Jump to content

Suggested Flamer Rebalance And Firestarter Mech Request


110 replies to this topic

Poll: Flamer Rebalancing and Firestarter Mech (100 member(s) have cast votes)

Do you agree with the OP that the flamer is in severe need of rebalancing?

  1. Yes (92 votes [92.00%])

    Percentage of vote: 92.00%

  2. No (8 votes [8.00%])

    Percentage of vote: 8.00%

Do you agree with the basic premise of the flamer rebalance proposed (numbers are merely guidelines)?

  1. Yes (90 votes [90.00%])

    Percentage of vote: 90.00%

  2. No (10 votes [10.00%])

    Percentage of vote: 10.00%

Do you like the premise of the recommended Clan Flamer stats for different styles of gameplay (numbers as merely guidelines)?

  1. Yes (79 votes [79.00%])

    Percentage of vote: 79.00%

  2. No (21 votes [21.00%])

    Percentage of vote: 21.00%

Would you like to see the Firestarter implemented into MWO with the listed variants?

  1. Yes (73 votes [73.00%])

    Percentage of vote: 73.00%

  2. Yes, but use different variants (16 votes [16.00%])

    Percentage of vote: 16.00%

  3. No (11 votes [11.00%])

    Percentage of vote: 11.00%

Vote Guests cannot vote

#1 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 08 July 2013 - 09:27 AM

Glossary of Terms

Spoiler



Introduction and Important Background Info


Spoiler


Flamer Functionality and Purpose

Spoiler


Stat Comparison TT Canon vs. MWO and How it can be Rebalanced

Spoiler


Enemy Heat Dissipation and HDPS

Spoiler


Conclusion via Proposed Flamer Stats

Spoiler


As a final shameless plug the Firestarter was one of my favorite mechs of all time in TT, and I would love to see it implemented into MWO.

Spoiler


#2 DarkJaguar

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • 331 posts

Posted 08 July 2013 - 10:27 AM

Great write-up Sereglach! The current disparity between TT #'s and MWO #'s is startling. It wouldn't be as bad if everything were overpowered to the same extent, but having some weapons at 10x TT levels, while some are right at TT levels creates a huge chasm. This is further complicated by the ability to put several weapons on the same pixel, creating a situation where you can deal not just 2x the DPS, but 8x the DPS to the same location again and again.

The only thing I would add is that if the flamer were to use a Cone of Fire as I had suggested in my thread, the entire cone be the weapons' effective area, and that the heat your mech suffered is proportional to the percentage of the cone it is engulfed by (I.E. If flamer optimal range were 90m and it's maximum range 180m, a hunchback at 180m would suffered only about 50% of the HDPS as only about 50% of the "cone" is in contact with their mech, the remaining blooming past them as waste heat.

#3 Blue Footed Booby

    Member

  • PipPipPipPipPipPip
  • 393 posts
  • LocationHere?

Posted 08 July 2013 - 10:38 AM

They rebalanced flamers so they're actually semi useful, but then they totally broke them so they didn't do any damage or heat to your target--not too little, literally none. Have they fixed that? I haven't even tried flamers since the change.

#4 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 08 July 2013 - 01:26 PM

View PostBlue Footed Booby, on 08 July 2013 - 10:38 AM, said:

They rebalanced flamers so they're actually semi useful, but then they totally broke them so they didn't do any damage or heat to your target--not too little, literally none. Have they fixed that? I haven't even tried flamers since the change.


As I state in my write-up, flamers as they currently stand are only semi-useful, and that's if you put a great deal of time and effort into developing the skill. Unlike a weapon like a PPC or AC20, flamers are not a weapon someone can pick up and use effectively "right out of the box". Also, as they're currently set up flamers force a pilot to take more than one of them to even attempt to be effective because of their "exponential" scaling mechanic. Because of that mechanic alone, the stock mechs that have only one flamer (commando and spider variants, in particular) are exceptionally useless. My proposed mechanics would actually make those mechs more useful, even as stock variants.

