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Alpha Vs. Chain Fire: It Can Be Done Better


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#21 Macheiron

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Posted 18 April 2013 - 08:03 AM

View PostArmageddonKnight, on 18 April 2013 - 07:34 AM, said:

I think the best course of action would be to reduce heat capacity and increase heat cooldown rate. Thus making super large alphas like 6PPC's next to impossible without shutting down within 1 alpha. But allow chain firing because you have faster cooldown.

This change would require engines to give less heat capacity, and require heatsinks to give more cooling. Maybe a good case to change DHS to actual 2.0x all around.


This makes more sense than anything i've seen. For those who would cry about 9SL hunchbacks having no end of firing, if you let him get that close you deserve to die.

#22 somedood

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Posted 18 April 2013 - 08:15 AM

View PostSkyfaller, on 18 April 2013 - 07:13 AM, said:

The heat scale penalties are practically nonexistent. Like i said a mere 5% heat extra from firing 6 PPCs at once is not a major game changer that would make me really think if I should alpha strike every time rather than chain fire.


There are no heat penalties for alpha firing over chain firing right now. The reason you are seeing 5% extra heat after firing on alpha vs. chain fire is because when alpha firing 0 seconds have passed from firing to not firing, but a little more than 2 seconds have passed between firing an not firing when using chain fire. If you wait those same 2 seconds after alpha firing your heat will be the same as chain fire.

Chain fire on the same weapon group really only makes sense when it obstructs the enemies view, like with missles, or if you're not sure you'll make the shot.

#23 Skyfaller

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Posted 18 April 2013 - 09:28 AM

View PostGideon Grey, on 18 April 2013 - 07:16 AM, said:

And when someone runs a macro that fires those 6 PPCs in a chain with a 5ms delay between each firing, resulting in all 6 firing within a quarter second or so, which is virtually instantaneous and gets the chain fire "benefit"?

Or you hard code it to prevent this by penalizing any overlapping firing time at all (only pure chain fire) then you massively penalize the light pilot who fires several medium lasers in rapid succession... Or do you do this for only PPCs? Which seems arbitrary...

I think as has been said, the only true and fair fix is to have true heat penalties for running hot as in TT. This solves a multitude of issues.


They could add as you say, a 0.25 sec delay between weapon groups being fired (a sort 'weapon group chain firing') to prevent the pinpoint damage of all those weapons firing at once.... which would make the standard chain fire option more agreeable due to the heat dissipation bonus. That way even if a person places each of the 6 PPCs (or whatever weapon) in its own weapon group and macros all 6 to fire at once with one keystroke, they would each fire 0.25 secs apart...and the damage likely will not all hit the target mech in the same spot (unless its sitting still..).

View PostMeatForBrains, on 18 April 2013 - 07:29 AM, said:

While i think there is some merit, i think the penalty to alpha (2 second penalty) + incentive for chain (-2 heat) aren't necessary.


Both are needed once you run the numbers. If you leave the penalty but no bonus to chain there is little incentive to chain them. If you only leave bonus to chain then the advantage of insta-max damage @ pinpoint location far exceeds the benefit of a chain fire heat bonus.

Quote

Also 2 seconds is too much. Just doing 1 second penalty per each additional weapon and nothing else would get you where you want to be. But then again, what if you were to chain fire weapon groups? 2 med lasers, then 2 large lasers?
How would you address that?


Weapons have a 2-3 second delay in firing already. If you make it 1 second then the penalty just doesnt work as far as the benefit of alpha over chain. The weapon type or size does not matter..the heat bonus/penalty applies to any weapon. 2 med lasers in one group and 2 larges in another group chain fired would still get a -2 heat bonus per weapon.

