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Forget Heat Penalties: A Comprehensive Balance Solution To Alphas, Convergence, Poptarts, Boats, And Clans


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#221 Zyllos

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Posted 17 June 2013 - 06:48 PM

View PostHomeless Bill, on 17 June 2013 - 03:34 PM, said:

The problem I foresee is that anyone with four assaults could just spam drop without ever having to worry about down-time. I really hope that your suggestion is what they're doing, but I also hope they still plan to give financial incentives for lower weights (and this is coming from someone that prefers heavies and assaults).

Slightly, but it's my thread, and I get the feeling no one of any importance has read this far =P


This is really the only way I can see them implementing a tonnage factor without forcing players to play a mech they do not want.

Of course, they could use my idea for House drops while Merc drops, seeing as they are "more competitive", could have a set tonnage and the team will just have to talk among the other players on who is playing what.

#222 Voodoomancer

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Posted 17 June 2013 - 07:17 PM

View PostHomeless Bill, on 10 June 2013 - 05:00 PM, said:

Your solution sounds like it will have the same effects as mine, but in a different order. My system assumes convergence and penalizes the player by taking it away for undesired actions. Your system assumes non-convergence and forces the player to gain it through desired actions.

Though I'm not necessarily opposed to it, I think your system actually ends up being much more complicated in practice than mine. It forces players to actively think and work for convergence when they want it, while mine is a quick slap on the wrist for when they shoot too many weapons too quickly. I think the former drifts too far into the table-top realm, and it would fundamentally alter the dynamics of combat. At the end of the day, this is a first person shooter, and I'm not sure sure you'll get non-simulation players to buy into the wait-for-accuracy thing.

What I'm saying is that I don't think the current situation is dire enough that we should default to non-convergence. I think that convergence should be taken away for high burst damage, but the rest of the time the twitch-shots should be rewarded for their ability to aim accurately and quickly.

And no need to move it. Though I think it's worthy a discussion of its own, I appreciate detailed feedback / alternative solutions.


Recoil it is. What about casting it as: heavy strikes "shake it out" of convergence? For an Alpha strike, if you assume that the weapons are fractionally out of sync, then the recoil from weapons can stack so that the later weapons are more (or *wildly*) out of alignment, and then gradually re-converge. That would make a double incentive to avoid heavy strikes too, not just Alpha strikes, if the misalignment works like a cooldown (takes time to re-converge).

I also think that making Group Fire weapons start with random delays could play into this. You get a cool ripple effect, plus the buildup of the recoil shake, followed by reconvergence.

#223 Psydotek

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Posted 17 June 2013 - 07:56 PM

View PostKillhunger, on 17 June 2013 - 03:00 AM, said:

I like the suggestion.

I always thought it seemed odd for PGI to have specific stock mechs, when in practice they aren't viable vs a cheese build.

Maybe they will remember this post when they find they no longer enjoy playing their own game as they get sniped by the same allowed cheese builds over and over wondering why no one is still playing their broken game.

We can hope.

Indeed. Stock 'mechs are generally balanced builds and right now it seems that balanced builds are at a disadvantage...

#224 MustrumRidcully

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Posted 17 June 2013 - 10:36 PM

View PostPsydotek, on 17 June 2013 - 07:56 PM, said:

Indeed. Stock 'mechs are generally balanced builds and right now it seems that balanced builds are at a disadvantage...

But where they really effective in the table top?

I don't think so. In warfare, you want a team of specialists, not a team of jack of all trades, master of none.

#225 Karl Streiger

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Posted 17 June 2013 - 10:50 PM

View PostMustrumRidcully, on 17 June 2013 - 10:36 PM, said:

But where they really effective in the table top?

General Allrounder - not.
But the AS7-RS for example out performs the AS7-D in every range but point blank (90m or below)

When you are able to create a "specialist allrounder" a allrounder that is build to work at two ranges (long, short) you create a really valuable desgin.

A good example AWS-8Q: 2 ER-PPCs backed up by 5 Medium Laser... you hardly can mount a third PPC without overheating.
Alternative builds: with 3 PPCs
Or with 4 Large Laser

Both deal more damage at there specific range - but you can out gun them at long or short range.
Such builds are very successfull in tabletop - (larger battles) - most of my MWO builds are in use in TableTop.

