Apparently Everyone Has Forgotten
#41
Posted 01 June 2013 - 08:30 AM
However, why can you fire all your weapons at once? Is it necessary to have the game work that way? Or could the game include something like a quarter-second delay between weapons, enough that a moving target has a fair chance of spreading damage even from pinpoint attacks?
Perhaps lasers, flamers, and machine guns (which already have damage over time) and missiles (which already scatter) can all be fired in one burst. But ballistics and PPCs would have an enforced staggered firing rate, so if you had 4 AC 2s it would be like a series of sixteenth notes in music.
The really skilled pilots would be able to track and continue leading, but at least the target would be able to torso twist and spread some damage, instead of taking a full alpha to the Center Torso.
What do you think?
#42
Posted 01 June 2013 - 08:37 AM
Obadiah333, on 31 May 2013 - 10:21 AM, said:
The problem (and this has been pointed out infinite times) is that the penalties for overheating are not severe enough. Why is poptarting / high alpha the current meta? Becuase there is no fear of overheating. Pop up, alpha strike, overheat, drop behind cover, shut down, restart - rinse and repeat. I'm only stating this becuase I'm tired of reading the Nth forum topic on why PPC's are too OP.
We didn't forget anything - your assessment is simply wrong. If this was indeed the case, we would be seeing all sorts of energy boats and complete lack of ammo-based weapons. In reality, we only see PPC/ERPPC+Gauss combos with a few AC20 boats around. Most of those configs don't run very hot anyway.
#43
Posted 01 June 2013 - 01:48 PM
Aim64C, on 01 June 2013 - 06:24 AM, said:
To be fair, the way the OP words it is... kind of ridiculous.
Graded heat effects would be fine as things start to get hotter. Making it more difficult to practically use your weapons would work quite well. Slowing down wouldn't be as big of a deal (except for lights... of course, shutting down is a very, very bad thing for them - contrary to the 6ppc stalkers).
Maybe I didn't explain it clearly. In the original rules and lore, the "muscle" system of the mech is adversly affected by heat buildup, that's why it affects everything on the mech. That's why it makes sense. Shutting down, in lore at least, and to a degree in the tabletop meant the fight was over for the affected mech.
Of course, the degree to which heat affects things is a matter of discussion in every battletech based game I guess.
IceSerpent, on 01 June 2013 - 08:37 AM, said:
The main problem with those (ER)PPC+Gauss builds is not so much the sniping ability, where they spend 90% of their time not firing just jumping around or hiding behind rocks. It's that even when you get close, they still got 2-3 alphas in them so they can spam them with relative impunity. It only takes one mistake if you are close or even no mistake if you are in something big and slow. So even with a brawler build, you are at a disadvantage. At least, that's how I interprete the problem and imho, increasing the heat generation and adverse effects of it, would help quite a bit.
AC40s or Dual Gauss, don't run hot, but they have other problems which I tihnk are crippling enough by themselves.
Then, you got your 6 LL stalkers, but I do give them a pass since SRMs are being useless right now, they have no choice. And they run pretty hot anyways.
#44
Posted 01 June 2013 - 02:02 PM
dimstog, on 01 June 2013 - 01:48 PM, said:
The main problem with those (ER)PPC+Gauss builds is not so much the sniping ability, where they spend 90% of their time not firing just jumping around or hiding behind rocks. It's that even when you get close, they still got 2-3 alphas in them so they can spam them with relative impunity. It only takes one mistake if you are close or even no mistake if you are in something big and slow. So even with a brawler build, you are at a disadvantage. At least, that's how I interprete the problem and imho, increasing the heat generation and adverse effects of it, would help quite a bit.
I completely agree with your interpretation of the problem, but increasing overall heat generation would not help at all. Just to give you an example, my HGN jump sniper (2 ERPPC + Gauss) has 1.53 heat efficiency while my Jenner 7-D (4 ML + 2 StreakSRM + BAP) has only 1.28.
#45
Posted 01 June 2013 - 02:06 PM
#46
Posted 01 June 2013 - 02:28 PM
Edited by verybad, 01 June 2013 - 02:31 PM.
#47
Posted 01 June 2013 - 02:48 PM
Diablobo, on 01 June 2013 - 02:06 PM, said:
Then we have to completely revisit each and every weapon, the damage it does, and the recycle time involved.
Battletech was built around ten second turn lengths. It didn't matter whether you were firing a small pulse laser or a PPC - you were only able to fire once every 10 seconds.
That would make for a relatively silly real-time game - and still not properly address the issue (as you can fire each weapon once every ten seconds, but at any interval during combat you desire). Heat was calculated at each turn - which meant you were really only penalized if you fired enough weapons or included so few heat-sinks that your mech had heat remaining on its next turn.
I think there would be a way to simulate similar behavior in real-time. You simply use an algorithm that increases the severity of the negative effects the more heat has been built up and the longer it remains high.
Of course - we still might have to tweak lasers - reduce their damage a bit along with their heat generation.
