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[Math]Theory For The Rationale Behind "1.4" Sinks.


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#1 Vapor Trail

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Posted 07 November 2012 - 06:23 AM

Ok, I was doing some analysis for general heat threads and I think I may have found the reason the devs are concerned about true Double Heat Sinks. Since the Devs haven't posed their rationale, I can only assume what I've discovered is correct.

First off, this is going to be highly theoretical using the weapons numbers from BEFORE yesterday's patch. It may not be an accurate picture of where the weapons are currently.

This also makes heavy use of the comparison of 'Damage Per Second per Ton mass' or DPSpT.

I'm also going to be seperating this into sections with spoiler tags.

Some preperatory work:

Calculation of DPSpT for a given weapon system is as follows:
Spoiler


Now for the pretty graphs.
Spoiler


*** Skip to here if you don't want to read the preperatory stuff ***

And now for the main event:
Spoiler


Sometimes I swear I spend more time THINKING about Mechwarrior than PLAYING Mechwarrior.

Edited by Vapor Trail, 07 November 2012 - 06:28 AM.


#2 MustrumRidcully

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Posted 07 November 2012 - 06:33 AM

View PostVapor Trail, on 07 November 2012 - 06:23 AM, said:

Ok, I was doing some analysis for general heat threads and I think I may have found the reason the devs are concerned about true Double Heat Sinks. Since the Devs haven't posed their rationale, I can only assume what I've discovered is correct.

First off, this is going to be highly theoretical using the weapons numbers from BEFORE yesterday's patch. It may not be an accurate picture of where the weapons are currently.

This also makes heavy use of the comparison of 'Damage Per Second per Ton mass' or DPSpT.

I'm also going to be seperating this into sections with spoiler tags.

Some preperatory work:

Calculation of DPSpT for a given weapon system is as follows:
Spoiler


Now for the pretty graphs.
Spoiler


*** Skip to here if you don't want to read the preperatory stuff ***

And now for the main event:
Spoiler


Sometimes I swear I spend more time THINKING about Mechwarrior than PLAYING Mechwarrior.

That's only because the math of Mechwarrior is more fun than playing it. I am looking forward to the day this changes!

BTW - my TET charts did actually show a similar trend for the Small and Medium Laser - they spike significantly. In the TT, Medium Lasers were known to be very strong and effective, but small lasers low range was not making them attractive despite their theoretically efficiency. In MW:O, the range disadvantage isn't as significant. In TT, hitting with a medium laser at 90m was difficult, and if you got even closer, the enemy mech may just end up hitting you in melee and kicking your mech to trash.

Edited by MustrumRidcully, 07 November 2012 - 06:35 AM.


#3 Apoc1138

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Posted 07 November 2012 - 06:37 AM

I totally agree with everything you've just said and although it's a bit of hard work to even read through all your data (and my hat goes off to you in having taken the time to prepare it all), I can't fault it and is the verbose way of saying what I've been saying regarding wanting to nerf some light mechs / medium builds at the expense of nerfing every single heavy / assault build by a worse factor

there are much better ways of letting DHS' not be so OP on small mechs, and handicapping assault mechs by 30% is not one of them... true DHS' still don't allow PPC's to be heat neutral so PPC's wouldn't be the issue, if the problem is small and medium lasers and mechs with too many hardpoints, then nerf the problem weapons and mechs, not everything else in retaliation

there is a little more to weapon balance than just pure stats - in the case of small lasers they still seem to be a bit OP at close range on your charts as they touch the gauss line, but in the case of small and medium lasers the nerf on beam duration actually helps in gameplay terms as well as it makes it more difficult to hit with the full damage to a single location, so you don't need to go further on a pure maths basis

Edited by Apoc1138, 07 November 2012 - 06:40 AM.


#4 riverslq

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Posted 07 November 2012 - 06:40 AM

if their qa test team is hiring, apply. i wonder what goes through their brains sometimes...

#5 Vapor Trail

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Posted 07 November 2012 - 06:41 AM

Yeah... I'm good with numbers and building data.
Not very good at clarity or conciseness most of the time.

