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


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#481 Chavette

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Posted 07 July 2013 - 02:10 AM

I like it. Even before I read this, on my own I had the idea of "worsening weapon convergence taking power of weapons fired in past time period into account". This is pretty much the same.
Great minds think alike. :unsure:

Edited by Chavette, 07 July 2013 - 02:10 AM.


#482 X3N2R10N

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Posted 07 July 2013 - 03:45 AM

homeless,
firstly kudos on a well written article,
now i have 2 questions,

with your TCS convergence solution, as you pointed out it would be reducing maximum alpha for good convergence accuracy.

will it and how would it affect players with high latency/ping.

also,would you agree that having multiple firing groups which requires multiple buttons would severely hamper players with normal mice

thanks

Edited by WoNkY SaUsAgE, 07 July 2013 - 03:54 AM.


#483 Caballo

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Posted 07 July 2013 - 07:45 AM

Best solution i've read for the issue. And it should've been in from the start.

#484 MarsRadio

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Posted 07 July 2013 - 08:43 AM

Congrats Homeless, that is one fine idea you present. I had to break my forum posting cherry just to be another player that can be counted in agreeing that this should be implemented. I personally can't imagine what this game will be like once the clans get here and (if) they include more then just clan mechs.

Cone of fire... connected to a targeting system... it's so elegantly simple.

Also your HUD mock up is ingenious, communicating this system absolutely has to have those adjustments to keep the player feeling like they are in control, and thus having fun!

Homeless For 2016!

#485 Homeless Bill

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Posted 07 July 2013 - 03:22 PM

View PostWoNkY SaUsAgE, on 07 July 2013 - 03:45 AM, said:

homeless,
firstly kudos on a well written article,
now i have 2 questions,

with your TCS convergence solution, as you pointed out it would be reducing maximum alpha for good convergence accuracy.

will it and how would it affect players with high latency/ping.

also,would you agree that having multiple firing groups which requires multiple buttons would severely hamper players with normal mice

thanks

It shouldn't affect high pings any differently. As much as there are a ton of numbers in my proposal, the player's experience with it will very much be by feel. Everyone will learn how to space their weapon groups properly, and it won't be a big deal. Even if something odd happened with client-server communication, the worst that could happen is a single, inaccurate shot.

The only people I could see having a poor experience would be people that set up macros to space fire as tightly as possible and have huge ping spikes. And I can't see anyone doing that. If you're setting your 4xPPC Stalker on an exact one-second macro instead of aiming and taking two shots, you deserve problems.

The bottom line is this: the colored boxes around the reticle will never lie to you, so the player will always know what's going to happen, regardless of ping.

I don't see multiple firing groups as a problem. Almost every 'mech I run has two weapon groups (left and right click) and one of the same groups on chain-fire bound to middle click. If people are using one-button mice, I salute their courage.

View PostMarsRadio, on 07 July 2013 - 08:43 AM, said:

Congrats Homeless, that is one fine idea you present. I had to break my forum posting cherry just to be another player that can be counted in agreeing that this should be implemented. I personally can't imagine what this game will be like once the clans get here and (if) they include more then just clan mechs.

Cone of fire... connected to a targeting system... it's so elegantly simple.

Also your HUD mock up is ingenious, communicating this system absolutely has to have those adjustments to keep the player feeling like they are in control, and thus having fun!

Homeless For 2016!

Always good to see lurkers come out =D

Lots of credit should go to Phaesphoros for making those and giving input, as well as Tombstoner for coming up with the colored boxes idea in the first place.

#486 nemesis271989

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Posted 07 July 2013 - 03:42 PM

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

UPDATE
I've published the full article this thread was a testbed for. You can read it here. Please, do everything in your power to spam the developers with this proposal on here, on Twitter, and through any other medium you can (don't harass the developers IRL, please). It's not often I legitimately care about something, but if they don't fix this problem, I fear that this game will die.

