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


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#521 SirDubDub

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Posted 09 July 2013 - 11:19 PM

I would rather see this system implemented over CW, to be honest.

This is easily the most elegant gameplay fix proposition I have seen on this site. Even with the amount of work it would take to implement this in the notoriously fickle CryEngine3 it would be well worth it.

Edited by SirDubDub, 09 July 2013 - 11:22 PM.


#522 Kahoumono

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Posted 10 July 2013 - 01:04 AM

A well thought out solution. As an added incentive for PGI they could sell an extra targeting computer module for MC...

#523 Troutmonkey

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Posted 10 July 2013 - 01:32 AM

Tabletop Values for Everything

Just shut the **** up.

Verdict: Seriously.

^ I like this guy. Agree with the post

#524 Flapdrol

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Posted 10 July 2013 - 01:47 AM

why not something simpler

nerf convergance outright.

never all at one point, basically when shooting at long range the weapons would fire almost straight ahead, so left and right arm weapons will not hit the same point. At shorter range it should converge a bit more, but never 2 arms on one point.

it's much simpler, and you can easily compensate for the lack of convergance by simply aiming slightly in front or behind where you normally shoot, gonna have to fire each arm separately of course.

#525 Barantor

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Posted 10 July 2013 - 07:03 AM

View PostFlapdrol, on 10 July 2013 - 01:47 AM, said:

why not something simpler

nerf convergance outright.

never all at one point, basically when shooting at long range the weapons would fire almost straight ahead, so left and right arm weapons will not hit the same point. At shorter range it should converge a bit more, but never 2 arms on one point.

it's much simpler, and you can easily compensate for the lack of convergance by simply aiming slightly in front or behind where you normally shoot, gonna have to fire each arm separately of course.


That will be harder to teach new folks. I would say the majority of folks coming to this game will come from games like world of tanks or other fps style games and be expecting their guns to fire where the crosshair points. You want the game to be easy to get into, yet hard to master and I think Bill's idea is about the best that has been posted on these boards for fixing what they currently have in game.

#526 NoSkillRush

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Posted 10 July 2013 - 07:20 AM

Good work Bill!

#527 Peter2000

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Posted 10 July 2013 - 08:07 AM

View PostFlapdrol, on 10 July 2013 - 01:47 AM, said:

why not something simpler

nerf convergance outright.

never all at one point, basically when shooting at long range the weapons would fire almost straight ahead, so left and right arm weapons will not hit the same point. At shorter range it should converge a bit more, but never 2 arms on one point.

it's much simpler, and you can easily compensate for the lack of convergance by simply aiming slightly in front or behind where you normally shoot, gonna have to fire each arm separately of course.


I think that significantly slowing time to converge (or even removing convergence), especially for torso-mounted or lower-arm-actuator-free weapons could have a similar effect. There are a few downsides, however, which this plan avoids.

The most important one (and from which all others - including confusing newbies, destroying the crosshair, everyone re-learning aim, buffing either arm-boats or tight torso mounts, etc.), this system doesn't force you to deal with lack of convergence. If you want, it is easy to stay under Targeting Computer load. On the other hand, if you want to risk erratic behavior, or know how to control it, you can still alpha strike. However, in either case, one of the primary results is that high damage pinpoint alphas should not all hit one panel any more.

#528 Jragonsoul

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Posted 10 July 2013 - 10:32 AM

I have been informing people in my group (HHoD) of this and it seems like more like the idea than dislike it. Of course we get SOME "people saying 4-6 PPC/ERPPC stalker is balanced and they have their own draw backs!" but the majority do actually see it as a problem.

#529 Pht

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Posted 10 July 2013 - 10:51 AM

View PostTroutmonkey, on 10 July 2013 - 01:32 AM, said:

Tabletop Values for Everything

Just shut the **** up.

Verdict: Seriously.


Actually, this is a very childish and poor way to argue against something. If this is the best he can muster, he must not care about this particular thing very much.

