FireSlade, on 09 July 2013 - 10:00 AM, said:
Most games that I have seen running global cooldowns and such are MMOs and it is to the point where players only hit one button to attack an enemy while the macro perfectly times each attack so that the perfect dps is achieved. If PGI puts in global cooldowns based on weapon type/size/etc. people will stop bringing other weapons and only use the most powerful so that they can have the highest burst damage.
First steps first. First we get rid of one of the primary advantages of boating.
THen we can look at balancing the advantages of high burst/single shot damage vs sustained DPS (and especially beams).
WHat you say isn't wrong. It's one of the reason why in the table top, an AC/20 weighs 14 tons to deal 20 damage, but 4 medium lasers are only 4 tons to deal 20 damage. Both have the same range, so the difference is not justified by range.
The reason is the MLs spread their damage a lot, even though both have random hit locations, the chance for the AC/20 to cause a nasty hit to a vital part of a mech was much better than tat for an ML. (And if you want to be precise - the heat sinks required for both weapons jump the AC/20 weight to 22, and the 4 ML weight to 16. That's still a 6 ton difference).
The table top measure will probably not work identical for MW:O, since there are several differences, but you get the idea. Basically, to get the same DPS with a low damage per shot weapon as with a high damage per shot weapon, you need less weight and/or heat and/or ammo. How much less is something to figure out.
This game has a long way to go to be balanced. There are no magic bullets that will solve all our problems in one go. But we need to identify the problems we have, find the causes, and address them, or we keep flailing around for another year.
*FRACKING FORUMS EAT MY POST*
jeffsw6 said:
How do you implement that in such a way that it is effective vs the guy with 4 PPCs, or the guy with 3 PPCs and a Gauss Rifle, but it is not crippling to the guy with 6 MLs?
Weapon-dependent Global Cooldowns.
A weapon with a beam duration might have no GCD at all,or a very short one.
A PPC or Gauss Rifle will have a longer one.
A benchmark I am considering: No more than 20 damage per 0.5 seconds, even on a mech that stacks an infinite amount of guns. (That's 40 DPS, btw. But of course ,only for a 0.5 second duration, you might deliver 0 damage for the next 10 minutes and end up with a DPS of 0.0).
That means an AC/20 or Gauss needs a 0.5 GCD. OTherwise, you could fire two shots in 0.5 seconds and deal more than 20.
An AC/10 or PPC needs 0.25 second GCD.
An AC/2 would need a GCD of 0.1 seconds.
A Medium Laser needs something... complicated. (1 second beam duration that only 50 % of the damage of the first ML counts, and the next beam contribute a bit less, and so on...) I might err on saying it should be something like 0 to 0.1 seconds.
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More to the point, how do you implement it in a way that PGI can't screw up?
I don't implement anything, I am not working for PGI. I have my own software projects to care for.
I guess I could try praying. I heard it helps even if you don't believe in it.
But again, no silver bullets for balance. This is just a start. There are many more steps.