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How To Translate Battletech Into Mechwarrior: Online


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#1 Unbound Inferno

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Posted 14 July 2013 - 08:50 AM

First off, is the idea that you need to keep the arbitrary numbers; you don't. To be honest, most of us that are advocating TT balance into this realize some things need to be tossed out to make it work properly, and the hard numbers aren't going to be one of them that should stay.

But you call for placing TT numbers into MW:O!

That is only partially true. Take for instance the Heat System we've got;

Its 30 base + Heat Sinks. DHS is double in engine, and 1.4 outside. This leads to a massive threshold to use.

In BT it was simple the Heat Sink number. That +30 adds 30 free heat to use. Why?

Heat dissipation and recharge. Its the idea that you need a certain capacity of heat for the weapons. Why?

Well, lets look at the basic idea;

In BT you had turns, each turn you could fire a weapon, move, dissipate heat.

In the original idea of MWO they translated that into 10 seconds. A turn is 10 seconds.

A great point was made in another thread by DarkJaguar that is easily overlooked; http://mwomercs.com/...-balancing-mwo/

Spoiler


As his charts point out, weapon damage is off the intended TT scale. Alot.

The idea in TT is that each shot of a weapon could cause so much damage per turn. That is the damage done in that 10 second interval of MW;O.

Somewhere along that line they got the idea that 10 seconds was too slow even then and doubled recharge, leading to the double damage we have now - which really aggrevated the issue.

But why don't we see that kind of damage on some of that? Its simple really, the comparison of DPS over that 10 seconds against the single shot damage of up-front impacting PPC and such became favored for faster kills.

Now, we all know that doesn't work.

So what do I (and I woudl think everyone arguing this here) propose?

Use it as a base stat and adjust around it.


Now, this doesn't mean you have to change how the damage numbers look in the Mechbay for appearances. That just identifies the weapon's effectiveness. But in-game the mechanic numbers of it that add up to that damage needs tweaking. And how hard is that?


All that needs to be done here is a simple three-step change, that should be as simple as changing numbers in a spreadsheet. I don't know how many out here ever toyed with the Space Empires line and made their own game balance under it, but I know how fun and frustrating it can be to make the game work if something's off. So I understand its not perfectly easy, but it should be doable.


Step 1) Identify the timeframe a Turn should be.

I understand it was supposed to be 10 seconds, and we have double recharge now so its 5 seconds maybe?


Step 2) Fix the heat dissipation around that Turn.

This means simply increasing the regular dissipation to be at 1 heat per Heat Sink every 5 Seconds, right? DHS is 2 heat per Heat Sink. You follow the BT base, that's also the max amount of Heat Threshold.

If we remove that odd 30 Heat base and just run with the Heat Sink levels we end up limiting what we could do with weapons to begin with. Certain cheese builds right now wouldn't be able to function effectively and likely would be tossed out.

I know some of you are skeptic, but this relies on step 3 being done.


Step 3) Adjust Weapon Damage/efficency using Battletech as a Base per Turn.

We establish that the Turn is 5 seconds, so in 5 Seconds the weapon in BT deals that much damage. If we have the recharge faster than 5 seconds for appearances, the damage is less, right?

I might want to call for some fundamental changes in certain weapons however, just to make it work. But still basically match that received damage over the Turn time.


But what about those cheese builds?

With the Turn established, heat dissipation around that turn and weapons balanced that way we then allow the system to be balanced. Since weapons in Battletech has been balanced well around that turn it then balances them well around it here - there isn't a clear "best weapon" anymore as the factor of crit sizes, tonnage, heat and ammo balances out to a similar level when you load it up.

But does it stop boating? Honestly, not likely. That's an old Battletech strategy, but it also doesn't gimp anyone wanting to use a different weapon or strategy. You could expect similar damage outputs for invested space, or sacrifice some weapons for speed and mobility. Depending on how it turns out you can end up making pretty much what you want and it'll average out.

The last diffing factor remains skill and effective application of the weapons that are used.


What does this leave for the game mechanics? The issues of Convergence and Group Fire.