THINK IT'S TOO COMPLEX?
Spoiler

Posted Image







OP (seriously though, go read the much more organized and thorough article):
Spoiler





How about to ADD lock-On Function on all weapons before a player will be able to release a trigger.
How it works?
1. Line of sight
2. Lock on weapons - lasers, auto-cannons etc. Then Trigger being released
3. Additional aim correction is required in order to put a projectile on the enemy's component. (No auto-aim just trigger lock/release).
3.1 ECM works as usual, for missiles only, does not apply effect on the rest of weapons.
4. Add more heat penalties 40 % - 50 % chance to explode. ( I don't care of TT rules. It is a proven fact that TT - rules do not work for a computer game).
5. Convergence.
5.1 Overheat will require re-calibrate weapon's convergence. ( 5 sec calibration). No calibration means ballistics, lasers and other weapon systems are shooting somewhere else but not at cross-hair.
6. Reactor. Overheat will cause reactor to go to the safe mode and generating 25% less energy. What it means? Movement speed, torso twist, arm aim/movement, jump jets and energy weapons will work at 75% capacity/efficiency. Reactor reload/re-calibration, restart will require to achieve 100% efficiency back.

Most of problems are solved.

Edited by nemesis271989, 07 July 2013 - 03:44 PM.


#487 Barantor

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Posted 07 July 2013 - 09:18 PM

Hopefully they read this at some point and either say "yeah" or "we are doing something else".

Also, bump.

#488 Shiro Matsumoto

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Posted 07 July 2013 - 09:45 PM

Looks good.

#489 Archon Adam Steiner

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Posted 07 July 2013 - 10:00 PM

The first and only good, comprehensive, and accountable set of proposals that I have seen.

#490 Oderint dum Metuant

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Posted 07 July 2013 - 11:47 PM

View PostDV McKenna, on 05 July 2013 - 07:52 AM, said:

http://mwomercs.com/...ost__p__2525364

Might be worth transferring the likes.


Gief more likes!

#491 Dantioch

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Posted 08 July 2013 - 01:37 AM

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

UPDATE
I've published the full article this thread was a testbed for. You can read it here. Please, do everything in your power to spam the developers with this proposal on here, on Twitter, and through any other medium you can (don't harass the developers IRL, please). It's not often I legitimately care about something, but if they don't fix this problem, I fear that this game will die.

THINK IT'S TOO COMPLEX?
Spoiler

Posted Image






OP (seriously though, go read the much more organized and thorough article):
Spoiler


nice work dude, but this game has nothing to do with MW , for starters all the mechs run tu fast for 3025, sec. they have way to much HP s, thats why every sucker ,runns liht and med mechs, than the fire power of the lights and meds arw way to much,
so u r faster, u got the same fire power and u allmost indistractable compared to hvy and assault mechs, no falling make the pilot part lol ig, there is no skill involved when running around with a light +++,fix this that a jenner dies again from one aflfa of n hvy or assault than we r talking abouth MW, and normaly when u get hit from a hvy+ u loose at least body pards or massive dam to some, but this here is an ***** game made from ,for idiots and, why the f...... u just do pay content for the last year.
allmost every new map is cr ap,and the rest like the dropship mode and some real content is mising at all, so basicly u all got duped lol,but thats is no prblem, becourse u r conditiont to not think for ur self any more!

{Noble MechWarrior} F....

#492 Oderint dum Metuant

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Posted 08 July 2013 - 01:43 AM

View PostDantioch, on 08 July 2013 - 01:37 AM, said:

nice work dude, but this game has nothing to do with MW , for starters all the mechs run tu fast for 3025, sec. they have way to much HP s, thats why every sucker ,runns liht and med mechs, than the fire power of the lights and meds arw way to much,
so u r faster, u got the same fire power and u allmost indistractable compared to hvy and assault mechs, no falling make the pilot part lol ig, there is no skill involved when running around with a light +++,fix this that a jenner dies again from one aflfa of n hvy or assault than we r talking abouth MW, and normaly when u get hit from a hvy+ u loose at least body pards or massive dam to some, but this here is an ***** game made from ,for idiots and, why the f...... u just do pay content for the last year.
allmost every new map is cr ap,and the rest like the dropship mode and some real content is mising at all, so basicly u all got duped lol,but thats is no prblem, becourse u r conditiont to not think for ur self any more!

