Galen Crayn, on 13 June 2013 - 10:32 AM, said:
So, i have red a lot what goes wrong with the whole fixes, the system itself - but what would be THE solution to solve all the problems? Do you have a concept how PGI could solve the problem of balancing? The link with the novel rules is a good beginning. And that PGI needs help of the Pro`s shows the next week fix... I only say how you make a LPL NOT better....
It all depends on how far you want to go. But no solution will fix everything at once and immediately. There are too many variables for that.
Model 1:
Simpler approach to "fixing heat":
Set Heat capacity to either half the current value, or a fixed value of 30. Double the dissipation.
This still doesn't address potential Triple Gauss or Dual AC/20 Boats if they remain a problem. (Though I might check out if raising AC/20 heat to 7 or 8 would work out now. IT oculd even be that the PPC and ER PPC could do with a heat increase now - the improved dissipation compensates a lot.
Model 2:
Group Fire doesn't exist anymore for any ballistics or PPC that deals more than 5 points of damage per single shot (LBX doesn't count). Firing a PPC or Ballistic puts all other PPCs or Ballistics on a 0.25 second cooldown. (PGI can already do group-spanning cooldowns with Consumables, this should be feasible as well.)
These are the only weapons that even present us with a major pinpoint alpha problem. All other weapons have either low damage per shot weapons, spread their damage anyway, or are beams with a duration.
The result of this change is that a 4 PPC "not-really Alpha Strike" basically takes 0.75 seconds, which is a bit like beam duration of a 4 LL Laser Strike.
Model 3:
Revamp weapon stats and heat system.
The heat capacity needs to be lower, and for the below take it will need to be even lower than in Model 1, simply because the heat value per shot will be lower as well. SO a heat cap of around 15, but with "normal" dissipation.
Start with taking every weapon's statistics from the table top again, and determine damage and heat per shot by dividing TT damage by 10 and multiplying with the new effective cooldown.
Set fire rates to values between 3-5 seconds.
Or alternatively, using the above formula until you find a cooldown that limits the damage per shot to MAX [crit slots | weight / 2] of the weapon. (So a PPC would be okay as a 3.5 damage weapon every 3.5 seconds, and the AC/20 as a 10 damage every 5 seconds weapon. An AC/2 could actually deal 3 damage every 15 seconds!). That puts the max alpha ability of any mech at a likely maximum of 50 or less (mostly due to the crit limitation, the weight will probably put it eve lower, since a mech needs internal structure, armour and engine.)
You might probably want to spend an additional balancing pass afterwards:
- Normalize effective recycle rates (possibly bending the limits a bit)
- Give weapons that got a particularly high rate of fire a better DPS than the straight DPS conversion would indicate. (For example, calculate the effective DPS in 10 seconds of every weapon if it was translated as a 1 shot every 5 seconds weapon. This would allow weapons to fire 3 times in 10 seconds, because you can fire at 0, 5 and 10 seconds. So an AC/20 that deals 10 damage every 5 seconds has a DPS_10 of 30. A ML that fires every 1 shot every 2 seconds would have a DPS_10 of 12, but one that would fire every 5 seconds would have a DPS 15. This approach would basically mean that any weapons with a recycle time of less than 5 seconds gets DPS increases that will matter if the weapon user stays engaged long enough)
- Some TT weapon stats are plain unbalanced. AC/2 and AC/5 pretty much suck. Buff them.
And we still haven'T figured out whether Level 1 TEch and LEvel 2 is supposed to be balanced. If so, you need to tweak Level 2 Tech weapons so they are as powerful as Level 1 Tech. (Most Level 1 energy weapons would probably do fine by just getting DHS, but ballistics would not...)
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I believe it's too great for sweeping changes. Model 1 and 2 are not that sweeping, I think, mostly changing an existing number in the system.