Jump to content

Problem With This Game Is Fire Rate, And Other Things


27 replies to this topic

#21 Odins Fist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,111 posts
  • LocationThe North

Posted 21 June 2013 - 11:54 AM

View PostMercules, on 21 June 2013 - 11:39 AM, said:


I don't get it...

So that you could be a bit more sarcastic in your reply and further break the forum rules?



Are you telling me you don't know that "ALL" things from a Table Top game are not going to translate into a Video Game??
Were you the kid that tattled on everyone in school or something..??

That was my point, and you were given some examples... Wow..

I can see one thing that isn't translating over from BattleTech TT to MechWarrior Online very well...
Specifically: You

Unreal man, Unreal... I'm going to go game now. I really hope you're out there.

Edited by Odins Fist, 21 June 2013 - 11:56 AM.


#22 Mercules

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 5,136 posts
  • LocationPlymouth, MN

Posted 21 June 2013 - 12:19 PM

View PostOdins Fist, on 21 June 2013 - 11:54 AM, said:

Are you telling me you don't know that "ALL" things from a Table Top game are not going to translate into a Video Game??
Were you the kid that tattled on everyone in school or something..??
No, I was the kid in school who didn't bother to do homework, didn't pay attention in class, and still got A's on all the tests. I honestly didn't care about the other kids or what they were doing and ignored 99% of them.

View PostOdins Fist, on 21 June 2013 - 11:54 AM, said:

That was my point, and you were given some examples... Wow..

Saying two words is not an example. "Dice Rolling" is not an example. Oddly enough you are also wrong about that. DDO is a real time Video game based off a TT Turn Based RPG with dice. When you swing at an enemy the game determines if your weapon was in range and then rolls a 20 sided dice and adds up the appropriate bonuses, compares it to the mob's AC and determines if you hit or not. It then "rolls" another dice depending on your weapon type and applies damage to the mob based off that roll. When you attempt to disarm a trap it rolls a D20, adds your skill and bonuses and determines if you passed the level of the trap or not. Video games do dice rolling surprisingly well.

Do I want MWO to have Dice Rolling? No, because I do want a sim. Do I want it to have pinpoint convergence from all weapons instantly? No, because that makes having critical, different sections of mechs, and such pointless. Should it be more random? I don't even think that. What I do think is that convergence should be removed so that the skill is not point and click, but point and fire proper group of weapons then aim slightly different and fire a different group of weapons. It would actually take more skill.

Knockdowns, however, should be random and thus require the RNG(AKA dice). Should an Atlas ALWAYS knock down ligher mechs when bumping them? No, but it should do it most of the time. Thus RNG.

Strictly using TT stats for ECM would have given us a useful but not over powered tool. Using TT Stats for Weapons would have too. They didn't USE TT stats and that is why we have what we have.

TT Stats for an AC 20 is that it does 20 damage and creates 7 heat in 10 seconds of firing. Different manufacturers fire larger bursts with smaller shells or shorter bursts with larger shells but they are all categorized as AC/20s because they do X damage in 10 seconds. Can you imagine the wonderful game would could have with 3 variant AC/20s that were all similar except for RoF and damage per hit? We could have a 5 burst with 4 damage per hit, 4 burst with 5 damage per hit, and so on.

The problem is they decided that 20 damage means one shell fired that does 20 damage. Derp! Not TT or following the Lore.

Turn based Play. This one is a no brainer. You mean Turn Based Play isn't going to work when you don't do Turn Based Play? That doesn't mean the systems in Turn Based play can't be EASILY adjusted to real time. Turn is 10 seconds. Real time 10 seconds is... 10 seconds. Heat from a weapon in a turn is 3 which means it should be 3 heat over 10 seconds in Real Time. They didn't use TT values.

View PostOdins Fist, on 21 June 2013 - 11:54 AM, said:

I can see one thing that isn't translating over from BattleTech TT to MechWarrior Online very well...
Specifically: You

Unreal man, Unreal... I'm going to go game now. I really hope you're out there.


Really, stop with the insults and have a discussion.

#23 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 21 June 2013 - 01:45 PM

Posted Image

This thread is totally off the rails. I hope it gets back on track before it gets taken out behind the shed and put down.

