Force Chain-Fire Of Direct-Fire Weapons
#1
Posted 02 May 2013 - 06:00 AM
I have watched this game go from a good mixture of short and long range moderate-duration brawls to super-alpha-warrior-online. This has always existed, but the current weapon balancing has GREATLY exacerbated the issue. I am currently seeing a ton of support for changing the heat system, or slowing convergence. These are not solving the underlying issue that ruins gameplay!
We have gotten ourselves cornered by not realizing the underlying issue, what we honestly have issues with; the fact that we are losing a good game and punchy-robot-goodness to insta-alpha warfare. Think of every build we have raged about short of the cheeze (ECM and Rock-n-Roll SSRM) but otherwise...
SRMcat - direct-fire alpha (pre-nerf, now SRM's are worthless)
Gaus/AC20cat - direct-fire alpha
Gaus/AC20jag - direct-fire alpha
JumpSnipe - direct-fire alpha
Highlander - direct-fire alpha
PPC-Stalker - direct-fire alpha
These builds do not lead to good battles or what can be considered honorable game-play. These lead to sneeky-peeky full-out alphas and tactics to minimize exposure. If you run one of these builds, you stick near cover because you know you can alpha and duck down for the recycle time. If you run against one you now have to similarly play peek-a-boo, for the fear of not seeing these enemies before you take a 30-60dmg alpha to the face.
So, in-short, my suggestion is to make Gauss/PPC/AC20 fire with a delay between them. Maybe 1/2-second between direct-fire weapon shots? That 60dmg stalker-alpha or 45dmg highlander-alpha isn't so scary spread across a few components as you twist away and assess the situation.
No more *BANG* (critical damage) or *BANG* (light leg destroyed)
Thoughts?
--billyM
#2
Posted 02 May 2013 - 08:02 AM
I don't think putting hard limits on how you use your weapons/loadout is a good idea.
I would rather see a heat-based soft limit, where player skill with resource management (HSs, heat management, weapon firing, etc) is what 'limits' the player. It's only a hard limit when you're so hot you explode.
Directly restricting the player, I don't think is good here.
Indirectly restricting the player (heat damage, etc) is the better option, IMO.
#3
Posted 02 May 2013 - 08:04 AM
#4
Posted 02 May 2013 - 08:23 AM
the time between fireing weapons would make carrying more than 2 irrelevant as for e.g your saying a 2sec cooldown 1ppc 2 secs 2nd ppc 2secs thats 4 secs so i can fire my 1st again which has a 3sec cooldown so why would i then mount more than 2
also this cooldown your saying to stop them from been fired all at once means that a 6ppc stalker is worse than a raven 4x as it cant fire its weapons at any decent speed
every map has loads of cover use it
what is need'd is more maps some with lots of cover on large maps some small maps with near no cover and some in the middle and a load of dif variations even large maps with no cover
river city night is horrendous to use norm ppc's as u just turn a corner and ur within 90m o dear ect ect
take your time b4 moving from cover to cover is the advise ill give u
buckfast
#5
Posted 02 May 2013 - 09:16 AM
Boating and alpha strikes are not the problem; boating is canon (see the Hunchback 4P) as are alpha strikes. The overuse of each of these is a symptom of two balance issues; pinpoint damage and a flawed heat system. The ability to do 40+ points of damage at long ranges while suffering negligible heat effects are driving the most used FOTM builds right now.
BattleMechs are designed from a game design PoV to have damage applied in a spread out manner based on the probability curve of 2d6; it's how their armor is laid out. Pinpoint damage allows players to focus all damage on a single hit location of a target. The armor layout of BattleMechs is not designed to absorb damage from multiple weapons striking all the same hit location, people have figured this out. By including the pinpoint damage mechanic PGI is encouraging players to use builds that employ weapons that deliver all damage immediately: ballistics and PPCs.
On the heat side of things, by adding 30 'invisible' heat sinks to a 'Mech's heat capacity while completely throwing off the heat generation/dissipation cycle ratio PGI compounded the pinpoint damage issue by making it totally viable to alpha strike multiple high heat weapons without danger of exceeding heat capacity. Sure, depending on your build you may not be able to alpha again as soon as your weapons finish cool down, but you can do it not too long after. Add to the artificially high heat cap the lack of any real penalties for running your 'Mech at 99% heat all day long.
