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Machine Gun Balance Feedback


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#581 stjobe

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Posted 21 April 2013 - 02:29 PM

View PostFrostCollar, on 21 April 2013 - 02:01 PM, said:

Since the Flea is coming, this point doesn't seem to have sunk in. Heaven help anyone running in an MG-dependent variant

The Flea doesn't have a MG-dependent variant, luckily enough:
FLE-4: 4 energy
FLE-17: 5 energy
FLE-15: 5 energy + 2 ballistic.

I'm not taking bets on how many of the FLE-17s out there will even bother filling those ballistic slots.

Edited by stjobe, 21 April 2013 - 02:41 PM.


#582 FrostCollar

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Posted 21 April 2013 - 02:33 PM

View Poststjobe, on 21 April 2013 - 02:29 PM, said:

The Flea doesn't have a MG-dependent variant, luckily enough:
FLE-4: 4 energy
FLE-15: 5 energy
FLE-17: 5 energy + 2 ballistic.

I'm not taking bets on how many of the FLE-17s out there will even bother filling those ballistic slots.

Oh, never mind then. I suppose I was thinking of MechCommander 2 and such.

So it's the opposite issue: no MGs will ever grace a Flea save on stock ones.

#583 Deathlike

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Posted 21 April 2013 - 02:53 PM

View PostFrostCollar, on 21 April 2013 - 02:33 PM, said:

Oh, never mind then. I suppose I was thinking of MechCommander 2 and such.

So it's the opposite issue: no MGs will ever grace a Flea save on stock ones.


Only MGs will be used by the newbies due to ignorance.

View PostRealityCheck, on 21 April 2013 - 02:09 PM, said:


The thing that gets me is that you shouldn't have to resort to heavier ballistics for the Cicada-3C and Raven-4X because machine guns can't pull their weight. It isn't a valid excuse to say that particular varient is fine just because you can mount better ballistics. The machine gun should be able to compliment what you plan on doing with the mech (within the weapon's constraints). The Catapult K2 can use them in case the enemy closes within his PPC's minimum range of 90m, which happens to be where the optimum range for the machine guns start.



The only reason why I don't bother to use the 3C or the Raven-4X in my arguments is purely because people can and have found options to "discredit" the point. The Spider-5K is not afforded such a benefit, thus, most people HAVE NO ARGUMENT in trying to counter my point.

I was thinking that an actual "non-canon" addition can be included...

"Experimental MG Array Assembly"
.5 or 1 ton
1 slot
Can only be added into weapon sections containing a ballistic slot, but does not consume a ballistic slot.

All MGs added to to said array will have their DPS doubled (through ROF or actual damage increase).
Optimal range is upgraded from 90m to 135m, max range upgraded from 200m to 270m.
Cone of fire is reduced significantly.

The optimal usage of such this upgrade is to be placed in the ballistic sections containing 2 or more ballistic hardpoints (think Dragon-5N, Jagermech-DD).

The "existence" of this add on is to "improve" the damage concentration of stacking multiple MGs together...

This would be the only way in my mind that would this to be usable w/o hurting too much of the dev's "perceived" balance.

#584 TOGSolid

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Posted 21 April 2013 - 07:49 PM

Just to prove a point I'm using them right now on stream for anyone to see. I JUST engaged an armor stripped HBK-4P and 4 MGs completely failed to crit the weapons out.

What a ******* joke.

#585 Phoenix Branson

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Posted 21 April 2013 - 08:34 PM

PGI should listen to their fanbase on this issue. MG is currently lackluster and needs a significant buff.

All weapons should be viable in MWO!

Edited by Maverick01, 21 April 2013 - 08:35 PM.


#586 FupDup

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Posted 21 April 2013 - 08:35 PM

For those special few who still think Battletech MGs are anti-infantry only:
Posted Image
Source: TechManual, page 341. Put that in your pipe and smoke it!

#587 DarkonFullPower

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Posted 21 April 2013 - 10:39 PM

I will post here what I posted on AtD 36:

I wonder if they are avoiding buffing MG's because they think this is where they will end up regardless once engine crits are introduced.

Asking this next AtD. If they answer this question it will explain everything. If others would ask it with me so that it gets noticed that would help a ton.

#588 ICEFANG13

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Posted 21 April 2013 - 10:43 PM

They've said something that they want to avoid engine crits, because the system is too random.

That being said, you still have to get through the armor.

#589 stjobe

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Posted 22 April 2013 - 12:39 AM

View PostICEFANG13, on 21 April 2013 - 10:43 PM, said:

They've said something that they want to avoid engine crits, because the system is too random.

What, too random like the spread of the MG? :o
"We've removed RNG in favour of skill" - like hell you did, PGI.