View PostDarkJaguar, on 08 July 2013 - 10:27 AM, said:

Great write-up Sereglach! The current disparity between TT #'s and MWO #'s is startling. It wouldn't be as bad if everything were overpowered to the same extent, but having some weapons at 10x TT levels, while some are right at TT levels creates a huge chasm. This is further complicated by the ability to put several weapons on the same pixel, creating a situation where you can deal not just 2x the DPS, but 8x the DPS to the same location again and again.

The only thing I would add is that if the flamer were to use a Cone of Fire as I had suggested in my thread, the entire cone be the weapons' effective area, and that the heat your mech suffered is proportional to the percentage of the cone it is engulfed by (I.E. If flamer optimal range were 90m and it's maximum range 180m, a hunchback at 180m would suffered only about 50% of the HDPS as only about 50% of the "cone" is in contact with their mech, the remaining blooming past them as waste heat.


Thank you, kindly, for the compliments on the article. It took quite a while to put together, and actually your write-up helped me get a few more of the concrete numbers that I needed to really flesh the thing out.

As far as cone of fire goes, one important thing for people to remember is that the flamer doesn't do damage in it's huge graphical blast of fire. A great way to get an idea of how flamers work is to take a mech with two energy hardpoints side by side and put a Flamer and TAG together (Death's Knell, Commando 3A, Jenners, Blackjacks, Quickdraws, and a few others work great for this). Head into the testing grounds and fire both together. Where that TAG is hitting is where your Flamer is hitting, and ONLY where your Flamer is hitting.

Now, since that is addressed, people will understand more of what you're saying. Yes, if CoF were given to all weapons, then it might be nice to allow the whole blast of fire to be doing DPS and HDPS to the target. I would love to see the whole cone of fire that comes out of the mech do splash damage, while HDPS would strictly revolve around % of stream contact with target. However, I thought that would also be a programming nightmare, so I worked with the Flamer functioning as is for it's core mechanic.

On the other hand, because of the very slight damage and extremely short range of Flamers, they could be in the extremely small exclusion of mech weaponry that would NOT have a CoF (Flamers, TAG, NARC, LBX autocannons since they're already scattershots, and SRMS for the same reason as LBX).

As another option, giving them a CoF that is constantly shifting it's stream (like MG fire), or just forcing the pilot to adjust their fire given the direction of the stream would also be acceptable methods of implementation. After all, that would promote pilot skill and adjusting to/learning your mech.

Thank you both for taking the time to comment. I hope more constructive criticism and discussion comes in, as well as votes.

#5 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 08 July 2013 - 01:48 PM

I approve of anything that buffs these weapons:

Flamers
MGs
SRMs
Pulse Lasers
AC/2
AC/5
AC/10
LB 10-X
NARC

#6 Dirus Nigh

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,382 posts

Posted 08 July 2013 - 03:41 PM

Wow very organized and well thought out.

I like the ideas and would like PGI to try them out.

#7 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 08 July 2013 - 04:02 PM

View PostDirus Nigh, on 08 July 2013 - 03:41 PM, said:

Wow very organized and well thought out.

I like the ideas and would like PGI to try them out.


That's what I'm hoping for. Thank you for the input.

#8 Shazarad

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 525 posts
  • LocationTexas

Posted 08 July 2013 - 05:12 PM

Hey Sereglach, excellent write up. I've been thinking about flamer rebalance for a couple days when I daydream...the thought of a Firestarter with like 4-8 flamers on it just toasting people sounds like way too much fun.

I remember when I was scared out of my shorts in Mechwarrior 2 when I encountered a Flashman because flamers were crazy powerful back then. I hope they regain some of their power in the future and your ideas sound excellent.

#9 PoeDunk

    Rookie

  • Overlord
  • Overlord
  • 5 posts

Posted 08 July 2013 - 05:43 PM

Flame on!

