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Alpha Striking Heat Penalties Inbound July 16Th


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#121 Aim64C

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Posted 11 July 2013 - 08:18 PM

View PostXX Sulla XX, on 11 July 2013 - 04:47 PM, said:

You know I really do not have a problem with this. Were there other ways to do it yes. Were some of them possibly better at least on paper maybe. But this is not a terrible way to do it. And it is easy to tweak it to get to a balance that works.


You have got to be kidding me.

This pathetic attempt at balance doesn't even make sense within the game mechanics.

Cones of fire and convergence mechanics, while I'm generally opposed to them, would be a better solution than this arbitrary nonsense.

It was, literally, the worst idea suggested as a solution to high-alpha builds within about a dozen different suggestions that were common within the community.

What's even worse about it is that the fundamental problems remain the same. It doesn't discourage 'boating.' At best, it's an annoying issue to work around. The same builds will still be just as effective as they were before.

Their move to penalize overheating is, also, way too aggressive. Why does my mech shut down, again? Where's the option to disable shut-down, as it serves no actual purpose other than to seriously **** new players over by damaging their internals -and- making them nice and immobile so all of those staggered volleys may as well be a pinpoint alpha.

Since they are going to be running around in single heat sinks for a while...

And it's not a simple system. The fact that PPCs are not initially distinguished from each other (and that is planned) indicates that either the system is implemented in a far more convoluted way than I could have ever imagined... and/or that they've no idea what the hell they are doing.

The fact that they haven't narrowed down where hit-detection errors are coming from after months of the issue is rather telling. They should have debug logs that can at least point to the client or the server as the culprit. Though I suspect it's partially because they are using the cry engine for this game (honestly, they would have been better off to start by modding ARMA 2 and petitioning Bohemia Interactive for a license to use Real Virtuality 3 - which is just a better engine for this type of thing).

In fact... I would still say that they would be better off dropping all of their work with CryEngine3 and going that route. A lot of the resources can be ported and you've got a much easier system to work with for maps and game modes with powerful server-side script parsing available. Not to mention, the engine is designed to track ballistics, complex hitboxes, etc.

But it's probably a few years too late for that argument.

I still stand that they could probably do more in 1 month using that game engine (even as a 'mere' mod) than they have done in 1 year with CryEngine 3.

But I'm drifting off topic, here.

[Actually, after thinking about it for a second, it's a no-brainer. The problem is server-side. Missiles suffer from the same hit detection issues and are, to my understanding, calculated by the server and the server only - what we see is merely a graphical representation of what the server says is going on. Without having the source to look at - that is only an educated guess, but I see no reason why missiles should be having those difficulties if it's client-side HSR. Since the problems arose after the implementation of HSR regarding missile hit-detection, I would have to say that it is likely some change they made that allows HSR to redefine collision detection. I would imagine that the problem comes from deconflicting multiple "this is what I saw happen" reports - some weapons get completely dropped from consideration due to failure to adhere to naming conventions or architectural oversights.

Thinking back... it's been when my team is firing direct-fire weapons at an opponent constantly that I've had difficulty with LRM shots not registering.... Just a guess.]

View Postsubgenius, on 11 July 2013 - 05:35 PM, said:

You guys do realize that at anything over face humping range it's not exactly trivial to land 2 ppc and 1 gauss on the same location right? The projectiles travel at different speeds, so unless you're sitting still, it will be very very rare to get sniped by all 3 in the same hitbox.


Anyone with any sense is going to stagger-fire those, anyway. You lead with your slower projectile (gauss) and trail with your fast projectile (PPC).

It's only going to be a brief pause (something under a 200 milliseconds) - but it's not that difficult. It's what is known as a "Time on Target barrage" in artillery speak. You fire using varying powder loads and firing angles to drop several projectiles on the same spot at one time from a single gun.

Even then - the two projectiles are not so different in velocity that hits in the same box are

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I know it's fashionable to bash and bash the devs, but as the OP proves, you guys are so damn excited to scream and moan that you even get basic facts wrong (or at least jump to conclusions with amazingly sad speed).


The fact is that PPCs and ERPPCs were not treated as the same weapon in how the code is, currently. That's supposed to be changed, later.

That was later updated in the command chair. Two hours afterward. This topic was started by the OP roughly and hour and a half before that clarification came.

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Go have a cup of coffee, read a magazine and chill for a minute. How bout we actually give this a try before the wailing and gnashing of teeth begins?


Why don't we make ECM shut down text chat and force you out of IR/LA vision modes?

Why don't we all give it a try before hailing it as a bad idea?

.... Because it's a bad idea, won't accomplish what it sets out to do (unless it's to **** people off), and is simply bad enough that one doesn't need to see it in action to know it's going to be anything but enjoyable.

#122 Punkass

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Posted 11 July 2013 - 08:35 PM

Not a huge fan of Paul's heat scale idea. But hell, at least its something.