Edited by Levi Porphyrogenitus, 21 June 2013 - 01:45 PM.


#24 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 21 June 2013 - 02:34 PM

The rate of fire is fine for a game with group fire.

Problems.
1) It's questionable group fire is actually "accurate" to Battletech. It should be noted that weapons in the table top are all fired in a 10 second turn, and when you fire them, you roll for to-hit and for the hit location individually. That suggests that you actually don't fire them all at once (and certainly not with any form of convergence). If you deliberately aim for certain locations, it's a lot harder to hit. (That doesn't have to mean we must ditch convergence and replace it with RNG, but it means we must rethink a lot of stats that we imported from Battletech.)

2) The rate of fire is reasonable for group fire, however, because waitinf ro 10 seconds to fire 2-10 weapons would be pretty boring, and it would put alpha strikes even more to the forefront
The bigger problem is that for some reason ignored that the original stats where based on a 10 second turn. An AC/20 did never deal more than 20 damage in 10 seconds. You couldn't decide to fire it twice for twice the damage and twice the heat. (Optional rules- with high jamming chances - where added in some supplement, but that happened when regular ACs were already obsolete by Battletechs terrible power creep). If you could have, their attempts to balance the game would have been completely fruitless. One fundamental aspect of energy vs ballistic balance was that that all weapons were assumed to equip heat sinks to compensate the heat the weapons produced. (AC10 - 10 damage in 10 seconds, 3 heat requires 3 heat sinks, 2 tons ammo: 17 tons. PPC: 10 damage in 10 seconds, 10 heat requires 10 heat sinks, 17 tons.) So the effective weight of weapon was basically weapon weight + heat. If you suddenly double the fire rate of a weapon, you double only the heat part of each weapon. At one point in the Closed Beta, you would have needed 30 standard heat sinks to compensate the heat of one PPC, but only about 9 for the AC/10... (That didn't make the AC/10 a particular good weapon. The Gauss Rifle was even more impressive. It was orginally balanced to compete with Double Heat Sink using energy weapons, and only required 1 heat sink. Dobuling its rate of fire made it twice as powerful at basically no cost.)

3) But it gets even more complicated!
One of the reasons why it was half-way reasonable to assume that weapons would get the heat sinks the heat required was the Battletech heat scale. You didn't just shoot and shoot and shoot until you got to a heat value of 30. Just being 4 or 5 heat sinks should would mean you would stack penalties really fast and your mech would be quickly useless, even though not shutdown.
PGI gives us a heat thresold of 30 + heat sinks (30 + 2 x engine double heat sinks + 1.4 double heat sinks). The logic behind it was probably: If they don't raise the threshold, then a mech like the AWS-8Q would overheat if it fired all 3 weapons at once. We call this an alpha strike. The table top alpha strike however does not actually require all weapons to be fired simulatenously in the same split second - they could be fired at any point in the 10 second turn. Which would give "real time" heat sinks to partially dissipate the heat that where incurred so far and allow a mech to lower its heat level far enough between PPC shots so he'd never overheat. But well, PGI went with the 30 + sinks model.

But this allows doing stuff that would be impossible normally. For example - 6 PPCs with 15 DHS? That would instantly overheat a mech in the table top. In MW:O (even if the PPC was at 10 heat per shot), this mech could deliver two full salvoes. Yes, the second would lead to a shutdown, but it's still 120 damage in about 4 seconds.


4) And then there's convergence.
The aformentioned 120 damage strikes sound like 60 damage strikes if you consider that PGI did double armor values. but in the table top, this would have been 6 hit location rolls for 10 damage each. That more than 3 or 4 would hit the same spot is extremely unlikely.
(Ironically, as far as I know, the doubling of armor was actually PGI's response to dealing with convergence and mouse aiming. Imagine a game where a single AC/20 hit could probably leg any light... I don't think we'd have all that much fun in this...)


