Quicksilver Kalasa, on 29 September 2016 - 08:33 PM, said:
I just want to point out, these are not anywhere near hyper-velocity weapons, MW4 had velocities twice and in some cases 3x as fast. Granted that game also lacked HSR which has helped reduce the need for that high of velocity by a lot. The velocity doesn't change much though because the reason it is strong is because when laser mechs poke, they generally tend to slow down and hit reverse, in this amount of time you are able to respond. The big difference between the Kodiak and the Whale however is both the accel/decel and weapon placement that allow the Kodiak to be able to place that firepower without being stuck in a similar situation as the Whale, basically if the Kodiak didn't get insane agility and was stuck with agility like the Whale, things might be very different. To me this only highlights the problem with attaching agility to speed and only speed.
When I say "hyper-velocity", I'm using the US Army definition for artillery, which is any projectile travelling in excess of 1,066 m/s. Most of the projectile weapons in MWO are faster than that; only the 10- and 20-class are slower. It's not the same thing as hypersonic, which applies only to the AC/2 and Gauss.
Basically, we already have HVACs already in the game without the commensurate weight penalty.
For fighting against PPFLD using non-PPFLD, it's a damned-if-you-do/damned-if-you-don't affair. I can either expose and fire while hitting reverse or expose and fire while pushing on. In the former, I slow down for a second and you get an easy shot. In the latter I am moving in a predictable fashion and you, again, get an easy shot. Most 'Mechs are not fast or agile enough for any other alternative to those outcomes, which is why the PPFLD is so extremely difficult to combat with anything other than brawl, assuming you somehow miraculously survived to brawl ranges, or more PPFLD. That it invalidates such a huge section of the armory is a major issue. We could buff laser burns in response, but then we have
de facto PPFLD and it's no different in play mode than true PPLFD, and missiles remain useless.
And I'm not so sure things would be all that different. Even had the Kodiak never come out and Mauler remained dominant, we would have shifted to a pop-tart response because cagey burst damage is the only way to break the power-position play that had become the go-to strategy. The NTG and/or TBR would then be the ones dictating the game instead of the KDK, which sets up the environment for even this proposed nerfed KDK to thrive should we chose to introduce it at this point.
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This to me also says something about the level of control the devs have over trying to balance these things, while on lighter chassis' the number of hardpoints tends to translate to firepower, heavies and assaults are not necessarily that way. Which indicates to me that the devs have a problem with trying to limit mechs like the Kodiak 3 in the firepower department like say something like sized hardpoints could at least help control that. Really though it doesn't have to be sized hardpoints, they just need a way to control usable firepower in a more direct and arbitrary manor to make sure mechs that have higher hardpoints, jump jets, or good speed are more disadvantaged in firepower and/or other areas. With stock configs that isn't always possible, but I believe there are options that could be explored to better reign in these problem mechs without the use of power draw or quirks.
Tying energy-consuming weapons (lasers, PPCs, Gauss) together in an energy pool that impacts cool-down would work.That is ultimately what they are trying to do on the PTS, but the mistake PGI is making is that the penalty is being applied on firing rather than on recharge and that the penalty is a heat-spike rather than a direct increase to the cool-down timer. If you make the changes suggested, 'Mechs that rely entirely on high alphas to work can still play ball and you can tweak the energy requirements on each weapon such that it properly penalizes the big PPFLD guns to curb the utility of firing all of them at once without making those weapons useless on non-abusive platforms.
FupDup, on 29 September 2016 - 08:05 PM, said:
Then it becomes a matter of whether to balance weapons based on them being boated or based on them being used in small numbers (or even just a single one for some cases). The former means that you have to spam them to make them work and the latter means that spamming them would be massively stronger. It's kind of a lose-lose situation.
I guess this is where PGI's idea of setting a damage cap might come into play, except that it doesn't really succeed at much.
See section above on energy pools being tied to cool-down.
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PPFLD is actually harder to hit a target with than lasers in most cases, unless you've got a 2000 m/s gun or you're fairly close to the red guy. That's not necessary about PPFLD always being "hard" so much as lasers being relatively easy. The skill floor is almost lower for hitscan weapons, especially as range increases. We also see this in other games like Overwatch.
It's not, though, not for any player who is slightly above average unless I'm seriously overestimating what "average" in this game is (and I might be...which is honestly mortifying for the implications it has to whom balance will have to please).
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Longer burns really aren't needed, and would make lasers feel wimpy and flaccid to use. I also imagine that there would be more unfriendly fire in the process. I remember the "lightsaber" version of the Clan ERLL back in the day...
Feels wimpy...but then so could everything else with longer cool-downs, etc. It's all relative.
And I think they are needed. It is frankly ridiculous that I can dump 52 points into a single spot in 0.67 seconds, faster than any of you people can twist because the 'Mech will not physically allow it and you are not always going to be ready to receive the shot. Hell, even the 0.9 seconds it takes a Medium Laser to burn is not successfully twisted away by the vast majority of players in a team environment, including by such esteemed names as Proton. Most of the spread comes from the user's end, not the efforts of the target to mitigate.
It's even more ridiculous that I can now deliver that same damage instantly with the PPC+Gauss on the KDK, or damn close to it with the NTG, with minimal effort at ranges up to 600 meters, and only slightly more at 800+.
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Slower projectiles also aren't needed. We already got a taste of that when PPCs were 850 m/s. It sucked, especially considering that it's supposed to be a long-range weapon to begin with. This cartoon clip perfectly expresses how slow projectiles feel to use:
I don't use the term "twitch" lightly, but
increasing the velocity on projectiles from where we currently are pushes the game too far into the "twitch" type of play. I don't come to MWO so I can tip-toe my 75,000 kg walking tank over eggshells for fear that one shot from a distance that can't be anticipated or replied to, and which is easy enough to use that Joe Casual T3 can be effective with it after five minutes of acclimation, will knock me out of the fight. It is the epitome of boring. If I wanted that, I really would go back to Hawken because the nerfs they've made to HP and buffs they've given to weapons through the removal of recoil have already created that type of play. In two words: it sucks.
I don't know that current velocities need to be slowed down, but being increased is something that should not even be remotely considered with the sole exception of 20-class auto-cannons, and even then only to 850 or so.