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How You Actually Balance Damage


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#1 Rhent

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Posted 28 April 2013 - 11:22 PM

You do not decrease the damage that a weapon does or screw with aiming. What you do is increase the firing delay with a corresponding increase in the heat generated to keep the HPS to be the same as it was before.

In 6 seconds a 4PPC Stalker can put 120 pin point damage, and on the 3rd shot as long as he's moving backwards on a ridge, he'll fall back as he's shutting down.

Lets say the PPC went from 3 seconds 10 heat (2.6 hps) to 13.3 Heat 5 seconds (2.6 hps) for firing. You still have the same heat issues with the PPC, you still do the same damage as you did before, however you can't do 120 damage in 6 seconds, its 120 damage in 10 seconds. You can't spam your shots now due to the reload. If you fire, you had better hit or you are going to pay for it.

#2 Karl Streiger

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Posted 28 April 2013 - 11:25 PM

View PostRhent, on 28 April 2013 - 11:22 PM, said:

You do not decrease the damage that a weapon does or screw with aiming. What you do is increase the firing delay with a corresponding increase in the heat generated to keep the HPS to be the same as it was before.

In 6 seconds a 4PPC Stalker can put 120 pin point damage, and on the 3rd shot as long as he's moving backwards on a ridge, he'll fall back as he's shutting down.

Lets say the PPC went from 3 seconds 10 heat (2.6 hps) to 13.3 Heat 5 seconds (2.6 hps) for firing. You still have the same heat issues with the PPC, you still do the same damage as you did before, however you can't do 120 damage in 6 seconds, its 120 damage in 10 seconds. You can't spam your shots now due to the reload. If you fire, you had better hit or you are going to pay for it.

Its 180 dmg in 6 secs. (fire -3s - fire -3s fire)
Including a shut down

Everything that will go the other direction but to buff and buff and buff - any weapon system that looks lack luster at the moment is a good one.

#3 Rhent

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Posted 28 April 2013 - 11:29 PM

View PostKarl Streiger, on 28 April 2013 - 11:25 PM, said:

Its 180 dmg in 6 secs. (fire -3s - fire -3s fire)
Including a shut down

Everything that will go the other direction but to buff and buff and buff - any weapon system that looks lack luster at the moment is a good one.


It's 120 damage for a 4 PPC Stalker. I don't consider the 6 PPC a build, its just horrible for putting out large numbers.

Volley 1: 40 damage
wait 3 secs
Volley 2: 40 damage (40 + 40 = 80)
wait 3 secs
Volley 3: 40 damage (80 + 40 = 120)

#4 Karl Streiger

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Posted 28 April 2013 - 11:30 PM

View PostRhent, on 28 April 2013 - 11:29 PM, said:

It's 120 damage for a 4 PPC Stalker. I don't consider the 6 PPC a build, its just horrible for putting out large numbers.


Sorry my mistake...

#5 Lefteye Falconeer

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Posted 29 April 2013 - 01:26 AM

It's insane. I am pretty sure they are aware though, so it will be fixed. Let's just hope they don't break something else in the process.

#6 MustrumRidcully

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Posted 29 April 2013 - 01:58 AM

View PostRhent, on 28 April 2013 - 11:22 PM, said:

You do not decrease the damage that a weapon does or screw with aiming. What you do is increase the firing delay with a corresponding increase in the heat generated to keep the HPS to be the same as it was before.

In 6 seconds a 4PPC Stalker can put 120 pin point damage, and on the 3rd shot as long as he's moving backwards on a ridge, he'll fall back as he's shutting down.

Lets say the PPC went from 3 seconds 10 heat (2.6 hps) to 13.3 Heat 5 seconds (2.6 hps) for firing. You still have the same heat issues with the PPC, you still do the same damage as you did before, however you can't do 120 damage in 6 seconds, its 120 damage in 10 seconds. You can't spam your shots now due to the reload. If you fire, you had better hit or you are going to pay for it.

I don't think that would help all that much. The initial alpha strike damage will always be the biggest issue, and you don't reduce it with this approach. For PUGs, it migh thelp, sionce there is typically no big sniper coordination going on, for Premades I am not so sure.

But if someone wanted to use PPCs for DPS, not alpha damage, your change will make it completely useless. 2 DPS with 2.6 HPS for 7 tons? Laughable.

#7 Rhent

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Posted 29 April 2013 - 07:06 AM

View PostMustrumRidcully, on 29 April 2013 - 01:58 AM, said:

I don't think that would help all that much. The initial alpha strike damage will always be the biggest issue, and you don't reduce it with this approach. For PUGs, it migh thelp, sionce there is typically no big sniper coordination going on, for Premades I am not so sure.

But if someone wanted to use PPCs for DPS, not alpha damage, your change will make it completely useless. 2 DPS with 2.6 HPS for 7 tons? Laughable.


Actually the system I laid out completely fixes the PPC OP'ness and can be applied to Gauss Rifles (keep the damage the same, but increase the delay on firing).

PPC users tend to bracket their shots against lights because their first fire is used to bracket the light. The light now has 3 seconds to adjust their speed or zigzag. The PPC user then fires a second volley and has a good chance at hitting. If the PPC user misses, he should have the light mechs speed down and can remove a leg, all of this was done in 6 seconds. Now increase the time to 5 seconds between shots, with the same effective heat, and the light mech has 10 seconds to get out of there before death.

It typically takes me 3 volleys (6 seconds) to leg a light going at 150KPH. Increase the time for PPC's to 5 seconds a shot, and the light mech now has 10 seconds to react and close on me, rather than 6 seconds OR they have more time to escape.

The other alternative to increasing the firing delay and increasing the heat, is to decrease the actual damage that PPC's do. And frankly, with doubled armor, decreasing PPC damage is NOT a good idea. Conceivably, all related Ballistic Weapons would have their damage reduced including some energy weapons as well. You can't have a PPC doing the same damage as a Large Laser.

Edited by Rhent, 29 April 2013 - 07:07 AM.






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