#226 Schrottfrosch

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Posted 18 June 2013 - 03:57 AM

Another solution to the massive usage of huge alpha builds could be to change how huge damage weapons work:

Atm AC/20, PPCs and Gaussrifles are much to close to the TT rules imo. Reading the novels especially ACs are not really firing a single shell, but most of the time they fire a burst of shells.

If you read up on AC/20s on sarna it says:

"The Autocannon is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singly or in bursts.
Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/20s doing massive damage while having very short range.
An example of the rating system: the Crusher Super Heavy Cannon is a 150mm weapon firing ten shells per "round" while the Chemjet Gun is a 185mm weapon firing much slower, and causing higher damage per shell. Despite their differences, both are classified as Autocannon/20s due to their damage output."

source: http://www.sarna.net/wiki/AC/20

PPC:

"...PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy...."

source: http://www.sarna.net/wiki/PPC

Only the Gaussrifle really fires single Canonballs:

"...the Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities..."

source: http://www.sarna.net/wiki/Gauss_Rifle


So my solution would be to recreate ACs to fire bursts instead of single bullets, this would spread the damage a bit, similar to lasers that need to be aimed on target for their entire duration to do a good amount of damage. Same modification could be done to PPCs, so that they also apply their full damage on a single hitlocation only if you manage to stay on target (maybe the PPC should applay its damage a bit faster than the lasers). Regarding the Gaussrifle - half the damage and double its RoF.

This way we can have more Dakka, while adding skill to the game - as keeping your crosshair on target is definately more dificult, if you need to do it for a longer period of time - and we add fun to the game by getting a greater time to kill which means, people can stay in a game for longer, as they are not being Alpha'd to death in a single volley anymore. This would be much more enjoyable, especially as getting into a game and getting into contact with the enemy already takes quite a lot of time and being alpha'd to death at the first glimpse of the enemy can be rather frustrating (PS2 has a very quick TTK but you respawn within 10 seconds, so no big deal).

#227 Karl Streiger

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Posted 18 June 2013 - 04:01 AM

I really would like a approach - where nobody could link any value to TT - and Devs that don't use TT as a apologzie in ATD 39 and as a rough guideline in ATD 40 :)

Important is the feel.
So yes for charged particle beam weapons and burst ac fire (10 shots second for the AC 2 sound sufficient)

#228 Tombstoner

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Posted 18 June 2013 - 09:05 AM

I would like to make new weapons for the game.
2,5,10,15,20 damage versions for the following

Burst damage no ammo - pulse laser
Burst damage with ammo - auto cannon
Single shot with ammo - gauss
single shot no ammo - ppc/ laser

Auto cannons would fire as long as the trigger is pulled and ammo held out, but heat would increase the longer you fired
Pulse lasers would function the same as auto cannons
Lasers are slashing weapons with skill become pinpoint
Ppc and gause are all or nothing weapons high risk/ high reward..... all damage on one spot for one weapons only

The main difference between multi shot and single shot is the multi shot is way more heat efficient. The burst duration is controlled by the player where as single shot weapons always generate full heat regardless of a hit or miss
Eliminate the MG and let the flamer be the crit seeker weapon with some damage penetrating through armor.

This is a combination of ideas from others and myself found in other threads but i thing its would be useful to consider here for TCL.

Edited by Tombstoner, 18 June 2013 - 09:12 AM.


#229 HighTest

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Posted 18 June 2013 - 12:40 PM

View PostSchrottfrosch, on 18 June 2013 - 03:57 AM, said:

So my solution would be to recreate ACs to fire bursts instead of single bullets, this would spread the damage a bit, similar to lasers that need to be aimed on target for their entire duration to do a good amount of damage. Same modification could be done to PPCs, so that they also apply their full damage on a single hitlocation only if you manage to stay on target (maybe the PPC should applay its damage a bit faster than the lasers). Regarding the Gaussrifle - half the damage and double its RoF.

This way we can have more Dakka, while adding skill to the game - as keeping your crosshair on target is definately more dificult, if you need to do it for a longer period of time - and we add fun to the game by getting a greater time to kill which means, people can stay in a game for longer, as they are not being Alpha'd to death in a single volley anymore. This would be much more enjoyable, especially as getting into a game and getting into contact with the enemy already takes quite a lot of time and being alpha'd to death at the first glimpse of the enemy can be rather frustrating (PS2 has a very quick TTK but you respawn within 10 seconds, so no big deal).


