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Weapon Balance Rock, Paper, Scissors


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#21 Yeach

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Posted 14 February 2012 - 09:30 PM

View PostAegis Kleais™, on 13 February 2012 - 09:30 AM, said:

I don't think that weapon types work in the same manner of Rock / Paper/ Scissors.

Weapons don't fight other weapons. Weapons fight armor.

instead, I propose 4 different types of armor: Reflective, Reactive, Reinforced and Ferro-Fibrous.

Reflective protects BEST against ENERGY weapons, though it is WORST against BALLISTICS
Reactive protects BEST against PROJECTILE weapons, though it is WORST against ENERGY
Reinforced protects BEST against BALLISTIC weapons, though it is WORST against PROJECTILES
Ferro-Fibrous is an average armor, not providing better than previously started protection against any one weapon type, but not having any notable susceptibility to one either.

GOOD protection could be like 25% increase in protect from.
WORST protection could be like 25% increase in damage from.

ie, 40 points of BALLISTIC damage = 50 PTS against REFLECTIVE, 30 PTS against REINFORCED, 40 PTS everything else.
ie, 60 points of PROJECTILE damage = 75 PTS against REINFORCED, 45 PTS against REACTIVE, 60 PTS everything else
ie, 30 points of ENERGY damage = 38 PTS against REACTIVE, 23 PTS against REFLECTIVE, 30 PTS everything else.

**ALSO** I'm not a proponent of being able to use anything other than L/AMS to shoot down missiles in flight. Regular onboard lasers should be for shooting Mechs, not in-flight weapons fire.



Wow that sounds like something from the abomination of a game called MW4. (sarcasm)

And why not being able to shoot missiles in-flight. The BattleTech animated series had an episode where the Awesome shot down some missiles fire from a friendly mech. (i forgot what episode number it was).
Because it was in the animated series... it must be accurate right?

#22 Nik Van Rhijn

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Posted 15 February 2012 - 05:00 AM

At the time of launch we will have Standard armour and possibly access to Ferro Fibrous for customising.

#23 ManDaisy

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Posted 15 February 2012 - 07:29 AM

Well I'll take something better then nothing, but I dont think lasers are paper thin and only heat things at pinpoint maybe, if it was a surgical laser... but This is from a BATTLEMECH. Nor do I think you are firing just a bullet, as I mentioned your spray firing with an autocannon. Keep thinking your holding a pistol and only got 1 shot. Yup.

Edited by ManDaisy, 15 February 2012 - 07:31 AM.


#24 MaddMaxx

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Posted 15 February 2012 - 07:49 AM

I am trying to remember if you could even target a flight of Missiles in the other games? Don't think so. Even if you could actually see them incoming, firing a weapon in the general area seems like a waste of perfectly good ammo. How many shots of AC10 or 20 could you even hope to get off before eating the flight?

#25 ManDaisy

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Posted 15 February 2012 - 08:06 AM

I have targeted and shot at missiles in ALL, with exception to mech assault, previous mechwarrior games, and let me tell you ... THAT FEATURE WAS NEVER BUILT IN SO IT DID SQUAT. Hopefully as this game is supposed to break the mold, it is finally included here.

You argument is like saying people can't fly have you ever flown before BEFORE the plane was invented.

Whether you decide to use ac 20 ammo, ac 5 ammo, ac 2 ammo whatever, cost of ammo should not determine whether or not bullets and laser pass thru missiles with no effect because that is how AMS works!

Edited by ManDaisy, 15 February 2012 - 08:10 AM.


#26 MaddMaxx

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Posted 15 February 2012 - 08:09 AM

View PostManDaisy, on 15 February 2012 - 08:06 AM, said:

I have targeted and shot at missiles in ALL, with exception to mech assault, previous mechwarrior games, and let me tell you ... THAT FEATURE WAS NEVER BUILT IN SO IT DID SQUAT. Hopefully as this game is supposed to break the mold, it is finally included here.

You argument is like saying people can't fly have you ever flown before BEFORE the plane was invented.


So you shot at Missiles knowing the mechanic was absent? (doh!) :(

#27 ManDaisy

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Posted 15 February 2012 - 08:11 AM

Yes and it frustrated me to no end that is why I am making such a big deal now.

#28 MaddMaxx

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Posted 15 February 2012 - 08:22 AM

View PostManDaisy, on 15 February 2012 - 08:11 AM, said:

Yes and it frustrated me to no end that is why I am making such a big deal now.