#530 Homeless Bill

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Posted 10 July 2013 - 11:57 AM

View PostPht, on 09 July 2013 - 10:02 PM, said:

"Random" is only evil when it's used to mean "nonsense results," especially "uncontrollable nonsense results."

Using a hit percentage based upon how well a mech can handle whatever and make the shot isn't anything like this evil sort of "random."

The results are intutive (your mech can't make the shot because you decided to pull the trigger, when, say, your mech was massively overheated, for example)... and thus the results are predictable ... and controllable.

Anyone who thinks the TT combat mechanic, minus the pilot skill simulating parts, is this sort of evil random ... is misinformed.

Or, as happens around here, their mind vacates their bodies whenver they see the words "random," "rng," or "dice."

There's something that simply must be gotten straight here; in every facet of the lore (novels, story fluff in the source books, tt rules, the cartoons, etc, etc, etc...), 'mechs from the BT fictional setting are not capable of getting their shots to concentrate under the reticule very tightly. Which is just fine, because the 'mechs from this setting have armor and structure values balanced around this fact.

In plain language, the 'mech's performance levels are paramaount. The mechs always matter in combat, and the way you can spot a skilled mechwarrior is by seeing how well the can account for this factor.

See, but it's a different kind of skill you're talking about. You're talking about simulation skills - managing levels, knowing percentages, and making decisions on a strategic scale. And that's not the game most people want to play.

Most people want a Battletech-skinned FPS. They want twitch shooting. They want their aiming skill to be rewarded and not at the will of any random variable. Random isn't necessarily evil, but it's definitely something I don't want affecting my shooting if at all possible.

I won't disagree with how tabletop is balance, but taking those numbers and mechanics on face value don't make for an FPS many people want to play. You may want to, but overwhelmingly, the community and PGI are against strict adherence to TT (myself included).

I won't stick around if my shots have a random chance to hit, whether or not I'm in control of how good or bad that chance is. My system induces an accuracy penalty out of necessity. I picked a place that pinpoint damage crosses the threshold into game-breaking, and I disallowed it. I think it's paramount to keep the option to twitch shoot accurately - I just don't think it can be allowed for super-high damage.

View PostDEMAX51, on 09 July 2013 - 10:54 PM, said:

Bill, your solution is phenomenal. Nothing else I've read even comes close to offering as much upside and as little downside as what you've proposed.

I think the system would be fairly self explanatory for newbies in that they wouldn't really have to deeply understand how it works (the math) so long as they see the effects (the inaccuracy of aiming), but veterans could really study the intricacies of the system to build the most viable 'Mechs possible.

The difference between what you're proposing and a simple introduction of CoF is subtle, yet profound: An always-on CoF is an outright nerf to skill, while your implementation will allow skillful players to excel. Skillful play should be rewarded, not curbed at all times by a random number generator.

Your system is FAR better than limiting weapons to chain fire, because the retention of alpha-striking is clutch: alpha-striking has always been a part of MechWarrior, and it is a viable, strategic option under the right circumstances. Being able to alpha-strike with 6 PPCs at 800m with pinpoint damage is bad, but alpha-striking out of desperation at the Atlas who's 100m in front of your face - and knowing that your shots are all likely to land, but over the entire surface of the 'Mech instead of one pinpoint location - is effing sweet! It'll be a high-risk, high-reward maneuver and that's exactly the type of thing this game needs.

The fact that targeting-values can be changed quickly and on the fly to address future balancing issues is also a huge benefit of your system.

All-in-all, thank you for the thought you've put into your proposal and the effort you've put into defending it. I sincerely hope PGI listens to this advice!

That's one hell of an endorsement. I'm glad you're a fan =D

I did worry about the reaction to cone of fire, but it seems most people pick up on the key distinction: it's not always there; it's only there when you do something bad.

View PostTroutmonkey, on 10 July 2013 - 01:32 AM, said:

Tabletop Values for Everything

Just shut the **** up.

Verdict: Seriously.

