Multiquote ftw!
Ralgas, on 19 June 2013 - 02:00 AM, said:
Drop weight restrictions will bring these even further into focus. If you pay attention to the specifics given in the heat balance thread the aim was to apply extra heat when damage went over 30 in an alpha (6ml or 3ppc). One could reaonably guess the extra heat may be applied to two ac/20. To the people then using the swayback as an example but why should it not be hit when dishing out 45 dmg in one click? Would it be really that bad to split a 6ml and a 3ml wep group and alternate?
I'm very much of the opinion pgi's solution is too easy to workaround but the intent at the very least is good. As for uac's an extra point of heat wouldn't hurt there, even for ballostics they run too cool for what they can dish out
What's the workaround?
Gaan Cathal, on 19 June 2013 - 02:11 AM, said:
Ah, but is the Swayback fine and the other hunchies underpowered, rather than the Swayback being OP? To use a different counterargument - I would argue that the 4PPC Catapult is currently fine from a balance perspective, while the 4PPC Stalker is not. This is because the reduced heat containment/dissipation on the Catapult means that it inevitably gets one alpha, followed by cycled paired shots until it fully disengages for some reason. There's also the QKD-5K, 60t with 6 energy hardpoints. Not seen any unreasonable builds. 6 MPL packs a surprisingly sustainable punch.
Mlas-boats are great. Previously, I think the Cicada 2A was the uncrowned king of Mlas-boats, although the 8Q was also very effective at one point. And the Blackjack Mlas-boat is very nasty in the right hands, although probably harder to use than the Quickdraw (I've tried neither)
But to answer your question - the Swayback is fine because the huge advantage from its weapons overshadow the disadvantages of being relatively big, slow and lightly armored compared to heavy mechs. If you were to make the other hunchbacks better choices, you would probably want to deal with those factors, and that would make the Swayback OP.
Gaan Cathal, on 19 June 2013 - 02:11 AM, said:
30 alpha is appreciable. A King Crab or similar would see us hitting 40 alpha with them. The fact is that 30 damage recycles a lot faster than an AC/40. If you take more than three shots to win a fight, the UAC/5 wins out (unless it jams).
Well, this could easily devolve into nitpicking. Yeah, it's a high alpha considering its high rate of fire. But using alpha as the most important metric, it's not really a high alpha build.
Gaan Cathal, on 19 June 2013 - 02:11 AM, said:
I'm not actually a big advocate of messing too much with convergence. Just re-implement time-to-convergence and have it converge to locked target range if there is one (if not defaulting to the current 'ground under cursor' mode). The fact is all the massive alpha weapons have limiting factors. Look at AC/40 Jaegers. Deadly, but either glass cannons or so slow they're easy fodder for anything ranged. Massed Gauss fire? 15t weapons that explode when critted and carry next to no ammo/ton have considerable drawbacks. I'd advocated adding their minimum range, just to stop them being quite so bloody good in a brawl, but that's about it. The reason PPCs are an issue is that their drawback isn't weight, compared with AC/20s and Gauss they're featherlight. Their drawback is heat, except that that drawback is largely negated by the current high-containment-value system.
Basically, high pinpoint alpha is very dangerous and needs limitations. Those limitations currently function for 2/3 of the highest alpha pinpoint weapons. The third is boated like crazy. No coincidence. The problem isn't PPC boats. It's that PPC boats are too good for the skill required to use them.
I don't think the AC40 Jagers are balanced at all. Yeah, they're glass cannons. Yeah, they're slow. Yeah, they have a rough time on Alpine if you catch them in the open. But on 80% of all maps, those disadvantages are almost irrelevant, unless you have a very good team working with you. If we had game modes, maps and game balance that encouraged role warfare, the AC40 Jagers would not be a problem, because you would have scouts to identify their position, and those scouts would be far enough ahead that your team would have time to adjust their position accordingly, hopefully moving to a location where the AC40 Jagers would be at a disadvantage. But in most matches, especially when PUGing, all that silly strategical stuff is out the window.
Roll a game of Assault. Your team hugs the crater. You turn a corner to have a look, and three smiling AC40 Jager pilots welcome you with open arms and 120 damage. At that point, their fragility, lack of speed or range doesn't matter, because they have reduced your mech to a cloud of ashes. That scenario is plausible on many maps. I like to think that I have an average skill level in this game, but MW:O is still a kind of russian roulette, where you risk dying if you happen to take the wrong path. Which is fine if you're playing CS and getting sprayed by an AK-47 at point blank. But I don't think it's appropriate for this game.
Gaan Cathal, on 19 June 2013 - 02:11 AM, said:
In most games a 'jack of all trades' has more emphasis on the 'master of none' element. A common misconception about this is that the classic 'assault rifle infantryman' is a 'jack of all trades' in a modern-warfare game. They're not. They dominate midrange combat. That's entirely different. The game isn't Long Range <-> CQB (if it's designed right). It's Long Range <-> Midrange <-> CQB. Now if you made a jack of all trades by giving a class a desert eagle with zoom-scope for long range and a slow-firing-but-accurate smg to extend their CQB range into midrange they'd get murdered by snipers at range, assault rifles in the midrange and smgs in CQB.
