Crit Space Solves Boating
#1
Posted 02 July 2013 - 09:41 PM
#2
Posted 02 July 2013 - 09:43 PM
...But really, there are other (better) ways to go about doing this; such as buffing brawling weapons and/or upping the heat of the [ER]PPC.
#3
Posted 02 July 2013 - 09:50 PM
FupDup, on 02 July 2013 - 09:43 PM, said:
..... Buffing SRMS/SSRM damage should be done anyway, as well as some love for Pulse lasers, especially the Large kind.
I do not think arcane calculus of 0.1 here 1.3495673 there and .00342152*X divided by the square root of the answer of life is the most effecient way to balance a game...... Think about the beautiful simplicity of just upping the crit space requirements by 2.... It punishes boats by reducing the number that can fit in arm components, taking away heatsink space (effectively lowering heat efficiency), but leaves the weapon in full functioning order for the more rounded builds.
Edited by SpartanFiredog317, 02 July 2013 - 09:54 PM.
#4
Posted 02 July 2013 - 09:56 PM
FupDup, on 02 July 2013 - 09:43 PM, said:
...But really, there are other (better) ways to go about doing this; such as buffing brawling weapons and/or upping the heat of the [ER]PPC.
I dont really think buffing brawler weapons or upping the heat of ppc's is the solution.
Putting a limit on the slots that a given weapon system can occupy might do the trick.
ie. You have 3 energy hardpoints in one location and in those 3 hardpoints you can have any number of single slot weapons (such as medium lasers etc). 2 slot weapons like large lasers would be limited to 2 hardpoints and 3 slot weapons would only be able to take up a single hardpoint.
#5
Posted 02 July 2013 - 10:01 PM
#6
Posted 02 July 2013 - 10:29 PM
SpartanFiredog317, on 02 July 2013 - 09:41 PM, said:
A Stalker's arm has 10 free crit slots, if Iam not mistaken. You might be able to force him to use 2 DHS less then he usually uses, that's it.
And you run into trouble with all kind of future mechs.
Here's another idea:
The single shot damage of all weapons is limited to twice their crit slot number. Beyond that, you can adjust the recycle rate to give them DPS worth their tonnage, but that's it.
If you want to maintain the current DPS and HPS figures (If you significantly lower the single shot damage of guns, I suggest raising their DPS or lowering the HPS a bit, since losing that alpha advantage is a drawback.)
That would put the PPC at 6 damage (and 4 heat) per shot, approximately every 2 seconds.
Gauss Rifle: 14 damage every 3.73 seconds.
AC/10: 14 damage every 3.5 seconds
AC/20: Unchanged.
(Just think about how much more useful the AC/10 would be if it had a higher alpha damage....)
#7
Posted 02 July 2013 - 10:31 PM
#8
Posted 02 July 2013 - 10:43 PM
MustrumRidcully, on 02 July 2013 - 10:29 PM, said:
And you run into trouble with all kind of future mechs.
Here's another idea:
The single shot damage of all weapons is limited to twice their crit slot number. Beyond that, you can adjust the recycle rate to give them DPS worth their tonnage, but that's it.
If you want to maintain the current DPS and HPS figures (If you significantly lower the single shot damage of guns, I suggest raising their DPS or lowering the HPS a bit, since losing that alpha advantage is a drawback.)
That would put the PPC at 6 damage (and 4 heat) per shot, approximately every 2 seconds.
Gauss Rifle: 14 damage every 3.73 seconds.
AC/10: 14 damage every 3.5 seconds
AC/20: Unchanged.
(Just think about how much more useful the AC/10 would be if it had a higher alpha damage....)
So basically, nerf PPC, buff AC10.
It's simple. I like it. Better than the convoluted changes everyone's spouting for sure.
*edit - but then again, you'll probably have a bunch of CBT fanatics yelling at you that PPCs are supposed to fire slow and hit hard.
Edited by mike29tw, 02 July 2013 - 10:47 PM.
#9
Posted 02 July 2013 - 10:59 PM
mike29tw, on 02 July 2013 - 10:43 PM, said:
So basically, nerf PPC, buff AC10.
It's simple. I like it. Better than the convoluted changes everyone's spouting for sure.
*edit - but then again, you'll probably have a bunch of CBT fanatics yelling at you that PPCs are supposed to fire slow and hit hard.
I actually more expect a bunch of CBT fanatics, PGI devs and newbies yelling at me that the weapon is AC/10 and it should logically deal 10 damage per shot.
Left Lucy has the right idea on this - just rename these frigging ballistics. There is no real logical reason in the game universe where you don't know about damage numbers to call a weapon that by lore can have different calibres and rate of fire called AC/10. Just call it "heavy auto-cannon". It's 12 tons, that's heavy, and all its variations, regardless of calibre and ROF, are that weight. Mech classes are defiend by their weight...
#10
Posted 02 July 2013 - 11:30 PM
MustrumRidcully, on 02 July 2013 - 10:59 PM, said:
No one has issues with the LRM5.5, LRM11, LRM16.5 or the LRM22...