I believe this interpretation of the lore to indeed be correct.

BUT -- my only caveat with doing this is that now you're effectively making all of the weapons (except the Gauss Rifle) behave the same way. ACs and PPCs will now also need to be held on a target to ensure maximum damage.

Canon? Yes! Fun? (...having effectively 3 weapons in the game -- missiles, weapons that behave like lasers with targeting that needs to be held, and the gauss rifle)? No, not so much fun. I'm not sure that would leave people with enough variety in the game. If the Gauss Rifle was the only weapon left that you knew would deliver maximum damage on a hit, or that you could effectively shoot and scoot, imagine how many more players would be moving to try to boat Gauss rifles... Ick.

I know Warhammer fans may disagree, but I believe that there may indeed be such a thing as too much dakka. (Ducking from incoming flames now.) :)

#230 Iron Hyena

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Posted 18 June 2013 - 12:42 PM

I believe it would be more helpful to have a downvote button, then an upvote button.

#231 zorak ramone

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Posted 19 June 2013 - 08:16 AM

Bump, because the OP should be on the first page.

#232 Homeless Bill

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Posted 19 June 2013 - 10:41 AM

View PostSchrottfrosch, on 18 June 2013 - 03:57 AM, said:

Another solution to the massive usage of huge alpha builds could be to change how huge damage weapons work:

[All weapons do damage over time like lasers]

What HighTest said.

Though I don't disagree with your interpretation of the lore, I think it's a lazy way to balance it out. Making everything behave like a laser takes away a lot of the flavor. To me, an AC/20 is satisfying precisely because it fires one huge, angry shell. In addition, it still won't entirely solve the problem:
1. Gauss Rifles - This is the wrench that gets stuck in every solution; making it work as the only instant-damage weapon simply makes it the only offender, and thus the ideal choice for boating.
2. 2xUAC/40 - Whether or not you've got to hold it on target for a little while, 80 points of damage to a single spot is pretty extreme. While your solution makes it more difficult to do, it does not come close to making it impossible.

You're effectively eliminating weapon diversity to cover up the problem, and I'd argue that a more robust, permanent solution is still superior.

View Postzorak ramone, on 19 June 2013 - 08:16 AM, said:

Bump, because the OP should be on the first page.

<3

#233 TOGSolid

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Posted 19 June 2013 - 12:54 PM

View PostSchrottfrosch, on 18 June 2013 - 03:57 AM, said:

Another solution to the massive usage of huge alpha builds could be to change how huge damage weapons work:

Atm AC/20, PPCs and Gaussrifles are much to close to the TT rules imo. Reading the novels especially ACs are not really firing a single shell, but most of the time they fire a burst of shells.

If you read up on AC/20s on sarna it says:

"The Autocannon is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singly or in bursts.
Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/20s doing massive damage while having very short range.
An example of the rating system: the Crusher Super Heavy Cannon is a 150mm weapon firing ten shells per "round" while the Chemjet Gun is a 185mm weapon firing much slower, and causing higher damage per shell. Despite their differences, both are classified as Autocannon/20s due to their damage output."

source: http://www.sarna.net/wiki/AC/20

PPC:

"...PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy...."

source: http://www.sarna.net/wiki/PPC

Only the Gaussrifle really fires single Canonballs:

"...the Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities..."

source: http://www.sarna.net/wiki/Gauss_Rifle


So my solution would be to recreate ACs to fire bursts instead of single bullets, this would spread the damage a bit, similar to lasers that need to be aimed on target for their entire duration to do a good amount of damage. Same modification could be done to PPCs, so that they also apply their full damage on a single hitlocation only if you manage to stay on target (maybe the PPC should applay its damage a bit faster than the lasers). Regarding the Gaussrifle - half the damage and double its RoF.

This way we can have more Dakka, while adding skill to the game - as keeping your crosshair on target is definately more dificult, if you need to do it for a longer period of time - and we add fun to the game by getting a greater time to kill which means, people can stay in a game for longer, as they are not being Alpha'd to death in a single volley anymore. This would be much more enjoyable, especially as getting into a game and getting into contact with the enemy already takes quite a lot of time and being alpha'd to death at the first glimpse of the enemy can be rather frustrating (PS2 has a very quick TTK but you respawn within 10 seconds, so no big deal).