#6 Vapor Trail

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Posted 07 November 2012 - 06:46 AM

View Postriverslq, on 07 November 2012 - 06:40 AM, said:

if their qa test team is hiring, apply. i wonder what goes through their brains sometimes...

I would. I'm between jobs at the moment and going to school for an Associates in Computer Science.

BUT...
I'm not even a full year into the degree track (therefore not qualified for the jobs listed here http://piranhagames....rs_General.html )
and I'd have to telecommute from where I live now... Not planning on moving in the near future.

Edited by Vapor Trail, 07 November 2012 - 06:46 AM.


#7 riverslq

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Posted 07 November 2012 - 06:48 AM

View PostVapor Trail, on 07 November 2012 - 06:46 AM, said:

I would. I'm between jobs at the moment and going to school for an Associates in Computer Science.

BUT...
I'm not even a full year into the degree track (therefore not qualified for the jobs listed here http://piranhagames....rs_General.html )
and I'd have to telecommute from where I live now... Not planning on moving in the near future.



If they'd only have a beta test server open like WoT does so the community can get their hands on early patches to find out problems they missed. Yeah, I know MWO is still in 'beta', but the crap they've been sending out is pushing away old users and pretty much killing off the new ones too.

For the amount of stuff the community finds, and their team doesn't... I think they need our help (and god knows if they listen.,..)

#8 Zyllos

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Posted 07 November 2012 - 07:23 AM

Extremely informative post. It also shows that devs are going wrongly with the DHS.

What should be happening is weapons that are becoming completely crazy with DHS will just need minor adjustments. DHS themselves should only provide the same maximum heat benefits of SHS. Then, there needs to be penalties for even having heat built up, like slowing of the mech, slowing torso turning, slowing arm movement, reduced damage with energy weapons, slowing lock of locking weapons, slower RoF for direct fire weapons, internal damage before reaching 100%, allow internal damage from heat to have a chance to cause a critical hit.

With these changes, then you can allow DHS to be 0.2/per and reduce the maximum back to the same as SHS. This allows for SHS to have larger maximum, thus more heat before receiving penalties but dissipation is less efficient.

#9 Zyllos

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Posted 07 November 2012 - 07:39 AM

Bump, this thread needs more visibility.

#10 Viper69

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Posted 07 November 2012 - 07:52 AM

Dont try to rationally deal with PGI. They honestly dont want your well thought out idea, just the praise of the mass volleys of crap.

#11 MustrumRidcully

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Posted 07 November 2012 - 07:54 AM

View Postriverslq, on 07 November 2012 - 06:48 AM, said:



If they'd only have a beta test server open like WoT does so the community can get their hands on early patches to find out problems they missed. Yeah, I know MWO is still in 'beta', but the crap they've been sending out is pushing away old users and pretty much killing off the new ones too.

For the amount of stuff the community finds, and their team doesn't... I think they need our help (and god knows if they listen.,..)

Most game companies seem to have a test server that they use for testing before they release a patch.

#12 Squidhead Jax

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Posted 07 November 2012 - 07:54 AM

Yep. Proper DHS would bring large energy weapon performance in-line with ballistic performance on SHS, wheras for space and cost reasons ballistics-focused builds might still find SHS preferable.

It's the proud nails (that everyone already knew about, but thanks for framing this in a graph that finally makes the current system look like it almost makes sense) that need knocked down, not DHS.

#13 zorak ramone

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Posted 07 November 2012 - 07:59 AM

Excellent work, although what you are about to find out is that there are alot of people on this forum that are really really hostile towards mathematical analyses of weapons balance. They're dead wrong, but they're also vehemently convinced that PPCs and LLs are just fine in the current balance.

View PostVapor Trail, on 07 November 2012 - 06:23 AM, said:

Again, if my supposition is correct, True DHS is not the problem. The Small and Medium Lasers are. And the solution should FIX the problem and not create or exacerbate others.


