Pater Mors, on 21 June 2013 - 01:09 PM, said:
The thing I can't quite understand about your attitude here, after following this thread since our original exchange of ideas is that all those things WILL disappear almost entirely under other systems. Sure, with heat, you can put 4PPC's on target on your first shot, but you're not doing it again for the rest of the match and you've effectively gimped yourself and your team badly too. I disagree with totally preventing tactics and builds from happening.
Ballistics are a different matter and should be treated differently but that being said, a hell of a lot of ballistic boats run hot anyways especially if they pack backup energy weapons. It's really only Gauss that's a serious issue with future releases.
If ballistics actually acted like ballistics in this game though, then the issue goes away. This idea certainly deals with that but as far as I am aware CryEngine supports realistic ballistics and I am unsure as to why we can't just use that, without needing a whole new system on top to fix the problem.
It does at anything except the lowest heat thresholds where I believe pinpoint is fine. They just need to be uncompromising and actual deterrents. As soon as you start running hot you're getting accuracy penalties. As soon as you pass 100% you're getting permanent accuracy penalties (plus, speed, twist, blown heat sinks etc etc).
How many people are really going to risk that to keep firing their super Alphas? You get one that's pinpoint and then you're crippled for the rest of the match. You're now a burden for your team and probably haven't even killed anyone unless you managed to one-shot a smaller guy. If you miss, it's even worse! Seems like a very fair trade off to me.
I completely disagree that cheese would disappear under heat penalties or the like. I think under other systems, most cheese will stay around. Look at PGI's projected numbers: 4xPPC builds are barely affected (9xML is apparently cheesier), my 732 is completely unscathed, and no heat penalty is going to prevent AC/20s from doing what they do.
You say you're against preventing tactics and builds, but then that whole paragraph was about how you'd never use an alpha strike because it's effects should be so detrimental. You basically either make the penalties so draconian that everyone is extremely paranoid about their heat or the penalties are ineffective. You might think that's a good thing, but I think that's just a pain in the *** that will cause cross-over gamers to shy away. The more hardcore you make the simulation, the more players you drive away. You're using a sledgehammer for surgery.
And as I've stated over and over, I think a harsh penalty will drastically alter gameplay in unknowable ways. It will basically mandate a weapon rebalancing because energy weapons will get the shaft far more than anything else. Any heat-based solution will have a ton of collateral damage, massive effects on gameplay, inconsistent impacts on different weapons, and have a lot of trouble finding the correct balance between effective and draconian.
You say we don't need a whole new system, but then you basically propose a whole new system for ballistics. The work involved in terms of programming and art would be about equal to what I'm proposing. Additionally, doing it that way causes a couple problems:
1. It makes weapon balancing inconsistent. You're solving the same problem two different ways for two different weapon types, and you're not really solving the problem at all for missiles (missiles aren't bad now, but the Clans will make them bad). It means balancing pinpoint damage will be that much harder because you have to make two or three systems solve the same problem with the same relative strength. I think it would just a nightmare for PGI's numbers team, particularly considering how bad they seem to be at balance in general.
2. Communication to the player would be difficult. Either you let them fire a huge ballistics alpha and then recoil happens (which doesn't solve the problem since the first shot was pinpoint) or you preemptively penalize them without any sort of explanation. You'd need most of the new HUD elements from my solution to do a less effective job of communicating what's going to happen.
Recoil / ballistics-specific penalties were something I played around with a lot, but no matter what I did, it was inconsistent, sloppy, and introduced a host of issues.
Jack Starborn, on 22 June 2013 - 04:04 AM, said:
Read entire entry Homeless Bill. I'd like a medal for perseverance. :-)
Does that mean you read the entire OP or the entire 17 pages of me defending it? You only get a medal for making it through the rebuttals =P
Lordhammer, on 23 June 2013 - 02:41 AM, said:
this suggestion is not a healthy balance it rather forces people to spend more weight on things like larger engine/equipment since weapons are limited and mind you, a light mech has the same cap as an assault which is a direct nerf to them. They are supposed to be "oh **** run away" mechs which this kinda eliminates. They already lack speed. Main problem is average person can aim better than what average IS pilot could aim in TT. How to fix this? Just increase the speed of all mechs by same percentage, and those heavy hitting turrets will be scared to show themselves since everyone is going to aim for the guy who's standing still at that point. You might still be hit by those alpha's but at that point you should take into account the pilots skill and this question "do i deserve to live while running in the middle of half the enemy team?"
Also something must be done for max range of ac20 it should not deal damage farther than 540 meters. And gauss should get a range&projectile speed buff while having a big minimum range. I have no problem with very strong niche weapons but they should be "niche" so we could counter them without taking away what makes them fun.
I don't understand why you think it will nerf assault 'mechs. Assaults and heavies are the ones that can fire off a massive alpha, so they are indeed affected more by the need for fire discipline; however, as stated many times, TCL dissipates so quickly that heat and weapon cooldown are the sole factors limiting damage over time. Lights will still be inferior in combat.
Increasing the speed is a bad solution for a few reasons: the current speed cap on lights basically means increasing the speed is impossible for them at the current time and it will have all sorts of unknowable consequences on gameplay. Altering something so fundamental to the pace of the game to fix what is essentially an unrelated problem with 'mech speed is extremely dangerous. Also, it doesn't actually fix anything. If extreme, pinpoint damage can still happen, it's not an effective solution. Period.
AC/20s aren't typically used for sniping. They end up being a lot like a Splatcat from a few months ago: when you see one under 300m, you know you're ******. Doesn't matter if you're driving a medium, heavy, or an Atlas - the Jagerboom is king in a way that it shouldn't be. I should be more scared of an Atlas than a Jager, and until that happens, this game is massively unbalanced as far as I'm concerned. Decreasing their falloff range doesn't fix the problem.
MacKerris, on 23 June 2013 - 06:42 AM, said:
Bill,
Thank you for taking the time to think out a solution to the boating problem. I don't believe that heat is the solution to the issue at all. In the past I have seriously considered hard point limitations to be the best idea. However this idea works better and plays into the dev's meta. Consider that each mech could have its own modifier. The pilots could have a skill, and there could also be shop items or upgrades.
thanks for the read
Thank you for reading it and providing your feedback =]
Quinton99, on 23 June 2013 - 07:47 AM, said:
An overly complex solution to a simple problem. If only 15 years of FPS development had already solved this problem... Oh wait! F*&$ing Half-Life solved this problem in the 1990s...
I will never understand why everyone seems to be in love with re-inventing the wheel...
I feel like you don't play this game, you don't understand the problem, or you're just trolling. What does Half Life have to do with this problem??? There were not multiple weapons to converge, it wasn't based off of a tabletop game, its combat was honestly not all that balanced... I just... I don't even.