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Weapon- And Alpha-Balancing: Real Mech Combat With Gcds!


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Poll: Weapon- And Alpha-Balancing: Real Mech Combat With Gcds! (117 member(s) have cast votes)

Do you like this idea?

  1. Yes! (99 votes [84.62%] - View)

    Percentage of vote: 84.62%

  2. No, because... (18 votes [15.38%] - View)

    Percentage of vote: 15.38%

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#81 Unbound Inferno

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Posted 05 July 2013 - 05:03 PM

View PostKoniving, on 05 July 2013 - 05:00 PM, said:


Actually, PGI is already doing the pinpoint fix I described (though not perfectly identically to every detail). For the past 4 months it's been repeatedly said in obscure places and obvious ones (ATDs for example, NGNG podcasts) that we will be getting weapon variants, multi-shot ACs, etc. NGNG Podcast 79 specifically says PPCs are very likely being fixed by the splash damage mechanic I described, but that requires fixing the original splash damage mechanic first.

So that half is already being done, that work is already on the table and coming after UI 2.0, after the actual Training Grounds, around Community Warfare, but supposedly on or before launch.

It's whether or not the heat threshold part comes into play. There's absolutely no word on that, and so far it seems the answer to the threshold fix is no.

Yes, this means they'll do the pinpoint fix which has taken them 4 months thus far from when they said it and will continue to take them more months which may or may not make it to launch. But the 20 to 60 second fix to threshold alpha strike abuse seems to be "no."

Which pinpoint fix was that? I don't recall it.

#82 Koniving

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Posted 05 July 2013 - 05:08 PM

View PostUnbound Inferno, on 05 July 2013 - 05:03 PM, said:

Which pinpoint fix was that? I don't recall it.

Jump back up to the bullet points with the picture. That pinpoint fix. Multi-shot ACs, splash-spread-damage PPCs, gauss rifles that spread 15 damage in more than one slug at a time, and so on.
  • <--these things
  • For example the AC/20 variant called the Super Crusher Heavy AutoCannon, which according to that picture would deliver 10 cassettes (bullets) in a burst 3.5 seconds long (I'd prefer 1 to 2 seconds myself), dealing 2 damage per bullet, until it reaches 20 damage.
  • While that sounds like an AC/2, to deal the same damage in the same time frame you'd have to have 6 AC/2s, that's 36 tons to do the same job the SCHAC AC/20 would do with 14 tons, for less heat and decreased range.
To try this out, peek at these macros I built to "sample" this experience. Remember this is a sample, you'd have throw in recoil to keep your range reduced. It is of the SCHAC AC/20, requires a Jagermech JM6-DD to test, and remember all 10 shots would be coming from the same barrel with the SCHAC AC/20. I haven't built macros to demonstrate how the other AC/20 types would work yet.

View PostKoniving, on 04 July 2013 - 11:05 AM, said:


With these weapon variants, however, we really wouldn't need a cone of fire. The only real variable to throw in would be recoil.

I calculated a macro for a JM6-DD with 6 AC/2s to estimate how a Super Crusher Heavy AutoCannon AC/20 would work in MWO with 2.0, 3.0, and 3.5 second burst durations for 10 "2 damage" shots. To do it for the 1.0 burst duration turn the sleep to "100" for each line. These macros are for AutoHotkey and contain the AC/20's 4 second cooldown, too. Try it.

2.0 delay per my original "high point" of how this might work. Set 6 AC/2s for one cannon per weapon group, filling out 1 through 6.
Spoiler


3.0 delay. Set 6 AC/2s for one cannon per weapon group, filling out 1 through 6.
Spoiler


3.5 delay proposed by Scrot in the screenshot found here. Set 6 AC/2s for one cannon per weapon group, filling out 1 through 6.
Spoiler


These macros are triggered when you press Q.
What do you think?


Other AC/20s would work differently. The biggest with the fewest shots would be the AC/20 Chemjet Gun, which fires 3 shots over 3 seconds according to that picture, totalling 20 damage.

Edited by Koniving, 05 July 2013 - 05:18 PM.


#83 Unbound Inferno

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Posted 05 July 2013 - 05:16 PM

View PostKoniving, on 05 July 2013 - 05:08 PM, said:

Jump back up to the bullet points with the picture. That pinpoint fix. Multi-shot ACs, splash-spread-damage PPCs, gauss rifles that spread 15 damage in more than one slug at a time, and so on.
  • <--these things


Oh, that bursting stuff.

I got so used to reading pinpoint as where all the shots land it didn't register.

