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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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#1 Stat1cVoiD

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Posted 04 July 2013 - 03:38 AM

I do not think that turning a TT into a FPS can be achieved by holding on to all the mechanics and rules of the board game.
BUT:
PGI altered one core mechanic and idea of BTech which now screws the balancing up big time:
(Either by misinterpretation or by purpose, but from my point of view it obviously didn't work out)

How can it be in the TT, that two similar, parallel aligned weapons, mounted on the same bodypart, hit different locations if fired at the same time?

A: It is impossible.

Epic Illustration:
Posted Image



That means: Mechs are not supposed fire all their weapons at once!
They fire their weapons one after another.

Epic Illustration:
Posted Image


But why would they do that?
Well, I am not a huge BTech-Geek, but I know some people who are and they said:
the targeting system is rubbish and the reactor cannot handle the energy spikes generated by multiple weapons, fired at the same time.

But from my point of view there is one simple reason why they do that:
It looks way more awesome!

If you imagine a Mech Fight, do you think of huge battle robots constantly spiting out bullets, rockets and lasers or just firing one big blast, followed by running in circles while they are waiting for their CDs to finish?

Exactly!

So how can this system be implemented into MW:O and how would the game profit?

How to implement?
The most obvious solution would be to force chainfire on ALL weapons, which would mean that you would have to wait 0.5 seconds to fire the next weapon after you fired ANY weapon.
Doing this however, would just break the game for obvious reasons.

So how to do it?
Two words:
Global Cooldowns.
Add global cooldowns to different types of weapons.

Weapons without global cooldown (can be fired at any time and AT THE SAME TIME, if the respective CDs are ready):

SL
ML
LL
LRM
SRM
SSRM
AC/2
Flamer
Machine Gun

Why those weapons are not affected:
- Lasers already spread their damage, given how they work.
- how many missiles can be fired at once is already limited by the number of missile tubes on your chassis.
- AC/2, MG and Flamer for very obvious reasons.


Weapons affected by global cooldown (The time behind the weapon's name shows how long they will trigger a global CD on all those weapons after being fired):

AC/5 (0 sec)
Ultra AC/5 (0 sec)
AC/10 (0.25 sec)
LB 10-X AC (0.25 sec)
AC/20 (0.5 sec)
Gauss (0.5 sec)
PPC (0.5 sec)

What does that mean:
You cannot fire those weapons at the same time anymore. After having fired one of the above mentioned weapons you have to wait for 0.25 to 0.5 seconds before being able to fire off any other of those weapons.
The only exception are the AC/5s. You can fire multiple AC/5s at the same time or along with another weapon of this group, but it is still affected by the global CD.

Examples:

- A Stalker with 4 PPCs and 2 MLs plays like he had forced chainfire on all PPCs, but can fire both of his MLs off whenever he likes.

- A Hunchback with 9 MLs can fire them all at once, at any time, given the ML's CDs are ready.

- A Highlander with 2 AC/5s, 2 PPCs, 1 LPL and 2 SSRM can fire the LPL and the SSRMs whenever they are ready. He could also do that with the AC/5s, as long as he doesn't fire the PPCs. If he fired 1 PPC he has to wait for 0.5 seconds to fire the 2nd or to fire the AC/5s.

How will the game profit?

First of all, this will solve most of the the high-Alpha-Problem, because all high pinpoint-damage weapons have to be fired successively, making it much harder for a player to hit the same component with all of his weapons.
Secondly, it will make Lasers and Missiles more attractive, since they can still be fired at once or along with the pinpoint-damage-weapons.
Thirdly, it will nerf the unfair defensive power of high-alpha builds, because you cannot fire your volley and immediately Torso-Twist anymore. Even PPC-builds will now have to face the target for a longer period of time, if they want to deal all their damage.
And last but not least:
The game would look and play so much better; instead of sniping one big volley, Mechs would unleash a Bulletstrom as intended.

What do you guys think of it?
And @PGI: PLEASE TAKE A LOOK AT IT! IT WOULD MAKE THE GAME SO MUCH MORE FUN TO PLAY, TO WATCH AND IT WOULD RAISE THE SKILL-CAP FOR COMPETETIVE PLAY!