Just curious here.

Given the whole Missile speed thread etc that was had. How does one actually expect to hit anything traveling at speeds in excess of 500-800m/s anyways? AMS uses the Mechs radar data to locate the incoming missiles. How does a Pilot even see them save for the contrails.

#29 ManDaisy

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Posted 15 February 2012 - 08:25 AM

Pure frigging skills thats how. I have nothing against blindly fast missiles that dont give you a chance to react, I do however hate missiles made from the flesh of the gods.

#30 MaddMaxx

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Posted 15 February 2012 - 08:27 AM

View PostManDaisy, on 15 February 2012 - 08:25 AM, said:

Pure frigging skills thats how. I have nothing against blindly fast missiles that dont give you a chance to react, I do however hate missiles made from the flesh of the gods.


Oh! Ok then. Can't see it but can target and hit it with Skill. I am jealous dawg. :(

#31 ManDaisy

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Posted 15 February 2012 - 08:32 AM

Certainly you can see an airplane traveling 10,000–15,000 meters above you. They travel at

.78 MACH to as fast as .93 MACH. In miles an hour this is between 450 to 600 miles an hour without taking into account the effects of a headwind or a tailwind.





Read more: http://wiki.answers....t#ixzz1mT8HvWTn






So given enough distance between you and the missile your should be able to see it coming due to its the contrails.

If in the event that you won't be able to see the missiles, your targeting computer certainly will, and will alert you hopefully so that you can fire in their general direction with a spray of gunfire or lasers and do at least something. Game wise, I could always see missiles coming from a mile away in all the mechwarrior games.


Edited by ManDaisy, 15 February 2012 - 08:46 AM.


#32 ManDaisy

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Posted 15 February 2012 - 09:35 AM

Your still thinking of bullets when we're using BATTLE MECH WEAPONS. A cannon slug is not going to bounce off anything. A spray of bullets is going to cover a much larger area then a single bullet. A Laser is going to heat a much larger area of the air around it then just the point of contact. You are failing to take this all into consideration. Whether you choose to do this or something else should have no impact on whether it can be done.

There is also the chance that things that have missed one missile may hit another missile. There is no reason why a spray cant take out more then 1 missile, or that a laser can't heat up enough area to detonate more then 1 missile, especially if they miss the first missile but the following missiles continue to right into their kill zone.

Edited by ManDaisy, 15 February 2012 - 09:42 AM.


#33 MaddMaxx

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Posted 15 February 2012 - 09:37 AM

View PostManDaisy, on 15 February 2012 - 08:32 AM, said:

Certainly you can see an airplane traveling 10,000–15,000 meters above you. They travel at

.78 MACH to as fast as .93 MACH. In miles an hour this is between 450 to 600 miles an hour without taking into account the effects of a headwind or a tailwind.


Read more: http://wiki.answers....t#ixzz1mT8HvWTn


So given enough distance between you and the missile your should be able to see it coming due to its the contrails.

If in the event that you won't be able to see the missiles, your targeting computer certainly will, and will alert you hopefully so that you can fire in their general direction with a spray of gunfire or lasers and do at least something. Game wise, I could always see missiles coming from a mile away in all the mechwarrior games.





:( 10,000 to 15,000 meters. If not for the contrails you would see zip, let alone hear anything. Anyways, good job shooting down those missiles pilot. I hope they allow for an extra 5XP for each one you knock down. You deserve them.

#34 Phades

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Posted 16 February 2012 - 06:14 PM

There is a lot that can be said for a topic like this, but I am going to keep it really brief.

Hard counters = bad. Soft counters = good.

Counter development (aka strategy) happens before you get on the map (read mechlab), while tactical adjustments occur through coordination with team mates in the match.

For example, a soft counter to a problem unit is to focus fire on it. A soft counter to getting focused fired is to get behind hard cover.

A hard counter is building a unit that is anti-laser and upon finding out your opponent is laser biased, using that unit to single handedly overwhelm the enemy.

#35 Strum Wealh

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Posted 16 February 2012 - 07:30 PM

View PostPhades, on 16 February 2012 - 06:14 PM, said:

There is a lot that can be said for a topic like this, but I am going to keep it really brief.

Hard counters = bad. Soft counters = good.

Counter development (aka strategy) happens before you get on the map (read mechlab), while tactical adjustments occur through coordination with team mates in the match.