^ I like this guy. Agree with the post

I'm glad someone liked it =P

View PostFlapdrol, on 10 July 2013 - 01:47 AM, said:

why not something simpler

nerf convergance outright.

never all at one point, basically when shooting at long range the weapons would fire almost straight ahead, so left and right arm weapons will not hit the same point. At shorter range it should converge a bit more, but never 2 arms on one point.

it's much simpler, and you can easily compensate for the lack of convergance by simply aiming slightly in front or behind where you normally shoot, gonna have to fire each arm separately of course.

Read the stuff about convergence in Rebuttals II.

In summary, it's a host of reasons: it's irritating to the player to not have weapons go where they want, and convergence-over-time will have a dramatic effect on gameplay. How does that affect torso twisting? Does that nerf strikers like mediums that rely on the quick pop out and duck back in cover? How do you deal with chassis that load all their weapons into a single location? What do you do about torso weapon convergence?

Although the concept and implementation may be easier, the overall effect on the player won't be. My system will drive the player into a rhythmic firing pattern and nothing more. All the other "simpler" solutions will impact the player in far more significant ways in addition to not solving all the problems.

View PostPeter2000, on 10 July 2013 - 08:07 AM, said:

The most important one (and from which all others - including confusing newbies, destroying the crosshair, everyone re-learning aim, buffing either arm-boats or tight torso mounts, etc.), this system doesn't force you to deal with lack of convergence. If you want, it is easy to stay under Targeting Computer load. On the other hand, if you want to risk erratic behavior, or know how to control it, you can still alpha strike. However, in either case, one of the primary results is that high damage pinpoint alphas should not all hit one panel any more.

This. My system rocks because if you aren't a spammy player, you won't have to change a damn thing. It gives player the choice between accuracy and extreme damage. And unlike punishment, it's not a game of high-stakes gambling. It's not about, "I could die if I shoot, but one more alpha will probably kill him," so much as, "Do I care more about accuracy or damage right now?"

View PostJragonsoul, on 10 July 2013 - 10:32 AM, said:

I have been informing people in my group (HHoD) of this and it seems like more like the idea than dislike it. Of course we get SOME "people saying 4-6 PPC/ERPPC stalker is balanced and they have their own draw backs!" but the majority do actually see it as a problem.

I appreciate you spreading the word. I don't know how anyone doesn't think the 4xPPC Stalker or the Cheese King 732 are problems.

View PostPht, on 10 July 2013 - 10:51 AM, said:

Actually, this is a very childish and poor way to argue against something. If this is the best he can muster, he must not care about this particular thing very much.

It was a joke. But so is pretending that strict adherence to tabletop will make a fun realtime game. Not many people want to play an FPS with such a massive amount of random involved. You can argue about player skill and controllable random all you want - 10-second recycle times, forced chain-fire, and weighted-random hit locations are not what people want in this game.

My solution strikes the perfect balance between letting the realtime shooter aspect run its course and forcing damage to be spread around. If a player can pin a target consistently using staggered fire, they should be rewarded for that. As soon as a player gets spammy, however, penalties are applied to create a tabletop-like effect - one that spreads damage across the chassis.

Clearly, I care about this proposal, and I'd say I've done a damn fine job of defending it. I didn't bother with a full-throated rebuttal to tabletop values because out of all 27 pages here, no one bothered arguing that. The strict-tabletop-adherence crowd is a very small one, and it's one whose ideas the rest of the community vehemently opposes.

#531 BlueSanta

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Posted 10 July 2013 - 04:45 PM

I believe this article got a lot of discussion tonight on the NGNG podcast.

#532 Homeless Bill

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Posted 10 July 2013 - 05:39 PM

View PostBlueSanta, on 10 July 2013 - 04:45 PM, said:

I believe this article got a lot of discussion tonight on the NGNG podcast.

O rly? Do I have to wait for the podcast or are you going to spill the beans?

