

ER PPC ... Why no minimum range?
#41
Posted 31 May 2012 - 06:48 AM
#42
Posted 31 May 2012 - 06:49 AM
William Petersen, on 31 May 2012 - 06:32 AM, said:
For the same BV as 57 Clan ERPPCs, you get exactly 103 IS ERPPCs. That's not twice as many; you need to score twice as many hits with IS ERPPCs to head-cap, ergo, for the odds to equalize "in the long run", you need 114 IS ERPPCs. Odds favor the Clan ERPPCs "in the long run" (albeit slightly). And let's not even bring up the fact that you have to pay 721 tons and 206 crits for those PPCs, where the Clan ones come at 342 tons and 114 crits.
Ah, but you forgot the most important rule of Battletech-- he who rolls the most dice wins!

Also, your example immediately made me think of a battalion of Awesomes vs a trinary of Warhawk's.
#43
Posted 31 May 2012 - 06:58 AM
Kittygrinder, on 31 May 2012 - 05:27 AM, said:
Just to make my argument.
Panther 10k - 4/6/4 - ERPPC, SRM4 with artemis. 838 Battlevalue
Ocelot 2 - 6/9/6 - ERPPC, 2x ER Medium Lasers. 2,393 Battlevalue....
Both are 35 ton mechs. Both have similar armor. For the price of the Ocelot i can field almost 3 Panthers. There, my point. Clan mechs get less for more.
How, exactly, does the fact that the clan version has a higher BV prove that it wasn't a jump up in power? I would think that it proves the opposite.
Your trying to say that since there exists a method of balancing the new and old tech via a tournament approved formula that there is no difference. I say that since such a formula is needed, it kinda proves that there was a jump up in power.
You sir, are arguing the merits of BV balancing.
I am stating the the implementation of Clan tech is a massive jump up in power per mech/ton.
#44
Posted 31 May 2012 - 07:16 AM
Kittygrinder, on 31 May 2012 - 04:51 AM, said:
There is no power creep in Battletech. Everything is balanced in its own way.
ERPPC's have more range and no minimum, but heat like crazy(15).
Standard PPC's dont heat a whole lot(10) (especially with the advent of double heat sinks) and have the same damage(10) with less range and a Minimum.
Heavy PPC's Are the same range increments of a standard PPC, but with the heat of an ER(15) and the damage of a Clan ERPPC(15).
In battletech, weapons have advantages and disadvantages. I tend to like standard PPC's and Heavy PPC's (when do i go for PPC's, im more of an A/C kind of guy). And thats because the ranges for those weapons are better for the way i tend to play.
What? Really? No power creep in BT because everything is balanced?
No, BT is so fricken broken in terms of balance that BV is a desperate attempt at judging the effectiveness of a mech to ensure that they face similar strength opponents. But that works as much as the Challenge Rating system for Dungeons and Dragons. If you allow customization and optimization of mechs then the system becomes broken and imbalanced to an extreme. Clan Tech is flat out better than IS, the Gauss Rifle renders earlier ACs obsolete and the years after the clan invasion are a whole can of worms on their own.
BT grew into nothing but power creeping, or power leaping.
#45
Posted 31 May 2012 - 07:22 AM
My wepon if choice is the Clan Gauss Rifles..they really pack a punch close up!!
Edited by Maverick2k9, 31 May 2012 - 07:22 AM.
#46
Posted 31 May 2012 - 11:25 AM
William Petersen, on 31 May 2012 - 06:32 AM, said:
[...]
I'm not sure where you got the idea that the Ocelot 2 is 2393 BV, but you're wrong.
[...]
The 2393 BV from MegaMek is because he's got a 3/4 pilot in the machine. The value on Sarna uses the pilot-less BV. It's still BV 2.0 in both cases.
#47
Posted 31 May 2012 - 11:34 AM
AikiGhost, on 31 May 2012 - 03:22 AM, said:
Agreed. The clans in general were just power creeping mary sues anyway. Also its hard to simulate a "-2 to hit per hex" in a FPS style videogame.
Make the projectile very small (like the beam rifle from Halo, it fires a pinprick diameter projectile), and add a feedback shock if your mech is too close.
These fancier weapons need to be balanced in a way so that tier 1 weapons still have utility, even in late game when money is no issue. Especially considering the advantage Energy Weapons gain against ballistics with double heat sinks available.
#49
Posted 31 May 2012 - 11:48 AM
the refinement to the technologies, particularly the bits that form the lightning bolt were built to do a better job at it thus creating the better range. it is plausible that these technology refinements to the projection array and in particular the inhibitor means that the weapon while naturally more powerful than its other counterparts, can still fall within effective and acceptable power levels within close range.
#50
Posted 31 May 2012 - 12:36 PM
#51
Posted 31 May 2012 - 01:19 PM
#52
Posted 31 May 2012 - 01:32 PM
Battlecruiser, on 31 May 2012 - 11:48 AM, said:
the refinement to the technologies, particularly the bits that form the lightning bolt were built to do a better job at it thus creating the better range. it is plausible that these technology refinements to the projection array and in particular the inhibitor means that the weapon while naturally more powerful than its other counterparts, can still fall within effective and acceptable power levels within close range.
That's a good fluff explanation but does nothing to prevent the balance issues.
#53
Posted 31 May 2012 - 02:52 PM
UncleKulikov, on 31 May 2012 - 01:32 PM, said:
well there's two ways i'd go about it. either make them less powerful at close range but still powerful enough to make lights and some mediums miserable to try and encourage medium to long range engagements with heavier targets. possibly add a longer recharge too to further accentuate the range part of ER PPC
or have them do the same damage as other ppc's with a slightly longer recharge to accompany the range advantages but consider them an upgrade, while at the same time allowing you to toggle off the inhibitor on base models at personal risk of self damage including weapon failure, and then using this as the selling point of why you would go for er ppc's
but the way I actually see it happening is them causing more heat, requiring more cooldown in terms of this game. because that seems pretty easy
#54
Posted 31 May 2012 - 02:57 PM
Ratzap, on 31 May 2012 - 01:19 PM, said:
To be fair, I only really prefer Clan because their mech designs are lot better. Most IS mechs are god-awful. I continue to be surprised by the crap FASA managed to shovel into their TROs.
Black Lanner is my baby. If it is not a choice at some point in the future, I will weep.
#55
Posted 01 June 2012 - 07:54 AM
Karl Streiger, on 31 May 2012 - 04:11 AM, said:
Darn straight! Gonna be a Drac until they put me in a 3025 mech made of wood and bury me six feet deep.