For example, a soft counter to a problem unit is to focus fire on it. A soft counter to getting focused fired is to get behind hard cover.

A hard counter is building a unit that is anti-laser and upon finding out your opponent is laser biased, using that unit to single handedly overwhelm the enemy.


What about the numerous canon "hard counters", like the various advanced armor types (see also, this post), special munitions for autocannons, and alternate ammunition for missile launchers?

To use your example of "building a unit that is anti-laser", what about (if/when 3058 rolls around) modifying a CLPT-C3 Catapult to be fitted with Reflective Armor and having its Arrow IV launchers fitted with both Laser-Inhibiting Missiles and Cluster Arrow Missiles by sacrificing one of the four Medium Lasers while keeping two of the MLs and replacing one with a Machine Gun and 0.5 tons of ammo?

Such a 'Mech could engage conventionally with the lasers, MG, and cluster missile while being more resistant to energy weapon fire (due to its armor), or it could engage with the LI missiles, cluster missiles, and MG and inhibit the reduce the ability of any energy-centric units (such as the Clans' Nova and Supernova, or the ANH-1E Annihilator, or the AWS-8Q Awesome, or the Schrek PPC Carrier) to effectively counter-attack.
Though, the counter to such a 'Mech would be to engage it with ballistics and missiles (which are unaffected by LI missiles and the properties of Reflective Armor) and physical or melee attacks (against which Reflective Armor is canonically 50% less effective than Standard Armor).

Would what's described above then be an instance of a "hard counter" being countered by a "soft counter"? Is the "hard counter" still that much of an issue if there is a "soft counter" (or set of "soft counters") that can effectively defeat it? :ph34r:

Edited by Strum Wealh, 16 February 2012 - 07:31 PM.


#36 FinnMcKool

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Posted 17 February 2012 - 08:53 PM

In real life radar guided missles are stopped by chaff (a cloud of metal dust), heat seakers are stopped by sending out a flare (heat lures heat seaker) This is a small and very very basic part of ECM (electronic counter measures)

all this is old and proven to work Tech in real life.


I learned to drink coffee in the NAVY

#37 Nik Van Rhijn

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Posted 18 February 2012 - 03:10 AM

Taking ManDaisy's arguement to it's logical conclusion you should also be able to fire energy weapons in the general direction of AC rounds in the hope of hitting them? After all the general consensus for AC20 rounds was that they had to be very slow to account for their short range.

#38 Phades

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Posted 18 February 2012 - 05:08 PM

View PostStrum Wealh, on 16 February 2012 - 07:30 PM, said:

Would what's described above then be an instance of a "hard counter" being countered by a "soft counter"? Is the "hard counter" still that much of an issue if there is a "soft counter" (or set of "soft counters") that can effectively defeat it? :P
You are going to make me do a dissertation if you keep this up. :D;

First off, you have no idea of how and if melee (as much as I would like to see it) exists in the game. Secondly, you have no idea how much leeway we are going to get with our machines and how the meta evolvement will occur based upon basic weapon handling of the items involved in conjuncton with the map geography. Third, you are failing to address how a counter meta effectively creates a force multiplier thus effectively invalidating a number of combatants which becomes more painfully obvious when observing the munition based weapon systems.

More importantly, why would you want to encourage reflective alterations supported by AMS being a baseline and simply use the inherent limitations of the cannons against themselves instead of encouraging the application of control methods, such as heat (ie inferno), LOS (re fire), ECM (targeting/range), in addition to shake and fall mechincs (normally associated with damage) as pilot based control methods?

The how of you are going to do something should be more inportant than the what you are doing it with. Hard counters eliminate the choice once on the field. Plenty of games out there base their balance approach around the what is employed. As a consequence, you will find that they end up endlessly adjusting (buff/nerf) the what in order to change which element is more effective in order to attempt to remove percieved bias. The problem lies in the foundation of prioritizing the what over the how barring user error.

View PostNik Van Rhijn, on 18 February 2012 - 03:10 AM, said:

Taking ManDaisy's arguement to it's logical conclusion you should also be able to fire energy weapons in the general direction of AC rounds in the hope of hitting them? After all the general consensus for AC20 rounds was that they had to be very slow to account for their short range.
As amused at that thought as I am, I don't think that is a good fit for this game. MW is just far too slow to really make that a fluid system. Although, the arugment is somewhat sound, yet contridictary due to the existance of AMS. They have the tech to accurately flag down missiles in flight, which course correct (meaning non-linear trajectory and that is a m'fer of a task to pull off right) yet have targeting computers that have issues with main weapon systems that often fail to hit a building size target moving far slower at a 500m distance.