Since its unlikely we'll ever toss out the converging weapons part I am leaning towards removing the Group Fire. Force weapons into a kind of Chain Fire effect to mitigate the damage received and how fast. And again, thanks to that Turn is 5 Seconds we can determine how fast we want to receive damage by setting that Chain Fire system. There are a number of ideas for differing GCD or Chain Fire systems around, and many of them could work.



I say follow through that, and you get your balanced game. Weapons average out. Heat System isn't a complete mess that allows abuse and all that remains is how the weapons are aimed and fired.

Edited by Unbound Inferno, 15 July 2013 - 10:31 PM.


#2 El Bandito

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Posted 14 July 2013 - 08:52 AM

Not to sound like a jerk but why is this not on the Feature Suggestions forum? It might catch PGI's attention better that way.

#3 Unbound Inferno

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Posted 14 July 2013 - 08:54 AM

It'll probably be moved there if that's where it goes.

I see it as a balance issue in the game and place it here however.

#4 DarkJaguar

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Posted 14 July 2013 - 09:02 AM

Nice post Inferno. I fully agree that weapons/stats need to be scaled from their source (TT, haters. :D )UNIFORMLY.

So if you double the time rate, the DPS should double, as should the HPS, as should the Armor, etc etc.

#5 Unbound Inferno

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Posted 14 July 2013 - 09:12 AM

Exactly. Its an all-for one, not one at a time deal.

You can't get away with hiding it by fixing one thing as you'll end up creating another problem. The entire base of the system needs addressing.

#6 scJazz

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Posted 14 July 2013 - 01:33 PM

View PostUnbound Inferno, on 14 July 2013 - 09:12 AM, said:

Exactly. Its an all-for one, not one at a time deal.

You can't get away with hiding it by fixing one thing as you'll end up creating another problem. The entire base of the system needs addressing.

Look I own BattleTech 2nd Edition (BattleDroids was 1st) purchased 28 years ago last month so I am a TT Fan. Still the base of the problem is in fact the base of the rules, namely, TT! The most egregious part being fixed damage per weapon rather than random damage. I could go on but TT fans will know what I'm talking about (TAC).

So right now we have a FPS based on a TT game that took all the bad parts and subtracted the good parts. WTFG! That PGI has managed to take this broken-*** fustercluck this far is as astounding as it is sad.

#7 LauLiao

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Posted 14 July 2013 - 01:50 PM

You don't address ROF in your post. Are you advocating all weapons have the same? It sounds like you are saying that all weapons should have the same rate of fire, as they did in TT. While yes, this would make it easier to balance weapon damge, as you're eliminating a variable completely, it would also make for a pretty boring game.

#8 keith

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Posted 14 July 2013 - 01:53 PM

i don't it matters what we say anymore. ie look at dumb heat system. no one really liked it first place, they still went through with it. PGi listens to little angel in their head.

#9 FupDup

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Posted 14 July 2013 - 01:55 PM

View Postkeith, on 14 July 2013 - 01:53 PM, said:

i don't it matters what we say anymore. ie look at dumb heat system. no one really liked it first place, they still went through with it. PGi listens to little angel in their head.

While that is 100% true, it still feels good to vent on the forums about balancing ideas and momentarily forget that we don't have any impact.

#10 Miekael

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Posted 14 July 2013 - 01:55 PM

Good read OP, and I definitely agree with you.

#11 Unbound Inferno

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Posted 14 July 2013 - 02:04 PM

View PostLauLiao, on 14 July 2013 - 01:50 PM, said:

You don't address ROF in your post. Are you advocating all weapons have the same? It sounds like you are saying that all weapons should have the same rate of fire, as they did in TT. While yes, this would make it easier to balance weapon damge, as you're eliminating a variable completely, it would also make for a pretty boring game.

Its a balancing act, part of balancing the damage within the turn timeframe.

Take a Medium laser.

It averages out at 5 damage over the course of that 5 second interval if that is what we use.

Instead, we'd prefer it stays at its 1 second duration, and a 3 second recharge. That is 4 seconds of that 5 Second time - so its damage should be 4 not 5. The heat was 3, but should be 2.4.

On the flip side of this PPC conundrum we suffer;

The PPC of Damage 10 and heat 10 in 5 seconds. But if we keep that 4 second time, it should be 8 damage and 8 heat or up the recharge to 5 for the 10 and 10.