That's fine, and how it should be anyway. I never understood why the AC line was rifles when its a repeater cannon.

#84 Koniving

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Posted 05 July 2013 - 05:20 PM

I gave macros to "test" the dakka fun out of the Super Crusher Heavy Autocannon AC/20 variant back in that post. Check it out.

#85 Mackman

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Posted 05 July 2013 - 07:15 PM

I would be down for something like this. However, this would render some weapons (like the AC 5) pretty much obsolete.

If I can't fire my two AC-5's at the same time, then there's really no point in me taking them at all. I'll just take an AC/10 instead, and take the slightly reduced range in exchange for some nice free tonnage.

Basically, it has to be progressive: X sl's fired, >X ml's fired, >>X AC5's fired... then we can do the large, one-at-a-time weapons. Otherwise, as soon as you hit the one-at-a-time threshold, the weapons at the bottom cease to be viable (this is the problem with the all-encompasing global cd ideas that get tossed around all the time here).

#86 Stat1cVoiD

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Posted 05 July 2013 - 11:56 PM

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


How is the GCD-system a rebuild "from the ground up"? It is an addition to the current system and doesn't need any existing weapon stats to be altered.
Custom weapon grouping is not removed, it is ENCOURAGED, because you now have to fire your weapons more intelligent than before.
And to say that 2 weapons are not a problem, means that you have obviously never seen a 2xAC/20 JM6.
And why would it require a re-engineering per Mech? Its called "global" for a reason... :)

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


Why? Exisiting code doesn't have to be altered. There are just a few lines of code to add, which triggers a CD on weapons if one of their type is fired. How is that "throw the game out, start from scratch" by any means?
And how would this system need 6 months (!?) to be implemented? You can do that within less than one hour...

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


GCD is not about reducing cadency. After one fire-cycle the weapon's CDs have adjusted to the GCDs and they fire directly if off CD. It is a BURST DAMAGE reduce. Cadency is about DPS.

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


I agree with you as far as SHSs and DHSs are in need fore a little bit more balancing and tweaking... A flat cap however would remove a lot of customization options. I've seen another thread in the past which would make SHSs raise the cap higher and DHSs speed the cooling up. That would be a good solution to me, because it would make SHSs viable and deliver additional options, with drawbacks and advantages.
GCDs and Heat work hand in hand and they adress DIFFERENT problems. THERE IS NO RIVALRY! :(

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


I've never heard of something like those variants... Link please. ;)

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


THIS is a "throw the game out, start from scratch."-Idea. Altough I think that some ideas in there could be viable, it will really require a WHOLE LOT of work to implement, test and tweak and a lot of existing code has to be changed.
How can you accuse my System of being too complicated to implement and then come up with THIS!?

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


AGAIN: GCDs purpose is NOT to decrease the overall DPS or to touch the cadency of the weapons. Its sole purpose is to stop high-damage-oneshot-volleys. IF you can manage to guide all 30 PPCs into one single component over 17 seconds you are a good shot and deserve the resulting kill.

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler


Summary:

One of your post's main point is to keep on your assumption that the GCD system would be too complicated to implement and would require "6 months" to go live.
That is just more than wrong.
I kept this System very simple to ensure that exisiting code doesn't have to be altered and only very few new lines have to be added. It can be implemented by a single person in less than one hour.
There is no logical reason to believe otherwise.

YOUR additonal system however, besides the Heat-hardcap, requires indeed a rework of many existing game mechanics, stats and code.

I agree with you that Heatsinks have to be tweaked in any way, but not like this because it takes versatility and customization options away and it requires the re-engineering per Mech which you ascribed to my GCD-System:
A Jenner f.e. couldn't have the same Heat-Cap like a STK. That wouldn't make any sense and would break more than it would fix...

The GCD-System is about fixing ONE-SHOT-VOLLEYS and to raise the skill-requirement for pinpoin-accuracy weapons. It is not about making pinpoint-weapons inviable.
The DPS of those weapons is not being touched, it is about making it harder for a player to guide ALL damage into ONE SINGLE component.
If you want to play a 6 PPC Stalker, go ahead, but YOU NEED TO AIM IT MORE CAREFULLY.
Heat ensures that he will shut down eventually.

And to your assumption that my GCD-System would make hot builds cooler, because they cannot be fired at once again and therefore breaking the balance even more:
WRONG!
If you fire 2x4 PPCs, it makes absolutely no difference (Heat-wise) if you fire them two times over an interval of 2 seconds or in one single blast.
They will be all be fired two times over a 8 second timeframe and generate and dissipate the exact same amount of Heat.

