XANi, on 15 July 2013 - 12:02 PM, said:
Tuning realtime FPS by rules in turn and dice-roll based tabletop is probably one of most horrible idea to balancing anything ever. I think even randomly throwing values into code and hoping it would work would be more effective.
Every rule that is based mostly on dice roll simply does not work in FPS, when players can aim and usually do it pretty well. Taking tuning values from TT which is based on idea that pretty much all hits hit random part just result in silly current state with pinpoint accuracy and getting cored from 500m range way too often
And going by "all weapons should have similiar DPS over X time" just plainly doesnt work in FPS, as pure "DPS race" only happens when there are 2 slow mechs with no cover behind pounding on eachother.
Normalising by DPS heavily benefits high-alpha, slow recharge weapons like PPCs and gauss, because you can just pop out the cover, shoot and hide while user of laser or any of "faster" ACs have to stay on target.
I think what should be done is "profiling" each weapon so it have some unique beenfit that makes it afvourable in certain situations. Because at the moment fitting say large laser is "I didn't had enougth tonnage to fit another PPC" thing instead "I picked it before it works better with X tactic"
So for example, from big guns gauss could be "sniper rifle", best alpha, worst overall DPS, PPC would do 50% damage to hit spot and other 50% split between neightboring components and be 0.25s duration beam instead of "more flashy gauss", Large Laser would have higher DPS than those 2 and AC/20 would have most dmg but shortest range.
That way every weapon would have it's little niche its best and and not duplicate functionality like PPC being basically "energy gauss"
Fair enough, but I think your wrong when this MWO FPS is based off said TT game using said TT numbers.
The balancing game ins't intended for a per weapon number, but the factor of how many, weight requirements, crit spaces and supporting tonnage comes to play.
On a per weapon number the PPC will out do the ML obviously, but in the factored several ML = PPC its different. That's where the balancing trick hits the pavement - and what we see now. A great disparity between each weapon class and option. Most of it is aggravated by the arbitrary hardpoint system dictating if you can load one weapon it has to be that weapon that is the best, but that isn't all that bad. I just think that needs more work - but that's another can of worms.
Joseph Mallan, on 15 July 2013 - 01:57 PM, said:
Don't forget Inferno that a 10 second turn, included both sides fire and heat dispersion. So My weapons fire and venting of heat was only 5 seconds of that 10 second turn.
True, part of the balancing act though. But if balanced properly for its intended duration of that defined Turn, it really doesn't matter much outside it. Its just fluff and numbers that make the gears work right.
Destined, on 15 July 2013 - 01:52 PM, said:
It should be in feature suggestions honestly, because it's awesome! But as could fit on both... we'll leave it here for now.
Really? Can you talk Paul or whomever leads what should be balance in PGI into reading it? It might help.