{Noble MechWarrior} F....



I think your playing a different game to most people, Light mechs and mediums are incredibly vulnerable, especially mediums...who have the worst of everything at the moment.

#493 Sen

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Posted 08 July 2013 - 06:10 AM

I had a similar thought, though it was based around engine power output. Even a quarter or half second delay between shots should mitigate those one hit kills

unless the target is standing still. . .

in which case he deserves to die ;)

#494 Falso

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Posted 08 July 2013 - 08:05 AM

Excellent Idea!

I really think you have got something here, I think that laser beam time might have to be adjusted to equal things out a bit, (or ammo for ballistic weapons adjusted) but your system really makes sense!

I truly hope that PGI is able to implement something similar soon, I agree most of all with the idea of "prevent the ability to load high alpha pin-point damage rather than punish for using".

I have never been a fan of the Nerf bat, or blaming players for using what works, the "cone of fire" effects were used in closed beta (weapons not tracking properly depending on distance, especially at close ranges with large wide mechs like Atlases) so the mechanics are there, I really think your "targeting computer load/stress" mechanic makes perfect sense!

It allows for skilled shots to still be used, but prevents the ridiculous ability to melt an assault mech in one or two alphas to the CT.

Once we have a mechanic such as this, it will spell the end of FOTM weapons/load-outs.

P.S. I'm really wanting a Mauler/Devastator in game, but not destroy game balance, heck, right now just a Warhawk (Masakari) would do what the Stalker does now, with Clan tech! You know there is something strange going on when light mechs are running around with ERPPC's

#495 GoriKarafong

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Posted 08 July 2013 - 10:23 AM

I support that and will tell others about it. PGI should better read this carefully.

#496 Homeless Bill

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Posted 08 July 2013 - 11:13 AM

View Postnemesis271989, on 07 July 2013 - 03:42 PM, said:

How about to ADD lock-On Function on all weapons before a player will be able to release a trigger.
How it works?
1. Line of sight
2. Lock on weapons - lasers, auto-cannons etc. Then Trigger being released
3. Additional aim correction is required in order to put a projectile on the enemy's component. (No auto-aim just trigger lock/release).
3.1 ECM works as usual, for missiles only, does not apply effect on the rest of weapons.
4. Add more heat penalties 40 % - 50 % chance to explode. ( I don't care of TT rules. It is a proven fact that TT - rules do not work for a computer game).
5. Convergence.
5.1 Overheat will require re-calibrate weapon's convergence. ( 5 sec calibration). No calibration means ballistics, lasers and other weapon systems are shooting somewhere else but not at cross-hair.
6. Reactor. Overheat will cause reactor to go to the safe mode and generating 25% less energy. What it means? Movement speed, torso twist, arm aim/movement, jump jets and energy weapons will work at 75% capacity/efficiency. Reactor reload/re-calibration, restart will require to achieve 100% efficiency back.

Most of problems are solved.

Personally, I think it changes too many things about gameplay to be safe. It's a dramatic shift in gameplay, and without being implemented properly, it will have all sorts of unintended consequences. I encourage you to check out this proposal, which may be more to your liking.

My proposal keeps this game as a Battletech-skinned shooter; Doc's proposal pushes it towards being a Battletech simulator.

View PostDV McKenna, on 07 July 2013 - 11:47 PM, said:

Gief more likes!

Fear not, citizen. Once they answer my ATD question about release (which, admittedly, may never happen), I'll be begging for a response in the rest of the ATDs. It did get a lot more support than I was expecting buried on the last page, though.

