One of the primary goals of PGI when creating this game is maintaining the feel of the battletech experience. Of course, a 1:1 real time translation is not how that's done, but maintaining some of the stats of each weapon system and maintaining their purpose in game. Currently MWO is the most balanced iteration of any mechwarrior game by a large margin, but I don't see that it really has the feel of battletech kept within it. Here are a list of trends that are maintained within the TT:
Energy Weapons:
- Damage to heat ratio decreases with range.
Smaller lasers are typically used as back-up weapons as the gap is closed. It is inefficient to use the larger lasers at close range (unless you have the heat for it) because it is more cost-effective to use your back up lasers.
- Damage per turn per ton decreases with damage.
Because of the nature of the RNG hit locations, larger weapons that can put all damage in one spot are valued more. To combat this, they are not as weight-efficient as their smaller counterparts.
Ballistic Weapons:
- Excluding the gauss rifle and the AC/2 (which we all know was trash in every game but MWO), the damage to heat ratio decreases with damage.
As before, weapons that are more capable of putting all damage on one spot are counterbalanced with less heat efficiency.
- Percent ammunition consumed per shot increase with damage.
Same reasoning here, the more capable a weapon is of putting lots of damage in one place, the less trigger-time it gets.
Missile Weapons:
- Damage to heat ratio increases marginally with salvo size.
This is to allow mechs to have a slight benefit of having all their missiles launch from one hit location. One LRM-20 is more easily destroyed than 4 LRM-5s, so there needs to be an upside for wanting to take the LRM-20. Same goes for SRMs.
- Damage per turn per ton remains same per type of launcher.
All LRM's are (roughly) the same, all SRMs are (roughly) the same, and SSRMs are less weight efficient than SRMs.
- LRMs are less heat efficient than SRMs
As with energy weapons, an increase in range means a decrease in heat efficiency.
Overall:
- Ballistics and missiles are more heat and weight efficient than energy
Counterbalanced by their large size, weight, and ammo dependence.
- Ballistics and energy weapons compliment each other with respect to range and heat.
Ballistics with shorter ranges have higher heat while energys with shorter ranges have lower heat, and vice versa. It allows for some mechs to focus on a certain range without being game-breakingly good or bad.
- A very large portion of stock mechs were built to be balanced and a threat at all ranges
Because of all of the aforementioned trends in the TT weapons, mixed loadouts are very nasty. They don't require high heat dissipation because they are only firing a portion of their weapons at any given time. This is especially prevalent on stock heavies and assaults, as smaller mechs usually don't have the tonnage to have balanced loadouts. However, a balanced mech that was caught fighting a specialized mech at the specialized mechs preferred range would generally be defeated.
- Heat is punishing
You very rarely want to push your heat in TT. Specialized builds are more capable of firing alpha strikes than balanced, but both are not capable of maintaining that amount of firepower for long.
When I think of TT battletech's way of designing mech loadouts, these trends come to mind. While some are maintained in MWO currently, I feel that the absence of a few key trends is troubling.
TT energy damage to heat hierarchy:
SL > ML > SPL > MPL > LL > PPC > LPL > ERLL > ERPPC
MWO energy damage to heat hierarchy:
SL > LPL > LL > ML > PPC > MPL > SPL > ERLL > ERPPC
Very backwards right now. At least the ERs are at the right side of the spectrum, but the rest is a mess, and likely was never considered during balancing. This is a very difficult thing to balance when you also have to consider the weight efficiency, which is actually currently in ok shape, considering.
On to ammo. I have yet to see any stock ballistic-centric mech that came with enough ammunition. "Enough" is subjective, but it's clear there's an issue when it's necessary to pack 10 tons of any amount of ammunition.
TT tons of ammo required per weapon(as per stock loadouts):
- AC/2: 0.5-1
- AC/5: 1-2
- AC/10: 2
- AC/20: 2
- UAC/5: 1-2
- LB 10-X: 2
- Gauss: 2
- MG: 0.5-1
- LRM5: 1
- LRM10: 1-2
- LRM15: 2
- LRM20: 2
- SRM2: 0.5-1
- SRM4: 1
- SRM6: 1-2
- SSRM2: 0.5-1
MWO tons of ammo required per weapon (as per anecdotal evidence through gameplay and other player's builds):
- AC/2: 3-4
- AC/5: 2-3
- AC/10: 3
- AC/20: 3-4
- UAC/5: 3
- LB 10-X: 3
- Gauss: 3-4
- MG: 0.5-1
- LRM5: 1
- LRM10: 2
- LRM15: 3
- LRM20: 4
- SRM2: 1
- SRM4: 1
- SRM6: 2
- SSRM2: 1
In order to keep stock ammo-dependent builds viable, the ammo amounts per ton need to be changed so that the bottom list roughly matches the top list. This is of course contrary to keeping the same amount of potential damage per ton, but I feel it's necessary for keeping everything viable.
Speaking of ballistics, the AC/2 needs work. In TT, this weapon was outside of the trend of the other autocannons and was also one the least used weapons in the game (assuming you ran non-stock builds). MWO's current iteration of the AC/2 is currently usable, but still not where it should be. It is the least heat efficient of all ballistic weapons and deals the least amount of damage, second only to the machine gun, which is not in-line with the other autocannons. Its heat needs to be brought down significantly, even as much as 75%.
Now missiles. They're currently being worked on, but it's clear that the damage on all missiles needs to increase, and the splash needs to be reworked (if not removed) so that the CT is not hit every time. It may be necessary to further increase the speed of LRMs, instead of increasing their damage, in order to get hit-rates in-line with tabletop hit rates.
Now on to everyone's favorite - high alpha builds. The mechanic that currently allows them to exist is the very high heat cap. It needs to be brought down hard (possibly remove that base 30 heat) and dissipation needs to increase (and I know I'm not the only one pushing for this). Applying penalties for firing multiples of the same weapon is only going to get exploited, and applying penalties for firing multiples of any weapon is only going to hurt people that don't poptart. Just a flat decrease in heat capacity, and and a flat increase in heat dissipation. High alpha builds are still threatening but don't have the ability put all of their damage at one spot at the same time. This will encourage chain-firing and will make alpha striking a last-resort fighting style for most. Also, single heat sinks should be considered viable when compared to DHS but that's another thread.
Of course, playing with heat dissipations will fudge up the relative heat efficiencies, so a complete remake of weapon stats would be necessary. I've made an example here, with 2x heat dissipation. When taking HPS into account, it falls close to how TT works, but without there being such a large performance gap between weapons:
This game is good, but I feel that it could be much better and much more in line with what we all pictured in our heads when we first heard of this game coming.
Disagree with any points at all? I understand that there is some reluctance to be had when completely redoing every weapon, but it would be the only way to accommodate a new heat system.
Edit: Formatting
Edited by EmperorMyrf, 02 June 2013 - 02:53 PM.