It seems to me that you really want to propagate your idea and therefore bashing my GCD-System with obviously false accusations,... I mean some of your criticism is so unsubstained, that I have to ask if you have even read my post?

Edited by Stat1cVoiD, 06 July 2013 - 12:06 AM.


#87 Stat1cVoiD

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Posted 06 July 2013 - 12:16 AM

View PostMackman, on 05 July 2013 - 07:15 PM, said:

I would be down for something like this. However, this would render some weapons (like the AC 5) pretty much obsolete.

If I can't fire my two AC-5's at the same time, then there's really no point in me taking them at all. I'll just take an AC/10 instead, and take the slightly reduced range in exchange for some nice free tonnage.

Basically, it has to be progressive: X sl's fired, >X ml's fired, >>X AC5's fired... then we can do the large, one-at-a-time weapons. Otherwise, as soon as you hit the one-at-a-time threshold, the weapons at the bottom cease to be viable (this is the problem with the all-encompasing global cd ideas that get tossed around all the time here).


What are you reffering to here?
It surely can't be my GCD-System, because all your points of critcism are not even applying to my sollution:

- You can fire as many AC/5 as you like at once.
- MLs and SLs are not even being affected, so they cannot "cease to be viable"

Have you even read my post or are you just criticizing YOUR generic interpretation of a badly done GCD-system?

#88 MustrumRidcully

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Posted 06 July 2013 - 12:53 AM

View PostKoniving, on 05 July 2013 - 04:00 PM, said:


Ye7
Essentially this GCD concept is "throw the game out, start from scratch." That is the only way it will ever get implemented. Literally you'd have to re-engineer the entire system based around this principle. I kid you not, PGI have to shut down the game, reprogram it from the middle-ground up, and then allow us back in around 6 months later. To create further patches for the current game if they were to apply this mechanic would be absolutely pointless until they did so.
4


Neither you nor I have any idea how hard such a change would be, but I like to point out:
1) Weapons already have cooldowns.
2) We already have global cooldowns with the air strike and artillery strike consumables.

For that reason I personally don't believe it's all that hard.

Maybe doubling dissipation and halving heat capacity would be even easier, but that doesn't solve Gauss Rifles. IT solves, however, stock mechs being useless, which is why I want to see it happen, too.

#89 Beavertron

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Posted 06 July 2013 - 01:14 AM

I don't post much, but I thought I should to support this idea. Best idea I've seen on here by a long shot!

#90 Stat1cVoiD

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Posted 06 July 2013 - 11:00 AM

-push-

#91 MustrumRidcully

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Posted 07 July 2013 - 03:06 AM

The fun thing is in the end, most of the changes people suggest to fix alpha boating revolve around the same thing.

You want to stop people from shooting all their guns in one go.
You want people to chain-fire more.

This is the most direct way to achieve this, without any loopholes because a weapon is low heat, because a mech from lore is a boat, and it doesn't seem to require many and complex additional subsystems, nor sacrifice the whole reticule and convergence system.

Of course, maybe in the end people realize that chain-firing is actually harder then group-firing, and they don't like it.
Well, then we lost the fight against alpha boats, because all the solutions to the problem revolve around the same end result - getting more people to chain-fire.

I guess the only alternative is to have a smarter convergence, that also calculates your lead, so you can fire 2 SRM6s, an AC/5 and a PPC together without separating the shots.
Heck, it might need to be even aggressive, and lock your arms and torso when you fire a laser so you don't spread your damage.

#92 Warge

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Posted 07 July 2013 - 04:02 AM

I'll duplicate my post here:

I think removing torso's weapon convergance - is the way to solve the problem. Also removing horizontal convergance from "arms" in mechs that have no real arms: Stalker, Catapult, Jagermech, Cicada, Jenner, Raven...

Edited by Warge, 07 July 2013 - 04:12 AM.


#93 Stat1cVoiD

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Posted 07 July 2013 - 07:00 AM

View PostWarge, on 07 July 2013 - 04:02 AM, said:

I'll duplicate my post here:

I think removing torso's weapon convergance - is the way to solve the problem. Also removing horizontal convergance from "arms" in mechs that have no real arms: Stalker, Catapult, Jagermech, Cicada, Jenner, Raven...


I don't think that this will fix anything, it will just make the combat much more clunky... :/

#94 EchoMike

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Posted 08 July 2013 - 04:04 AM

View PostEl Bandito, on 04 July 2013 - 04:02 AM, said:

I'm ok with removing Alpha strike all together.