#10 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 08 July 2013 - 06:11 PM

Thank you for the replies and votes. I wish those who voted no would give constructive criticism on why they voted so for the various questions, but we can't have it all. Keep it coming.

#11 DarkJaguar

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • 331 posts

Posted 09 July 2013 - 04:30 AM

View PostBhael Fire, on 08 July 2013 - 01:48 PM, said:

I approve of anything that buffs these weapons:

Flamers
MGs
SRMs
Pulse Lasers
AC/2
AC/5
AC/10
LB 10-X
NARC


An interesting list, though I would note that the only weapon on that list that actually needs any buff at all is the SRM-4 as it currently does LESS DPS than the TT version. Everything else just requires normalization. If PGI selected a number and had everything at the same multiplier, balance would be much easier (preferably by setting everything to 1:1 canon DPS/HPS, canon heat scale, and resetting armor to 1:1 as well).

The reason that a lot of the weapons you list seem so underwhelming is based on a combination of a wildly varying multiplier and the silly arbitrary heat scale. Did you know that every single mech starts out with an automatic 30 to it's heat soak ability? In 3025 the vast majority of mechs had a heat pool of between 10-20 TOTAL, with the MWO system it's now at 40-50 total even with only SHS, that number is much higher if you include DHS. It's little wonder that support/crowd control weapons like the Flamer would be ineffective. They have to cope with that extra 30 heat soak points before they can really even touch anything else! PPCs benefit a HUGE amount from this, as a mech that could normally only fire 1 PPC without overheating is now able to fire 4 at a time, and every single one of those shots will hit the exact same pixel.

While I don't want to explicitly state that everything but the SRM-4 needs a nerf, it's normalization that is necessary. However, if the heat pool is not addressed, having the flamers do their HDPS in an inverse curve might be interesting as well. I.E. the flamer INITIALLY does say 10 HDPS, and this number decreases proportional to the target's current heat level (I.E. @ 90% max heat, the flamer only does 10% of it's origional HDPS.) The implications of doing it that way would be a QUICK rise through that initial 30 heat pool that levels out to just a sustainable level. While not capable of stun locking the target (as it will reach a certain threshold at which the Heat Sinks dissipate at an equal rate to the HDPS), it will force players to slow down their shooting and select targets carefully.

Edited by DarkJaguar, 09 July 2013 - 04:40 AM.


#12 Skoaljaw

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 126 posts
  • LocationAnywhere, USA

Posted 09 July 2013 - 08:26 AM

+1 this'll light a fire under some pants... lol

#13 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 09 July 2013 - 10:12 AM

View PostDarkJaguar, on 09 July 2013 - 04:30 AM, said:


An interesting list, though I would note that the only weapon on that list that actually needs any buff at all is the SRM-4 as it currently does LESS DPS than the TT version. Everything else just requires normalization. If PGI selected a number and had everything at the same multiplier, balance would be much easier (preferably by setting everything to 1:1 canon DPS/HPS, canon heat scale, and resetting armor to 1:1 as well).

The reason that a lot of the weapons you list seem so underwhelming is based on a combination of a wildly varying multiplier and the silly arbitrary heat scale. Did you know that every single mech starts out with an automatic 30 to it's heat soak ability? In 3025 the vast majority of mechs had a heat pool of between 10-20 TOTAL, with the MWO system it's now at 40-50 total even with only SHS, that number is much higher if you include DHS. It's little wonder that support/crowd control weapons like the Flamer would be ineffective. They have to cope with that extra 30 heat soak points before they can really even touch anything else! PPCs benefit a HUGE amount from this, as a mech that could normally only fire 1 PPC without overheating is now able to fire 4 at a time, and every single one of those shots will hit the exact same pixel.

