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Machine Gun Balance Feedback


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#241 Utilyan

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Posted 10 April 2013 - 07:35 PM

View PostDemonRaziel, on 10 April 2013 - 06:52 AM, said:

You guys do realize this was sarcasm, right?

And as a side note, I really hope they don't plan to introduce the Devastating™ 6 MG Spider as a new Hero 'Mech. :P



OH is that what its called? The Devastating™ :P

Its a step closer to my dream.........MG Urbanmech......... :P

I wonder what paint job it gets.........Maybe a bandolier paint job or better an actual bandolier with bullets n' all. Let it play La cucaracha....

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#242 Critical Fumble

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Posted 10 April 2013 - 07:44 PM

View PostCYBRN4CR, on 10 April 2013 - 07:10 PM, said:

But what if it did? Even with the announcement?

Lots of rage, that's what would happen.

I'm not sure it would make it worth having, either. Sure you insta-kill exposed heads, but you have to expose the head first; and 18 damage is what portion of the average round damage of a MG again? Twice? More? Supposing you could strip head armor with another weapon first (which rarely happens as far as I can tell) you'd then have a reason to have one MG, not multiple.

#243 Phoenix Branson

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Posted 10 April 2013 - 07:54 PM

Just buff the machine gun damage already. Each weapon should be viable, period.

#244 MustrumRidcully

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Posted 10 April 2013 - 10:37 PM

View PostAC, on 10 April 2013 - 02:13 PM, said:



The truely frightening thing with this chart is that PGI was not able to figure this out for themselves.....


But the thing is - apparantly PGI figured this out. They tell us "yes, we know the MG does little damage, we gave it the crit-seeking ability instead ot make it valuable".

SO I think everyone still trying to prove that Machine Guns are worthless for damage is proving the wrong thing to convince them.

What you need to show them is how Crit-Seeking is worthless in play.

That is not quite as easy. But for starters:
- You could have a video showing someone with that small laser taking down a hit location, and show how long it takes him to take out the entire location, and how long it takes the MG by comparison to take out items.
- You could show a video on how long it takes a 2 ML Spider to take out a hit location, and how long it takes a 1 SL Spider + 4 MG Spider to take out the items in that hit location.
- You could have a series of matches between two identical groups, except in half the series, a Cicada and a Spider are replaced with their Machine Gun version version on one team and show how these matches result in poorer outcomes for that team.

Or you could point out the flaws of their crit system:
The smaller the damage packets a weapon delivers is, and the more there are, t he more it spreads its damage. That means damage is distributed to be more likely equally across all crit locations. The more items there are to crit, the more of a hit point buffer this represents for all the items.

The Machine Gun has 0.04 damage packets that occur every 0.1 seconds. If there are 3 Double Heat Sinks in one section, it's basically as if it tried to destroy a single item with 30 hit points. It wil ltake out all 3 DHS at once, but every single crit with a PPC, AC/10, AC/10 or Gauss Rifle would take out one of these.
Considering how damage is often focused from two or more mechs on a single target, it seems very unlikely that the Machine Gun still makes a big difference. Heck, if just two mechs focus the fire of a total of 4 medium lasers, they alone can deal 40 damage in about 5 seconds (0-1 seconds deal the first 20, 4-5 the second 20). On many mechs, that destroys the entire hit location. Even if the MG would instantly destroy all items in that hit location, that's just a 5 second advantage if there was important gear i nthat location to begin with. If that location was a side torso, the MLs would have also taken out the arm on that side, meaning that they potentially took out even more items than the MG did.

#245 Kmieciu

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Posted 10 April 2013 - 11:39 PM

View PostBryan Ekman, on 08 April 2013 - 11:36 AM, said:

Ask the Devs #35


CCQ 3: Why is Machine Gun damage so low?
A: Partly due to the nature of how MGs work in the TT rules, partially due to how we chose to make it useful. When equipping a MG, keep in mind that it is not meant to burn through armor but is very useful for tearing up internals (crits). Bumping MG damage will turn it into a laser that can be kept on with no heat penalty until it runs out of ammo. Now imagine the devastating effect that a 6 MG spider could do to the back of an Atlas! We are still investigating balance of the MG but don’t expect any significant increase in damage.