#123 SuperValkryie

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Posted 11 July 2013 - 08:41 PM

So thus, this fix is already broken. Anyone think we are balancing to much around this small arena combat stuff? There's no need for longevity when you have only a couple of people you need to kill.

I think we should allow people to run overheated as to have a DoT effect on the mechs. Run hot and pay the price.

#124 Aim64C

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Posted 11 July 2013 - 08:41 PM

View PostRattlehead NZ, on 11 July 2013 - 08:09 PM, said:

Have more than 1-2 groups and more than 1-2 weapon types on a mech? OUTRAGEOUS!!!

Not all weapons needed these limitations, but if ya want to boat high energy boats now then your gonna need more heat sinks. If your kitting 4x LL PPC's and using 10 DHS then your just doing it wrong.


The real question should be why those builds were viable in the first place.

Either through hardpoint restrictions, weapon stats, or heat capacity/dissipation formulas... why was it that you could run high heat, high alpha builds competitively within a competitive environment?

This is just an arbitrary implementation that doesn't really resolve the problems within the game's mechanics - it simply adds arbitrary and annoying mechanics that do nothing to alter the way the game is played at the competitive levels.

Is the Large Pulse Laser a competitive alternative to the PPC? Nope. Won't be without different mechanics to how the PPC fires (since it's an energy autocannon ten with no ammunition and a fraction of the weight and critical investment).

All laser weapons are essentially inferior to the PPC spare for the medium laser among lights and some mediums (even then - a lot of them are better off to mount 2 PPCs rather than 6 medium lasers due to the damage delivery mechanics and range advantage). Change the delivery mechanics and you change the PPC from an all-round superior performer to a weapon that is more picky about what it works well against (and the various lasers would work better against those targets). Preferably, it works better against assaults than it does against lighter classes (due to its mechanics) - which would add some asymmetry into the weapon loadouts and preferred targets.

You'd almost instantly change the meta of the game. The sniper-heavy meta would shift to a more diversified field if you were to change the way in which the PPC fires and delivers its damage. You would still have your 2-gauss setups, but your change in the firing mechanics would place the two weapons into different roles. Plus - the Gauss is a hell of an investment (as with any autocannon) that is just not shared with the PPC (even with these heat spikes - the PPC boats are still competitive).

By making it so that the PPC is more/less competitive against certain types of targets - you shift the context and utility of the weapon, entirely. Its use as a boat goes down and even where it is boated, it's manageable by adjusting your piloting rather than by getting a mech that doesn't disappear with the first hit.

#125 Rattlehead NZ

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Posted 11 July 2013 - 08:42 PM

Don't see what the wailing is about. If these changes are going to effect almost every kit you have then your a boater by trade and should be penalized for only using this play style. These changes may effect one of my kits, but then again i dont need to do the high alpha boats to be effective.

Still lets complain about it after it's added as "assumptions are the mother of all **** ups"

#126 Aim64C

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Posted 11 July 2013 - 09:35 PM

View PostRattlehead NZ, on 11 July 2013 - 08:42 PM, said:

Don't see what the wailing is about. If these changes are going to effect almost every kit you have then your a boater by trade and should be penalized for only using this play style. These changes may effect one of my kits, but then again i dont need to do the high alpha boats to be effective.

Still lets complain about it after it's added as "assumptions are the mother of all **** ups"


You do realize that 'boating' is the design emphasis of a number of canon designs that stem straight from TT and the lore, right?

The "wailing" isn't because it's going to break the builds most people run with. It's because it's going to do very little to them, actually. At the same time - the new player is smacked in the face with single heat sinks and a system that is incredibly unforgiving.

This isn't going to fix the problem.

Also, I don't make assumptions. I tell you how it's going to be, and that is how it ends up happening with few exceptions. Oddly enough, no matter how many times this happens, many people still believe themselves to be intellectually relevant when they argue with me.

*shrug*

I'll go ahead and get started on my ARMA II/III mod with battletech themes. I suspect that by time I'm ready to release the beta, licensing issues won't be a problem as there will be no active battletech IP within three years' time.

#127 XX Sulla XX

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Posted 11 July 2013 - 09:40 PM

Nope not kidding and still does not bother me. :P

#128 Flying Blind

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Posted 11 July 2013 - 10:14 PM

Experienced players are going to either use macros or learn how to time a half second tap-tap so they don't get hit by the extra heat. New players are not even going to know why they are getting so much extra heat and are going to be very frustrated as the learning curve just got WAY steeper that it already is.