#533 Spades Kincaid

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Posted 10 July 2013 - 05:50 PM

I appreciate your openness to genuine, well-intentioned critique Bill. /salute

I do think your passion for the topic and the steady acclaim have understandably lead to some overreaching statements though.

Quote

Most people want a Battletech-skinned FPS.


I both disagree with this and feel using that as a directing force would be very harmful to the game.

The game was originally billed as more than just a mech-skinned FPS. More of a tactical shooter/vehicle combat simulation. And it got a lot of support based upon that. I'd love to see it retain as much simulation feel and aspect as possible. While understanding it also was never intended to be a full sim style game.

I don't believe I'm alone in that. I see plenty of posts and player sentiment to the effect of not wanting MWO to be just an FPS in mech skins. Even if I can't make any claim to majority either.

I think it's best served by continuing to straddle that line of mixed elements. Point being, more FPS-like is not always inherently better or preferable for MWO. To some extent, that's exactly what has put the game into the situation that your suggestion tries to extricate it from. Too much FPS, not enough sim. Your TCS system is actually an added simulation element.

The argument can even be made that MWO is unsuited to being too much FPS by it's very nature. Just because the vehicles are largely humanoid I think it draws more FPS comparison than it warrants. People tend to somewhat forget the former in the appearance of the latter. Getting off on a bit of tangent here though.

I grasp the general point you were making regarding too much restriction upon convergence. But I think you went over the line with the above statement.


Otherwise, carry on the 'fight'! I don't see them ever taking the step of swallowing enough ego to use an entire system that wasn't their own idea. But even if it only serves to pressure some further thought outside of their current box, it will have had a beneficial purpose.

Here's to hoping.

#534 Spades Kincaid

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Posted 10 July 2013 - 05:57 PM

View PostHomeless Bill, on 10 July 2013 - 05:39 PM, said:


O rly? Do I have to wait for the podcast or are you going to spill the beans?


Seconded in inquiry.

#535 Steel Claws

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Posted 10 July 2013 - 06:18 PM

I put forward an idea a while back and have modified it slightly. How about something like having each chassis assigned a weapons limit value. This value would be the sum total of weapons that could be supported by the chassis. You can rationalize this by the number of feed assemblies for missiles and ballistics and/or the ammount of power available from the engine for weapons. This number would be tweakable and could further be refined by mech varient. Then assign each weapon a weighted number that would be it's Chassis weapon value.

For the sake of a simple example it could be like this (though these are not in any way set in stone and could be tweaked:
SL = 5, SPL = 6, ML = 8, MPL = 9, LL = 25, LPL = 30, ERL = 30, PPC = 35, ERPPC = 40
MG = 5, AC 2 = 10, AC 5 = 25, UAC 5 = 30, AC 10 = 35, LBX 10 = 35, AC 20 = 40
SSRM2 = 10, SRM 2 = 10, SRM 4 = 15, SRM 6 = 20, LRM 5 = 15, LRM 10 = 25, LRM 15 = 30, LRM 20 = 40

Now lets say just for example (and I haven't taken the time to spread sheet out anything or even assign starting values) you can load 120 worth of weapons on a Stalker. This means you could load at most 3 PPC/ERPPC. Everything could be scaled to limit the boated loadouts yet permit the stock builds. So what happens if they exceed this amount?

Ballistic weapon recycle times are increased by 150%. Jam rates for UAC 5 at 150%.
LRM lock and recycle times increase by 150%.
SRM recycle times increase by 150%.
Energy weapon damage decreased by 75% - 10% for every 10% they went over and recycle times increase by 150%.

So lets say johnny mech pilot loads 4 PPCs on his stalker because he likes the way it looks when he fires it. Instead of doing 40 points of damage he is just doing less than 30 and heating himself up at the same time and increasing his recycle time way out.

Basically it would take away big alpha rewards while at the same time preserving the stock builds. Even if you mess with convergence and targeting - they can still whip out huge alphas that may still all connect on one mech. These are far more effective penalties than convergence and a few other ideas out there and apply simply because they are loaded - not because you say fired 5 PPCs at once.

