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Heat Scales And General Update - Feedback


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Poll: Heat Scales And General Update - Feedback (2742 member(s) have cast votes)

Do you want SRMs buffed to 2.0 damage until the hit detection is fixed?

  1. Voted Yes, please do it, it’s better than nothing. (2007 votes [73.65%] - View)

    Percentage of vote: 73.65%

  2. Voted No, please wait until hit detection is working and balance it to where it’s supposed to be. (718 votes [26.35%] - View)

    Percentage of vote: 26.35%

Vote

#441 hammerreborn

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Posted 11 July 2013 - 08:13 PM

View PostJay Z, on 11 July 2013 - 08:07 PM, said:

*raises hand gingerly

My Stalker 3F has 4 SRM6 and 6MLs. If I leave the missile bay doors closed, the SRM6s in the arms will fire 0.5 later than the torso ones. Can I leave them in one weapon group and not face a heat penalty since they actually fire 0.5 seconds apart?

Any help will be appreciated.


An interesting question.

#442 Adrienne Vorton

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Posted 11 July 2013 - 08:22 PM

yea now you see our biggest problem...(looks at poll) ppl still think damage solves everything...

i don´t really mind,though... my srm´s/ ssrm´s are a great addition NOW, and more damage won´t make them less viable...

as for the heatscale: i like it, it´s worth testing and a good step--- but the long way is not ending there i guess

don´t forget:that´s a way to encourage a bit more diversity in loadouts, not a serves-all-solution...but as mentioned,a good step

#443 Rebas Kradd

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Posted 11 July 2013 - 08:24 PM

This poll is a no-brainer. Nobody's going to shed any tears over assault mechs taking a backseat for a while.

#444 pantherzero

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Posted 11 July 2013 - 08:25 PM

well I voted, but I don't think it will do us much good, even if every one here voted they would still ignore it. This is because us forum users are just a minor proportion of the player base and the silent majority clearly agrees with what ever pgi wants to implement a la 3pv =]

#445 Lagster

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Posted 11 July 2013 - 08:27 PM

Assume I have 4 ERPPCs, and I fire them as such:

0s: Fire #1
0.4s: Fire #2
0.8s: Fire #3
1.2s: Fire #4

Will ERPPC #3 & #4 trigger the heat penalty since there wasn't a 0.5s between any shot, or will it not trigger the heat penalty because it is more than 0.5s apart from ERPPC #1and #2?

#446 Adrienne Vorton

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Posted 11 July 2013 - 08:27 PM

View PostAslena, on 11 July 2013 - 08:07 PM, said:

This isn't a (little) anything... they hit most mech builds with a +11 Colossal Warhammer... that still won't really change anything except to make the mechanics of the game more complex.

And for the record... I rarely use PPCs

i already took a close look... they don´t hit a single one of my mechloadouts --- it´s more like they took my concepts as a rolemodel :P

#447 FupDup

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Posted 11 July 2013 - 08:28 PM

View PostRebas Kradd, on 11 July 2013 - 08:24 PM, said:

This poll is a no-brainer. Nobody's going to shed any tears over assault mechs taking a backseat for a while.

This update doesn't really do anything to discourage assault mech usage. All it does is make them rework their loadouts a little--or in some cases not even change a thing.

#448 Adrienne Vorton

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Posted 11 July 2013 - 08:29 PM

View PostLagster, on 11 July 2013 - 08:27 PM, said:

Assume I have 4 ERPPCs, and I fire them as such:

0s: Fire #1
0.4s: Fire #2
0.8s: Fire #3
1.2s: Fire #4

Will ERPPC #3 & #4 trigger the heat penalty since there wasn't a 0.5s between any shot, or will it not trigger the heat penalty because it is more than 0.5s apart from ERPPC #1and #2?

2,3,4 would count as alpha´ed from my understanding, so you´d have 1 penalty weapon in that chain

Edited by Adrienne Vorton, 11 July 2013 - 08:31 PM.