#11
Posted 02 July 2013 - 11:35 PM
KharnZor, on 02 July 2013 - 09:56 PM, said:
Putting a limit on the slots that a given weapon system can occupy might do the trick.
ie. You have 3 energy hardpoints in one location and in those 3 hardpoints you can have any number of single slot weapons (such as medium lasers etc). 2 slot weapons like large lasers would be limited to 2 hardpoints and 3 slot weapons would only be able to take up a single hardpoint.
You basically just summed up MWLL's pod space build rules. With creative pods usage, weapon classes, hard points and criticals you can solve boating.
The video is old but you might enjoy it.
#13
Posted 03 July 2013 - 04:16 AM
lartfor, on 03 July 2013 - 03:00 AM, said:
It's true!
Diverging from TT values is the solution to SP many of this games issues.
Yet we have a pitfall that is the current use of Stock mechs as trial mechs and as default configurations for mechs we purchase.
Mucking around with critical slot values would also mean needing to address stock mech configurations or replacing trial designs with new designs that conform to this new hardpoint system.This sounds like a great deal of work with a huge potential for messing with the game as it is currently implimented.
I agree that in many ways we need to diverge away from the CBT "Bible" and create a system that actually works.
However...
If we do away with everything from CBT then why bother calling it Mechwarrior? it's free to use your own title it cost money to license Battletech and Mechwarrior.
Essentially some things must remain from CBT in order for the game to function as currently designed and unfortunatley crit space of items and tonnage of those items are two of them.
A far simpler solution would be to restrict hardpoints by having each and every hardpoint conform to the following rules.
1: one hardpoint may hold one weapon.
2: A hardpoint is designated by what class of weapon it may equip. ie. Energy,Missile,Ballistic or Omni
3: Each hardpoint has a maximum size in critical spaces that a weapon fitted may have.(only new mechanic in this proposal)
So if you don't want 6 PPC Stalkers or even 4 PPC Stalkers or what ever do not allow a Stalker to have six energy hardpoints with 3 crit slots each!
Maybe have a Stalker with two energy hardpoints with three crit slots,two more with two crit slots and finally have two energy hardpoints with only one crit slot.
So you can have 2 PPCs,2 Large lasers and 2 medium lasers
Or,4 large lasers and 2 mediums
Or, 6 medium lasers
But you can not have more than two PPCs because only two energy hardpoints have 3 critical slots.
But what about "legal" boats like Clan Warhawks (Massakari) or Hunchback 4Ps and Awesomes?
Quirks! balance these boats with chassis specific quirks.
This way mechs are addressed on a case by case basis and not by using a broad all encompassing mechanic that may negativley impact unintended chassis.
#14
Posted 03 July 2013 - 07:11 AM
SpartanFiredog317, on 02 July 2013 - 09:41 PM, said:
*rubs the bridge of my nose*
What you want OP, is "sized hardpoints" not "Crit Space" Crit space is what we ALREADY have in the game... critical space, the location of critical spots that can be filled.
Sized Hardpoints on the otherhand, limit what can be placed on a chassis in a more proper way.
#15
Posted 03 July 2013 - 08:09 AM
P.S. What happens when said "PPC's" get brought under control? What weapon goes on the QQ list next?
Edited by MaddMaxx, 03 July 2013 - 08:10 AM.
#16
Posted 03 July 2013 - 08:10 AM
If the solution punishes people who are not using OP builds then it has failed and caused more problems.
#17
Posted 03 July 2013 - 08:13 AM
MaddMaxx, on 03 July 2013 - 08:09 AM, said:
P.S. What happens when said "PPC's" get brought under control? What weapon goes on the QQ list next?
Lemme know when you can take 6 ppcs on a mech in tabletop and have them all hit the same spot on a mech...................
The battletech rule book was designed around a turn based game, and the TT was also not balanced by mechs, but by battle value.
It is impossible to balance a competitive online real time game, based on a strategic battle value turn based game.
Deviation is a must.
#18
Posted 03 July 2013 - 08:16 AM
Jestun, on 03 July 2013 - 08:10 AM, said:
snip
I ran that phrase through the "Inter-Galactic Translation" matrix. It came up empty.
Heat and Stacking penalties, when married together (Soontm) will allow a more flexible system to correct weapon specific issues.
There will always be "Boats". We hope there will always be "Weapons". (unless the uneducated few get their way) Thus there will always be "Boated Weapons".
If need be, when the systems are in place, we can fix them one at a time if necessary, rather tan butcher the whole mess all at once.
#19
Posted 03 July 2013 - 08:17 AM
MaddMaxx, on 03 July 2013 - 08:16 AM, said:
I ran that phrase through the "Inter-Galactic Translation" matrix. It came up empty.
Try setting it to English, it's quite simple.
Specific boat builds are OP. Boats as a whole are not.
If you punish boats as a whole you punish non-OP builds. Balance changes are not supposed to be nerfing weak builds...
Edited by Jestun, 03 July 2013 - 08:18 AM.
#20
Posted 03 July 2013 - 08:19 AM
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