It's still not a complete answer to the 6ppc stalker (unless we were to go to a more MW4-esque critical system... say what you will about it not mirroring battletech - but it did give each mech personality while also limiting the boating insanity to some degree) - but it's a partial one.
Although making missiles useful again might make some of the problem strategies far less viable in the long-run and serve to auto-correct the problem.
We think the problem is bad now... but from what I understand - host-state-rewind is only in partial effect for PPCs...
#48
Posted 01 June 2013 - 02:55 PM
CapperDeluxe, on 31 May 2013 - 10:27 AM, said:
Electronic and mechanical components absolutely degrade when heat becomes an issue (not too mention in TT you take aim penalties). Call it whatever you want. Motors not functioning well. Sensors giving bad readings. Gyros not work. Whatever, but having your targeting move randomly about in a small area due to things not quite working right makes a lot of sense.
#49
Posted 01 June 2013 - 03:35 PM
#50
Posted 01 June 2013 - 04:01 PM
megoblocks, on 01 June 2013 - 02:55 PM, said:
having the reticule drift slowly based on your last aiming motion could make for an interesting mechanic.
#51
Posted 01 June 2013 - 05:21 PM
The issue would be completely taken care of if the number of large - high alpha wapons were limited two for light - medium/ 3 for heavies and assaults either through a slot system or by some other factor like limiting the damage done on the heavier damage weapons based on the number equipped and fired at the same time - dimishing returns as it were. If mechs were limited by the number of large weapons that they could carry we wouldn't be having this discussion because noone would be complaining about big alphas. Oh wait, there would just be something new that people would complain about because we're all such an easy to please bunch.
#52
Posted 01 June 2013 - 05:48 PM
6PPC Stalker on Tourmaline Snipers Perch...
BZZZT, BZZZT, BBB........ *KARUMPH!* (screen goes white)
Gah my eyes! W T F wuz that? Mehhhh nuthin nother 6PPC Stalker trying to win by blinding everyone!
#53
Posted 01 June 2013 - 05:59 PM
NRP, on 01 June 2013 - 03:35 PM, said:
Most of the time, you don't overheat when theres enemies around. You can overheat when you're in an advantageous position, like JJing over an obstacle. Or, sniping a brawler.
#54
Posted 01 June 2013 - 09:52 PM
Gauss rifle, really, I wish the original btech made it have high heat. At least 5 or so... being cool running on top of long range, accurate, and hard hitting, it's just imbalanced with the rest of the stuff. Either that or if they had added another 5 tons to it...
#55
Posted 01 June 2013 - 11:32 PM
scJazz, on 01 June 2013 - 05:48 PM, said:
6PPC Stalker on Tourmaline Snipers Perch...
BZZZT, BZZZT, BBB........ *KARUMPH!* (screen goes white)
Gah my eyes! W T F wuz that? Mehhhh nuthin nother 6PPC Stalker trying to win by blinding everyone!
that would be very funny, and if it weren't too late i would suggest something like that for a one day april fool's joke patch.
just go into a match and see 3 bright flashes come up from a nearby ridge line. it would be epic.
Monky, on 01 June 2013 - 09:52 PM, said:
in table top i think it has a minimum range to help balance it out.
#56
Posted 02 June 2013 - 12:06 AM
IceSerpent, on 01 June 2013 - 02:02 PM, said:
I completely agree with your interpretation of the problem, but increasing overall heat generation would not help at all. Just to give you an example, my HGN jump sniper (2 ERPPC + Gauss) has 1.53 heat efficiency while my Jenner 7-D (4 ML + 2 StreakSRM + BAP) has only 1.28.
Oh, I see now what you mean. Well, for one, I believe we are - or at least I am - not talking about a change to heat penalties without revisiting the heat generation of every weapon.
What's more, personaly, I find the HGN loadout you mention quite sane, I wouldn't categorize it as a boat or even a poptart. It's the fact that in a pug, you currently find that aside from the Highlanders, every friggin Cataphract, Catapult, Trebuchet, Spider etc is carrying more or less the same loadout :-)
#57
Posted 02 June 2013 - 07:24 AM
I remember when I put loads of PPCs onto a mech in MechWarrior 3 and fired them all at once to see what would happen. I exploded instantly. I want that to happen sometimes, it's funny.
#58
Posted 02 June 2013 - 09:18 AM
This could show how EMP is effecting your systems without have a separate EMP metre/bar.
These EMP weapons and equipment have been causing all the problems with game balance since closed beta, it is about time they had a decent penalty.
Edited by Stardancer01, 02 June 2013 - 09:19 AM.
#59
Posted 02 June 2013 - 09:59 AM
I would say PPC, ERPPC, LL should all have to charge one at a time (using cycle time as the basis). Shot one, it recharges the current 4 seconds. Shot 6, and it takes 24 seconds for them each to sequentially recharge. of course, you can adjust this for balance but you get the point.
Edited by Chemie, 02 June 2013 - 09:59 AM.
#60
Posted 02 June 2013 - 10:02 AM
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