Edited by Steel Claws, 10 July 2013 - 06:41 PM.


#536 FuzzyLog1c

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Posted 10 July 2013 - 06:40 PM

Whatever happened to rate of weapon convergence?

In Mechwarrior 2 and 4, your weapons were constantly trying to slew to whatever you were currently pointing at. Longer range shots were inherently more difficult because any little aiming error on your part would drop the cursor on a location on the ground +/- 50 meters from your target, due to the small angles involved. If the target was silhouetted against the sky, the shot was especially hard, since letting your reticle wander off-target would command your weapons to converge at infinity.

In order to achieve a perfect, pinpoint shot, you had to hold your recticle over the target for about three-quarters of a second. Anyone have a problem with that?

Posted Image

Up close, you had the opposite problem: there was a limit to how far your weapons could converge. Nose to nose, anything resembling a pinpoint shot was impossible.

Posted Image

Edited by FuzzyLog1c, 10 July 2013 - 06:44 PM.


#537 Kageru Ikazuchi

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Posted 10 July 2013 - 06:51 PM

View PostHomeless Bill, on 10 July 2013 - 05:39 PM, said:

O rly? Do I have to wait for the podcast or are you going to spill the beans?

I'm in the wrong time zone to listen to the podcast live, but the topic -- "something" is disrupting balance -- has been prominently discussed between the hosts and Garth during the past few live Twitch streams

To sum up the discussions (as of Tuesday's stream) ... lots of people have opinions, but PGI should make balance decisions based on data.

I agree with this in principle, but the data set should be appropriate to the issue and decision.

Within a certain band of the player base, "more AC/40 / Gauss+PCC / 4-6x PPC" is approximately equal to "more likely to win" ... in my observation, that band of the player base is where the "better-than-average-casual" Elo scores overlap with "competitive" Elo scores. While the build trends in the upper competitive "bracket" will be a leading indicator of what is currently OP, the highest impact will be felt in the "above average" bracket.

Those two data sets -- the most popular "elite" equipment combinations ... and ... those builds' win-loss ratios in the above-average Elo band -- should be the indicators that something's out of whack.

The coolest most elegant thing about your system, is that damage, rate-of-fire, range, projectile speed, weight, slots, heat, etc. of any one system might not be the issue ... your system allows gentle tweaks to individual weapons, types of weapons, or combinations of weapons without disrupting the balance among them.

Edit: grammar and minor tweaks

Edited by Kageru Ikazuchi, 10 July 2013 - 07:11 PM.


#538 Seddrik

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Posted 10 July 2013 - 06:59 PM

Regarding the OP: When I first started reading I was... "uh oh". But as I read and understood more, I found it quite intelligent. It allows alpha strikes, but in such a way that alphas will not be the main course of every pilots battle. The scale is quite functional too. Having piloted all sorts of mechs, looking at the suggested weapons you could alpha without taking the penalty... most pilots would be unaffected, while huge boaters would take the accuracy penalty. Quite brilliant.

Edited by Seddrik, 10 July 2013 - 07:00 PM.


#539 Homeless Bill

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Posted 10 July 2013 - 08:37 PM

View PostSpades Kincaid, on 10 July 2013 - 05:50 PM, said:

I appreciate your openness to genuine, well-intentioned critique Bill. /salute


I do think your passion for the topic and the steady acclaim have understandably lead to some overreaching statements though.

I both disagree with this and feel using that as a directing force would be very harmful to the game.

The game was originally billed as more than just a mech-skinned FPS. More of a tactical shooter/vehicle combat simulation. And it got a lot of support based upon that. I'd love to see it retain as much simulation feel and aspect as possible. While understanding it also was never intended to be a full sim style game.

I don't believe I'm alone in that. I see plenty of posts and player sentiment to the effect of not wanting MWO to be just an FPS in mech skins. Even if I can't make any claim to majority either.