While I don't want to explicitly state that everything but the SRM-4 needs a nerf, it's normalization that is necessary. However, if the heat pool is not addressed, having the flamers do their HDPS in an inverse curve might be interesting as well. I.E. the flamer INITIALLY does say 10 HDPS, and this number decreases proportional to the target's current heat level (I.E. @ 90% max heat, the flamer only does 10% of it's origional HDPS.) The implications of doing it that way would be a QUICK rise through that initial 30 heat pool that levels out to just a sustainable level. While not capable of stun locking the target (as it will reach a certain threshold at which the Heat Sinks dissipate at an equal rate to the HDPS), it will force players to slow down their shooting and select targets carefully.


The whole normalization aspect is why I have a proposed set of stats that work off of pure TT canon numbers. On the other hand, that's also why I have proposed sets of stats that work by scaling up to numbers comparable to what we currently have in MWO. One way or the other, the flamer then becomes normalized in comparison to everything else on the battlefield. However, as stated in the polling questions, the numbers are all merely suggestions for the same primary premise: balancing and normalizing the flamer as a stable crowd controlling support weapon.

The base heat pool of 30 is one of the most startling aspects of MWO as a whole and is probably the biggest contributor of the broken high-alpha meta. It is something that is in severe need of addressing. Regardless of that fact, however, a good scaling on weapons will promote everything being effective. I find it funny, however, that in order to scale the flamer up we need to increase it's HDPS to be more equal to something like a PPC when in TT the flamer does heat damage more in line with an LRM 20 or AC20, which is significantly less. However for MWO it would be necessary to have it at that level in order to actually achieve the desired goal of being an effective crowd control weapon.

As interesting as the inverse bell curve for the flamer mechanic would be, my personal opinion is that I'd like to see just a stable, consistent, reliable weapon to use. Simpler is typically better, as there is less to go wrong, rebalance, or tamper with. However, I wouldn't be averse to seeing how that type of flamer mechanic would apply into the game. I'm certainly open to the testing and experimenting with different mechanics and numbers to get the best and most enjoyable experience possible out of the game. There is always tuning and balancing that will need to be done.

#14 Firewuff

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,204 posts
  • LocationMelbourne

Posted 09 July 2013 - 03:56 PM

if you need a glossary, the post is too long......

#15 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 09 July 2013 - 04:36 PM

View PostFirewuff, on 09 July 2013 - 03:56 PM, said:

if you need a glossary, the post is too long......


Or you're trying to help people understand what you're posting who may not be familiar with a great deal of gaming terms. At one point we all had to ask what DPS was. Please keep feedback constructive.

EDIT: And keep feedback on topic, please.

Edited by Sereglach, 09 July 2013 - 04:50 PM.


#16 CoreWatch

    Member

  • Pip
  • The God of Death
  • The God of Death
  • 15 posts
  • LocationConway, SC

Posted 09 July 2013 - 07:35 PM

Very well thought out post Sereglach... the number seem spot on. Hopefully PGI takes them into consideration.

/salute

#17 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 10 July 2013 - 08:19 AM

Thanks for the feedback. I'm happy to see the number of votes it's gotten (and doubly happy to see that most are positive). Hopefully the votes keep coming in.

#18 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 11 July 2013 - 03:43 PM

I was hoping there was going to be more constructive feedback and voting on this. Even if there is dissent I would love to know why.

#19 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 11 July 2013 - 05:49 PM

View PostSereglach, on 11 July 2013 - 03:43 PM, said:

I was hoping there was going to be more constructive feedback and voting on this. Even if there is dissent I would love to know why.


The poll has majority vote in favor. I know 20-30 votes doesn't mean all that much, but it gives a fairly good read on where the most most frequent forumers stand.

That said, think pretty much everyone can agree that flamers need some love to make them a little more practical for crowd control (regardless if they like or even care about your proposed method for doing so).

As I mentioned, I know I'd love it if they gave flamers some attention...since I really like the general concept.

:P

Edited by Bhael Fire, 11 July 2013 - 05:51 PM.


#20 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 11 July 2013 - 09:00 PM

given the upcoming boating penalties this is a bad time to mess with the flamer.



13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users