMPL + AC20) now generates 22 (GH2.0) in alpha

Ghost Heat was originally introduce after dual AC20 mechs and 6LL/6PPC mechs showed that front end pin point damage reduced TTK significantly.

As best I can tell 30+ damage alphas have been nerfed but boating has been buffed, and as boating has been buffed GH2.0 actually discourages weapon diversity.

Edited by Kaptain, 19 August 2016 - 02:36 AM.


#2 Gas Guzzler

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Posted 18 August 2016 - 10:09 PM

Color me surprised.

#3 AngrySpartan

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Posted 19 August 2016 - 01:16 AM

Still installing PTS client, but was thinking about the same long time ago.
GH 2.0 for this PTS session does not take into account how pinpoint the damage is (except for a joke 0,75 multiplier for cluster weapons). Thus, pinpoint alphas below 30 are completely viable.

#4 Kaptain

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Posted 19 August 2016 - 01:21 AM

View PostAngrySpartan, on 19 August 2016 - 01:16 AM, said:

Thus, pinpoint alphas of 60 are now once again completely viable.


Fixed it for ya :P Seriously though, look at the 6xPPC numbers... The 6XPPC stalker, the very mech that brought about ghost heat in the first place, is once again completely viable under current test conditions.

#5 AngrySpartan

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Posted 19 August 2016 - 01:49 AM

Started playing MWO after 6 Peep Stalkers became extinct, excited to see those beasts!)

My initial thought was to multiply every PPFLD weapon damage by 1.5 to determine energy draw to make it similar to the current balance on a live servers (clan ERPPC splash damage not included). Hopefully it won't take another hour to install and i will be able to join PTS.

#6 Kaptain

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Posted 19 August 2016 - 01:55 AM

View PostAngrySpartan, on 19 August 2016 - 01:49 AM, said:

Started playing MWO after 6 Peep Stalkers became extinct, excited to see those beasts!)

My initial thought was to multiply every PPFLD weapon damage by 1.5 to determine energy draw to make it similar to the current balance on a live servers (clan ERPPC splash damage not included). Hopefully it won't take another hour to install and i will be able to join PTS.


I see where you are going there and I agree some of the front load weapons need a nerf. The problem is boats would still be a problem and I'm not sure there is a good solution.

If we completely remove the .5 divider
Then
SRMs reduced in energy draw to point five
LRMs reduced in energy draw to point five
PPCs increased in energy draw to 1.5
Rifle return to charge up mechanic and drop the 2 rifle limit

I think that would get us pretty close to the GH1.0 numbers as you suggest. Look at the chart I made above. That should double the penalty for all of the Ghost heat 2.0 / Power Draw Examples and reduce the SRMs to half their public test numbers.

The problem is that PPCs would still be far too viable in large numbers... and increasing the energy draw to more than 1.5 makes pairs of them generate ghost heat 2.0 unnecessarily...

I've never liked hard caps but if this system goes live I believe PPCs will need to be hard capped...

Edited by Kaptain, 19 August 2016 - 03:04 AM.






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