I don't think IMO that the Alpha needs to be removed all together, however, there should be harsh penalties for using the Alpha-strike such as inaccuracy, and damage taken due to high heat etc.

#95 Warge

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Posted 08 July 2013 - 04:44 AM

View PostStat1cVoiD, on 07 July 2013 - 07:00 AM, said:


I don't think that this will fix anything, it will just make the combat much more clunky... :/

At least it'll make alpha-strike builds less usefull.
Maybe remove convergance for torso weapons only and see how it'll work/don't work?

#96 Kmieciu

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Posted 08 July 2013 - 05:54 AM

E

View PostKoniving, on 05 July 2013 - 05:08 PM, said:

Jump back up to the bullet points with the picture. That pinpoint fix. Multi-shot ACs, splash-spread-damage PPCs, gauss rifles that spread 15 damage in more than one slug at a time, and so on.
  • <--these things
  • For example the AC/20 variant called the Super Crusher Heavy AutoCannon, which according to that picture would deliver 10 cassettes (bullets) in a burst 3.5 seconds long (I'd prefer 1 to 2 seconds myself), dealing 2 damage per bullet, until it reaches 20 damage.
  • While that sounds like an AC/2, to deal the same damage in the same time frame you'd have to have 6 AC/2s, that's 36 tons to do the same job the SCHAC AC/20 would do with 14 tons, for less heat and decreased range.
To try this out, peek at these macros I built to "sample" this experience. Remember this is a sample, you'd have throw in recoil to keep your range reduced. It is of the SCHAC AC/20, requires a Jagermech JM6-DD to test, and remember all 10 shots would be coming from the same barrel with the SCHAC AC/20. I haven't built macros to demonstrate how the other AC/20 types would work yet.


[size=4]

Other AC/20s would work differently. The biggest with the fewest shots would be the AC/20 Chemjet Gun, which fires 3 shots over 3 seconds according to that picture, totalling 20 damage.

The Devs also wrote on the forums that they envisioned the ACs to be the opposite of lasers: instant damage instead of damage over time. An AC that spreads the damage is simply not worth the weight. Compare the decent AC10 to the underpowered LB-10X.

#97 Warge

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Posted 08 July 2013 - 06:37 AM

View PostKmieciu, on 08 July 2013 - 05:54 AM, said:

An AC that spreads the damage is simply not worth the weight.

It's depends on the time of burst. And lasers... they don't do instantaneous damage in MWO, PPCs do.
Freedom to the AC bursts! ;)

#98 Koniving

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Posted 08 July 2013 - 08:08 AM

View PostKmieciu, on 08 July 2013 - 05:54 AM, said:

E
The Devs also wrote on the forums that they envisioned the ACs to be the opposite of lasers: instant damage instead of damage over time. An AC that spreads the damage is simply not worth the weight. Compare the decent AC10 to the underpowered LB-10X.


They are instant damage. Each bullet would deliver instant damage. But now it's a skill based mechanic. Rather than "zomg I'm in call of duty point and click you're dead," you now would have to fight some recoil and keep your weapon on target. My preference is that these cannons would complete their bursts in 0.5 to 2 seconds tops, with the cooldown beginning the instant you start firing.

In some it'd take more bullets than others to deliver the promised total damage, not to mention every AC has triple their ideal range where any energy weapon only goes double. Then you factor in the minimal heat. Want to deal damage faster? Use the Chemjet Gun AC/20 for its 3 round burst to total 20 damage. Want more dakka, less lead time necessary, and less recoil per shot in the burst? Use the Super Crusher Heavy Autocannon AC/20. Want something in between? There's at least 9 variants. And PGI started making these back in December. They're not going to stop, and it is coming even if it has taken a back-burner.

Besides, with knockdowns comes the ability to knock enemies over. According to lore the only single shot AC/20 is a 203mm round that is not mounted on battlemechs because a single shot 203mm AC/20 round fired by an Atlas is supposed knock said firing Atlas down if it is not braced and standing perfectly stationary. What's it gonna do when it HITS YOU?

Knock you down. What are they going to do when two hit you? Knock you down and send your Atlas flying 30 meters or more! What if every time you fired that AC/20 your Jagermech went flying through the air, and the enemy went flying through the air? We'd have RagdollWarrior Online! Especially since you're supposed to take heavy damage every time you fall over, with the damage being heavier for every ton you weigh. A Raven 4x could use said AC/20 to rocket jump!