Think about it... 4 weapons. Lets say its 4 mediums since the penalty is the same no matter the weapon.If its a -1s delay per gun. If we assume 100 heat capacity then:

0 seconds: Fire. 20 heat generated upon alpha'ing 4 med lasers.
1-4 seconds: weapon timer & penalty to cooldown from alpha take place.
5 seconds: 20 heat begin to dissipate.
6 seconds: fire. +20 heat. Total heat is probably now 38-39 since there was no time to dissipate.
7-9 seconds: weapon timer & cooldown penalty
10 seconds: last second of penalty timer & weapon ready to fire. So you fire again. heat is 60 now.

and so on. You can fire about 4 alphas of 4 med lasers. 4 seconds later it begins to cool off. That's not much of a penalty to you that would make you think a bit more about alpha striking. But if you use 2 sec delay the delay after you nearly overheat is 8 seconds before it begins to cool down. That can be a seriously crippling thing for any mech.

Lights and fast mediums have the advantage of controlling when they engage and disengage so for them alpha striking to near shutdown and breaking off to cool off is permissible. Heavies and assaults oth would find alpha striking to be useful in select situations.

Quote

At what point to do decide that a weapon is considered boated? Your definition is after the first weapon?

Or are you just saying that if you shoot ALL weapons does this apply? What if you're carrying LRMS, that would break that mechanic as well.


Its not about boating per say. Its the firing of so many weapons at once. more than 1 weapon in weapon group set to fire at once = alpha striking with that weapon group. Thats the rule of thumb. LRMs are no different than any other weapon.. you chain fire them or alpha fire them.

There are only three that are exempt from the heat penalty and heat bonus: TAG, MG's and Gauss since they generate no heat. Ive never used narc so im not sure if it uses heat when it fires..if it does not add it to this list.

View PostMustrumRidcully, on 18 April 2013 - 07:32 AM, said:

A problem with the alpha example is. Those alpha strike mechs dissipate heat already very slowly compared to how fast they build it up. It doesn't matter to them because they have enough heat capacity to fire 2 alphas or so and deliver so much damage that it can cripple an enemy mech.

If every mech weapon would deal only half the damage it would deal now, then that alpha strike boat would not be interesting anymore - it deals too little damage, if it wants to achieve something, it needs the ability to sustain its fire.


Thats what im trying to get to here except its through heat dissipation penalty/bonus. You cant reduce damage in any way because the alpha strike benefit is high damage applied in one spot at once. If you halve mech damage the alpha strike is still an alpha strike and becomes an even better choice than chain fire. However, if you penalize/bonus the heat dissipation then the alpha becomes dangerous to use but still useful in select circumstances..and chain fire bonus enables sustained fire but without all damage being unloaded into one spot at the same time.

View Postsomedood, on 18 April 2013 - 08:15 AM, said:

There are no heat penalties for alpha firing over chain firing right now. The reason you are seeing 5% extra heat after firing on alpha vs. chain fire is because when alpha firing 0 seconds have passed from firing to not firing, but a little more than 2 seconds have passed between firing an not firing when using chain fire. If you wait those same 2 seconds after alpha firing your heat will be the same as chain fire.


Yes I am aware of that. Thats why im saying that it makes no sense to bother with chain fire just for that measly 5%. This is why Im proposing an actual heat dissipation penalty for alpha and heat dissipation bonus for chain.

Edited by Skyfaller, 18 April 2013 - 09:45 AM.


#24 LordBraxton

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Posted 18 April 2013 - 09:30 AM

View PostDishevel, on 18 April 2013 - 06:55 AM, said:

A few of my builds have chain fire groups.
Of those that do, it gets used.

Two real changes need to happen.
A: This is war and sometimes your number is just up.
When you get blasted to hell immediately after tuning a corner. Deal with it. Stop the QQ.
B: Chain fire needs to be more customizeable. I should be able to choose intervals. .15 sec, .25, .5, .75, 1.0 secs.
On a 6 LL Stalker you could set the chain so that it starts firing one laser before the other is done.

What should happen is that players should have more choice. More, not less.


Wtf chain fire is customizable its as fast as you want to click?!?!

am I crazy?

#25 Lukoi Banacek

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Posted 18 April 2013 - 09:37 AM

View PostSkyfaller, on 18 April 2013 - 06:32 AM, said:

Devs,

Currently the preference for alpha striking (which in my definition is to fire all weapons in a single group at once) is a no-brainer over chain firing due to the mechanics of the game favoring instant direct damage over heat management.

