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Gameplay - Heat Scale Addition


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#261 Deathlike

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Posted 17 July 2013 - 08:31 AM

View PostArchtype, on 16 July 2013 - 07:22 PM, said:

A friend just found this evidence of some buggy heat generation, unsure if it is due to heat scaling or inaccurate heat indicator but strange stuff.

http://mwomercs.com/...ybe-ac5s-video/


It's not a bug. AC2 had an unannounced nerf where there are actually boating penalties applied to them. However, the coding for the "timing" of how heat is a calculated is too simplistic (especially when the AC2's cooldown is .5 seconds) where 2 AC2s can trigger the boating penalty behavior by alternating fire every .25 seconds.

The current AC2 nerf has a limit of 3 AC2s, with a "heat penalty" of 1.

Anyways, the problem is most likely PGI forgetting to remove the values from the data, before going live... which pretty much the result of poor QA processes to prevent this from happening.

Edited by Deathlike, 17 July 2013 - 08:32 AM.


#262 Corvus Antaka

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Posted 17 July 2013 - 08:41 AM

View PostMustrumRidcully, on 17 July 2013 - 04:08 AM, said:


Not that MW3 had an actual solution, either. The problem has been the same at least since MW3 - convergence + group fire makes boating the best option. Adding artificial extra heat gains is missing the point.


I understand your point. However, mech3 also had the possibility of building mechs with 0 heat problems. As far as I now understand the PGI design vision, this is not the case here, where outside the MG every mech will build heat and need more time to dissapate than perfect unless they run more light loadouts.

there is a problem here, and its dissapation. we've often cried for lowering the heatcap and bumping dissapation, and are nearing that point more now with the 100% heatcap.

Still, mech3 and all mech games before all had a huge problem - c6 dominates, regardless and despite no boating penalties. mech3 a dual ac 20 boat was always a smart choice.

even with mech4 hardpoints we saw the same issue like dual gauss madcat MK2.

so this leads us to the cries for "Stock" games in MWO.

but MWO is an MMO with CW. having a stock game mode would mess with what PGI is trying to build.

The solution now gives direct benefits to stock type players in easier heat management and much less risk of overheat on alpha strike, and it penalizes c6 mechs with obvious beenfits, the same benefits these c6 mechs saw in every other game that led everyone to play only them and everyone else to play stock mode only.

Is the solution perfect? dual ppc/gauss says no. dual gauss screams no.

but it's a start. games are better. loadouts are more varied. its a system that can work to fix the c6 only minmax mechs viable issue, while allowing for their use by top skilled pilots without allowing these builds to dominate the game.

#263 Robdillard

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Posted 17 July 2013 - 08:55 AM

Overall I like the new system the builds are looking more varied better use of weapons. Causing a slower match, something I very much like.

Obvious problems exist with buckets for heat penalties. Putting the large and er large in the same bucket(something they already made aware that are going to address(see ER PPC and PPC buckets being separate) would fix this. Also AC/2 problems. Not that I had any real fondness for macro fire. Seems to be causing unexpected heat increases with chain firing 3 of the.


People have to keep in mind. The closer we got to alpha instagib boats the less the lower tonnage mechs mattered. People may not like having builds that they enjoyed no longer be viable. But if the result was a game that quickly dissolved into what mech boated the most damage in one shot, macros being more useful when started on a mouse rather then by hand. Then those issues for balance need to be addressed as this makes for poor gameplay.

Not increasing the base heat of the er ppc and ppc was a good move. Forcing people not to boat seems to be a workable solution. May not be the most popular, but initial indications seem encouraging.

Sincerely,

Robdillard

#264 NeuroMute

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Posted 17 July 2013 - 09:07 AM

First thing: I've never played any Mechwarrior game before and never touched the Tabletop.
I'm playing a few months now and the last few sucked. The games I played had hardly no brawl, just sniping and LRMs. You had to adapt to have a chance on winning.
Since yesterday the game feels much better.
More diversity in weapons, less AC40-builds, less PPC-builds, sometimes Mechs even drop below 30% integrity and survive the match - great! I like that. My medium Mechs can survive an alphastrike and don't lose any limbs instantly.
SRMs might be a bit strong (I voted against the buff) but turned out to be pretty ok.
Hell, if it was just for me, you could reduce the SRM6 to 2 instead of 3 maximum per alpha.

I hope you guys do not forget to place LL and ER-LL in the same group as you will do with PPC and ER-PPC. ;)
Also, what about Pulselasers?
Also you NEED to adress the additional heat in UI 2.0 to give newbies a chance to catch up.