Edited by Phades, 18 February 2012 - 05:15 PM.


#39 ManDaisy

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Posted 18 February 2012 - 07:14 PM

View PostNik Van Rhijn, on 18 February 2012 - 03:10 AM, said:

Taking ManDaisy's arguement to it's logical conclusion you should also be able to fire energy weapons in the general direction of AC rounds in the hope of hitting them? After all the general consensus for AC20 rounds was that they had to be very slow to account for their short range.



I hate when people try to talk as they are me. That being said missiles are filled with juicy explosive goodness. AC shells are solid slugs.

GRRRR!!!! For trying to overextend and distort my idea outta context.

The fact that you think AC shells should be shot is your idea. Hear that everyone ?! Nik things AC shells should be able to be shot down! Like how that feels?

Edited by ManDaisy, 18 February 2012 - 08:31 PM.


#40 Strum Wealh

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Posted 18 February 2012 - 10:46 PM

View PostPhades, on 18 February 2012 - 05:08 PM, said:

First off, you have no idea of how and if melee (as much as I would like to see it) exists in the game. Secondly, you have no idea how much leeway we are going to get with our machines and how the meta evolvement will occur based upon basic weapon handling of the items involved in conjuncton with the map geography. Third, you are failing to address how a counter meta effectively creates a force multiplier thus effectively invalidating a number of combatants which becomes more painfully obvious when observing the munition based weapon systems.


First off:
You're right in that we don't know how or if melee (close-quarters combat typically employing non-projectile bludgeoning, piercing, slashing, and/or cutting weapons; as distinct from non-melee physical attacks like charging/ramming and DFA) will be implemented in MWO.

We don't know when or if the in-game time-line will get to 3058 (the canon deployment date for Reflective Armor).
We don't know if the Devs will wait that long to release Reflective Armor for player use.
We don't know if Reflective Armor will be released for player use.
We don't know if the MWO implementation of Reflective Armor will feature its canonical strengths and weaknesses.
We don't know how, when, or if LI Missiles would be implemented.
We don't know when or if the in-game time-line will get to 3053 (the canon deployment date for LI Missiles).
We don't know with certainty if the CLPT-C3 will be implemented (though, it was alluded to in the 12/03/2011 ISN post).

Outside of what is explicitly stated in the Q&As and the Dev Blogs, there isn't much about MWO that is known with any certainty. As such, that we're effectively debating hypotheticals with some grounding in BT/MW canon (to which we know that the Devs intend to generally adhere where practical and possible) is something of a given.

Secondly:
This goes back to the first sub-point - beyond the fact that some form of MechLab will exist (as customization is alluded to several times between Q&A 3 and Q&A 4), at this time very little is concretely known by (m)any outside of PGI itself and/or IG.

Also, "you have no idea... how the meta evolvement will occur based upon basic weapon handling of the items involved in conjuncton with the map geography"?
Really? :D

We can make several reasonable and rather basic assumptions:
  • Maps composed mostly or totally of large swaths of open, relatively level terrain will generally see players favoring use of long-range weaponry while maps composed mostly or totally of numerous large obstacles and very short lines-of-sight (as might generally be the case with urban environments and, if implemented, the interiors of such facilities as 'Mech production plants and Castles Brian) would generally see players favoring high damage weapons, and/or those that are judged to adequately balance damage-per-salvo and salvos-per-second in such a manner as to be regarded as "good for" close combat.
  • If environmental effects are implemented, maps set in environments with low external temperatures ("ice worlds" and the dark sides of atmosphere-less telluric/terrestrial planets and/or moons far from their parent star(s), for example) would generally favor 'Mechs that have sacrificed heat sinks (generally less necessary in such environments) in favor of more weaponry, while maps set in environments with high external temperatures ("desert worlds" and atmosphere-less telluric/terrestrial planets and/or moons near to their parent star(s), for example) would generally favor 'Mechs that minimize heat generation and/or maximize heat dissipation - 'Mechs with a lot of heat sinks (examples include the ANH-1E Annihilator with its 41 standard heat sinks or the Supernova with its 26 double heat sinks) and/or armed primarily with relatively cool-running ballistic weaponry (examples include the ANH-1A and ANH-2A variants of the Annihilator or the Thunder Hawk).
Third:
"...you are failing to address how a counter meta effectively creates a force multiplier..."
Again, really? :lol:

I thought I was rather clear in stating that my hypothetical "anti-energy" Catapult would be quite the force multiplier against 'Mechs that rely primarily on laser-based weapons (and, to a somewhat lesser extent, on 'Mechs that rely on other energy weapons, such as PPCs; these aren't, to the best of my knowledge, affect by LI warheads, but they are affected by Reflective Armor).

