During this thread the Devs indicated that a solution (weapon convergence, even if this is a non-optimal solution) would be implemented that would address this issue. They asked me to wait.
I promised I would wait.
I have waited more than six months.
The Devs are continuing to balance (or unbalance) weapons. But they haven’t bothered implementing their favored solution (weapon convergence) and as I predicted, we are seeing the predicted progression of cascading problems related to groups of weapons being pin-point accurate:
- Significant deviations from BattleTech canon for weapons (ML, LL, ACs, LRMs, SRMs, etc) including damage/heat making individual weapons weak relative to armor
- Armor doubled exacerbating the individual weapon weakness
- Hardpoints significantly limiting customization (not ideal, but tolerable)
- Large weapons are not powerful (Single AC20 = not dangerous)
- Need groups of small weapons to be effective, single ML or SL is basically worthless vs. doubled armor, especially with heat nerf to MLs
- Mechs are generally nerfed because small weapons are nerfed (MGs, SLs, MLs, etc) combined with hardpoints.
- Grouped weapons dominate the field (2xGR, 2-4xPPC, 3-6xLL, 9xSL, 2xAC20, 4xAC2, 3xUAC5) because individual weapons are weak compared to groups of weapons and vs. double armor.
- Constant struggles when implementing and balancing new ‘Mechs/variants/weapons (new ‘Mechs need to be hardpoint nerfed to prevent unbalanced grouped weapon configurations such as 3xGR mechs... though they’re coming via CBT canon). The Stalker with it’s 6LL/6PPC is just the most recent issue.
The only way to fix this is to modify the behavior of weapons fired in a group vs. those fired singly. Keep in mind here, I’m not asking for ‘dice-based’ gaming. I’m not asking for CBT or death. I’m asking for sanity. This is a pure mathematical argument on damage (D) from a number of weapons (n).
D < D*n where n > 1
Groups of weapons are ALWAYS more effective than a single weapon of that type. Always. This is why people boat weapons. It’s because it’s the smart thing to do.
However, this is a FIXABLE problem.
Therefore, I, again, call upon the Developers to fix this. Implement some version of weapon spread. Implement weapon convergence. (the current 2-target recticle thing doesn’t do anything). Implement SOMETHING before it is too late. If you move out of Open Beta without even trying this, you will have failed to adequately test and explore the game development space. This game deserves a chance to be tested with weapon spread for weapons fired in groups or in rapid succession. And if we go much further into Open Beta (or full launch), I very much doubt that there will be a chance to go back and try weapon spread in the future.
Beta is the time for this to happen. Please, give us a chance to test this. MechWarrior with a cone-of-fire could be an amazing game. You could balance heat effects on weapons (as is intended in classic BattleTech), you can balance groups of weapons, you can adjust for movement (walking vs. running vs. jumping), knock, and everything else we’ve wanted. You just have to give it a chance. There is a reason that most combat simulation games use cone-of-fire. It works. It simulates actual effects of combat. But even weapon convergence would help. Almost anything would help.
Except tweaking individual weapons.
Whack-a-mole balancing will always lead to the ‘next-best’ weapons/loadout/’Mech being made ‘best’. That’s what’s going to happen when they tweak the hardpoints on the K2 or adjust the Guass, or whatever. My guess is that LLs or PPCs will become the ‘next best’, but I guess we’ll see.
If weapon spread in some fashion isn’t implemented, all you’ve done is update the graphics on MW4 weapon balance. This is a fine thing, but it’s not the ‘best’ it can be.
I’ll be happy to answer questions and clarify anything that is unclear. Before responding, keep the following issues in mind:
1. While I would like CBT values, that’s not the point of this post. The proposed fix has the side-effect of allowing CBT values, but does not require them. It only allows you to balance single weapons vs. groups of weapons. The benefit of the fix is that it allows us to actually simulate CBT. Thus... MechWarrior.
2. Because single weapons fired sufficiently apart (subject to balance, probably 0.5-1 second gap to prevent macroing) are NOT subject to weapon spread (read the above carefully), this idea does NOT make the game into a random number generator. If you fire one weapon at a time, you are still pin-point accurate. Good gunnery still matters, the proposed solution just allows you to use big weapons to maximum effect. If you fire groups, then you suffer the consequences (as intended by the fix).
3. There are lots of other ways to implement a variation on weapon spread (e.g., MPBT:3025 dropped damage on weapons fired together). Cone of fire is my favorite, but I just want one of them implemented. Pick one.
Developers, I warned you in June 2012. I’m warning you again now. Add weapon spread or be prepared to suffer MW4-type grouped weapon balance problems indefinitely to the detriment of the game and its longevity.
Edit: Fixed formatting.
Edited by HRR Insanity, 07 January 2013 - 05:20 PM.