So, finaly: Good decision, please keep it in the game.

Edited by NeuroMute, 17 July 2013 - 09:09 AM.


#265 Maxx Blue

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Posted 17 July 2013 - 09:12 AM

Haven't played any PPC-heavy builds (I really only have one), but I did take my AC/40 Jaeger out for a spin. I can't alpha as many times back-to-back, but it doesn't seem to matter much. I can still alpha regularly, and it is still a pretty effective build for me. I saw more highlanders and victors than stalkers, so it looks like folks are trying out 2xERPPC + Gauss, but I still generally got murdered by sniper fire if I strayed out of cover before getting into AC/20 range.

So, I don't intend to stop using dual-AC/20's and it doesn't seem to have affected my scores that much, and that is with the heat penalty being faintly ridiculous. If you raise the heat penalty much more, I would stop using dual 20's...but then again I would overheat on the second alpha, which seems a little crazy.

I dunno. This just doesn't feel like a very good way to handle the big-alpha problem. It feels arbitrary, and is prone to screwing me over if my abilty to count in 0.5sec increments is slightly different than how your servers count. I already had a few moments last night where I was saying to myself, "WTH? How was that not half a second???" I appreciate the effort, but I don't really like this solution.

Edited by Maxx Blue, 17 July 2013 - 09:13 AM.


#266 tuffy963

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Posted 17 July 2013 - 09:14 AM

AC20 Jager Mechs and 4 ppc stalkers disappeared almost overnight. The few that remain are making judicious use of their weapons. That makes the heat scale a good "functional" fix.

Unfortunately, it still lacks a cohesive architecture that can be explained to players without just reading/memorizing the patch notes.

Edited by tuffy963, 17 July 2013 - 09:18 AM.


#267 Tsenado

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Posted 17 July 2013 - 09:27 AM

AC20s Jaggers still there, only with chainfire, ppc stalkers are still there with 2ppcs and 2erppcs.

you'll now see more sniping 2xgauss jaggers and more ppc+gauss snipers, excellent patch so far.

#268 Clit Beastwood

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Posted 17 July 2013 - 09:33 AM

it's made my bj-1x a lot harder to use, thats for sure.

#269 Inveramsay

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Posted 17 July 2013 - 09:43 AM

View PostVagGR, on 17 July 2013 - 07:41 AM, said:

true...but 30-35 dmg is managable...we had dual gauss builds for so long and no one complained. its 40+ dmg that became a problem


As a founder you most likely will have played the closed beta, how can you then say no one complained about dual gausses? Had I been drinking something it would have come out my nose how hard I laughed at your statement.

#270 Clit Beastwood

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Posted 17 July 2013 - 09:45 AM

a little heat scale clock somewhere in the hud would be handy, essentially timing out when to fire again. that would make the macros less necessary for some users (not a macro user myself)

#271 Riddler9884

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Posted 17 July 2013 - 09:47 AM

I agree that the way they did this was very likely not the best. The should of probably tweaked the heat dissipation of weapons being boated, it would of been less complicated to explain.

On the upside

- I am seeing Lights and Mediums, chassis that I had not seen in game since it became Alpha components off Warrior online.

- LRM are making a comeback but it doesn't feel overpowering... yet.

Edited by Riddler9884, 17 July 2013 - 09:47 AM.


#272 Least Action Jackson

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Posted 17 July 2013 - 10:02 AM

Now that I've stopped and thought about it, I feel like setting the heat threshold at which a mech takes damage to 100% (which makes perfect sense, by the definition of 100%) and introducing boating penalties is redundant. Hot boat builds will overheat themselves anyway, and now when their mech explodes, it's on them. For example, 6 PPC Stalker (which wasn't a terribly effective build anyway, except on the first target to take fire from it) can either fire once, and then the pilot can pop open the beer cooler behind his seat and wait all afternoon for the heat to bleed off, or he can fire twice and commit suicide.

I say more power to them, and do away with arbitrary boating restrictions. Boats are occasionally annoying at worst, and the new heat threshold alone is enough to keep them in line.

P.S. Make the shutdown override a toggle. If I'm going to take damage from heat regardless of my power state, I might as well die fighting.

#273 Kymlaar

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Posted 17 July 2013 - 11:11 AM

I would recommend that we switch systems, though we can keep the functionality the same. Basically establish a new resource that is either universal, or comes with the engine. Make it an energy pool of some sort, and make overdrawing result in the excess heat. This is a method that can be displayed on the hud and in the mechlab without people needing to come to a web page to understand seemingly arbitrary limitations.

