ACfromDC, on 11 July 2013 - 10:19 PM, said:
I’m amazed at all the chicken littles out there. Do you even read the Dev post or just like to make things up? Two things from Paul’s Post that people seem to miss…
1. There are some tweaks that need to be done but those will come with subsequent patches.
2. This is very experimental and is being addressed aggressively as I mentioned in my previous weapons update. The first set of numbers are for the immediate effect on the current meta-game but more weapons and balancing will occur with each patch you see on our path to Launch.
Yes. I did read that.
It's going into the patch on the 16th. That means they have been working rather diligently on it since it was brought up as being 'on the table.' You've seen the rate at which they work. That means it's not 'experimental.' It's already being worked into their patching schedule and it's probably been worked into the game in such a way that removing it will break the living hell out of it when they remove it some time next year after people stop spending money on the game.
Actually - PGI will probably just pull the plug on the whole works by that point.
Quote
I’m sure most of your “What about X” will be addressed in some form in later patches. My two cents are try it first then talk. I think it is a “good” way to stop high alpha (no matter the size of your mech or the weapon combos you try to use). Just because your mech comes stock with those weapons doesn’t mean that you should be allowed to fire them all at once without a penalty. I also believe it will help stop the high alphas of clanner mechs too. If an Inner Sphere PPC is at 2, what will clanners be 1?
[redacted]
If you honestly believe this is going to fix "high alphas" - there's nothing else to be said.
Quote
I think it will help create a move, aim, shoot, dodge, re-aim, shoot that people want from when we only had SHS and you had to think about what weapons to group together and aim. There is a reason why we have 6 weapon groups.
I also believe that it will make the games longer without people just getting instant killed which is good for everyone. And with the lower alpha’s I think people will start to move on to some other mechs that they want to play, instead of thinking they have to take an assault to survive until hopefully some sort of tonnage limit is implemented.
The thing is that this really doesn't change the superior mechanics that made the alphas attractive in the first place. So what if the 4 PPC stalker stagger-fires. He can still dump 40 points of damage onto you in less than a second without taking a heat penalty. Point-click, and you're being hit in the chest.
It gives -some- mechs a little better odds of not insta-dying, but only very little. I rarely "alpha" weapons outside of autocannons, because they can be more effective link-fired (and a number of higher performing players have theirs grouped to facilitate staggered intervals of fire).
Further - it doesn't eliminate the alpha in the first place. You can still alpha for great effect, and unless heat spikes to over double - even the 6PPC stalker can plausibly alpha without taking damage.
It really doesn't even change the gameplay that they used, before (especially jump-jetting highlanders).
Nothing changes. The AC40 jaeger drops a 20 and picks up a gauss for a 5 point alpha drop (but he can tag you at 800 meters for good effect, now, if he wants to).
It simply doesn't work. Oh - and we can have a 30 point alpha on medium lasers, (35 is too much, though) but the most we get out of large lasers is an 18 point alpha before heat starts strangling us?
It's just so convoluted and ridiculous with the reasoning for including weapons, excluding weapons, and their various 'max weapon' ratings just being downright silly.
ACfromDC, on 11 July 2013 - 11:50 PM, said:
Your right cause everyone who plays those mechs can only be effective if they min/max to boat the most weapons with the highest alpha and greatest heat eff. Oh no you mean I will have to think and I will have to control my heat and rate of fire no matter what mech/weapon load out I take.
Why in the hell do the normal heat values not keep these weapons in check?
Heat was originally developed as a concept to KEEP RATES OF FIRE UNDER CONTROL and to BALANCE ammunition-less weapons against those that did use ammunition. Because PGI took the heat system away from dissipation and toward a higher heat cap, mechs now have the ability to initiate very high damage alphas consecutively from energy weapons, often destroying or severely crippling the target, before needing to dissipate heat (at which point, there is a reduced need to fire weapons - so controlling heat is not a factor).
Further - one of the most problematic weapons in MechWarrior balancing history (the PPC) has not seen any kind of reasonable treatment. There has been no revision of its 'projectile' and damage behavior. It's an energy high velocity autocannon. That's how it's behaved for decades, and that's how it behaves, here - yet it's been the bane of weapon balance, even when MechWarrior 4 went to exceptional lengths to restrict the physical ability of mechs to mount this weapon in great number. Even though lasers behaved as hit-scan weapons applying instant damage, they still had problems balancing the PPC.
Heat, size, and weight don't balance the weapon in a real time environment. That means mechanics need to be looked at. Making it something other than an energy autocannon might be a start
Victor Morson, on 12 July 2013 - 01:06 AM, said:
I officially give up. I can't believe you guys are going on with the with this heat system. Literally everyone has told you it's stupid. Everyone has told you why it's stupid. At great lengths, it gets brought up every time an example of "stupid PGI decision making" comes up.
Victor; we've disagreed in the past - but I don't think I could have said it better, myself.
Even the convergence ideas I think would work out horribly in practice are better than this. They at least make sense and force people to re-think how they play the game (rather than simply min-max their build against their preferred play styles).
Edited by Egomane, 12 July 2013 - 09:23 AM.
unconstructive