2 Gauss and an ERPPC are going to cause every bit as much trouble. 2PPC +Gauss will stand in for mechs with limited Ballistics and maybe sport a couple LL to make up. I mean a Misery will carry 2PPC(maybe ER), 2 LL, and a Gauss, come to think of it an Atlas RS can carry that, a Highlander maybe? I'm not checking my hardpoints so forgive me if I slipped but I think the idea is clear. yes a few PPCs will become LL so what? ok so it isn't as much damage out front instant like, but it is all still pretty pin-point. Jagers will now carry 1AC20, 1 Gauss, and 2 MedLas, and only lose 5 points off their alpha and be a lot cooler to boot.

want to boat LRMs? 2xLRM15 + 2xLRM20= no penalty. 4xLRM20= no penalty, 3xLRM15=penalty! because we don't want you boating those LRMS man, but 6xLRM10= A-ok.

this is not going to work. boating will not be stopped by this, it will only serve to steepen the learning curve widening the distance between new players and the experienced thus achieving exactly what this system is supposed to prevent.

seriously, who thought this up, and who then agreed that it was a good idea? they need to be slapped.

Edited by Flying Blind, 11 July 2013 - 10:16 PM.


#129 Aim64C

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Posted 11 July 2013 - 10:29 PM

View PostFlying Blind, on 11 July 2013 - 10:14 PM, said:

seriously, who thought this up, and who then agreed that it was a good idea? they need to be slapped.


Slapped?

That's way, way easy.

I call for a Trial of Annihilation.

#130 Corvus Antaka

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Posted 11 July 2013 - 10:30 PM

View PostFlying Blind, on 11 July 2013 - 10:14 PM, said:

Experienced players are going to either use macros or learn how to time a half second tap-tap so they don't get hit by the extra heat. New players are not even going to know why they are getting so much extra heat and are going to be very frustrated as the learning curve just got WAY steeper that it already is.

2 Gauss and an ERPPC are going to cause every bit as much trouble. 2PPC +Gauss will stand in for mechs with limited Ballistics and maybe sport a couple LL to make up. I mean a Misery will carry 2PPC(maybe ER), 2 LL, and a Gauss, come to think of it an Atlas RS can carry that, a Highlander maybe? I'm not checking my hardpoints so forgive me if I slipped but I think the idea is clear. yes a few PPCs will become LL so what? ok so it isn't as much damage out front instant like, but it is all still pretty pin-point. Jagers will now carry 1AC20, 1 Gauss, and 2 MedLas, and only lose 5 points off their alpha and be a lot cooler to boot.

want to boat LRMs? 2xLRM15 + 2xLRM20= no penalty. 4xLRM20= no penalty, 3xLRM15=penalty! because we don't want you boating those LRMS man, but 6xLRM10= A-ok.

this is not going to work. boating will not be stopped by this, it will only serve to steepen the learning curve widening the distance between new players and the experienced thus achieving exactly what this system is supposed to prevent.

seriously, who thought this up, and who then agreed that it was a good idea? they need to be slapped.



imho you may be correct. i would have greatly prefferred a system that stacked heat based on any alpha of damage over 20 to curb pinpoint and fire dumping.

we will just have to see how it plays out - something we probably wont truly get to see until the 30th when weapons start linking, until then itll no doubt be 2 erppc 2 ppc boats rearing their heads.

#131 Ralgas

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Posted 11 July 2013 - 11:03 PM

View PostColonel Pada Vinson, on 11 July 2013 - 10:30 PM, said:



imho you may be correct. i would have greatly prefferred a system that stacked heat based on any alpha of damage over 20 to curb pinpoint and fire dumping.

we will just have to see how it plays out - something we probably wont truly get to see until the 30th when weapons start linking, until then itll no doubt be 2 erppc 2 ppc boats rearing their heads.


Oh for sure!!, i'll be running my 2er+ppc+gauss 732 till the chain fix.

#132 Johnny Reb

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Posted 11 July 2013 - 11:34 PM

Yes!

#133 Marineballer

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Posted 11 July 2013 - 11:35 PM

The idea is good and on the 30th PPC an ER PPC will be one group wich is definetly fine!

The 3D will become more important now...... *facepalm*

Just increase the weight off PPC from 7 to 9 tons.....Problem solved

#134 mike29tw

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Posted 11 July 2013 - 11:54 PM

Just found out my favorite Highlander build, Gauss+3LL+2SSRM, is on the max alpha blacklist.

I guess I'll have to switch to Gauss+2PPC+2SSRM. That's how dumb this max alpha solution is. It literally just pushed me toward the things it's intended to fix.

#135 Ralgas

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Posted 12 July 2013 - 12:00 AM

View Postmike29tw, on 11 July 2013 - 11:54 PM, said:

Just found out my favorite Highlander build, Gauss+3LL+2SSRM, is on the max alpha blacklist.

I guess I'll have to switch to Gauss+2PPC+2SSRM. That's how dumb this max alpha solution is. It literally just pushed me toward the things it's intended to fix.


yet dropped 7 damage and 1.5 dps off your possible max output... did it do the intended job or just the one you think it should?

It's about the extent of a lot of these arguments.....

Edited by Ralgas, 12 July 2013 - 12:05 AM.


#136 Egomane

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Posted 12 July 2013 - 12:44 AM

Please use the official feedback thread for the discussion of the upcomming heatscale changes.

http://mwomercs.com/...pdate-feedback/

Thies thread is now closed!





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