Weapon- And Alpha-Balancing: Real Mech Combat With Gcds!
#41
Posted 05 July 2013 - 07:40 AM
I was thinking about some of the MWO balance issues yesterday and one thought I had was to make PPCs frontload half their damage and do the rest in two ticks at 1 and 2 seconds after impact. Each armor section can only have one DOT effect at a time, so even if you hit the CT with 6 PPCs you are only going to do 35 damage (30 up front and 5 from the DOT).
There are of course a lot of drawbacks to this and it does nothing to address high alpha builds that don't use more than one PPC, but I think it would be an interesting mechanic to encourage more diversity.
#42
Posted 05 July 2013 - 07:45 AM
Sure, there are many ideas on the table right now, more or less everyone thinks thye have the "cure" to this cancer (me too for what that matter), however, this is one of the best ideas I saw so far, and I see how the game mechanic would improve with a forced chain fire for certain weapons.
Sure, it needs some adjustment. As someone said, due to some malefic boating, maybe CD by weapon # has also need to be implemented. The nasty SSRM boats and SRMs boats (if ever SRM will be back on the board) need to be evaluated and limited.
I hope PGI listen about a few valid ideas out there, and this is one of the most valuable IMO.
Well done. I will promote this post with my friends.
#43
Posted 05 July 2013 - 07:50 AM
Just don't be so ginger about introducing a GCD to medium/large lasers or SRMs, especially when used in numbers. Both weapons are too popular for the claims that they're precariously one nerf away from disfavor. Balance is anticipating where win-by-any-means players will go immediately after.
Coupled with hardpoint tiers, this could cinch the game up right.
#44
Posted 05 July 2013 - 07:58 AM
Nik Reaper, on 05 July 2013 - 07:34 AM, said:
But how does this help the peeka-boo meta that we have and that is by all rights the optimal way to do battle? ( minimal exposure max burst as short as possible and back to cover )
If there is a way to unload all the damage at once without blowing up or getting shutdown from 1 alpha it will still be the best way to play.
That'd be best handled between a combination of things addressing convergence. Namely ballistic and PPC recoil, the PPC splash mechanic Russ mentions in NGNG podcast 79 (which sounds similar to my own idea; but this requires them to fix the original CryEngine splash mechanic first). It'd take 7 damage and apply it to where you hit, and the rest of the "splash" would never exceed 10 total damage. So say you hit the mech CT, and the splash hits LT and RT. 7 CT, 1.5 LT, 1.5 RT. Bam, 10 damage.
ACs are already being addressed though it'll take awhile as they're literally making at least 4 new kinds of AC/20, don't know how many AC/10s, and it keeps going down to AC/5s, AC/2s, etc.
This only leaves Gauss Rifles. No one knows what will be done about them or if they'll be left alone, but when it takes 30 to 45 tons to carry 2 to 3 of them and how deadly they are to you for having them, probably they won't get variants.
Sadly we're not going to see that until after UI 2.0 earliest.
Check the second link in my signature. Bryan's said several times we're getting weapon variants. One of the most recent confirmations is that one manufacturer's variant of large lasers will have a purple hue. (Not much but yeah, PGI's known for being vague).
Edited by Koniving, 05 July 2013 - 07:59 AM.
#45
Posted 05 July 2013 - 08:04 AM
Lostdragon, on 05 July 2013 - 07:40 AM, said:
I was thinking about some of the MWO balance issues yesterday and one thought I had was to make PPCs frontload half their damage and do the rest in two ticks at 1 and 2 seconds after impact. Each armor section can only have one DOT effect at a time, so even if you hit the CT with 6 PPCs you are only going to do 35 damage (30 up front and 5 from the DOT).
There are of course a lot of drawbacks to this and it does nothing to address high alpha builds that don't use more than one PPC, but I think it would be an interesting mechanic to encourage more diversity.
Compromise:
Chain-Fire is enforced.
Once every 10 seconds, you can choose to alpha strike.. All weapons not on cooldown right now (global or otherwise) immediately fire, without any convergence.
One Alpha Strike in 10 seconds is "canon"*, after all. Two or three... less so.
*) not that it really matters what's canon, what matters is what is balanced and allows gameplay variety.
#46
Posted 05 July 2013 - 08:07 AM
#47
Posted 05 July 2013 - 08:10 AM
and 3 thumbs up for the drawings!