Interestingly enough it doesn't halt the idea of boating a 4 PPC mech, as you could get enough DHS to use it well - but what about an alternative? Do you realize what you could do with MLs then? There'd be a dangerous as heck brawling mech able to contend with the PPC sniper. But that's part of why I say the convergence or group fire needs addressing to limit how fast or slow mechs die.

I had a thought on that too; http://mwomercs.com/...85#entry2551785

In theory makes everything chain fire and then forces a level of DPS that can be manageable and controllable depending on what you want to drive.

#12 Pinselborste

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Posted 14 July 2013 - 02:20 PM

PGI should have never tried to use TT stats in a game that wokrs totally different and instead made something thats balanced better.

#13 Unbound Inferno

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Posted 14 July 2013 - 02:23 PM

View PostPinselborste, on 14 July 2013 - 02:20 PM, said:

PGI should have never tried to use TT stats in a game that wokrs totally different and instead made something thats balanced better.

I disagree.

If they translated Battletech values into this Mechwarrior better, that' would be a different story.

#14 stjobe

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Posted 14 July 2013 - 02:24 PM

Step 1: Find out the TT DPS of a weapon (e.g. the PPC has 1 DPS in TT).
Step 2: Decide on the rate of fire you want for that weapon (e.g. in MWO the PPC has a 4 second CD).
Step 3: For the PPC to have 1 DPS at a 4 second CD, it would need to do 4 damage per shot.
Step 4: Repeat for all other weapons.

The variable you have to play with is rate of fire, DPS is already set by the TT rules as weapon damage / 10.
In the example, the PPC could for instance have
* 10 damage per shot and 10s cooldown.
* 5 damage per shot and 5s cooldown.
* 4 damage per shot and 4 second cooldown.
* 1 damage per shot and 1 second cooldown.

Whichever of these you choose will still be true to BattleTech lore as regards the damage output of the PPC, and it will automatically preserve the damage balance between the different weapons.

Of course, the above also means we'd have to go back to TT armour values, or the weapons would be severely underpowered.

For heat, you do the same; HPS is fixed by TT rules as weapon heat / 10. You need to adjust heat per shot by factoring in the rate of fire, exactly as for DPS.

Then we could go back to a functional heat scale again, and drop the extra heat cap buff.

#15 FupDup

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Posted 14 July 2013 - 02:42 PM

View Poststjobe, on 14 July 2013 - 02:24 PM, said:

Step 1: Find out the TT DPS of a weapon (e.g. the PPC has 1 DPS in TT).
Step 2: Decide on the rate of fire you want for that weapon (e.g. in MWO the PPC has a 4 second CD).
Step 3: For the PPC to have 1 DPS at a 4 second CD, it would need to do 4 damage per shot.
Step 4: Repeat for all other weapons.

The variable you have to play with is rate of fire, DPS is already set by the TT rules as weapon damage / 10.
In the example, the PPC could for instance have
* 10 damage per shot and 10s cooldown.
* 5 damage per shot and 5s cooldown.
* 4 damage per shot and 4 second cooldown.
* 1 damage per shot and 1 second cooldown.

Whichever of these you choose will still be true to BattleTech lore as regards the damage output of the PPC, and it will automatically preserve the damage balance between the different weapons.

Of course, the above also means we'd have to go back to TT armour values, or the weapons would be severely underpowered.

For heat, you do the same; HPS is fixed by TT rules as weapon heat / 10. You need to adjust heat per shot by factoring in the rate of fire, exactly as for DPS.

Then we could go back to a functional heat scale again, and drop the extra heat cap buff.

Certain weapons like the AC/2 would have to be exempt from this, because that weapon was perhaps the most useless piece of shiznit to ever exist in TT due to FASA making it weigh way too much for its damage output. 0.2 DPS for 6 tons? No thanks.

Edited by FupDup, 14 July 2013 - 02:42 PM.


#16 stjobe

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Posted 14 July 2013 - 02:46 PM

View PostFupDup, on 14 July 2013 - 02:42 PM, said:

Certain weapons like the AC/2 would have to be exempt from this, because that weapon was perhaps the most useless piece of shiznit to ever exist in TT due to FASA making it weigh way too much for its damage output. 0.2 DPS for 6 tons? No thanks.