#449 Tarzilman

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Posted 11 July 2013 - 08:35 PM

View PostAslena, on 11 July 2013 - 08:07 PM, said:

This isn't a (little) anything... they hit most mech builds with a +11 Colossal Warhammer... that still won't really change anything except to make the mechanics of the game more complex.

And for the record... I rarely use PPCs


At least you have to handle the different weapons, 'cause of the different range. Makes it a (little) bit more complicated to handle. You see? There's the "little". :P

Edited by Tarzilman, 11 July 2013 - 08:35 PM.


#450 Alex Warden

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Posted 11 July 2013 - 08:36 PM

View PostFupDup, on 11 July 2013 - 08:28 PM, said:

All it does is make them rework their loadouts a little--or in some cases not even change a thing.


which is good... i for my part don´t have to worry, i can keep my mechs as they are. and the streaks in my assaults will be pushed again? well, if they think they have to,okay...they work fine for me right now. for me it´s NOT the only weapon against lights,i can actually aim xD

#451 Ordate

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Posted 11 July 2013 - 09:08 PM

I find it amusing that there are so many yes votes, but at the same time bunches of people complaining about bandaid fixes on the heat issue. This goes to show what has been proven many times in multiplayer games, that the players really don't know what they want. (I'm sure someone will bring up NGE or a few other examples to try and disprove this, but if you actually do any substantial digging, you find that companies catering to the vocal forum users often end up hurting themselves.)

Big resounding no on my end. Would like to see them fixed properly and go from there. Honestly I think most damage from mechs should be substantially lowered or armor values substantially increased.

#452 Chaosdrive

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Posted 11 July 2013 - 09:10 PM

Edit: My apologies for the post being so long, it got away from me.

Right then, time for me to join the fray.

1) The stock Awesome 8Q comes with 3PPC's and a small laser as stock, when that is one of the trial mech's it is going to hardly be new player friendly - Especially when most of them will spend the first few games alpha'ing whilst learning the game. The same goes for the Awesome 9M which comes with 3ER PPC's.

There is also the Hunchback 4P champion mech and standard stock variants.

2) A max alpha of 2 LRM 15's is in-descriptive, does this mean you get a heat penalty for firing more than 30 at a time? Or would 2 LRM 20's suffer no heat penalty? If it is the former than there is also problems with the Catapult C4. If the latter then ignore this point.

These are my problems just with stock variants used by the newest of new players, now let's get on with the other stuff.

1) You aren't really fixing much, we can see you are attempting to promote players using more balanced builds however 2PPC + Gauss will still be useable and that is still 35 points of pinpoint damage, where as other builds that might have a chance of going toe to toe at the same kind of ranges (I.E large lasers) are getting slapped in the face with this system.

2) Limiting AC/20's to 1 I can understand however I think all you are really doing with that is taking out one of the few brawler types that can somewhat survive the current meta, I'd of added the 1 limit in later.

3) The DPS of a PPC is currently set to 2.5 with a range of 540 meters, reaching up to 1080 with damage drop off.
The DPS of an SRM 6 is currently set to 2.25 with a flat range of 270 meters.

My question is - Why doesn't a brawling weapon, that spreads damage out unless your practically hugging your opponent and has a very low range, needs ammo and (with Artemis and ammo weight restrictions taken into account) weights pretty much the same as a PPC have more DPS than the weapon that can easily hit from half the map away?

If you want brawling to feel useful to more players, it's going to need to be able to out DPS the long range builds - The heat penalties won't stop players from using PPC's, if anything I think it'll drive more into the arms of the PPC and Gauss combo, with large laser boats and the larger LRM boats out of the picture.

4) As others have said, what about the natural energy boating builds? If you are insistent on going down this path I would have a different set of numbers for these mech types (For example, allowing the Awesome 8Q to use three PPC's and then get punished on the 4th or four large lasers before getting punished on the 5th).

5) Looking at the numbers all I can read for brawling in an assault is "Right, your build must use SRM's (which don't work properly) to use up the free tonnage, using several large lasers to back up an AC/20 is no longer an option" - Sure, you could chainfire or fire more large lasers after 0.5 seconds, or whatever you do set the timer to, but 0.5 second is a lot of time in a brawl, the difference between a CT hit or a RT/LT hit and nobody wants to get hit in the CT.

