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Alphastrike Global Cooldown Formula


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#1 Unbound Inferno

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Posted 05 July 2013 - 03:26 PM

I am lazy today, so don't' expect me to format this properly, but I believe I should toss it out for people to think about if you can read it.

Multiplier x all weapon colldowns = global cooldown
Engine weight / Weapon Weight = multiplier

Global cooldown x multiplier = Total Global Cooldown

Total global cooldown – ((weapon recharge x number fired) – weapon recharge (preferring the largest))

Single shots unaffected, groups are. Paired weapon shots are also not afected, but affect the system.

The system rewards larger weapon loadouts and engine sizes with variety to make use of it, but penalizes minimal build designs like the PPC boats.

My main example to start is my Catapult C1, loaded with a XL315 engine, 4 MLs and 2 LRM10s
4 ML + 2 LRM10+ART = 16,
XL315 = 18
18/16 = 1.125 multiplier
(3.75 x2) + (3x4) = 19.5 x 1.125 = 21.9375 total global cooldown

Take Total Coooldown like a Heat scale. Each fired weapon follows the basic formula; Total Global Cooldown - ((Fired weapons x cooldown) – Fired Weapon Cooldown)
This leaves single shots unaffected. Grouped shots take a chunk out of the total cooldown.

On my example Catapult C1 I have 4 ML and 2 LRM10. Firing both LRM10 costs a ((3.75 x 2) – 3.75) = 3.75 cooldown. Subtracted from the global 21.9375 – 3.75 = 18.1875 left. As the recharge takes 3.75 I get that back before the next pair shot, so it does not affect the paired weapons at all.

My MLs are another story. I have 4 ML that costs ((3 x 4) -3) = 9 cooldown if fired together. Subtracted from 21.9375 – 9 = 12.9375 left. 3+1 duration gives 4 back so I have 16.9375 on the next that loses 9 again. 7.9375 plus that recharge for 13.9375 for the third shot leaving only 4.9375. By the time the fith comes around I cannot fire as I have only 8.9375 global cooldown but it costs 9. Wait a moment I can do it but am empty. To try again forces me to fire in single shots as the global cooldown recharges.

Let’s look at the typical Stalker build I am aware of; 4 er/PPC and a I’ll use one with a 310 STD engine.
4 er/PPC = 28
STD310 = 27.5
27.5 / 28 = 0.98 multiplier.

global cooldown starts at 16 for them, x 0.98 = ~15.71
~15.71 – ((4x4) -4) = ~3.71 remaining

The PPC stalker can fire one alphastrike. Then it must wait. The recharge takes 4 seconds regaining to ~7.71 so the next shot is only two, draining it again to ~3.71. This pulls it back to being only two then the next single shot PPC 0.5 seconds later according the formula doesn’t drain it but it recharges to ~4.21 so the fourth fires if he holds on. Depending on the waiting times he will be reduced to firing the doubles that recharged at only ~7.71 or until the cooldown recharges again for the third at ~8.21. Firing three drains it to ~0.21. The fourth will fire solo at ~0.71. The recharge on the main pair ends at ~3.71but he can't fire them and it would force single or he waits a fracton of time till he can. Subsequent third and fourth are back at single shots and he's reduced to firing only the pair until it recharges. The recharge would take ~12 seconds to let it fire all 4 again.

The build that really suffers are those that load out on weapons without an engine to support it. Certain ones may never be able to fire all weapons at the same time. I would take the 6x PPC build as a prime example.

Myself however would need to watch out on my A1 with 2x LRM10 and 4x LRM5 + Artemis
Weapon Weight = 24
XL255 engine = 12.5
12.5 / 24 = ~0.52 multiplier

My global cooldown starts at 20.5 but modified it is only ~10.66. I cannot fire a full salvo of missiles, and am forced to stagger fire almost all the time.

My C4 (if they ever fix LRM20s) has 2x LRM20s and 2x SSRM2
Weapon Weight = 24
XL265 engine = 13
13 / 24 = ~0.54 multiplier

Global cooldown 16.5 modified is ~8.91. However since I fire in paired weapons all the time it doesn't affect me at all. The recharge time for the next shot replenishes the global cooldown. In recards to when I use both it eats at it, but the number of weapons means its not an issue to me.



Anyway, if I was ever to tell PGi how to do a global cooldown to limit alphastrikes and help mitigate the pinpoint damage, this is what I would do.

#2 superteds

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Posted 05 July 2013 - 04:52 PM

have fun explaining that when a large portion of the playerbase doesn't understand torso/leg orientation.

#3 Unbound Inferno

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Posted 05 July 2013 - 04:56 PM

View Postsuperteds, on 05 July 2013 - 04:52 PM, said:

have fun explaining that when a large portion of the playerbase doesn't understand torso/leg orientation.

Ha! Its hardly meant for them. PGI could easily use it to have the global cooldown simplified to limit alphastrikes without removing them. The info's handy for the thinking designers for mechs to see how to min/max but still have limits.

Outside that, I have little reason to care what the new or unable to pilot think about it as it won't affect them at that point.


EDIT: Realistically it would be a bar scale, like the command icons, heat or JJ bar.

I think a horizontal bar above the map to display it would be best.

Edited by Unbound Inferno, 05 July 2013 - 05:13 PM.






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