I think it's best served by continuing to straddle that line of mixed elements. Point being, more FPS-like is not always inherently better or preferable for MWO. To some extent, that's exactly what has put the game into the situation that your suggestion tries to extricate it from. Too much FPS, not enough sim. Your TCS system is actually an added simulation element.

The argument can even be made that MWO is unsuited to being too much FPS by it's very nature. Just because the vehicles are largely humanoid I think it draws more FPS comparison than it warrants. People tend to somewhat forget the former in the appearance of the latter. Getting off on a bit of tangent here though.

I grasp the general point you were making regarding too much restriction upon convergence. But I think you went over the line with the above statement.


Otherwise, carry on the 'fight'! I don't see them ever taking the step of swallowing enough ego to use an entire system that wasn't their own idea. But even if it only serves to pressure some further thought outside of their current box, it will have had a beneficial purpose.

Here's to hoping.

I like criticism even more than positive feedback. Most people just want everyone else to agree and leave it be. Meh; I like to fight. If you can't defend your position, why have it? I'm all about changing my opinion as new information and ideas are brought forward. Clinging to indefensible beliefs is weak. Hell, take a look at the bottom of page 8 where I apologized to some guy for being a huge {Richard Cameron}.


I'll admit I get carried away (former debater here; it's hard to keep the arrogant ********* contained), and that was a poor choice of words. I'd say that the MechWarrior most people are looking for is really a nice half-way point between simulation and FPS. Because of tank steering, torso twisting, locking, etc. it's inherently more complex. And I'm even open to simulation oriented solutions like Doc's (which I totally support, by the way).

That said, I think forcing the player to think about convergence will turn off most people. I don't think most players want to deal with the issue at all. That's why I really like my system - they really don't. It simplifies the entire issue of pinpoint accuracy to a rhythmic pattern of shooting. It's not something the player has to actively think about unless they're in danger, and then it's just a matter of, "Do I care more about accuracy or damage at this very moment?"

Or maybe just, "**** it! We'll do it live!"

But yeah. Total exaggeration.


Yeah. It's probably not going to happen. But I think heat penalties are going to fail hardcore. I hope the re-evaluate if it does. Sometimes, it's better to just pull the plug and start over. I think it'll be one of those situations. In my mind, this is a far more surgical and elegant solution, even if heat penalties worked.

Here's to hoping, indeed.

View PostSteel Claws, on 10 July 2013 - 06:18 PM, said:

[Don't let them load more than 3xPPC, etc. with some power number]
Basically it would take away big alpha rewards while at the same time preserving the stock builds.

So, what do you do about stock builds that boat or have fearsome loadouts? Thunderhawk? Devastator? Warhawk? Hunchback IIC? Every Clan 'mech ever? With the numbers you posted, system basically just deletes half of all assault and Clan 'mechs. Without the numbers you posted, your system doesn't work. To me, every 'mech should be able to go in the game. Even the Kraken. There's a way to balance it all out, and I think my system does a pretty damn good job of it.

If you want to just avoid a bunch of stock 'mechs, they should just implement hardpoint restrictions instead of something totally new and harsh like that. Tweaks to the way MechWarrior 4 did things would be my preference.

View PostFuzzyLog1c, on 10 July 2013 - 06:40 PM, said:

Whatever happened to rate of weapon convergence?

In Mechwarrior 2 and 4, your weapons were constantly trying to slew to whatever you were currently pointing at. Longer range shots were inherently more difficult because any little aiming error on your part would drop the cursor on a location on the ground +/- 50 meters from your target, due to the small angles involved. If the target was silhouetted against the sky, the shot was especially hard, since letting your reticle wander off-target would command your weapons to converge at infinity.

In order to achieve a perfect, pinpoint shot, you had to hold your recticle over the target for about three-quarters of a second. Anyone have a problem with that?

Up close, you had the opposite problem: there was a limit to how far your weapons could converge. Nose to nose, anything resembling a pinpoint shot was impossible.

To me, it just makes the shots harder to pull off. It doesn't prevent the instant death. And at close range (not face-to-face range) it has no effect whatsoever. AC/40 and Stalkers from 100m-200m would be largely unaffected.