EDIT:
Current state of discussion as a short Q&A:
(Will be regularly updated and helps people who are new to this thread to see whats going on)

Spoiler


KEEP UP THE GOOD DISCUSSION GUYS AND THX FOR YOUR FEEDBACK!

Edited by Stat1cVoiD, 05 July 2013 - 03:51 PM.


#2 stjobe

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Posted 04 July 2013 - 03:45 AM

You are going to catch so much flak for this idea... But it's actually not bad.

I've argued for burst-fire for ballistics to achieve the same effect since it's only the ballistics that don't have spread - and yes, the PPC is a ballistic weapon in this regard.

Anyway, +1 for the idea (and illustrations!), and good luck surviving the "MAH SKILLZ!" crew that's sure to be descending on you.

#3 Hawks

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Posted 04 July 2013 - 03:59 AM

I always got the impression (from the books) that the PPC was supposed to be more of a DoT weapon anyway...a bit more like Emperor Palpatine's force chain lighting thing at the end of Return of the Jedi than the single bolt we have at the moment.

#4 El Bandito

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Posted 04 July 2013 - 04:02 AM

I'm ok with removing Alpha strike all together.

#5 Der Hesse

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Posted 04 July 2013 - 04:08 AM

No Flak from me.
I like the idea. Thats what Mechwarrior should feel like.
But i doubt there is any Chance for such a Change so Close to the release.

Edit:
Should give you an extra like for the epic illustrations. ^^

Edited by Der Hesse, 04 July 2013 - 04:10 AM.


#6 Nexus Omega

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Posted 04 July 2013 - 04:10 AM

Love the post.

#7 Ghost Rider LSOV

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Posted 04 July 2013 - 04:14 AM

It's a very interesting idea.
(why is the Commando dancing the Macarena (sp)? :D)

What about the C4 Splat-Cats though? :)

#8 Stat1cVoiD

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Posted 04 July 2013 - 04:24 AM

View PostGhost Rider LSOV, on 04 July 2013 - 04:14 AM, said:

It's a very interesting idea.
(why is the Commando dancing the Macarena (sp)? :P)

What about the C4 Splat-Cats though? :D


The commando isn't dancing! He is in agony! A little bit more compassion for this poor dude pls! :P
(In fact this wasn't even supposed to be a commando, but just a geneneric Mech. It seems like my modern art leaves much room for interpretation :D)

Uhm, from my point of view the Splat-Cat is already limited to a very short and hardcapped range and SRMs spread their damage anyway. Given how weak SRMs currently are they would rather need a buff than a nerf, imho. :(

Edited by Stat1cVoiD, 04 July 2013 - 04:28 AM.


#9 Tegiminis

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Posted 04 July 2013 - 04:27 AM

Forced chainfire is the only idea i support for anti-boat.

#10 MightyK

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Posted 04 July 2013 - 06:31 AM

very good!
i like it!

#11 30ft SMURF

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Posted 04 July 2013 - 06:42 AM

... I quite enjoy chain fire for a lot of weapons I put into a boat configuration, so it doesn't bother me exactly... though I believe alpha strikes are an important part of the game and storyline of the battletech universe. Nowhere in the tabletop rules did it say you couldn't fire all of your weapons in a single round, though you could fire less to save on heat or ammo... Perhaps the difference between a turn based game and a real time fps doesn't translate perfectly, but cooldown rates, heat generation and the new heat damage you take from going over 120% heat could provide the balance everyone is looking for. Sure you might blow up that enemy with your 2nd 6ppc alpha strike, but you might take yourself out with'em.

#12 stjobe

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Posted 04 July 2013 - 06:45 AM

View Post30ft SMURF, on 04 July 2013 - 06:42 AM, said:

alpha strikes are an important part of the game and storyline of the battletech universe. Nowhere in the tabletop rules did it say you couldn't fire all of your weapons in a single round

Sure, but also remember that a TT round is an abstraction of what happens during 10 seconds - nowhere in the tabletop rules does it state that an alpha means firing all your weapons in the same instant.