I also thought I was rather clear in acknowledging that there were a number of options available to counter/negate the advantages and capabilities of said Catapult - namely, use of weapon systems that are largely or wholly unaffected by said Catapult's anti-energy attributes and use of physical and (if implemented) melee attacks against which said Catapult is particularly vulnerable (assuming the canon limitations of its systems are also implemented).

There are also a number of tactical and strategic options for dealing with said Catapult, as well - retreating or taking cover until the LI cloud disperses (and, with LI missiles coming at 5 missiles per ton, the LI clouds can't be maintained for too long), closing to a range where deploying the LI missiles (as well as the Cluster Arrow Missiles!) would prove as much a detriment to said Catapult's allies as to the opponent(s), and massing so much energy-based fire that even the combined damage-reduction of the LI cloud and the Reflective Armor are overwhelmed, to name a few.

View PostPhades, on 18 February 2012 - 05:08 PM, said:

More importantly, why would you want to encourage reflective alterations supported by AMS being a baseline and simply use the inherent limitations of the cannons against themselves instead of encouraging the application of control methods, such as heat (ie inferno), LOS (re fire), ECM (targeting/range), in addition to shake and fall mechincs (normally associated with damage) as pilot based control methods?


I don't seem to recall ever mentioning AMS.
Moreover, there seems to be some debate as to whether Arrow IV missiles, as "artillery", are affected by 'Mech-scale AMS in the first place; see post #18777 and some of the other responses in this thread.

Also, you mention the employment of Inferno rounds against opponents as one of the "control methods" that you seem to favor.
How, precisely, is the choice to use Inferno rounds (and, specifically, the heating/overheating of the opponent caused by employing said Inferno rounds) to mitigate the opponents' ability to return fire (particularly with regard to using relatively high-heat energy weapons) significantly different, in a tactical sense, from the choice to use LI warheads to largely (but not totally) mitigate the effectiveness of what energy weapon fire is returned?
If anything, using Inferno rounds (if implemented) would probably be more effective, overall, than using LI warheads (if implemented), as the heating would probably impair mobility and the ability to return fire with other weapon types as well as potentially shut down the target 'Mech(s), making for relatively easy pickings for the 'Mech(s) firing said Inferno rounds...

So, what makes using Inferno rounds (what you suggested) any more "valid" or "acceptable" than using LI rounds (what I suggested)? :D

View PostPhades, on 18 February 2012 - 05:08 PM, said:

The how of you are going to do something should be more inportant than the what you are doing it with. Hard counters eliminate the choice once on the field. Plenty of games out there base their balance approach around the what is employed. As a consequence, you will find that they end up endlessly adjusting (buff/nerf) the what in order to change which element is more effective in order to attempt to remove percieved bias. The problem lies in the foundation of prioritizing the what over the how barring user error.


"Hard counters eliminate the choice once on the field."

That is, indeed, the point of technological counters ("hard counters") - to attempt to preemptively minimize the number of viable options/responses available to the opponent(s) as well as the effectiveness of what options/responses do remain viable, while simultaneously maximizing the range and effectiveness of one's own options/responses.

The point of strategic and tactical counters ("soft counters") is very similar - to attempt to place (preemptively, if possible) and employ one's capabilities - and those of one's allies - in such a manner as to minimize the number of viable options available to the opponent(s) as well as the effectiveness of what options/responses do remain viable, while simultaneously maximizing the range and effectiveness of one's own options/responses.

Your recent posts seem to imply a belief that technological counters and strategic/tactical counters are somehow mutually-exclusive, that one should, or must, be forced to use only one or the other (with your posts seeming to espouse a forced choice in favor of the latter) rather than to employ both in concert - a belief that, IMO, is both false and deeply flawed.

View PostPhades, on 18 February 2012 - 05:08 PM, said:

You are going to make me do a dissertation if you keep this up. :rolleyes:;


Is that so?
That should be interesting... :P





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