#48
Posted 05 July 2013 - 08:12 AM
Obadiah333, on 05 July 2013 - 08:07 AM, said:
Gear Check is already in. When the computer says "All Systems nominal", that's the gear check.
Flying Mounts are absolutely needed, they are canon. But I don't think a single player should be able to have them, that's something for merc companies. Drop Ships are frigging expensive.
#49
Posted 05 July 2013 - 08:18 AM
MustrumRidcully, on 05 July 2013 - 08:12 AM, said:
Flying Mounts are absolutely needed, they are canon. But I don't think a single player should be able to have them, that's something for merc companies. Drop Ships are frigging expensive.
Most excellent. I LOL'd.
#50
Posted 05 July 2013 - 08:20 AM
MustrumRidcully, on 05 July 2013 - 08:04 AM, said:
Compromise:
Chain-Fire is enforced.
Once every 10 seconds, you can choose to alpha strike.. All weapons not on cooldown right now (global or otherwise) immediately fire, without any convergence.
One Alpha Strike in 10 seconds is "canon"*, after all. Two or three... less so.
*) not that it really matters what's canon, what matters is what is balanced and allows gameplay variety.
I could get on board with that. The main concern I still have is how complicated this could potentially become and how frustrating it could be for new players. The game is already pretty overwhelming to someone unfamiliar with past MW games and having to know the different groupfire/chainfire mechanics for all the different weapons would add another layer of complexity.
I'd rather see them address these issues with convergence and a reworked heat scale, but we are at the point where something desperately needs to be done so if adding chainfire requirements is the path forward I would be ok with that.
#51
Posted 05 July 2013 - 08:30 AM
Lostdragon, on 05 July 2013 - 08:20 AM, said:
I'd rather see them address these issues with convergence and a reworked heat scale, but we are at the point where something desperately needs to be done so if adding chainfire requirements is the path forward I would be ok with that.
Lostdragon, on 05 July 2013 - 08:20 AM, said:
I'd rather see them address these issues with convergence and a reworked heat scale, but we are at the point where something desperately needs to be done so if adding chainfire requirements is the path forward I would be ok with that.
I think an aspect that is hindering "noobs" is the heat system - the stock mechs they have to start out with are twice or three times as hot as they ought to be, which makes playing them a lot harder than playing a customized mechs.The only hot mechs that are good are boating builds.
Changing the heat system is still something I think needs to be done, but it might not help us with the alpha boating situation in general. (It might address the PPC issue, but it won't deal with Gauss Rifles.)
Of course, there are lots of other things, too. Lack of a tutorial for example. When is the heat meter explained? Weapon Grouping? Arm Lock?
#52
Posted 05 July 2013 - 08:42 AM
MustrumRidcully, on 05 July 2013 - 08:30 AM, said:
I think an aspect that is hindering "noobs" is the heat system - the stock mechs they have to start out with are twice or three times as hot as they ought to be, which makes playing them a lot harder than playing a customized mechs.The only hot mechs that are good are boating builds.
Changing the heat system is still something I think needs to be done, but it might not help us with the alpha boating situation in general. (It might address the PPC issue, but it won't deal with Gauss Rifles.)
Of course, there are lots of other things, too. Lack of a tutorial for example. When is the heat meter explained? Weapon Grouping? Arm Lock?
They have said they were working on a better new user experience with UI 2.0 so hopefully that will include a tutorial on the things you mentioned.
As far as heat and such... I think if they set a static heat cap and increased heat dissipation that could help a lot. If they did this and re-implemented convergence based on throttle and heat it would solve a lot of issues. Also have a pretty big convergence penalty for alpha strikes.
If you set the heat cap to say 35 you could still fire 3 ERPPCs at once, but you would not be able to do that again for a few seconds without shutting down and suffering some stiff penalties.
#53
Posted 05 July 2013 - 08:49 AM
#55
Posted 05 July 2013 - 09:44 AM
#56
Posted 05 July 2013 - 11:19 AM
Koniving, on 05 July 2013 - 07:10 AM, said:
Heat is a balancing factor for Cadency, not for Burst-Damage. That means, even if you would raise the Heat or add more penalties, it wouldn't stop people from going for "One shot"- builds.
If PPCs wouldn't be viable anymore, they would go for Gauss or AC/20-builds, since their Heat generation is so low that no Heat Penalty would touch 'em.