For example, if I boat six PPCs in a stalker and alpha fire them the heat rises to 60%. If I chain fire them, by the time the sixth PPC fires the heat is 55% (the mech cools off 5% total in between the chain fired PPCs).

That is a very small benefit to chain fire over the massive advantage of hitting a target with such heavy damage all at once with an alpha strike.

So, why not make both alpha and chain fire have their own unique benefits and penalties?

Alpha strike:

Benefit: Instant damage from all weapons.
Penalty: Heat dissipation ceases for 2 seconds per weapon fired.

Result: The mech can fire an alpha strike but it will not start to cool off for a while. Alpha firing 2 weapons is a 4 second penalty.. alpha firing a boated 6 ppcs results in 12 seconds of no heat dissipation.


Chain Fire:

Benefit: Increased heat dissipation of -2 heat per weapon fired.
Penalty: Damage output is lowered and spread out as the weapons chain fire.

Result: Chain firing the 6 PPCs would result in a -12 heat total buildup but it delivers the damage slower and very likely not to the same hit box location.


The overall result of these changes would be obvious: Combat becomes a lot more fluid in the sense that it will rely a lot more on maneuvering, aiming and damage distribution torso twisting. Combat no longer is instant death as you receive massively boated alpha strikes as the norm in any map. Battle becomes longer and more involved.

Alpha strikes are still possible however the penalty makes it undesirable as a first choice option... but it is still a very good and valid option when delivering a massive blow is worth the heat dissipation delay (aka you sneak behind a mech with hurt rear armor and you know one alpha would ruin his day.. well worth 12 seconds since you can run to cover for 12 seconds if it doesnt).


I don't even pilot a 6PPC anything and I think your concept of a 12second penalty is HORRIBLE. Seriously.

That's just ridiculous.

#26 MaddMaxx

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Posted 18 April 2013 - 09:59 AM

Reduce the base Heat Threshold. (<HeatSinkStats cooling="0.1" heatbase="-1.0"/>) -> <HeatSinkStats cooling="0.085" heatbase="-0.850"/>

or

Add a Stacking Heat Penalty, per weapon of the same type, over the second. 12%-15% per should be sufficient. PPC = heat="8.0" +15% per.

1 -> 8.0
2 -> +8.0
3 -> +9.2
4 -> +10.58
5 -> +12.17
6 -> +13.99

= 62 heat vs the original 48 heat. :P

Edited by MaddMaxx, 18 April 2013 - 10:02 AM.


#27 Skyfaller

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Posted 18 April 2013 - 12:02 PM

View PostLukoi, on 18 April 2013 - 09:37 AM, said:


I don't even pilot a 6PPC anything and I think your concept of a 12second penalty is HORRIBLE. Seriously.

That's just ridiculous.


Do you fire 4 to 6 weapons at one time when they are all in the same weapon group? Thats what its all about, not just PPCs (they're just the best example to use). The 12 second delay from firing 6 weapons at once, before heat dissipation begins is the very 'ridiculous' thing you need to consider before firing an alpha strike. Is it worth it to unload max damage in this spot of the enemy mech if I have to wait 12 secs for my heat to start going down?

Its about tactics and strategy..heat management and aiming. Right now you dont even have to think about those things.. you spot enemy mech, aim a bit, fire alpha strike .. or two.. or three... because thats the best way to deal damage. With this change you would be much better off with chain fire with its heat reduction bonus UNLESS the alpha strike with the penalty would really benefit you.

#28 Chunkylad

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Posted 18 April 2013 - 12:07 PM

View PostAnnoyingCat, on 18 April 2013 - 06:37 AM, said:

NO

View PostKarl Streiger, on 18 April 2013 - 06:38 AM, said:

YES

View PostVolt Opt Construct, on 18 April 2013 - 06:47 AM, said:

MAYBE

Best first 3 posts I have ever seen on these forums.

More on topic: I would like to see bonus heat generated for alpha striking, say if all of your weapons currently generate 60% heat now, adjust it for another 10-15% heat.

#29 Royalewithcheese

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Posted 18 April 2013 - 12:29 PM

FWIW, both my jagers run chain fire. It's essential for UAC/5s, and it's situationally useful on the AC/20 for legging lights and conserving ammo on stuff that will die in 20 damage. I'd imagine that pretty much every Stalker pilot also runs chain fire for when the full alpha is overkill.