Maxx Blue: What is the desired role for machine guns, and do you feel they are currently working as intended? In casual play I'm having a hard time determining if they are hurting the enemy in any meaningful way.
A: They are working as intended. They do not pose a real threat to a fully armored `Mech, however once damage, machine guns are deadly against internal components.

oldhasu: When ammo is destroyed by a critical hit, sometimes it explodes. Sometimes not. How does this calculated? What is the percentage of the probability?
A: There are two different times that ammo can explode. If an ammo bin is destroyed by a critical hit (each bin currently has 10 health), there is a 10% chance that the ammo remaining in that bin will explode. When a location, such as the right torso, is destroyed, each ammo bin in that location that had not already been destroyed by crit hits has an individual 10% chance to explode. There are two exceptions to this. The first is that, if you have ammo stored in your arm, and your arm falls off when your side torso is destroyed, there is no chance of the ammo exploding. The other is that Gauss Rifle ammo never explodes. However, all the explosion rules also apply to Gauss Rifles, except that they have a 90% chance of exploding.


I have a feeling that Bryan plays MWO on some other server than we do. I have never seen any 6 MG Spiders on public servers. Machine guns do not "tear up" internals. They damage internals at the same pathetic rate they damage armor. They do more damage to ITEMS (also known as CRITICALS) - they have , on average 5 DPS against ITEMS.

http://mwomercs.com/...-a-brief-guide/

But he also stated that destroying a LOCATION (bringing the internal HP to 0) destroys all the ITEMS inside. Imagine a battle between "6 MG Spider" and "6 SL Spider". Let's assume they don't have leg armor at all and both store some kind ammo inside.
This is the perfect scenario for a MG. Too bad 6 small laser have the potential to destroy an unarmored leg in ONE salvo (0.75 seconds). 18 damage against 14 internal HP. The mech is legged and there is a chance 2*10% that the ammo will explode and take the whole mech out.

The realistic scenario we see in game is even worse for machineguns. Light mechs always have fully armored legs, so the machineguns are useless while small lasers work in every scenario. A light mech using small lasers never suffers from ammo explosions, since it does not carry any ammo, while the MG mech is sitting on a powder keg.

With 10% ammo explosion rate, machineguns are only useful against Gauss rifle, that explodes 90% of the time. But since Gauss is so huge and fragile, a single hit from any weapon that deals 3+ damage has the potential to destroy it. To be precise the chance is between 24,5% (if you pad it with 1DHS and 2 ammo) to 42% (if it's a sole item in a location).

So, the chance to disable Gauss is higher than a chance for a UAC5 to jam. I don't know about you, but I prefer to disable Gauss rifles sitting comfortably 600 meters away from the enemy and not running like mad at 90 meters.

According to my stats I did 4007 damage with UAC5 in 773 hits. How come they did 5.18 damage per hit, when my machineguns did 77/2104 = 0.036 per hit ? That's because UAC5 are great at destroying items.

In fact, I did 105 damage in 7 ERPPC hits. That's exactly 15 damage per hit! I know the sample is too small but on average I dealt 10 damage to the armor\internal + 5 damage to the items per hit.

As for Gauss Rifle: 6,089 damage in 400 hits = 15,22 damage per hit. Even though I often use it outside the effective range. The bonus comes from item destruction.

My point is: if the Machine gun was efficient at destroying ITEMS, weapons stats would reflect it. If the average damage per hit is higher than the base damage of a weapon, it means the item damage makes up for the damage drop at range. In my case that is true for ERPPC, Gauss, UAC5
The average damage per hit for machine guns is lower than the base damage (0.036 < 0.04). That means the machine guns do a poor job at destroying items.

PS. I might be a "spreadsheet warrior", but I played 2 hours yesterday in a 8vs8 mode and I did not see a single machinegun on the battlefield. All I saw was Jenners with lasers, Cicadas with lasers and Ravens with Streaks and lasers.

Edited by Kmieciu, 11 April 2013 - 01:01 AM.


#246 RealityCheck

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Posted 11 April 2013 - 05:25 AM

First, let me apologize because this is going to be a long post.