5)
Before the introduction of double heat sinks, PPCs were pretty much useless. Double Heat SInks came, and a heat nerf came. THe PPCs were a bit more practical, but there was still no Host State Rewinds, and powerful short range missiles - your "sniper precision shots" could easily be misses because you didn't see what the server saw.
But when all the pieces came together (DHS, HSR, srm nerfs...), the PPC looked suddenly more attractive. Finally your chance to actually hit targets through lag was good. You finally could use the Double Heat SInk inflated heat capacity of your mech to deliver a large volume of damage in a very short time. Sure, it takes forever to cool off, but if your enemy is dead, you have the time, and if he isn't, at least the PPCs have the range to let you get into cover and hope that the enemy doesn't just follow you there...



Note: Table Top stats are hardly perfectly balanced, even if we ignore power creep like Level 2 Tech and Clan Tech. BUt it's important to understand some of the basics if you want to make sense of why the stats where as they were, and how much PGI's choices worked against its balancing mechanism in ways that did not improve the balance.

---

If this game wouldn't have group fire, and required us to shoot weapons seperately, I'd expect that lower rates of fire would be quite okay. Trying to maintain 4 AC/2s or 2 UAC/s firing constantly on a target is already hard now. Imagine you had to do it with 3 different weapon systems that all need different lead times. And you ideally sitll want to torso twist to avoid shots.

With group fire, we'll probably need something else to force more chain-fire. A lower heat capacity (raising the heat dissipation however to compensate and focus the game more in direction of sustained damage / DPS) could do a lot, but it won't address the low heat weapon that much. For that, we might want to look at solutions like Homeless Bill has them.


---

I am not quite sure how I would handle the TT conversion. As a naive start, I'd probably based things on DPS and HPS figures based on TT stats (so if I want an AC/20 to fire every 4 seconds, I would try to ensure it still delivers 20 damage in 10 seconds), and assuming I can't find a way around convergence (it's really difficult to get rid of tis without making the game too difficult to play and/or the UI to difficult to design), I'd probably put in some limitations on group fire, and might set recycle rates so that even if you boat the most optimum weapon combo, you can't deal too much damage in one shot.

I'd probably also ditch the TT armor values mostly. The (max) armor distribution per location is balanced on the hit location table the game used. The moment you don't have that hit location table (be it due to mouse aiming and convergence, or because of Clan Warriors with Pulse Lasers and Targeting Computers), you break them. Maybe a simple approach would be to take the max armor values from the TT, and say you can put no more than 1/4 of those points on any single location, but you can otherwise do whatever you want. Let the players figure out what the best armour distribution is for survival.

Edited by MustrumRidcully, 21 June 2013 - 02:36 PM.


#25 Odins Fist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,111 posts
  • LocationThe North

Posted 21 June 2013 - 03:36 PM

View PostMercules, on 21 June 2013 - 12:19 PM, said:

Saying two words is not an example. "Dice Rolling" is not an example.

Do I want MWO to have Dice Rolling? No, because I do want a sim.

Knockdowns, however, should be random and thus require the RNG(AKA dice).

They didn't use TT values.


MWO a sim, it has elements, but not sure if really a sim, and it was billed as "A Thinking Person Shooter"
What are the DEVs calling it..?? Anything official..?? Close as you will get maybe.
9 seconds in..

.

TT rules are hardly translating completely into MWO, either is weapon balancing in some cases..
Quoting the fact that I said turn based play doesn't translate to MWO is indeed a no brainer.
One of my biggest concerns that I predict, is that there will be no randomness effects on weapons in relation to enviromental conditions, such as bad weather (crosswinds, rain, storms). Magnetic anomalies affecting Particle projection weapons, gravity effects on ballistics.. We do have night maps though.!! The same things that really picky people running BattleTech games would throw in as rules/conditions, and I don't see the DEVs being able to have the time or perhaps the ability to implement any of those correctly, and if they tried yet another slow down in development.

Randomness for energy weapons hitting should "NOT" be a Dice Roll, where you have your crosshair is where they should hit, unless some sort of enviromental condition prohibits or would effect damage, but that doesn't happen in MWO = not translated.
Don't get me started about Particle projection weapons...

Randomness for ballistic weapons should occur for some of the ballistic weapons if there is a decent MPH crosswind or other enviromental condtions at certain ranges, but that doesn't happen in MWO so no randomness/dice roll = NOT translated.
Also the jury is out to lunch on recoil effects, and i'm not getting into that issue here. And yes the AC-20 is something that didn't translate well (yet) in terms of ammo types = standard, armor piercing, incendiary, Precision, sabot flechette. The LBX-10 is another example. Will we get these things in the future..?? What about ammunition placement (legs really).??
Unknown, it's a Video Game not TT.