View PostICEFANG13, on 21 April 2013 - 10:43 PM, said:

That being said, you still have to get through the armor.

Exactly. And that's where the MG fails miserably.

#590 Loler skates

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Posted 22 April 2013 - 12:44 AM

Newest ATD is out, Eckman still rocking the mgs being sweet as is sauce.

What a bunch of ******* hacks.

Seriously the devs for this game are delusional.

#591 Terror Teddy

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Posted 22 April 2013 - 02:13 AM

Quote

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.


Wow, greath math there - I dont remember MG's doing SQUAT against armour in the TT rules.

Also, your version of the MG does the equivalent of TT damage to mechs right now while the AC2 does X20 the TT damage.

At least admit something is not working as intended PGI.

Edited by Terror Teddy, 22 April 2013 - 03:32 AM.


#592 Terror Teddy

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Posted 22 April 2013 - 02:17 AM

View PostFupDup, on 21 April 2013 - 08:35 PM, said:

For those special few who still think Battletech MGs are anti-infantry only:
Posted Image
Source: TechManual, page 341. Put that in your pipe and smoke it!


This basically mean that we can calculate how PGI will treat other MG variants.

L-MG: 0,2 DPS [0,02 / bullet]
MG: 0,4 DPS [0,04 / bullet]
HMG: 0,8 DPS [0,08 / bullet]

And a HMG with 1 tonne requirement AND ammo weight at 0,8 DPS is utter *****.

The L-MG will never be used, period.

#593 Krzysztof z Bagien

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Posted 22 April 2013 - 02:20 AM

View PostTerror Teddy, on 22 April 2013 - 02:17 AM, said:


This basically mean that we can calculate how PGI will treat other MG variants.

L-MG: 0,2 DPS [0,02 / bullet]
MG: 0,4 DPS [0,04 / bullet]
HMG: 0,8 DPS [0,08 / bullet]

And a HMG with 1 tonne requirement AND ammo weight at 0,8 DPS is utter *****.

The L-MG will never be used, period.

HMG: 0,6 DPS [0,06 / bullet] - as id does 1.5 times more damage than stangard MG.

#594 Kmieciu

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Posted 22 April 2013 - 02:22 AM

View PostTerror Teddy, on 22 April 2013 - 02:13 AM, said:


Also, your version of the MG does the equivalent of TT damage to mechs right now while the AC2 does X10 the TT damage.



It does 20x more damage per turn (10 seconds).

#595 Mokou

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Posted 22 April 2013 - 02:33 AM

MG must looks like dis

Edited by Mokou, 22 April 2013 - 02:33 AM.


#596 Terror Teddy

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Posted 22 April 2013 - 03:33 AM

View PostKmieciu, on 22 April 2013 - 02:22 AM, said:


It does 20x more damage per turn (10 seconds).


Typo, fixed.

#597 RealityCheck

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Posted 22 April 2013 - 06:25 AM

Perhaps we should try a different tack on Ask the Devs. Instead of asking for a machine gun buff directly, we should ask them to do a temporary "tryout." PGI could still state they believe machine guns are "working as intended," but due to community concern have decided to "temporarily" buff the machine gun. They could then say they are simply guaging community reaction to the improvement, or perhaps trying to discredit our claims by showing how broken it would be.

This way, if machine guns just so happen to wind up being better...PGI could accidently forget to return them to their original state... :o

RealityCheck

#598 stjobe

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Posted 22 April 2013 - 06:37 AM

I'd like to consolidate here two posts I've made in other threads:

Let's look at the alpha damage per ton and DPS per ton of the MG compared to the Small Laser:
MG: 0.08 damage/ton, 0.8 DPS/ton
SL: 6.0 damage/ton, 2.0 DPS/ton

The SL has 2.5 times the DPS/ton of the MG; and as we've established elsewhere it's also much more effective in actually utilizing that DPS.

Now the MG is useless without ammo which come in 1-ton lots, so you can actually get three Small Lasers for the weight of one MG. That's 7.5 times the DPS per ton for a single Small Laser compared to the MG.

So the Small Laser has 7.5 times the DPS that the MG has when you look at DPS per ton. This would directly translate to a 3.0 DPS MG (0.4 x 7.5). Since several MGs can run off the same ammo, 3.0 is a maximum value.

Run the same calculations with four weapons (you don't want to run more than four MGs off a single ton of ammo):
4xMG: 0.16 damage / 3 tons
4xSL: 12 damage / 2 tons (75 times bigger alpha!)

4xMG: 1.6 DPS / 3 tons
4xSL: 4 DPS / 2 tons (2.5 times higher DPS)

2.5 times 0.4 is 1.0, which is then a minimum the MG needs to match the Small Laser.