Everyone that says that seem to conveniently forget it was also the longest-range weapon in TT, out-ranging even LRMs. Sure it did only 2 damage, but it did it with impunity.

#17 FupDup

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Posted 14 July 2013 - 02:51 PM

View Poststjobe, on 14 July 2013 - 02:46 PM, said:

Everyone that says that seem to conveniently forget it was also the longest-range weapon in TT, out-ranging even LRMs. Sure it did only 2 damage, but it did it with impunity.

Longer range than LRMs by three whole hexes. O_o


But seriously. All of the range in the world doesn't really make up for having quite possibly the worst damage:tonnage ratio in all of Battletech. I'd much rather take an ERPPC for the same weight as an AC/2 + 1 ton of ammo and deal with the extra heat (which is easy with DHS) and shorter range by one hex.


EDIT: Oh, and isn't the real longest range weapon the Clan LB 2-X with 30 hexes?
EDIT2: Did some research, Extended LRMs are the longest at 44 hexes.

Edited by FupDup, 14 July 2013 - 02:54 PM.


#18 stjobe

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Posted 14 July 2013 - 02:57 PM

View PostFupDup, on 14 July 2013 - 02:51 PM, said:

Longer range than LRMs by three whole hexes. O_o


But seriously. All of the range in the world doesn't really make up for having quite possibly the worst damage:tonnage ratio in all of Battletech. I'd much rather take an ERPPC for the same weight as an AC/2 + 1 ton of ammo and deal with the extra heat (which is easy with DHS) and shorter range by one hex.


EDIT: Oh, and isn't the real longest range weapon the Clan LB 2-X with 30 hexes?
EDIT2: Did some research, Extended LRMs are the longest at 44 hexes.

Pfft. Take your Clan cheese and stuff it, I'm a TRO:3025 kind of guy :)

But fine, buff the AC/2 to whatever DPS it needs to be a worthwhile weapon in the new system; the procedure I outlined is just the starting point, after that comes fine-tuning and re-balancing if and when it's needed. Perhaps the AC/2 needs it.

#19 FupDup

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Posted 14 July 2013 - 03:01 PM

View Poststjobe, on 14 July 2013 - 02:57 PM, said:

Pfft. Take your Clan cheese and stuff it, I'm a TRO:3025 kind of guy :)

Extended LRMs are Inner Sphere tech. :)

#20 LauLiao

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Posted 14 July 2013 - 03:05 PM

View PostUnbound Inferno, on 14 July 2013 - 02:04 PM, said:

Its a balancing act, part of balancing the damage within the turn timeframe.

Take a Medium laser.

It averages out at 5 damage over the course of that 5 second interval if that is what we use.

Instead, we'd prefer it stays at its 1 second duration, and a 3 second recharge. That is 4 seconds of that 5 Second time - so its damage should be 4 not 5. The heat was 3, but should be 2.4.

On the flip side of this PPC conundrum we suffer;

The PPC of Damage 10 and heat 10 in 5 seconds. But if we keep that 4 second time, it should be 8 damage and 8 heat or up the recharge to 5 for the 10 and 10.


Interestingly enough it doesn't halt the idea of boating a 4 PPC mech, as you could get enough DHS to use it well - but what about an alternative? Do you realize what you could do with MLs then? There'd be a dangerous as heck brawling mech able to contend with the PPC sniper. But that's part of why I say the convergence or group fire needs addressing to limit how fast or slow mechs die.

I had a thought on that too; http://mwomercs.com/...85#entry2551785

In theory makes everything chain fire and then forces a level of DPS that can be manageable and controllable depending on what you want to drive.


The problem with this is that not every weapon system works the same. In theory if you balanced everything out this way, then technically the AC/5 would do the exact same amount of damage as a medium laser. But the reality is quite a bit uglier. The TT values were based on the idea that every weapon except missles and certain advanced ACs did all their damage to a single location. In MWO however, that damage from an AC will all impact a single location, but a laser could end up spreading it's damage over 2, 3, or even more location based on both attackers and defender's movement.

How would you balance this out?





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