One interpretation of alpha is just firing all your weapons during 10 seconds, which may just as likely be with chain-fire mechanics.

#13 MeatForBrains

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Posted 04 July 2013 - 07:16 AM

GO FOR IT!

Put it as an Ask the Devs 42, and I'll place a "like" on it.

Also in the books torso twist usually was to evade fire when anticipated.
This would add the mechanic of when continually fire, and when it's more advantageous to fire again and take the hit or twist. Currently you fire as fast as possible and always stay twisted.


*BTW, based on your pictures, I'd prefer the one with the red X because it's obviously always a headshot. Just sayin'.

Edited by MeatForBrains, 04 July 2013 - 07:19 AM.


#14 Para B

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Posted 04 July 2013 - 07:37 AM

I like it.

AlphaStrikeOnline has to die.

#15 MustrumRidcully

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Posted 04 July 2013 - 07:42 AM

Hey, quit stealing my idea and illustrating them awesomely. (Is that a word?).

Obviously I like it.
And steal away. Ideas want to be free. And copied. And love being hatched by multiple people simultanously. Quite the perverts, these ideas..

Edited by MustrumRidcully, 04 July 2013 - 07:44 AM.


#16 Stat1cVoiD

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Posted 04 July 2013 - 07:53 AM

View PostMustrumRidcully, on 04 July 2013 - 07:42 AM, said:

Hey, quit stealing my idea and illustrating them awesomely. (Is that a word?).

Obviously I like it.


I didn't steal it intentionally, because I didn't know you also had it...
This is the proof that collective consciousness exists in the human race! xD

You should consider yourself lucky to be able to look at such mighty fine pieces of art without having to pay for it! :D

#17 Zyllos

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Posted 04 July 2013 - 07:54 AM

I have suggested a Global cooldown before, so I don't think this is a bad idea. What this reflects in the CBT is that an alpha strike was not all at the same time but instead done over time (with in the 10s window was what I was thinking, maybe a 5s window in MWO would work).

Either way, I honestly think that when a weapon from a section is fired, all other weapons from other sections should be placed on cooldown of 0.5s.

#18 Stat1cVoiD

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Posted 04 July 2013 - 08:00 AM

View PostZyllos, on 04 July 2013 - 07:54 AM, said:

I have suggested a Global cooldown before, so I don't think this is a bad idea. What this reflects in the CBT is that an alpha strike was not all at the same time but instead done over time (with in the 10s window was what I was thinking, maybe a 5s window in MWO would work).

Either way, I honestly think that when a weapon from a section is fired, all other weapons from other sections should be placed on cooldown of 0.5s.


I think that a global CD like this would mostly hurt light and medium Mechs who need to boat S and MLs because those are the only weapons they can mount tonnage and/or hardpoint-wise... Therefore breaking more than it would fix.
Lasers are imho fine as they are (except LPLs, which need to have their Heat tweaked down again).
Why fix something that isn't broken? :D

View PostMeatForBrains, on 04 July 2013 - 07:16 AM, said:

GO FOR IT!

Put it as an Ask the Devs 42, and I'll place a "like" on it.

Also in the books torso twist usually was to evade fire when anticipated.
This would add the mechanic of when continually fire, and when it's more advantageous to fire again and take the hit or twist. Currently you fire as fast as possible and always stay twisted.


*BTW, based on your pictures, I'd prefer the one with the red X because it's obviously always a headshot. Just sayin'.


I don't think that this suggestion counts as a question, regarding how they want them to be formulated... :(

#19 BillyM

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Posted 04 July 2013 - 08:24 AM

Like it, but a few caveats...

Six...
Large...
Lasers...

Six...
SRM...
Sixers...

Gotta get more granular than just "global or not"...

-3LL shooting at once, ok... 6LL isn't
-3srm6's shooting at once, ok... 6srm6's isn't.

...so, weapon#-based global cooldown is required IMO

--billyM

Edited by BillyM, 04 July 2013 - 08:26 AM.


#20 FupDup

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Posted 04 July 2013 - 08:34 AM

Hmmm, a forced chain-fire suggestion that doesn't make weapons like lasers completely and utterly useless (like so many others seem to do)! I can dig this version of it.





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