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Video Pts Discussion/suggestions


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#1 X T R E M E

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Posted 20 August 2016 - 06:30 AM

Posted Image

Keep calm and think, other than the faulty weapon balance, the other big issue is the non diffrentiation among all the weight classes. One good advise imho is to utilize the mech weight as limit for the energy status bar, example 25 ton 25 energy status bar cap, 75 ton 75 energy status bar cap, to obtain a substantial difference between a 75 ton heavy and a 100 ton assault, check these PTS videos for better understanding, thx



MechWarrior Online PTS AWS 4LRM 15

MechWarrior Online PTS KDK 2PPC 2Gaus

MechWarrior Online PTS SCR 5 SRM6

MechWarrior Online PTS KDK 4 UAC10

MechWarrior Online PTS Stalker 3F con 4PPC

MechWarrior Online PTS WHK 2ErPPC GAUS

MechWarrior Online PTS WHK 5Er LL

MechWarrior Online PTS DIRE 6 ErLL

MechWarrior Online PTS KGC 0000 4ErLL SH

MechWarrior Online PTS CATAPULT A1 6 Srm6

MechWarrior Online PTS AWS 5PPC

MechWarrior Online PTS AWS 4PPC

MechWarrior Online PTS KDK 9MedPulse 1Gaus

MechWarrior Online PTS BNC Standard HS 5Er LL


Edited by XtremeAlex, 20 August 2016 - 06:41 AM.


#2 Cato Phoenix

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Posted 20 August 2016 - 11:36 AM

Nice, this is very illustrative.

#3 X T R E M E

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Posted 20 August 2016 - 02:11 PM

If you want a test, spoken and I will do it.

#4 MechaBattler

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Posted 20 August 2016 - 03:14 PM

I think what we need is Ghost Energy. :3

And I'm not just joking. Mix buildings would get the higher end of the stick for a change.

I also suggested that some weapons, like PPCs and Gauss, also increase your energy recharge. But since snipe hiding tends to win out in puglandia, it might not have a big enough effect.

Edited by MechaBattler, 20 August 2016 - 03:15 PM.


#5 Sardauker Legion

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Posted 21 August 2016 - 04:52 AM

I understand what you're thinking, but i must do an observation: energy is generated by engines.
The amount of energy should be dependent by your engine rate, not your mass in tons.

So if a 200 engine generates 30 energy, a 400 engine (biggest ingame) generates 60 energy (and so on).
More logic for me.

#6 Stephen Tregare

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Posted 21 August 2016 - 05:10 AM

While the engines in mwo are fusion engines, I think the thought process is along the lines of power banks and alternators. Larger fusion engines would put out more power, but that power is dedicated primarily to speed and agility right now. This means that there isn't that extra for weapon use.

Edited by Stephen Tregare, 21 August 2016 - 05:11 AM.


#7 FiglioDiBatman

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Posted 21 August 2016 - 06:28 AM

In principle I find all of the proposed criteria - class, mass and engine rating - viable to implement the Energy Draw..

Probably the one that I prefer is the one based on engine rating.

ps good job Alex

#8 X T R E M E

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Posted 21 August 2016 - 11:04 AM

E 'wrong to assume that the engine will resolve the problem.

JENNER (35) Max engine 300 vs HUNCHBACK (50ton) max engine 275:
  • the 50-ton medium would have fewer points of light
If He does for the weight, are not most of the
  • Raven 3 ERLL or the
  • OXIDE 4 Srm4 or the
  • Locust 6 Medium Laser or 6Small Pulse Laser or the
  • Stomcrow Full Laser Vomit or 6 Streek
  • ecc...
... THE LIGHT MAKES LIGHT AND THE ASSAULT MAKES ASSAULT.


If I have a light and I see an assault, I have fun.
This is not possible, not 'correct, that a light destroys an assault. It is' as if a quad destroys a tank with machine guns.


The Assault it 's slow must do a good alpha.

If I have a Assault with engine 325 and the Heavy have engine 325.
What I choose to play, if both have the same energy points?

Edited by XtremeAlex, 21 August 2016 - 11:18 AM.


#9 davoodoo

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Posted 21 August 2016 - 11:06 AM

View PostStephen Tregare, on 21 August 2016 - 05:10 AM, said:

While the engines in mwo are fusion engines, I think the thought process is along the lines of power banks and alternators. Larger fusion engines would put out more power, but that power is dedicated primarily to speed and agility right now. This means that there isn't that extra for weapon use.

Existence of hand held weapons in this universe proves that weapons have their own energy source.

For example small laser within 0.5 ton got reactor capable of producing small laser beam.

#10 Tiantara

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Posted 21 August 2016 - 11:29 AM

- Assaults must do a good alpha and alpha cap at 30 point without heavy heat punch more than enough.
- Light must have less heat impact and more flexible builds including not only Xl engines but STD. Thats make stock builds playable again.
- One light easy die if assault place not only big guns but something for protection. If you play in team - you got cover. If you play solo - you must have ability to place some shortrange or cluster to bring light down. Example - King Crab with 2gauss+3ML+3SSRM2. Really common situation when slow mech was leaved alone.
- Light mech not a squad with MG vs Tank. Light mech is piranha vs bull or alligator. 1-2 of them can do fast pi-point damage, run off like interceptors and come back to rip some component off again. Thats the idea of light, not only scout and free-frag targets.
- Whole Idea of ED is - split enormous alpha in each class of mech into groups. (2\3)+(1\3) or (1\2)+(1\2). To make damage less and leave more space to piloting and brawling. As well as for decoy tactic with flanking when 3-4 mech fire at long range and dont see what coming from back.

#11 AriCri

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Posted 21 August 2016 - 12:19 PM

Hello everyone,
we have so much evidences showing that PGI has gone into wrong way to solve the "alpha strike" abuse.
Great Job Alex. It shows how some pilots get attached to MWO!
IMO all depends on the weapons range (LASER i Mean!): if you want more range you should have more duration and then more heat.
So PGI should prolong duration and heat production of ERLL/LL/LPL and in general all long range weapons (balistics less than Lasers)
No one penalty has to be improved for short range weapons (SML SPL), because the brawling behaviours are enough risky!!
Ghost heat works quite well but some adjustment's needed.

#12 FiglioDiBatman

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Posted 21 August 2016 - 02:36 PM

to Alex: I agree, at least partially..

Greater engine means less space for weapons: seems to me a nice compromise ;-)

btw we will see..

#13 - MEDUSA -

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Posted 22 August 2016 - 06:04 AM

But, all this "new energy system"...is to slow down the TTK?
Is for this that we must take this "incredible energy system" and substitue the actual, to slow down the time that a good pilot require in shooting down a bad pilot? Is the same principle to level down the more capable pilots so "everyone" (in reality low level pilots) could enjoy the game a little more? If this is the holy Grail I think that could be done more easily doubling all the armor and internal structure valor for every mech.
The balance will be the same (cause we are assuming that PGI balance well the actual armor and internal structure level) and it will take about two times to kill someone.
So poor pilots will be shot and killed in two time the actual amount of the time and the good one will be able to Alpha as usual....

#14 Quardak

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Posted 22 August 2016 - 10:06 AM

This Videos give us 2 Informations:

First:
-The new approach leed to the same Results as GH. But we have actually only Standard-Values

Second:
-Player wont mix a layout ... only abuse it to the max possible.

Conclusion:
How can we Player convince that a mixed Layout is better then a 1/2-Click Build

Maybe:
The Values must be so high for the "same" weapons that more then 2 are simple not worth it.
(and Gauss as "pinPoint" Weapon has to count towards PPCs/Laser)





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