I wasn't thinking about that, specifically, but I agree. If it was like that, it would be great. Now, people have claimed that the strength of the medium mech is its versatility, being able to help out both light mechs and assault mechs in their different objectives. So the advantage of the rifleman isn't dominating any range, but not being as useless as a desert eagle at 200 meters, or as useless as a Barrett M82 when clearing a building. And as you say, the rifleman should have an optimal range where he's actually more effective than other alternatives.
Gaan Cathal, on 19 June 2013 - 02:11 AM, said:
I've highlighted there because I agree with that. A problem with MW:O atm is that more of the same wins. However. In that case you are talking about a group - say a lance - coordinating over multiple ranges. Say two brawlers, and LRM boat and a light with a TAG. However, individually, all those mechs are specialists. The brawlers will all be boating 270-400m weapons. The scout presumably loading ECM or BAP and as many ML or SPL as he can fit on top of his Tag and oversized engine and the LRM boat has as many LRMs as he can feasibly fire plus some point defence weapons for sub-180m panic combat.
If you take that same dictum and spread it over the mechs, you have...a mess. Four mechs each with an LRM launcher, TAG and assortment of brawling weapons is far inferior in combat with the aforementioned lance. A pure sniper group would stand a decent chance of beating them at the moment, but if this heat-penalty thing works I think that'd be moot. Mostly goes to show how overpowered long range combat is at the moment. A pure brawler group would be pummeled by LRMs on the way in and during the brawl, which would probably more than counter the lack of a fourth brawler in a patch where LRMs are decent. A lance of scouty lights would need to circumvent the brawlers and gank the LRM boat in order to stand a solid enough chance in the brawl to commit. Overall the balanced lance has the edge over specialised lances, which are still viable. The lance of balanced mechs, however, is at the bottom of the pack. It can't engage convincingly at any range.
I can't quite tell where you're talking about the game as it is, as opposed to the game as it should be. In regards to different lances having different specialties, that would work if 1) Lances actually had a function in most matches and 2) The game rewarded an overall balance of abilities between different lances on the same team. At the moment, neither of those conditions are present. But I'd like to see it.
MustrumRidcully, on 19 June 2013 - 02:17 AM, said:
One of the reasons the PPC hate is stronger is the way it's effective. 40 points to the Hunchback's Hunch? Armor is gone. next shot? The main weapon complement is gone. Basically, 2 shots and your mech is a ruin.
The UAC/5 would be much more gradual. it might still be OP, but it's not a two-shot experience.
I'm not sure if my victims consider themselves lucky when they get chewed out by concentrated UAC5 fire over 5 or 6 seconds, during which their aim is disrupted so much by shaking and explosions that they can barely see the colour of the sky. I certainly get just as frustrated when I'm being rapidly torn apart by ballistics or missiles, as when I'm quickly put to sleep by PPCs or AC20s.
Gaan Cathal, on 19 June 2013 - 02:25 AM, said:
I'd actually argue that the 3xUAC/5 Ilya, the 4xAC5 -4X, the 4xAC5 and 2xAC20 Jaegers and mechs in a similar bracket are actually a good benchmark of where balance should be. They're scary. They're brutally effective. That's good. No-one wants big stompy mechs with nerfguns. Bring laserboats into line in with those terms of effectiveness (hard to judge without a ~70t energy boat really) and I think the game will be looking pretty good. The problem is that atm PPCs are so, so much better than lasers that they're almost the default choice for any energy hardpoint. I don't have an issue with grouped PPCs being viable (hello Adder Prime) but they need to be reeled in so they don't invalidate lasers.
Well, this is where people have different ideas. Personally, I really liked the way Mechwarrior felt in the older games. There was often relatively little cover, but engaging another mech often led to a long, methodical fight, where you would circle each other for a long time, trying to destroy a limb or two, and finally landing the killing blow. It wasn't just a 10-second scramble to land 3 consecutive alpha strikes on the center torso.
I never felt that I was armed with nerf guns. But then again, those games had various tanks, choppers and buildings that really gave you a sense of scale and illustrated how powerful your weapons were. In MW:O, I can't even destroy a medium-sized pine tree.
The Cheese, on 19 June 2013 - 02:43 AM, said:
If you kept those Awesomes because you do well in them, then yes, you are an exceptionally skilled player.
Oh you.
I do think the Awesome is underrated, but still the weakest of the assault mechs. I am by no means exceptional, I just play certain mechs because I think they're cool. With average skills and a lot of practice, many weak mechs can do reasonably well in this game. But I'm sure I'd be more effective in a Stalker with 4 ER PPCs than in my Awesome 8Q with 3 ER PPCs and a small laser.
Gaan Cathal, on 19 June 2013 - 02:50 AM, said:
No ****. Centurions aren't exactly powerhouses either, considering the state of mediums.
True. I've been fairly successful with the AL with dual LPLs and dual medium lasers. I guess those days are gone now though.