Quote
to be fair i duno how to implement a useful minimal range for ppcs. LRMs is clear and can be seen in the vid...but PPCs?
I can see programming a minimum range for an energy weapon in a computer game being difficult? Perhaps drastically diminishing damage the closer you get beyond the minimum range to simulate the beam not being fully coherent yet?
#56
Posted 01 June 2012 - 08:05 AM
#57
Posted 01 June 2012 - 08:06 AM
#58
Posted 03 June 2012 - 10:36 AM
Makes sense since its farr easier today to get errata out with PDFs and such.
#59
Posted 03 June 2012 - 10:44 AM
#60
Posted 03 June 2012 - 07:30 PM
Dragon Lady, on 31 May 2012 - 03:25 AM, said:
Power Creep: A term used to describe when new content added to a game is overpowered compared to what came before. After several cycles of this, new content as become so powerful, the original stuff is so weak, it'll never be used again.
This is what happened in Battletech:
Original Battletech (Technical 3025) everything was well balanced against each other. There was no clearly better weapons systems, and every decision made in 'Mech design was a tradeoff.
Star League ubertech (Technical Readout 2750) introduced the most unbalancing components in the game: the Double Heatsink, the XL engines, and the Gauss Rifle. The DHS created the possibility of laser boating, and removed the heat penalties to ER-energy weapons. The XL engine eased the penalties for choosing a heavier 'Mech. And a Gauss Rifle was a ballistic weapon without the penalties inherant in a ballistic weapon.
Clan Tech (Technical Readout 3050) was Star League ubertech on steroids. The weapons were better, and the penalties fewer. Which would've never been needed if FASA hadn't introduced Star League tech to the game already.
While all this made great fiction, it also turned the Table Top Game from chess to checkers. At least in my opinion.
That is a very narrow and incorrect way of looking at it. Let us use your Chess analysis, modern Chess & 14th century Chess both qualify as the same game, quiaff? But they utilize very different tactics & strategies because of the difference in piece power level. The Rook, Bishop, & Queen could not move the full length of the board in the 14th century. Almost all chess had them restricted to 1 or 2 squares of movement (I think a Russian variant allowed 3 IIRC.) So if you tried to use the same piece power level or even the same strategy from 14th century chess today, you will lose!!! Either keep up with the times or declare every modern advancement as BLASPHEMY!!!!! But try to keep from ridiculing that which you do/will not understand. We do not fight with tree branches that fell to the ground anymore, quineg? Why, the advancement of technology precludes that from being anything less then the most desperate tactical option. Though if that is all you have it will still cave in someones head, quiaff?
Nathan
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users