This is probably the most elegant and simple solution I've seen to all of the game's issues so far. I'm always a fan of more dakka and it would definitely make the game more visually and auditorially badass. I'm not sure what we could do for PPCs though. Making them into a stream would mean just making them a laser. I've always seen them as just a big ball of blue go **** yourself and can't think of how else we could fix this. Doing the same thing for them that you propose for Gauss Rifles could be simple enough though.

This is definitely worth brainstorming and could be worth making into its own thread.

Edited by TOGSolid, 19 June 2013 - 12:58 PM.


#234 Pater Mors

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Posted 19 June 2013 - 12:56 PM

View PostTOGSolid, on 19 June 2013 - 12:54 PM, said:

This could end up being the much more elegant and simple solution than adding in a convoluted CoF system. I'm always a fan of more dakka, I'm not sure what we could do for PPCs though. Making them into a stream would mean just making them a laser. I've always seen them as just a big ball of blue go **** yourself and can't think of how else we could fix this.

This is definitely worth brainstorming though and could be worth making into its own thread.


PPC Damage :)

#235 TOGSolid

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Posted 19 June 2013 - 01:02 PM

View PostPater Mors, on 19 June 2013 - 12:56 PM, said:


That is sexy as ****. +1'd the thread.

#236 Pater Mors

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Posted 19 June 2013 - 01:04 PM

View PostTOGSolid, on 19 June 2013 - 01:02 PM, said:

That is sexy as ****. +1'd the thread.


Cheers. Don't see it getting implemented though. PGI seem pretty happy with the way damage mechanics work, but we can all still faff around with ideas I suppose. :)

#237 Reported for Inappropriate Name

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Posted 19 June 2013 - 01:31 PM

i had a similar idea about engine load. the more weapons you have recharging at the same time, depending on their size and type, would lower the overall recharge speed. This would then make the argument "high alpha, long recharge", or "sustained fire, high heat", not to mention "what size engine do i need, and how do i make this fit?"

the way i figure, if the size of an engine dictates the speed of a mech, wouldn't that mean it would also dictate how much power is manufactured for weapon use and readily available?

Edited by Battlecruiser, 19 June 2013 - 01:34 PM.


#238 ExtremeA79

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Posted 19 June 2013 - 01:42 PM

View PostHomeless Bill, on 10 June 2013 - 01:03 PM, said:

PREFACE
Strap on your stupid, kids. This thread is ******* ambitious.

So, I've done a lot of thinking about a combination of balance issues over the past several months. All the way back to the days when Splatcats reigned supreme, I've thought about how best to balance the nature of large bursts of damage without going overboard. The situation got exponentially worse with the poptarting craze after host state rewind for ballistics went live and the arrival of the Highlander.

I will be the first to acknowledge that many aspects of the game's balance need fixing: SRM damage, LRM coring/damage, SSRM coring, pulse lasers, hit detection, etc. I also won’t deny that hardpoint restrictions, penalties for overheating, and tonnage limitations would cut back a lot of the cheese, but none of them are a sufficient solutions to many of the short- and long-term balance issues MWO faces.

The crux of a lot of the major balance problems is that being able to deal more than 20 or 30 points of damage to a single location in a single click - particularly at range - is bad. Separately, neither massive alpha strikes nor convergence is a bad thing, but together, they create a nasty scenario where a couple of clicks is enough to vaporize an opponent. It's undesirable, both in terms of gameplay and from a Battletech lore standpoint. There's absolutely no incentive to fire two shots at 20 damage when you could fire one for 40 damage.

Last I've heard, the solution in the pipe is some sort of boating heat penalty. No one knows what this would end up as. A heat penalty for simply equipping a certain number of a certain type of weapon? A penalty for group fire? A penalty for firing them within a certain time frame? Would penalties only apply to the stacking of the same weapon? For a certain number of weapons? For all weapons? At the end of the day, I don't give a ****. I say that because I don't think any of them are the right solution.