So why did we only just start seeing the multiple PPC builds showing up in force this past month?
Four words: Ballistics Host State Rewind.
Once the PPC received the benefit of HSR it became the perfect weapon to take advantage of the perfect storm of pinpoint damage and artificially high heat capacity. Given current conditions the PPC fits the bill for alpha builds perfectly: it's a ton lighter than the lightest burst damage weapon (the AC 2 at 8 tons), doesn't require ammunition, has a decent recycle time and does good damage.
My opinion for fixing the situation? Develop some sort of damage spread mechanic (or find some other means preventing ridiculous amounts of pinpoint damage), remove the 30 'invisible' heat sinks from the heat capacity, switch the heat generation/dissipation cycle ratio back from the current 3:1 (ish) to a roughly 1:1; and if we're going whole hog, re-institute those 30 'invisible' heat sinks as the 'overheat' scale complete with penalties to things like movement and weapons accuracy as you climb the heat scale.
#6
Posted 02 May 2013 - 12:41 PM
#7
Posted 02 May 2013 - 01:03 PM
#8
Posted 02 May 2013 - 05:12 PM
#9
Posted 02 May 2013 - 05:24 PM
In short, think for yourself.
#10
Posted 02 May 2013 - 06:37 PM
I vote No.
#11
Posted 02 May 2013 - 07:11 PM
BillyM, on 02 May 2013 - 06:00 AM, said:
I have watched this game go from a good mixture of short and long range moderate-duration brawls to super-alpha-warrior-online. This has always existed, but the current weapon balancing has GREATLY exacerbated the issue. I am currently seeing a ton of support for changing the heat system, or slowing convergence. These are not solving the underlying issue that ruins gameplay!
We have gotten ourselves cornered by not realizing the underlying issue, what we honestly have issues with; the fact that we are losing a good game and punchy-robot-goodness to insta-alpha warfare. Think of every build we have raged about short of the cheeze (ECM and Rock-n-Roll SSRM) but otherwise...
SRMcat - direct-fire alpha (pre-nerf, now SRM's are worthless)
Gaus/AC20cat - direct-fire alpha
Gaus/AC20jag - direct-fire alpha
JumpSnipe - direct-fire alpha
Highlander - direct-fire alpha
PPC-Stalker - direct-fire alpha
These builds do not lead to good battles or what can be considered honorable game-play. These lead to sneeky-peeky full-out alphas and tactics to minimize exposure. If you run one of these builds, you stick near cover because you know you can alpha and duck down for the recycle time. If you run against one you now have to similarly play peek-a-boo, for the fear of not seeing these enemies before you take a 30-60dmg alpha to the face.
So, in-short, my suggestion is to make Gauss/PPC/AC20 fire with a delay between them. Maybe 1/2-second between direct-fire weapon shots? That 60dmg stalker-alpha or 45dmg highlander-alpha isn't so scary spread across a few components as you twist away and assess the situation.
No more *BANG* (critical damage) or *BANG* (light leg destroyed)
Thoughts?
--billyM
No.
Sorry but it's a stupid idea. Wow....my stream of fire direct fire MGs now have to chainfire? Even more useless?
#12
Posted 02 May 2013 - 11:43 PM
#13
Posted 03 May 2013 - 12:04 AM
I would love to see a game mode implemented that consisted of purely stock mechs, it would make the game a lot more challenging and fun.
#14
Posted 05 July 2013 - 02:45 AM
Alpha Strikes may be canon, but Convergence + Group Fire is not canon.
But it's not really relevant whether something is canon. The question is - is something balanced?
And Convergence + Group Fire means that it's always better to boat then to mix weapons. You will never be able to balance a canon boat against a canon mech with a mixed weapon loadout. And that's bad for the game, because players will perfer generally what works, and if that means everyone has to drive a 4 PPC Stalker or a Dual AC/20 Jagermech or (hypothetical future, but definitely canon) or Triple Gauss RIfle Thunder Hawk, theyll just do it.
And just realize, when PGI gets greedy or desperate, they will sell you these boats for MC.
Edited by MustrumRidcully, 05 July 2013 - 02:45 AM.
#15
Posted 05 July 2013 - 06:41 AM
Edited by Drunk Canuck, 05 July 2013 - 06:44 AM.
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