View PostDantioch, on 08 July 2013 - 01:37 AM, said:

nice work dude, but this game has nothing to do with MW , for starters all the mechs run tu fast for 3025, sec. they have way to much HP s, thats why every sucker ,runns liht and med mechs, than the fire power of the lights and meds arw way to much,
so u r faster, u got the same fire power and u allmost indistractable compared to hvy and assault mechs, no falling make the pilot part lol ig, there is no skill involved when running around with a light +++,fix this that a jenner dies again from one aflfa of n hvy or assault than we r talking abouth MW, and normaly when u get hit from a hvy+ u loose at least body pards or massive dam to some, but this here is an ***** game made from ,for idiots and, why the f...... u just do pay content for the last year.
allmost every new map is cr ap,and the rest like the dropship mode and some real content is mising at all, so basicly u all got duped lol,but thats is no prblem, becourse u r conditiont to not think for ur self any more!

{Noble MechWarrior} F....

I don't think you're playing this game at all. Lights don't go fast enough (artificial speed cap), there aren't enough internal hitpoints (makes the critical system worthless), and lights do die in one hit - and all of those are problems. Instagib deaths have no places in this sort of game.

Honestly, it sounds like you'd really like the game in its current state; you should try it.

View PostFalso, on 08 July 2013 - 08:05 AM, said:

I really think you have got something here, I think that laser beam time might have to be adjusted to equal things out a bit, (or ammo for ballistic weapons adjusted) but your system really makes sense!

I truly hope that PGI is able to implement something similar soon, I agree most of all with the idea of "prevent the ability to load high alpha pin-point damage rather than punish for using".

I have never been a fan of the Nerf bat, or blaming players for using what works,

It allows for skilled shots to still be used, but prevents the ridiculous ability to melt an assault mech in one or two alphas to the CT.

P.S. I'm really wanting a Mauler/Devastator in game, but not destroy game balance, heck, right now just a Warhawk (Masakari) would do what the Stalker does now, with Clan tech! You know there is something strange going on when light mechs are running around with ERPPC's

In my mind, if any weapons need adjusting, it just means my TCS numbers are off. Again, one of the biggest advantages of this system is that it's modular - it should not require a single other balance change to just plop in and start working. If a certain class of weapon is getting the shaft, up the TCS values to improve its boating viability.

Prevention, in my mind, is the only way to go. Even if they blow up in a single shot, why let someone mount 7xPPCs and fire them off all at once? All a sniper needs is one shot on anything 50 tons or below, and it's over.

Blaming the players is something I really detest when I see it happening. Competitive players run whatever works the best, and that's not their fault. You can call it cheesy and unskilled, but it's really that they have no intention of giving their opponents a competitive advantage by not running what's best. When you play to win, you play with cheese. PGI need to fix the cheese.


I'm fine with skilled players continuing to kick *** at sniping. If you can put two shots on target spread across a second, you deserve the 40 damage to a single component.

The Warhawk would be less dangerous as a hill-humper, but infinitely more scary overall. Having those lower arm actuators means terrific aiming, and the increased engine size means it will have some serious speed and maneuvering capability. I just hope they don't go all-in on heat fixes and avoid chassis that can avoid the penalties.

#497 Hercu1

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Posted 08 July 2013 - 01:26 PM

Awesome Idea Bill
 


PGI should take the time to have a better balancing tool in place. If they have hopes to compete with other games that will be coming out soon, like Star Citizen, they should anyway.

#498 Peter2000

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Posted 08 July 2013 - 03:25 PM

I was highly skeptical, but after reading this new, full version in its entirety, I think it's a great system (though there are other ways of achieving similar goals, this one is quite elegant).

Implementing and balancing a new system may take time, though, so the devs should probably bring PPCs into line with other energy weapons in the meantime, and buff SRMs...

Edited by Peter2000, 08 July 2013 - 03:26 PM.


#499 sarkun

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Posted 08 July 2013 - 03:30 PM

I approve of this idea.

I've long since felt that the root of most of our balance issues is that we can aim while in TT we couldn't. So we either ditch all of TT, or nerf aiming somehow. Your solution is pretty much spot on I think.

#500 Malora Sidewinder

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Posted 08 July 2013 - 05:18 PM

This seems like it could work... But it also seems like if poorly executed it could actually kill the game.

If given one shot, make it work.





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