So that gives us a range of increases between 1.0 DPS and 3.0 DPS to balance the MG.

Why don't we split the difference and try out a 2.0 DPS MG?

Edited by stjobe, 22 April 2013 - 06:38 AM.


#599 stjobe

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Posted 22 April 2013 - 06:46 AM

Also:

View PostBryan Ekman, on 22 March 2013 - 07:08 AM, said:

Zyllos: With many discussions on convergence of weaponry, has there been any discussions on why/why not more variability should be added to weapon fire, thus spreading the damage more across a target?

A: We’ve removed randomness from weapon firing in favor of skill.

Is that so, Mr. Ekman? The why does the MG still have spread?

Edited by stjobe, 22 April 2013 - 06:46 AM.


#600 HammerSwarm

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Posted 22 April 2013 - 07:29 AM

View PostMerchant, on 21 April 2013 - 05:35 AM, said:

I agree with the last paragraph including on other topics. However some of the argument here is actually separate arguments.

The rational of SDK-5K and CDA-3C needing this change is bogus. As I learned from being involved in game balance and design in other games, when a few units using a weapon have problems  you fix the units, not the weapon. There are other, bigger Mechs carrying a decent number of Ballistics, what happens when they have a buffed light weight MG? No mention or analysis.

It is like the time I spent involved at Amarillo Design Bureau (ADB) where they make some combat games based off Star Trek (the original, not the later stuff like Borg, Ferengi, etc.) and they had a starship combat shooter of their board game much like Mechwarrior is to CBT.

You take a race like the Federation, lots of ships of different classes all using the Photon. If a few ships had problems involving damage based on Photons, they did not fix the Photon, they redesigned the few ships. I have seen them do this in other cases such as when they had to fix an Orion ship found to have problems regarding Phasers, they did not fix the Phaser, they fixed the ship design.

To fix a weapon, the problem has to be universal to almost all designs.

If only a few units suffer, then you fix the unit designs not the weapon.

Further, if you suffer from few weapon choices, you find a new weapon to propose without violating canon.


Thank you for your well reasoned reply, I disagree and here is why. Machine guns are not limited to a few variants and within the current system I don't believe that their is a simple redesign that could fix this issue.

Any mech with ballistics slots suffers from not having a viable machine gun. Your point that a larger mech could use machine guns is well understood. I understand this and I want to point out why this is in my opinion incorrect. The reason is range. The range of a machine gun is 90m the max range is 200 meters. The A/C 2 is 720/2160. That is reason enough for me not to fear that as a primary weapon. It's simply not a good idea to boat machine guns because their range is not sufficient to close open ground.

Further more there is 1 mech with six ballistic slots, 4 mechs with four, and three with 3. There are eight mechs that would substantially benefit from a change. But that also means there are only 8 that could really pack in the machine guns. This in my opinion negates much of the argument that making these better would make them too powerful. When something like SRM or Lasers can already be boated in this way and have greater, and in some cases much greater range.

So returning to my assertion that all mechs suffer from not having a viable light ballistic:Two mechs I'd like to focus on for this. The Atlas D and the Trebuchet 7K. The Atlas D has 2 ballistics slots as does the trebuchet, both are in a torso opening up the  AC/20 as an option but adding that removes the flexibility of the XL engine. Other options that you can use there can be stacked but become quite heavy very quickly. Weight is less of a problem but is certainly relevant in an atlas. This is the bottom line. Having a viable light weight ballistic would benefit both mechs because they could include a short range defense weapon while relying on long range missiles or lasers to remain balanced. Any effort to use both slots otherwise adds lots of weight and takes up many critical slots limiting flexibility for being unique. Currently to utilize both ballistic slots in the torso you have a minimum of 12(13) tons and a maximum of 22(23) tons. The weight to utilize to energy slots? 1 ton. Two missile slots? a more moderate 2(3) tons.

Because of hard point restrictions, because of range, weight, and critical space machine guns need to be viable not just for mechs that can carry 3-4-6, but for mechs that can carry 1-2. 32 mechs have ballistic slots, and all 32 of them a currently forced to use a 6(7) ton weapon if they intend to fill that slot with anything useful.

So the question for me isn't should we buff the machine gun, it's to what level should we buff the machine gun. I personally think 2-3 DPS would be reasonable for a weapon with a range of 90m, that is ammo dependent, and has to be constantly fired to be effective. Some people would argue more but I think when the ridiculous cone of fire is removed the level I have suggested will be sufficient to see some machine guns used.

Edited by HammerSwarm, 22 April 2013 - 07:31 AM.






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