And now, onto ballistics

Ballistics, expect possibly the Gauss, have taken a back seat - You do see AC/20's somewhat often, but I find them either on a dual AC/20 mech, the yen-lo-wang or an Atlas variant with only a few exceptions, this is because they are very heavy and require ammo. The AC/20 is a fine weapon really, circumstances are just throwing it to the side in favour of the much lighter weight and light/medium friendly PPC, offering only half it's damage but twice it's range with no risk of ammo explosions, it is also less than half it's weight when ammo is counted in.

Anyway, my point is that AC/5's and 10's are very underutilized, this is for a few reasons:

If you want DPS, you can AC/2's with their lower weight and much lower crit slot requirements. UAC 5's are also an option for their higher DPS than most other weapons, only being beaten by the much heavier and much shorter range AC/20, or the unfocused and easily avoidable damage of an LRM 20.

The AC/5's and 10's don't really serve much purpose right now, for alpha players go for Gauss or AC/20, and DPS I mentioned above - Having these as usable weapons might push people to go for DPS middle ranged weaponry.

Finally, for the LB 10X, you need to do something with that, it is obviously a brawling weapon but it has no real purpose right now, critting when a mech has it's internals opened up is relatively pointless as any group with even a fraction of teamwork will have that mech focused down before you even manage to knock off a single weapon with your crit hits (Same goes for machine guns and flamers).

I like the idea of the new system trying to promote balanced builds, but it isn't going to work, players will always find a way around any system you come up with.

High pinpoint alpha users will switch to 2PPC's and Gauss, a whole 10 points less damage per alpha but now they have less heat issues and will probably have tonnage to upgrade their engine so now it is easier for them to keep distance on you, or switch to a standard to increase their survivability.

LRM boats will just have one LRM 30 on one group and the second LRM 30 on another group, 0.5 seconds, presuming that is still the cut off point, isn't exactly a long time to wait when you can hide behind a hill whilst still dealing damage.

You may of stopped, or at least made it more annoying, to play a dual AC/20 mech however they were one of the few brawling mech's I saw, they will probably be pushed into PPC and Gauss now or they will try brawling with other mech's and rage.

As for SRM's, three SRM 6 is actually a fair amount, it doesn't let them be boated by catapults, now if only they worked properly.

Just one more little thing for me now, I bought a Dragon - Flame awhile ago, the usual build for this is 4LL with an XL ~350, I hate it, and I am sure with this new system not even the 30% C-bill bonus will make me touch it, I'd rather use my dusty founders Atlas.

Edited by Chaosdrive, 11 July 2013 - 09:11 PM.


#453 INSEkT L0GIC

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Posted 11 July 2013 - 09:14 PM

What's the current splash damage amount on SRMS?

If the increase to 2.0 is total damage from base and splash combined then I am fine with it, but if is 2.0 base + splash damage, then it will be SRMageddon.

#454 Asmosis

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Posted 11 July 2013 - 09:29 PM

guass rifles and ac10's should be in the same group as ppc/er ppc, since they all fill the same function. actually anything with similar velocity/range should be grouped together.

LRM20's should be grouped with lrm 15 and lrm 10.

srm4 should be grouped with srm6

srm and ssrm2 should be grouped together (not that anyone uses srm2, but for when we get ssrm4/6)

large lasers... infact all beam lasers should be exempt from this. 90% of the time the damage is spread as you can't alpha with large lasers, its spread over a full second. You can't chainfire them with 0.5 either due to beam duration.

also buffed highlander/atlas nerf stalker/awesome.

View PostINSEkT L0GIC, on 11 July 2013 - 09:14 PM, said:

What's the current splash damage amount on SRMS?

If the increase to 2.0 is total damage from base and splash combined then I am fine with it, but if is 2.0 base + splash damage, then it will be SRMageddon.


splash is neglible radius right now. its set to w/e the min radius is so there is basicaly no chance splash can occur. 0.05m or something silly.

Edited by Asmosis, 11 July 2013 - 09:31 PM.