Missiles (LRM) grouped together tightly (like sardines) to the point it would affect their flight path/trajectory isn't showing up in MWO, and again neither are enviromental conditions (other than solid obstructions). The jury on just how these weapons should hit is still out, nobody agrees.. Is there randomness by design..??

Weapons Convergence is controlled by acuators/gimbles linked to the weapons and then the targeting computer, and this is represented in MWO, whether or not this is acceptable has been debated at length here, but again no factors really hinder this, and certainly not any enviromental factors, nothing but movement of the mech firing (that part "moving" I do agree on with the DEVs).

Not to get off subject, but shouldn't we be knee deep in WAVE 3 of Operation Revival..?? I mean whats missing there, aren't planets like Rasalhague, Hot Springs (the vacation spot for the inner sphere) being attacked, and isn't Ridderkerk hit like a freight train the begining of July, and aren't the 1st Lyran Regulars worked over good? Isn't July WAVE 4 of Operation Revival..?? What will CW do to make this happen, anyone know..?? Nope, some contact has had to have been made, but nobody is talking?

I'm not holding out much hope that the Clans will show anytime soon, i'm not holding out much hope that destroying a clan mech and not destroying it's weapons will yield salvage and use of those weapons, it would be nice, but if people think anyone is going to be happy being told to wait until late 3051/52 or 2014/15 or time for certain things, then I got news for ya.

There are a lot of things that aren't translating really well, and some that haven't at all yet. Unknown if they will.
I understand things are being fine tuned, I understand MechWarrior Online is based on BattleTech, and they are using it as a basis for development (DUH), but thinking they are sticking to TT rules/balance isn't realistic, maybe they are doing the best they can, unknown.

We do not know at this point is what the end result will be, we only have the current state of MWO to judge how things have been done. Is it translating..?? Partially.

Edited by Odins Fist, 21 June 2013 - 03:45 PM.


#26 Karazyr

    Member

  • PipPipPipPipPipPip
  • Moderate Giver
  • 274 posts

Posted 21 June 2013 - 10:25 PM

View PostLevi Porphyrogenitus, on 21 June 2013 - 01:45 PM, said:

Posted Image

This thread is totally off the rails. I hope it gets back on track before it gets taken out behind the shed and put down.

i think i did this :S im so sorry OP, all this talk of true TT to real time conversions has got me thinking, i could create a demo to show how that would suck, shouldent be to hard to do i could knock it up in the unreal engine.....so long as your not expecting supah grawphics

hmm nah not gonna do that to settle something people should know anyway.

#27 Scryed

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 218 posts

Posted 22 June 2013 - 11:34 AM

View PostOdins Fist, on 21 June 2013 - 10:38 AM, said:


^.... This

MWO is "NOT" friggin Table Top BattleTech... MWO is "NOT" a turn based (throw the dice) game.

MWO is a "you better get some cover" game..

If MWO acted like BT/TT, it would have been uninstalled ASAP..

Wait, wasn't MechWarrior Online "Tactics" suppossed to make the old BattleTech Table Top guys happy..??
Gee what happened there.??


Actually it is all mechwarrior was is an RPG so that your pilots could gain stats for better piloting and accuracy.

You could also choose who you wanted to be, I.E. clans, IS, or whatever.

Its still battletech. Just a different name
http://www.sarna.net...rrior_%28RPG%29

it even says it right there in the description.

Edited by Scryed, 22 June 2013 - 11:35 AM.


#28 CMDR Sunset Shimmer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,341 posts
  • Twitch: Link
  • LocationNetherlands

Posted 22 June 2013 - 12:06 PM

Old post is old.

Fire rates were tripled, yet cooling wasn't changed to compensate.

Thus we have the SHS issues we currently have.

however to change the heat system to a proper system, would screw up doubles and make them insanely good even at the 1.4 cooling rate.

the entire heat mechanic needs a full rework frankly.





14 user(s) are reading this topic

0 members, 14 guests, 0 anonymous users