As an example, using the current system:

Energy Pool: 100, regens to 100 over .5 seconds
PPC: 40 per
ERPPC: 45 per
ML: 18 per
LL: 35 per
AC/20: 80 per
SRM2: 21 per
SRM4: 23 per
SRM6: 26 per
LRM15: 40 per
SSRM: 21 per

Clearly not perfect. The idea though is that you have the same limits to slow down people, but it can be represented on the HUD in some way and you don't need to find old patch notes to understand what the heck is going on with your heat.

To make it better for targeting boats, one could lower those numbers and then cause an energy penalty per duplicate weapon.

It's just a thought, but I fear that the current system is far too arbitrary to be understood or remembered by many.

#274 BlackJackRaider

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Posted 17 July 2013 - 11:20 AM

In general, I like most of the changes. It has added sorely needed build diversity back into the game. In fact, I would say this has been one of the more sensible balance changes PGI has made since back in closed beta, so kudos for that.

My biggest quibble is with the max number for Large Lasers. No one was really complaining about these weapons until you had more than 4 per mech (Catapult K2, stalkers, occasionally Cataphracts). Allowing 3 to be fired before the heat penalty would not be overpowering, especially if the penalty for firing more weapons than the cap were raised slightly.

Example-at the moment it looks like this: Weapon System Max No-Heat Penalty Alpha Scale Multiplier
PPC 2 7.0
ERPPC 2 4.5
ML 6 1.0
LL 2 2.8
I think the LL row should look more like this:
LL 3 3.5 (?)

That allows you to fire more of them, but increases the penalties for the 4, 5, and 6 LL boats.

Edited by BlackJackRaider, 17 July 2013 - 11:21 AM.


#275 Aim64C

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Posted 17 July 2013 - 11:20 AM

View PostRhalgaln, on 16 July 2013 - 11:36 PM, said:

I simply like it.

It's a cool Idea to stop Alphas and still keeps them as an emergency Option which they should be.

None of my builds is penalized.

Great Job !


So... Alphas are an emergency option?

Not really - you start taking considerable internal damage when you overheat (whether you have hit override, or not).

It's more like a suicide option in MWO - since you stand still and fall apart (or just fall apart while running).

The "Alpha Strike" in battletech has had varying explanations through the versions. Some said that a mech exhausted all of its autocannon ammunition in that turn. Others said that it was firing every weapon it had available during that turn (which, for many mechs, didn't mean jack diddly, as they were back to 1 or 0 heat) and still others said that the mech fired its weapons until it would have to shut down in the next turn (for a mech with 15 double heat-sinks, this means it could double its shut-down threshold of 30 points).

The shut-down mechanic doesn't behave the same in MWO as it does in TT. Every mech acted, somewhat, as if it was shut down when it got shot at. A mech could move in view of yours and alpha into it - because it wasn't your turn. In MWO - much of the gameplay involves those split seconds of being able to actually fire at each other between cover.


View PostSanGan, on 16 July 2013 - 11:36 PM, said:

I like the new heatsystem.

It brings more quality in the game. The Piloit needs more skill as just press alphastrike.
Where are more variants of weapons and mechs at the battlefield.

I think its working as intended.

just my 2 cents

View PostEast Indy, on 17 July 2013 - 04:29 AM, said:

So, I played more matches after posting -- I'm seeing all kinds of builds, and pacing remains where you'd expect for BattleTech.

My suggestion is to close the loop, and add a special restriction to the Gauss, as players are tacking it onto fire groups for one last grasp for big alpha. After last night's fun, they just don't have an excuse for going against the spirit of the game.


The reason for the change is, mostly, because people are risk-averse. Adults and teens, alike, tend to over-estimate risks. I would wager that if you conducted a poll - most of your players who continued to play with their old builds are in their teens. Most adults would have shifted their builds to those they found to not generate a heat penalty.

The high-'alpha' builds will return. They will simply take different forms. My 6 medium pulse laser BlackJack has performed considerably better since the PPC spam corrected, some - but that will soon change once people realize their PPC builds will still be just as effective chain-firing into me as they were alpha-ing and missing 2/3s of the time.

The PPC is still a vastly superior weapon to all the other energy weapons, and it will soon be back in play.

It will take about a month or two for its use to recover to the day before yesterday's usage levels - but it will return.

Spare for those who have taken up SRMs.

Even so - SSRMs need a damage buff up to 2.5 damage, now. They're kind of irrelevant.

And, East Indy, this heat penalty system goes against the spirit of the game.