I'm not sure that they are a problem. Shouldn't shorter ranged weapons have a higher DPS/Total Tonnage than long ranged weapons? This is the whole range for damage tradeoff from battletech. I think that the ML, SL, SRMs, and heavy ACs should have higher DPS/ total tonnage than the GRs, and AC5s, with AC20>SL>ML since the AC20 is an ammo based weapon.

#14 Ferret Thorn

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Posted 07 November 2012 - 08:05 AM

my suggestion...

First change the name from Double Heat Sinks to Large Heat Sinks. Change the slot cost of 3 slots to 2. Keep the
effect of 1.4 and the CBill cost to install and repair as they are now.

Later add the Double Heat Sinks as a true 2.0 heat sink and adjust cost of slots and cbills to a bit more than the large.
Can even make the Double Heat Sinks available for only a certain class mechs. A medium or an assult, or whatever...

This is a game, of which they do have the right to add/create content. I understand they want to keep to what is already in the past and lore of mechwarrior. But there would be nothing wrong with this, just common sense to understand that someone in the past decided to try a larger heat sink and not just jump from single to a double.

Edited by Ferret Thorn, 07 November 2012 - 08:18 AM.


#15 BA Dillard

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Posted 07 November 2012 - 08:09 AM

http://mwomercs.com/...nd-matchmaking/

Have you guys read this? Sounds reasonable to me.

Edited by BA Dillard, 07 November 2012 - 08:11 AM.


#16 Apoc1138

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Posted 07 November 2012 - 08:14 AM

View PostBA Dillard, on 07 November 2012 - 08:09 AM, said:

http://mwomercs.com/...heat-sinks-dhs/

Have you guys read this? Sounds reasonable to me.


We have read that, however it doesn't seem reasonable. 1.4 DHS' are only viable for small mechs and 2.0 are only a problem / cheese build on small mechs... nerfing all large mechs and large energy weapons via the only thing we had coming in that might fix them is not a viable solution

there were much easier and specific ways to fix the small laser problem without nerfing EVERY other weapon in the game... what they've done by nerfing DHS' is remove the only balancing factor they were willing to use and now the only option remaining is to wander even further from TT values in reducing the heat on every other weapon that is currently too high in heat... it would have been much simpler to increase 1 value on the 1 or 2 problem weapons, instead of having to reduce heat on every other weapon and keep messing around with DHS'

I rarely see large lasers on the field and virtually never see PPC's (maybe the very rare trial mech)... this tells me something is wrong with the heat system if the only weapons you see are mid range ballistics, LRM's and small / medium lasers

DHS' were supposed to fix the high heat weapons but all they've done is made them worse

the single biggest change they made to weapons when converting from TT was rate of fire and having some weapons with a duration and others not... they could have stuck to TT values for everything else if they were more willing to play with the values they added... instead they are digging themselves a deeper and deeper hole further away from TT... which in itself isn't a huge issue as long as what they end up with is balance... but at the moment they are getting further away from balance, not closer, and forcing people to use fewer and fewer weapon choices because others simply don't work

Edited by Apoc1138, 07 November 2012 - 08:20 AM.


#17 Matist

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Posted 07 November 2012 - 08:22 AM

Really nice post. It also tends to confirm a lot of what I feel in play.

#18 Vapor Trail

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Posted 07 November 2012 - 08:28 AM

View Postzorak ramone, on 07 November 2012 - 07:59 AM, said:

Excellent work, although what you are about to find out is that there are alot of people on this forum that are really really hostile towards mathematical analyses of weapons balance. They're dead wrong, but they're also vehemently convinced that PPCs and LLs are just fine in the current balance.

Well aware of this, trust me. It's not them I have to convince however. I'm just hoping that if we throw enough math at them the Dev's might actually start looking at it in depth.


View Postzorak ramone, on 07 November 2012 - 07:59 AM, said:

I'm not sure that they are a problem. Shouldn't shorter ranged weapons have a higher DPS/Total Tonnage than long ranged weapons? This is the whole range for damage tradeoff from battletech. I think that the ML, SL, SRMs, and heavy ACs should have higher DPS/ total tonnage than the GRs, and AC5s, with AC20>SL>ML since the AC20 is an ammo based weapon.