#30 Quxudica

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Posted 18 April 2013 - 01:09 PM

View PostSkyfaller, on 18 April 2013 - 07:13 AM, said:


Alpha in my definition is firing all weapons in a group at once (not chain fired). This means 2 med lasers in a group or 9 med lasers in a group. Key point is: in the same group.

If you have 6 weapons and split them into 2 sets of 3 and fire them all at once you get -2 sec penalty per weapon fired non-chain in the weapon group. Still a total of 12 seconds penalty.

If you split the 6 weapons into 3 weapon groups of 2 each and chain fire all 3 weapon groups you would get 3 weapons firing at once per weapon group and all 3 weapon groups granting -2 heat per weapon fired. Thing is, 3 would be the MAX number of weapons your mech can fire 'at once' under chain firing multiple weapon groups simultaneously... which in essence is the whole point of it: no alpha strike of all boated weapons. For that, you simply assign a weapon group with all boated weapons for your penalty-incurring alpha strike needs.

Since you cannot load more than 2 AC20s in a mech (as far as I know) these would be only 'boated' weapons that can simply be fired with no heat penalty or bonus if they are in separate weapon groups. Gauss generates no heat so its a non-issue on the 3-gauss boated mechs. PPCs and all other weapons is where this becomes really useful.



The heat scale penalties are practically nonexistent. Like i said a mere 5% heat extra from firing 6 PPCs at once is not a major game changer that would make me really think if I should alpha strike every time rather than chain fire.

Coolant? Hey its up to the player. It makes no difference if they use coolant now to pump in a few more alphas or after this change to drop their heat during the X seconds of no dissipation to fire some more. Remember the chain firing opponents are literally getting a coolant-like bonus per shot when chain firing. Its nothing closer to P2W than it is now... its simply a different way of doing it.


The massive power advantage coolshot would provide with a zero heat dissipation mechanic in play is so obvious I'm really not sure how it could be made any clearer.

Also you seemed to not get what I was refering to by the TT heat penalties. The hotter a mech runs and the longer it runs hot it starts seeing gradual degredation in performance. It gets increasingly slower in speed as well as torso twist and arm movement rates. It starts taking longer to turn, suffering higher and higher turning arcs, its twisting and arm movement arcs shrink, weapon accuracy deteriorates, it cools slower and if you maintain a heat level over a certain point for to long you start risking your ammunition cooking off and exploding just from your own heat (currently this only happens if you overide above 100%). Finally if you run too hot to long you start risking pilot death as they can cook in their cockpit. This penalty scale is non-existant in MWO currently despite being a major component of the heat system in TT. It may not solve all the problems itself but it would go a long way to making heat management more interesting. Without the penalties Heat becomes a binary system, either you shutdown or you don't.

#31 Tuku

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Posted 18 April 2013 - 01:16 PM

The alpha strike heat thing I agree with....However chain fire lowering damage seems off to me. Let me tell you how I run my 6LL stalker

First my weapon groups.

1. Alpha Strike
2. Arm Lasers only (For firing down hills and lower heat option)
3.Alpha Strike with Chain Fire on (When I start getting up there in heat I burst fire my Large lasers and keep an eye on my heat bar to make sure I am not going to overheat)

As far as I known this is the intended use of chainfire. Multiple weapons of the same type firing at the same time switched over to a mode that allows them to be fired one at a time for better heat dissipation. The idea being that out of 6 maybe you fire 3 of your large lasers, then one, then 3 more, then cool down a bit, then 4 more, then finally you get enough of a breather to go back to your 4 laser or 6 laser weapon group for a bit. Lowering the damage gives me no reasion to use chain fire because I am firing less anyway in chain fire so why not just wait for the heat to come back up for another alpha strike?

#32 Victor Morson

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Posted 18 April 2013 - 01:17 PM

Chain fire: The thing people keep thinking is useful, but usually never is.

Almost every time I've seen someone use it to "distract more" or "cause more chaos" all they do is hurt their overall DPS.





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