Currently, with 0.04 damage and 2000 rounds machine guns empty 1 ton of ammo in 200 seconds.
(2000 rounds) / (10 rounds per second) = 200 seconds for 80 points of damage

For 4 machine guns we have:
(2000 rounds / ((10 rounds per second) * 4 machine guns) = 50 seconds for 80 points of damage

I believe doubling the current damage while halving the ammo and crit modifiers is a good START.
Here's some more math:

For one machine gun at 0.08 damage per round and 1000 rounds we have:
(1000 rounds) / (10 rounds per second) = 100 seconds for 80 points of possilble damage

And for 4 machine guns we have:
(1000 rounds / ((10 rounds per second) * 4 machine guns) = 25 seconds for 80 points of possible damage

Now before you cry "OMG! 80 damage in 25 seconds OP!" consider this:
AC with 1 ton of ammo and 2 damage per round
(75 rounds) / (1 round per second) = 75 seconds for 150 points of possible damage.

4 AC2s with 1 ton of ammo:
(75 rounds / ((1 round per second) * 4 AC2s) = 18.75 seconds for 150 points of possible damage.

The AC2 is not really considered OP by the community (to my knowledge). Furthermore, 0.08 provides a good middle ground between the 0.04 damage we have now and the 0.1+ damage many advocate on this thread. Depending on how the machine gun performs at 0.08 damage, we can either decrease to say 0.06 damage if its too powerful or increase to 0.1 if its too weak. Finally, one last point.

Now IF PGI were to implement the above buff, I would suggest they do one important thing. That would be to publize the buff on both the patching screen and the home screen, so more players can be made aware of the change. More importantly, it should advocate their participation by directing them to this thread so they can post their concerns and comments. This way, PGI gets a better feel for the community's stance from a bigger pool of players (and hopefully more constructive feedback). From there we can determine where to take the machine gun based on its new performance. PGI can also use this as a model for when they implement bigger changes (like community warfare!!!!!).

Please rate and discuss.
RealityCheck

#247 Esplodin

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Posted 11 April 2013 - 05:29 AM

View PostLethalMezzle, on 10 April 2013 - 05:07 PM, said:

Considering Light Mechs dart in and out of the fray, having a weapon suited to destroying internals very quickly would be pretty good - the heavier mechs distract the enemy and compromise their armour, and the Light Mechs can swoop in and quickly finish them off with Machine Gun fire.


This logic is wrong on several counts:

1) Crit buffs only apply to components, not internal structure. You are not "finishing" a mech with a MG, since you need to destroy the CT (or R/LT with an XL) to kill the mech. Even a zombie mech has a combat role (capping, damage tanking, etc.) MG do normal damage to internals.

2) Heavy/Assault pilots will not just step aside after opening the section to give the MG light a pity role. They will kill the mech, get the rewards and the kill, and move on - possibly stepping on you as they move out.

3) The light is royally screwed even if it's team opened all the armor on the remaining opposing force before taking a dirt nap, since the light will end up spraying zombies on his cap until the timer runs out before taking more then one down.

4) Most people's experience with the MG buff is from when the were erroneously critting at a rate OVER 100%. IOW, every shot critted. Confirmation bias prevents people from seeing the new reality, where even critting components has been fixed to the intended values.

#248 Esplodin

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Posted 11 April 2013 - 05:34 AM

View PostRealityCheck, on 11 April 2013 - 05:25 AM, said:

Please rate and discuss.
RealityCheck


150 damage per ton, just like every other ballistic. 4 DPS, just like every other ballistic. Anything less is not worth mounting.

MG need a full on buff, not a buff/nerf.

#249 Pinselborste

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Posted 11 April 2013 - 05:43 AM

View PostEsplodin, on 11 April 2013 - 05:34 AM, said:


150 damage per ton, just like every other ballistic. 4 DPS, just like every other ballistic. Anything less is not worth mounting.

MG need a full on buff, not a buff/nerf.


4dps would be a bit too much for a weapon without heat, but as tests have shown, with 1.6 dps they are still weaker than a small laser, so they need a pretty big buff to be viable.

#250 Esplodin

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Posted 11 April 2013 - 05:53 AM

View PostPinselborste, on 11 April 2013 - 05:43 AM, said:


4dps would be a bit too much for a weapon without heat, but as tests have shown, with 1.6 dps they are still weaker than a small laser, so they need a pretty big buff to be viable.


Why? 4DPS is not scary for any other ballistic, so why the fear here? That DPS is more then compensated by cone of fire and lol range. Gameplay applied DPS won't ever be any more then 2 with damage fall off and spread.

#251 Eddrick

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Posted 11 April 2013 - 05:59 AM

The only way I would consider putting MGs into my Catapult-K2 is if they did meaningfull damage to armor or if they could destroy an engine before 2 Small Lasers could destroy the Center Torso. I don't go for crippling the enemy. I go for the kill.