#455 HitTheCity

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Posted 11 July 2013 - 09:33 PM

View PostLagster, on 11 July 2013 - 08:27 PM, said:

Assume I have 4 ERPPCs, and I fire them as such:

0s: Fire #1
0.4s: Fire #2
0.8s: Fire #3
1.2s: Fire #4

Will ERPPC #3 & #4 trigger the heat penalty since there wasn't a 0.5s between any shot, or will it not trigger the heat penalty because it is more than 0.5s apart from ERPPC #1and #2?

View PostAdrienne Vorton, on 11 July 2013 - 08:29 PM, said:

2,3,4 would count as alpha´ed from my understanding, so you´d have 1 penalty weapon in that chain


No way, so long as you don't fire more than 3 within a 0.5 second time period, there should be no penalty. I sure *hope* it is implemented that way.

#456 BlackWiddow NZ

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Posted 11 July 2013 - 09:35 PM

Just putting this out there:

Thanks for actually telling us some stuff and asking for some feedback from the community! We are appreciative of this even if it does not seem like it. Keep up the communication!

#457 BR0WN_H0RN3T

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Posted 11 July 2013 - 09:58 PM

Looks promising but I'm holding my breath to see how it works out as planned or whether something else unexpected will creep in to ruin it all.

#458 Shiro Matsumoto

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Posted 11 July 2013 - 10:06 PM

View PostNicholas Carlyle, on 11 July 2013 - 10:49 AM, said:


Oh lastly, did you account for the fact that the Awesome has 3 PPC's in cannon?

This too.


Well, the same as in canon happens.. the Mech overheats, badly, Full lore conformitly.



@Topic: I like the changes.

#459 peregrineprime76

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Posted 11 July 2013 - 10:11 PM

I agree completely that SRM's should have their damaged buff.

As for the other issues that keep getting repeated in this thread (HEAT) all of the mechanics to regulate the game are already here, they just need to be applied differently.

Firstly, all energy weapons should apply the majority of their heat before the weapon actually fires. IN the (i dunno the exact kength of time) between pulling the trigger and the PPC firing, 80-90% of the heat from the PPC should be applied to the mech. If this causes you to shut down, simply put your PPC doesnt fire.

This will stop the stupid boating tactic of Alpha, shut down, restart, Alpha as the majority of the time you will not actually fire and become a useless hunk of metal of the battle field. The same applies for lasers, but where the laser shuts off and stop doing damage the moment the mech enters shut down. Fire 6LL's and watch as your heat spikes before firing and you get .2 of a second of firing before shutting down.

IF you are a ballistics mech or boating LRM's the solution is also already built into the game. We all know that UAC5's are capable of jamming. If your mech shuts down from heat, all of your ballistic weapons that are in the middle of a reload, jam.

You then need to wait for the jam to clear, and the weapon to reload that and you should lose the round that was half way through being loaded. Have a 6 AC/2 Jaeger and overheat, you need to wait for all 6 AC's to unjam and you lose the 6 rounds. Doesn't seem like much, but if you are packing an AC/20 an not a lot of ammo it is going to really hurt you, same goes for boating LRM's and losing 40+ missiles to a jam.

This addresses all of the boating issues, without the introduction of special rules or buffs to certain chassis to allow standard (canon) weapon loadouts and will seriously make overheating the nightmare it is meant to be.

#460 INSEkT L0GIC

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Posted 11 July 2013 - 10:12 PM

View PostAsmosis, on 11 July 2013 - 09:29 PM, said:

splash is neglible radius right now. its set to w/e the min radius is so there is basicaly no chance splash can occur. 0.05m or something silly.


Hmmm. It was 1.3m as of the March 21 hotfix, if that was the latest SRM adjustment.

http://mwomercs.com/...erver-downtime/

That would put SRM at 2.1 damage per missile -- 1.5 base + 0.6 splash (40%)

Increasing base to 2.0 would result in 2.8 damage per missile -- 2.0 base + 0.8 splash (40%)

Which would increase an SRM6 from a 12.6 to a 16.8 damage potential. Seems a bit much to me.





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