Posted Image
There's a reason for this, too. That's no pea-shooter, and it's too big to mount on the battlemechs we have. It belongs on a battleship.

Don't worry I don't imagine the AC/2 would get more than one additional variant and that'd be like firing an AC/1 every 0.25 seconds, virtually removing the 'cooldown' time and turning into the "machine gun" everyone wants. Other than the AC/20 I imagine most of the single shot ACs would still exist, with alternative variants made available. AC/2, AC/5, AC/10 would all still have their single shot versions. I picture the AC/20 Jagers would just convert to AC/10 Jagers if they really don't like the new AC/20s. Just keep in mind while a Chemjet gun is limited to 270 meters partly by the size of its shells, the Super Crusher Heavy Autocannon 20 would be able to pump part of its shots at the full range of an AC/2, with only the recoil preventing it from concentrating the damage at that range.

You know the shake factor that comes with being hit by 4 to 6 AC/2s in a macro? Picture that from the Super Crusher Heavy Autocannon 20. That's the reason why some people will choose it over say the Chemjet Gun.

Eventually though, ACs will be given the power to overwhelm your gyro and knock you down. The single shot variants as well as the Chemjet Gun 3-round burst AC/20 will be the best ones to do that with. Though supposedly you could do that with the Gauss Rifles too.

PPCs are said according to NGNG 79 to be receiving spread damage anyway, so it won't affect much. It won't make everyone run to PPCs because they'll have essentially the same issue in another form.

All around I believe it'll create a longer lasting experience that allows MWO to live up to its advertised name: "The Thinking Person's Shooter." After all, according to the CEO people are doing too much concentrated damage and mechs are dying too fast even in groups. Games are ending too fast. They actually considered doubling the internal structure to compensate, but they realized they did that accidentally at the same time. Then someone suggested they double the doubled armor to compensate, however that only says there's underlying problems with the way the weapons are handled.

The very fact that we're in a thread about global cooldowns says an awful lot. One of the underlying issues is the threshold that allows us to abuse the alpha strike system without repercussion. GCD or simply removing the unrealistic rising threshold that allows us to abuse it would solve that issue. Another underlying issue is that only one type of weapon system deals damage over time, while all the rest deliver instant concentrated damage in spite of the lore. The irony? In MW2, lasers dealt instant damage, and ballistics did multi-shot. 2 for AC/2, 5 for AC/5, 10 for AC/20, 20 for AC/20. It was a bit closer to lore, too, though lasers firing like bullets was actually a game design limitation of the time. Still people preferred the MG over all other weapons. Scary isn't it?

Either way, the autocannon, laser, missile, and even PPC variants were stated to be coming, and they've been working on and off with them since December. Just like third person it doesn't matter if you or I like it or not. The good thing is I don't care either way about third person, and I'm in favor of the variants so I'm a happy camper. Battles are much more fun when they last.

#99 MustrumRidcully

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Posted 09 July 2013 - 12:15 AM

I am not sure I trust that PGI's balance team has already learned that alpha damage matters a lot.

4 DPS with a 2 point alpha damage is not worth as much as 4 DPS with 5 alpha damage is not as much worth as a 4DPS with 10 alpha damage is not worth as much as 4 DPS with 20 alpha damage.
Heck; I'd argue that 3 DPS with 15 alpha damage is worth more than 4 DPS with 2 alpha damage.

But what I can't tell yo uexactly is how much more worth that alpha damage is.
Maybe use "DPS10". How much damage can you maximally deal within 10 seconds, and use t hat to base your DPS value.

So an AC/20 can be fired 3 times in 10 seconds, so it's a 6 DPS10 weapon. (Conventional DPS: 5)
An AC/2 can be fired 21 times in 10 seconds, so it's a 4.2 DPS10 weapon. (Conventional DPS: 4.2)
A PPC can be fired 3 times in 10 seconds, so it's a 3 DPS10 weapon. (Conventional DPS: 2)


I use 10 seconds because it's a neat, "round" number, resembles a table top turn length, and it's also a good time to use because within 10 seconds, our current "alpha boats" could manage to kill a typical heavy or medium mech and cripple an Assault (3 Quad PPC salvos are 120 damage), and you often don't need to deal much more damage than that.

#100 Inkarnus

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Posted 09 July 2013 - 01:14 AM

@OP
its a good idea since its that what they wantet to create with the new heatsystem
to force ppl to give more damage over time instead always alpha alpha alpha.

Very good post i like <_<

you should read this too
http://www.qqmercs.com/?p=2780

Edited by Inkarnus, 09 July 2013 - 01:17 AM.






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