Gauss rifle's balance is a different set of graphs (which I was working toward when I popped up with this set. Serendipity happens.). Frankly, I feel the Gauss rifle's Duty Cycle is too short, and probably should be about 8 seconds. I'll probably do up another thread discussing the Gauss and heat overall eventually. But the basic thing is, IMHO either the Gauss is broken, or heat is. And anything balanced with the Gauss in mind (looking at LRMs (before yesterdays patch) AC/2s (post "Suppression" tweak) and maaaaaybe AC/5s in particular) is probably broken as well.

The whole premise of "sticking close to TT" is that you wind up with a similar (not "the same") weapon balance. And having the Gauss deal 3.75 times the damage of an ERPPC at the same tonnage investment is not "close to TT." In fact it's more than double the difference in their relative DPS in TT.

Ok, ok... stopping now. Gauss threads will be --------------------> Thataway.

Edited by Vapor Trail, 07 November 2012 - 08:43 AM.


#19 Tuhalu

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Posted 07 November 2012 - 08:31 AM

Nice post. Quite well worked out. I did notice your MPL optimal range seems to be a bit high though. You seem to have it at 240m in your graphs rather than 180m.

The problem with small and medium lasers (of the regular and pulse varieties!) can be laid at the feet of their Rate of Fire. Small lasers of both types have a Beam duration 0.25 seconds shorter than any other laser and a cooldown an entire second shorter than the large versions! Medium lasers of both types have a cooldown 0.25 seconds shorter than their large versions.

The Rates of Fire (Duty Cycles) for lasers should be like this:
Small Laser 4.00 seconds
Medium Laser 4.25 seconds
Large Laser 4.25 seconds
Small Pulse Laser 3.5 seconds
Medium Pulse Laser 3.75 seconds
Large Pulse Laser 3.75 seconds

The beam duration of all regular lasers would be 1 second and of all pulse lasers would be 0.75 seconds, with the cooldowns being the remainder. This takes away most of the PGI-given advantages of Small Lasers and all of the PGI-given advantage of Medium Lasers. Then the only thing to "fix" for true 2.0 DHS would be the TT given power of Medium Lasers.

#20 BA Dillard

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Posted 07 November 2012 - 08:33 AM

View PostApoc1138, on 07 November 2012 - 08:14 AM, said:


We have read that, however it doesn't seem reasonable. 1.4 DHS' are only viable for small mechs and 2.0 are only a problem / cheese build on small mechs... nerfing all large mechs and large energy weapons via the only thing we had coming in that might fix them is not a viable solution

there were much easier and specific ways to fix the small laser problem without nerfing EVERY other weapon in the game... what they've done by nerfing DHS' is remove the only balancing factor they were willing to use and now the only option remaining is to wander even further from TT values in reducing the heat on every other weapon that is currently too high in heat... it would have been much simpler to increase 1 value on the 1 or 2 problem weapons, instead of having to reduce heat on every other weapon and keep messing around with DHS'

I rarely see large lasers on the field and virtually never see PPC's (maybe the very rare trial mech)... this tells me something is wrong with the heat system if the only weapons you see are mid range ballistics, LRM's and small / medium lasers

DHS' were supposed to fix the high heat weapons but all they've done is made them worse

the single biggest change they made to weapons when converting from TT was rate of fire and having some weapons with a duration and others not... they could have stuck to TT values for everything else if they were more willing to play with the values they added... instead they are digging themselves a deeper and deeper hole further away from TT... which in itself isn't a huge issue as long as what they end up with is balance... but at the moment they are getting further away from balance, not closer, and forcing people to use fewer and fewer weapon choices because others simply don't work


You understand the 1.4 is the lower end starting point, yes? They can, and probably will tweek it over time. Be patient young Padawan, be mindful of the Living Force.

Now, I will admit to the fact that I have not yet personally tried DHS yet. However I have heard from some that some builds benifit and some do not. So I understand some of your frustration. The Devs are aware of your frustration, they are a small company trying their best to please everyone. Relax, go and test some more. Have fun.





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