The only time I even consider going for crippling is against Light Mechs. But, currently, Leg Actuators can't be destroyed without destroying the Leg itself.

Trying to get it to Destroy the Cockpit Critical is almost out of the question because of the spread. Even then you would still have to strip the external armor off the Head. Which, if you either got lucky or are good enough to not have to rely on luck. At 90m, I think hitting the Head should be a real possibility for anyone that has a good framerate.

Give Light Mechs a good Light Balistic that is not gimmicy. So, the ones with mostly Balistic Hardpoints do not have to be compleatly dependant on the bigger members of the team. Which, is an unrealistic expectation for a PUG.

Edited by Eddrick, 11 April 2013 - 06:01 AM.


#252 Pinselborste

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Posted 11 April 2013 - 06:08 AM

View PostEsplodin, on 11 April 2013 - 05:53 AM, said:



Why? 4DPS is not scary for any other ballistic, so why the fear here? That DPS is more then compensated by cone of fire and lol range. Gameplay applied DPS won't ever be any more then 2 with damage fall off and spread.



4dps would be roughly 2 times the effective dps of a small laser, 2.5 or 3.0 would be more balanced.

Edited by Pinselborste, 11 April 2013 - 06:25 AM.


#253 LethalMezzle

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Posted 11 April 2013 - 06:31 AM

View PostEsplodin, on 11 April 2013 - 05:29 AM, said:


This logic is wrong on several counts:

1) Crit buffs only apply to components, not internal structure. You are not "finishing" a mech with a MG, since you need to destroy the CT (or R/LT with an XL) to kill the mech. Even a zombie mech has a combat role (capping, damage tanking, etc.) MG do normal damage to internals.

2) Heavy/Assault pilots will not just step aside after opening the section to give the MG light a pity role. They will kill the mech, get the rewards and the kill, and move on - possibly stepping on you as they move out.

3) The light is royally screwed even if it's team opened all the armor on the remaining opposing force before taking a dirt nap, since the light will end up spraying zombies on his cap until the timer runs out before taking more then one down.

4) Most people's experience with the MG buff is from when the were erroneously critting at a rate OVER 100%. IOW, every shot critted. Confirmation bias prevents people from seeing the new reality, where even critting components has been fixed to the intended values.


I am not talking about critical buffs, I am talking about increased damage, but only for internal structures. So instead of the MG doing 0.4 DPS, it does 4 or something to any section without armour (drastic buff I know, but I'm just throwing numbers out there. It's an example).

I don't expect pilots to leave to kill to a Light mech (that was somewhat naive of me) but what about a mech that takes damage from, say, a well-placed PPC/Gauss shot and then retreats? Lights would be quite good at chasing them down and clipping the damaged section.


View Postshintakie, on 10 April 2013 - 05:10 PM, said:

It'd feel extremely gimmicky in that regard. One second you're fine, then you lose armor, then boom dead. No one would find that fun.


This is actually a really valid point, I can see this being frustrating.

I'd still like this idea tested though, and if it sucks, well, just drop the idea. I feel like the developers have a golden opportunity to test bizarre balance changes but they seem to be focusing almost entirely on their internal testing when they have a sizeable playerbase that can test for them.

#254 Esplodin

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Posted 11 April 2013 - 06:33 AM

View PostPinselborste, on 11 April 2013 - 06:08 AM, said:

4dps would be roughly 2 times the effective dps of a small laser, 2.5 or 3.0 would be more balanced.


MG: Stupid large cone of fire (can't skill your way to precision)
SL: Hit where you aim

MG: 1.5 tons
SL: 0.5 tons

MG: 100% time on target to get full DPS
SL: 25% time on target to get full DPS

MG: No benefit from Rapid Fire efficiency
SL: Full benefits from Rapid Fire efficiency

MG: Max 6 hardpoint mech (to date)
SL: Max 9!! hardpoint mech (to date)

Seems that the MG has a lot more negatives to the damage profile then a small laser compensating for the larger DPS, no? Besides MG need a big buff, then walk it back. The Dev team has already shown how slow they are on balance issues when a weapon system is underpowered. Overpowered and they are all over it (mostly).