I don't care how hard the shots are to make or how harshly your penalized for doing so - I think it's an absolutely game-breaking mechanic to be able to do so much damage to a single location in a single click. Any solution that doesn't prevent it from happening is, in my mind, not as effective.

View PostKageru Ikazuchi, on 10 July 2013 - 06:51 PM, said:

I'm in the wrong time zone to listen to the podcast live, but the topic -- "something" is disrupting balance -- has been prominently discussed between the hosts and Garth during the past few live Twitch streams

To sum up the discussions (as of Tuesday's stream) ... lots of people have opinions, but PGI should make balance decisions based on data.

I agree with this in principle, but the data set should be appropriate to the issue and decision.

Within a certain band of the player base, "more AC/40 / Gauss+PCC / 4-6x PPC" is approximately equal to "more likely to win" ... in my observation, that band of the player base is where the "better-than-average-casual" Elo scores overlap with "competitive" Elo scores. While the build trends in the upper competitive "bracket" will be a leading indicator of what is currently OP, the highest impact will be felt in the "above average" bracket.

Those two data sets -- the most popular "elite" equipment combinations ... and ... those builds' win-loss ratios in the above-average Elo band -- should be the indicators that something's out of whack.

I think they should look at every weapon's KDR (I would really hope that's something they're tracking). Some would argue this is skewed because ****** weapons like machine guns aren't used by competitive players - but that only serves to reinforce why it would be such a valuable piece of data.

If a weapon has a high KDR, it means both or one of two things: it is good and/or its users are good. Conversely, if a weapon has a low KDR, it means it's bad and/or the people that use it are bad. Though there are a lot of factors, I'll bet that graph would accurately represent the current metagame.

And by a weapon's KDR, I mean kills while mounted / deaths while mounted.

View PostKageru Ikazuchi, on 10 July 2013 - 06:51 PM, said:

The coolest most elegant ******* awesome thing about your system, is that damage, rate-of-fire, range, projectile speed, weight, slots, heat, etc. of any one system might not be the issue ... your system allows gentle tweaks to individual weapons, types of weapons, or combinations of weapons without disrupting the balance among them.

Fixed =P

View PostSeddrik, on 10 July 2013 - 06:59 PM, said:

Regarding the OP: When I first started reading I was... "uh oh". But as I read and understood more, I found it quite intelligent. It allows alpha strikes, but in such a way that alphas will not be the main course of every pilots battle. The scale is quite functional too. Having piloted all sorts of mechs, looking at the suggested weapons you could alpha without taking the penalty... most pilots would be unaffected, while huge boaters would take the accuracy penalty. Quite brilliant.

Convincing the skeptics is fun. And yes, almost half of 'mechs wouldn't even be affected (don't even have 100TCS worth of weapons). It's just the heavies and assaults - particularly ones that run pinpoint weapons - that will have to stagger their shots. It's a perfectly reasonable and easy adjustment for players to make.

#540 Kageru Ikazuchi

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Posted 10 July 2013 - 09:20 PM

Quote

I think they should look at every weapon's KDR (I would really hope that's something they're tracking). Some would argue this is skewed because ****** weapons like machine guns aren't used by competitive players - but that only serves to reinforce why it would be such a valuable piece of data.

If a weapon has a high KDR, it means both or one of two things: it is good and/or its users are good. Conversely, if a weapon has a low KDR, it means it's bad and/or the people that use it are bad. Though there are a lot of factors, I'll bet that graph would accurately represent the current metagame.

And by a weapon's KDR, I mean kills while mounted / deaths while mounted.


Exactly. The trouble is noticing trends before they become a problem.

The players -- particularly the competitive, min/max'ing, cheese building, spreadsheet warriors -- will always be better than the game designers at finding the "perfect build".

When the choice shifts from "is this the perfect mech for me?" to "how many XX and YY can it fit?", a significant part of the fun of the game is taken away.





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