View PostJagsmar, on 17 July 2013 - 05:40 AM, said:

The change to heat management has a bit of unintended consequences. I am use to running mechs with 3 to 4 different weapons, all of which are on the penalty list. Now it it much easier to manage heat by boating 1 weapon type than it is to try to manage a "balanced" mech.

I would much rather see as heat builds, your mech movement slows down (twist, speed, aiming) and weapon convergence starts to drift, but I guess the younger audience is too hung up on headshots or "one shot one kill".


The problem with trying to do this is the difference between how that worked in Table Top and how that works in MWO.

In TT - heat was calculated per turn. You fired your weapons in one turn, and in the next turn, you subtracted heat equal to your heat sinks. Only if there was heat remaining did you suffer consequences from heat. For example - you could fire 3 PPCs on many mechs all day long, so long as you were standing still, without suffering any heat penalties. Since each round was 10 seconds, though, that doesn't translate well to the real-time environment.

For this type of system to work, you would have to actually have two heat scales - one being the load on your heatsinks, the other being the load on your chassis. "Stale" or heat left on the load of your heatsinks for longer periods of time would begin to dissipate into your chassis, which would be what is used to generate heat consequences.

This still doesn't fix the alpha problem - as it would only penalize players who run for extended periods of time at high heat. Those who have only spikes in heat would be only minorly affected. Which means the 4PPC builds would be perfectly viable (and even preferred) by this system.

Not that a literal system would do any better. A Jenner would either have to stick around all day to fire a laser, let the heat drop, fire another laser, let the heat drop.... or would have to alpha and instantly go from 130+kph to something like 90-100kph and start getting thwacked with autocannons.

Neither is preferable - while the 4 PPC just pops his head out, fires, and waddles back behind cover (who cares if he can't see to shoot - he didn't intend to, anyway).

View PostRiddler9884, on 17 July 2013 - 09:47 AM, said:

I agree that the way they did this was very likely not the best. The should of probably tweaked the heat dissipation of weapons being boated, it would of been less complicated to explain.

On the upside

- I am seeing Lights and Mediums, chassis that I had not seen in game since it became Alpha components off Warrior online.

- LRM are making a comeback but it doesn't feel overpowering... yet.


Rest assured - the former meta will return.

Component/hardpoint restrictions, various heat contraptions, and changes to ballistic behavior/damage were unable to balance the PPC in previous MechWarrior games. The PPC spam will return.

#276 IceSerpent

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Posted 17 July 2013 - 11:24 AM

View Postdrunkblackstar, on 17 July 2013 - 08:24 AM, said:

Heat scaling isnt that brilliant idea, but nobody suggested any better.


That actually made me giggle. Bro, we've been trying to push better ideas through since winter of 2011.

#277 Milocinia

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Posted 17 July 2013 - 11:53 AM

After a huge run of wins it seems I'm being placed in higher ELO groupings due to the fact I'm coming across a well known player who almost always tops the rankings in damage, rather suspiciously, and a couple of people he groups with regularly.

Anyway the point is their team consisted almost entirely of PPC Warriors in various configurations. Small sons got owned by my team who had what looked to be a balanced loadout of weapons.

I only managed to take 1 kill with 395 damage followed by derisory comments from the opposing side when I taunted them for being fail PPC Warriors. Funny but that 395 was more than 6 of theirs.

Patch is working as intended PGI, thanks.

#278 Kampfisken

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Posted 17 July 2013 - 12:57 PM

RIP in pieces, Dakkamech.
You were the most fun I had in this game, and provoked utmost rewarding comments from other pilots.




#279 Kymlaar

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Posted 17 July 2013 - 01:36 PM

More of a concern than the heat, frankly, is the macros. Your external programs shouldn't be presenting you an advantage that isn't available in game, short of perhaps smooth performance. Basically, we need to be able to adjust chain fire delay to simulate the macros without ever having to make a macro. As it is I consider the macros to be effectively cheating, as it's using an external program to perform an action that you can't do with the provided functionality (unless you're a robot and have absolutely perfect timing and never get tired).

#280 BulzEye

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Posted 17 July 2013 - 02:03 PM

This makes all energy Alpha strikes useless IMHO... I played a 4 and 5 ppc stalker and could not NOT shut down... And whatever you do, do not override more than once... you go boom - even with coolant. This new model sucks. Changing it to this after everyone who is not new has learned to dial in heat management is not condusive to continued game play. I know, I know... Silly me actually PAID for the Phoenix project... I am very disappointed. Maybe I'll learn to become a no skill missile jock... oh wait, where's the fun in that... (can't wait to see the flack that statement starts! )





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