#255 Esplodin

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Posted 11 April 2013 - 06:37 AM

View PostLethalMezzle, on 11 April 2013 - 06:31 AM, said:

I am not talking about critical buffs, I am talking about increased damage, but only for internal structures. So instead of the MG doing 0.4 DPS, it does 4 or something to any section without armour (drastic buff I know, but I'm just throwing numbers out there. It's an example).


If anything the crit experiment by PGI has proven that situational damage is not useful. Every weapon system must be useful to strip armor and destroy internal structure, or it is not worth the weight.

#256 LethalMezzle

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Posted 11 April 2013 - 06:46 AM

View PostEsplodin, on 11 April 2013 - 06:37 AM, said:


If anything the crit experiment by PGI has proven that situational damage is not useful. Every weapon system must be useful to strip armor and destroy internal structure, or it is not worth the weight.


Perhaps. I'd be happy with a straight damage buff.

#257 HammerSwarm

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Posted 11 April 2013 - 07:03 AM

View PostEsplodin, on 11 April 2013 - 06:33 AM, said:

Seems that the MG has a lot more negatives to the damage profile then a small laser compensating for the larger DPS, no? Besides MG need a big buff, then walk it back. The Dev team has already shown how slow they are on balance issues when a weapon system is underpowered. Overpowered and they are all over it (mostly).


Don't forget that if the SL doesn't have enough punch for another half a ton you can get a medium laser. More damage, more heat. What's the spread to the next ballistic? 5.5 tons, or 11 times the jump between lasers. I'll go def saying it. If the machine gun is "functioning as intended" we need another lighter ballistic to put in the multiple ballistics slots of many smaller mechs. Otherwise what is the point?

#258 Pinselborste

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Posted 11 April 2013 - 07:06 AM

View PostEsplodin, on 11 April 2013 - 06:33 AM, said:



MG: Stupid large cone of fire (can't skill your way to precision)
SL: Hit where you aim

MG: 1.5 tons
SL: 0.5 tons

MG: 100% time on target to get full DPS
SL: 25% time on target to get full DPS

MG: No benefit from Rapid Fire efficiency
SL: Full benefits from Rapid Fire efficiency

MG: Max 6 hardpoint mech (to date)
SL: Max 9!! hardpoint mech (to date)

Seems that the MG has a lot more negatives to the damage profile then a small laser compensating for the larger DPS, no? Besides MG need a big buff, then walk it back. The Dev team has already shown how slow they are on balance issues when a weapon system is underpowered. Overpowered and they are all over it (mostly).


the rapid fire efficiency should get changed to affect the mg too, same as the fire cone needs a change, also the bullet speed.


the time on target for the full dps is a difference of 0.25 seconds, SL needs 75% of the time the mg needs.

with 3 dps and more accurate fire, they would be fine. 4 dps with the same spread as they have now, would make them strong against mechs with big hitboxes like the awesome but still crappy against things like light mechs.

#259 Esplodin

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Posted 11 April 2013 - 07:45 AM

View PostPinselborste, on 11 April 2013 - 07:06 AM, said:

the rapid fire efficiency should get changed to affect the mg too, same as the fire cone needs a change, also the bullet speed.


Speed and cone need tweaking for sure.

View PostPinselborste, on 11 April 2013 - 07:06 AM, said:

the time on target for the full dps is a difference of 0.25 seconds, SL needs 75% of the time the mg needs.


Using those numbers, the SL is 3dps. :ph34r:

View PostPinselborste, on 11 April 2013 - 07:06 AM, said:

with 3 dps and more accurate fire, they would be fine. 4 dps with the same spread as they have now, would make them strong against mechs with big hitboxes like the awesome but still crappy against things like light mechs.


True, and I had not considered cone size compared to mech size. I'd be cool with removing the cone entirely and making it 2-3 DPS, but just a straight up damage buff is much easier to code.

#260 Terror Teddy

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Posted 11 April 2013 - 08:50 AM

With the damage spread it has AND since you never ever stand still using them (apart from testing grounds) it really need a straight up damage at X3-4 since you will never hit one spot at the same time.

If their crit ability becomes to OP (or you know, useful) then they can just lower it.

After all, it's a beta. Let's TEST it, LIVE.

Just look at the statistics about least used Weapon & Mech and I think we know what we can find there.

And those defending it as working as intended are 90% users of heavier mechs like the Jager-DD that has space for heavier weaponry or use ANOTHER weapon as the main damage dealer.

Edited by Terror Teddy, 11 April 2013 - 08:53 AM.






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