Heat and GCDs would work very good together, since the first slows the Cadency down and the seconds denies skill-free Oneshotting... Both fill DIFFERENT roles in terms of balancing. It's not a rivalry...
Fraegar, on 05 July 2013 - 07:18 AM, said:
I don't see 9ML HBKs being any sort of over the top in the current Metagame... At least on higher ELO levels.
They just fall victim to pretty much every high Alpha build, thx to their short range and unfocussed damage.
But as said before, nothing is carved in stone. That means, if testing would reveal that MLs are becoming the new FotM, they could also get a small GCD, although i don't think that would be necessary.
Again:
The purpose of GCDs is NOT to tune the general DPS down. It is about denying high pinpoint damage to a single Component in ONE SHOT.
That means: If a HBK pilot manages to aim all Lasers for a whole second on a single Component, he deserves to deal a decent amount of damage, from my point of view...
MustrumRidcully, on 05 July 2013 - 08:04 AM, said:
As stated before, I am not a huge fan of inconsistent game mechanics... This might just complicate the game too much or even encourage even more camping, where both teams wait for their 10 secs to finish in order to fire their "Doom"-shot. :/
It is also in contrast with the "Bulletstorm",...
Coralld, on 05 July 2013 - 08:49 AM, said:
Do you really think that quartering a second is not enough and it has to be made this accurate?
I mean who would really see a difference between 0.1 sec and 0.25 sec anyway,...
I think this might just make this system more inconvinient with little in return...
-------
Very constructive discussion!
Not much trolling or trash talk in here. Thx guys!
Edited by Stat1cVoiD, 05 July 2013 - 11:19 AM.
#57
Posted 05 July 2013 - 11:35 AM
#58
Posted 05 July 2013 - 11:36 AM
Honestly it's a good idea, it allows all weapon to shine, it also helps mitigate hotter builds by allowing cooling between weapon shots.
it WOULD adjust the game to a more DPS focused game than the instant damage builds we have now... But while that can get annoying getting rocked around by AC's, I'd frankly prefer it to the instant shot meta we currently have.
That being said, I think PGI would have to put a hard rule on macros, as I've seen more than one person say that macro's that get around firing limits are fine. [which is bull, because these limits are in place for balancing reasons.] Right now PGI has said Macro programs are fine. Yet it's a 3rd party software ment to circumvent limitations of the game. [which most would consider cheating.]
#59
Posted 05 July 2013 - 11:55 AM
Jade Kitsune, on 05 July 2013 - 11:36 AM, said:
If the GDC were server side, no macro would circumvent them.
#60
Posted 05 July 2013 - 12:30 PM
Jade Kitsune, on 05 July 2013 - 11:36 AM, said:
Honestly it's a good idea, it allows all weapon to shine, it also helps mitigate hotter builds by allowing cooling between weapon shots.
it WOULD adjust the game to a more DPS focused game than the instant damage builds we have now... But while that can get annoying getting rocked around by AC's, I'd frankly prefer it to the instant shot meta we currently have.
That being said, I think PGI would have to put a hard rule on macros, as I've seen more than one person say that macro's that get around firing limits are fine. [which is bull, because these limits are in place for balancing reasons.] Right now PGI has said Macro programs are fine. Yet it's a 3rd party software ment to circumvent limitations of the game. [which most would consider cheating.]
I think there is some misconception on the topic.
That chain fire uses a 0.5 second delay (I believe it's 0.5 seconds, could be wrong) is not a balancing thing. It'S just a delay PGI has set for chain fire. They could also just make it a variable you can set in the Options dialogue (but we all know how long it takes for something to change with the UI.)
That the AC/2 uses a 0.5 second recycle time can:
- Not be gotten around with macros
- Makes Chain-Fire completely inadequate for someone using AC/2s, because chain fire makes it impossible to sue more than one AC/2 as its full rate of fire. (This even true if you use something else than AC/2s). That's just dumb. AC/2 might be one of the very few weapons where group fire doesn't really provide a huge advantage, because you're shooting all the time anyway (at least until you overheat, which happens ridicilous fast for a ballistic weapon), and you get the neat Dakka-Dakka feeling - and a bit of more shaking the enemy with gunfire.
Of course Global Cooldowns belong in the category of cooldowns that macros can't circumvent (and if they do, it's a bug and using it would be an exploit.)
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users