FORGET HEAT
Spoiler


A WORD ON OVERHEAT PENALTIES
Spoiler


A WORD ON HARDPOINT RESTRICTIONS
Spoiler


A WORD ON TONNAGE LIMITS
Spoiler


MY REASONING
Spoiler


THE SOLUTION
Spoiler


THE NUMBERS
Spoiler



THE HUD
Spoiler


THE EFFECTS ON GAMEPLAY
Spoiler


THE GOOD
Spoiler


THE BAD
Spoiler


THE HOMELESS
Spoiler


A PREEMPTIVE REBUTTAL
Spoiler


TL;DR:
  • The Problem: Most of our gameplay imbalances result from the combination of high damage and weapon convergence. Convergence is not a bad thing on its own and neither is high damage, but together, they’re killing a lot of the fun. Battletech was balanced with random hit locations, while a first person shooter needs reliable and meaningful aiming.
  • The Solution: Implement a second scale (targeting computer load or TCL) to limit extreme, pinpoint damage. Each weapon fired in a short span raises the TCL and it dissipates rapidly (100/second). If it goes over 100, convergence is lost, you take an increasing cone of fire penalty, locks are lost, and Artemis stops working. TCL penalties are applied before the shot is fired. You can do extreme, inaccurate damage all at once or you can do stagger your fire to remain accurate.
  • The Numbers: The goal is to limit pinpoint damage to about 20 damage per second. You'll see the penalties are less severe for weapons that tend to spread damage. 2xPPCs, 1xAC/20, 1xGauss+Change, 8xMedium Lasers, SRM24, LRM40. Full numbers section for more.
  • The Good: Balances extreme alphas of all kinds (particularly pinpoint), it solves ballistics (unlike a heat penalty), retains (and increases) the value of aiming skill, improves combat pacing, keeps heat untouched, and goes a long way towards balancing Clan technology.
  • The Bad: Added complexity and more work for PGI.
  • Why It’s Worth It: A new system is needed to bridge the gap between tabletop balancing and the precision aim of a shooter. I believe my solution adds a believable layer of tactical depth to the game while solving a host of current and future balance issues.
Edit: HUD section updated with the final mock-up. A huge thanks to Phaesphoros for his input, time, and photoshop skills.




Funny, because I just remembered that a person had THE EXACT SAME IDEA (don't remember his name) a few days before Bill posted this and instead of calling it the load on computer he called it the voltage.

#239 Reported for Inappropriate Name

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Posted 19 June 2013 - 02:40 PM

View PostDarren Tyler, on 19 June 2013 - 01:42 PM, said:



Funny, because I just remembered that a person had THE EXACT SAME IDEA (don't remember his name) a few days before Bill posted this and instead of calling it the load on computer he called it the voltage.


that would probably be me, I've been pushing this idea since closed beta, but honestly I don't care what its called or what form it comes in or who gets credit as long as we get more depth to meta than just heat management. They're trying to use the heatbar for every problem, when it would just be simpler and more intuitive to introduce a secondary limiting mechanic to damage output that would not affect alpha builds but define them as such, instead of high alpha high dpm builds that everyone must run in order to win, you would have high alpha builds, and high dpm builds, and many decisions to make regarding engine size vs weapons mounted.

as far as stock loadouts go, I can see saying that "these mechs are optimized for their stock loadouts" to waive the penalties to recharge based on the stock weapons. For clan mechs you could say that they don't have recharge penalties, but must always stay within the power output of their mech or else the modules won't work properly. or we could go a bit further and add deactivation metric to clan mechs, allowing them to load up with multiple systems beyond their engines capacity, enabling and disabling them as the situation changes. obviously this process would take time, and would promote a more tactical approach to engagements, lest they get ambushed and killed.

there are so many more choices and so much more freedom if they would just implement another mechanic for dictating damage output during battle, regardless of what they call it, as the biggest problem right now is that there's no real tradeoff between high alpha and sustained dpm, they are more or less the same thing because heat really only comes into play for good players during long, sustained fights.


you know in a lot of ways it's similar to turbochargers and superchargers, the former takes time to become effective, and the latter works almost immediately but isn't as effective at the high end. Individually they are good, but if you incorporate them both you get a harmony of torque and speed at all rpm

Edited by Battlecruiser, 19 June 2013 - 02:54 PM.


#240 Gamgee

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Posted 19 June 2013 - 02:51 PM

I support this message. We need this stat in the game now.





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