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Ppc's Need A Heat Nerf. Now.


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#41 Unbound Inferno

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Posted 21 July 2013 - 04:37 PM

View PostKhobai, on 21 July 2013 - 04:23 PM, said:

Lower threshold is stupid though. It kills alphastriking completely. Alphastriking is meant to be part of the game. It would not be Battletech without alphastriking. The problem isnt that alphastrikes are in the game, its that alphastrikes are more effective than they should be, due to the heat system punishing builds that dont alphastrike, as well as convergence rewarding high alphastrike builds by putting all their shots in the same location.

Best fix is a convergence fix followed by a balance pass on all weapons.

No it doesn't kill it.

Take my suggestion; http://mwomercs.com/...80#entry2574180

The heat threshold (if we used a gimp'd DHS for 1 capacity and 2 dissipation) means that most builds will continue to be able to work because its a Heat Sink Capacity + Overheat threshold of 30. Which is what we have - however I say add penalties if you go over your Capacity and start to Overheat there.

That's how it worked in Battletech, its what they tried here, but failed without the penalties and the skewred dissipation rates.

If we go with that Capacity of Heat Sinks as the main one, you can alphastrike but likely only once as you need to cool down before doing it again - and certain boaters will hit the penalties after the first shot.

4x PPC Stalker, 21 DHS
PPC heat to 10
40 Heat generated
21 Capcaity
19 into overheating.

If we add the penalties I suggest there, the Stalker is moving about 47% slower to get out of sight and is taking sllight damage as it just barely hit the penalty for that. If it was moving while shooting, it would have got more movement penalty and even more damage. Repeating that over time can put yourself at risk cause the internal damage hits the engine.

4x ERPPPC or 6x PPC can't work as it automatically shuts down at 30 heat and you just hit 39. On the second salvo it kills itself with internal damage. However it can almost stagger-fire the shots to sustain them with the dissipation. Almost. Same result if it rushes too fast; within 15 seconds the mech kills itself from its own weapons.

But brawlers? With the higher dissipation and balanced weapons - and some common sense when you start to slow down, crosshair shakes and you get a shutdown warning and wait a few - well, they work fine, depending on the build. A good enough one can keep up its fire almost indefinitely.


The result? Sniper shots are slowed down, brawlers have a chance and up-close fights the PPCs are in trouble.
Sounds good to me.


But I won't pass up some form of convergence fix - and all the weapons need rebalancing badly.

#42 Thuzel

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Posted 21 July 2013 - 05:05 PM

View PostIqfishLP, on 21 July 2013 - 11:20 AM, said:

Please for the sake of this game, fix this! I love BT and MW and I really hate to see this game going to hell.


Way too late for that. It's already gone to hell, bought the T-shirt, decided to stay, and is slumming it out on its buddy's couch. The "Christmas in July" sale was just an act of desperation for pizza money.

They may be able to pull it out of the fire, but it's a serious gamble at this point. I'm thinking that if they don't release CW in the next 2 months (in a playable state), the game won't be able to recover. That's just my thought though, I could be wrong.

Edited by Thuzel, 21 July 2013 - 05:16 PM.


#43 Unbound Inferno

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Posted 21 July 2013 - 05:41 PM

If they release CW before fixing some of the larger glaring problems... well this really isn't going to be able to recover.

#44 Treye Snow

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Posted 21 July 2013 - 05:47 PM

One word.

Convergence.

End of story.

#45 Damocles69

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Posted 21 July 2013 - 05:54 PM

im only here till Star Citizen alpha anyway

#46 El Bandito

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Posted 21 July 2013 - 06:19 PM

Just need to revert the heat back to pre-buff levels. 9 for PPC and 13 for ERPPC.

#47 Damocles69

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Posted 21 July 2013 - 06:25 PM

View PostEl Bandito, on 21 July 2013 - 06:19 PM, said:

Just need to revert the heat back to pre-buff levels. 9 for PPC and 13 for ERPPC.

quote for truth

#48 Erata

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Posted 21 July 2013 - 07:19 PM

Yeah, no matter how you shake it, a mech running nothing but PPCs has the same long term DPS as a brawling mech running SRMs and Medium Lasers, in different mixtures and different firing patterns (around 3.75 dps; sometimes the brawling robot was less efficient than the PPC boat).

PPCs do need a heat nerf, or brawling weapons, ESPECIALLY PULSE LASERS, need to run even cooler at the very least.

I apologize for jumping on people for this earlier!

Edited by Erata, 21 July 2013 - 07:20 PM.


#49 Gaan Cathal

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Posted 21 July 2013 - 07:33 PM

View PostErata, on 21 July 2013 - 07:19 PM, said:

PPCs do need a heat nerf, or brawling weapons, ESPECIALLY PULSE LASERS, need to run even cooler at the very least.

I apologize for jumping on people for this earlier!


Honestly Pulse Lasers need about the same heat/second as standard variants, since we can't be sensible and reduce their tonnage, we need to make them worth the extra tonnage. Currently they provide a noticeable damage output boost (both more actual damage and better accuracy) at the cost of weight, tonnage and head. Heat is the easiest to adjust, both from a technical perspective and from a 'not getting screamed at because it's not TT' perspective. Frankly though, doubling the tonnage for SPL and ML doesn't net you much improvement over a SL/ML, and when ERSL and ERML appear SPL/MPL are going to have an even bigger fight on their hands to stay relevant. I've considered that increasing the optimal range and drastically reducing their falloff might work, but that's a more in-depth adjustment of the sort PGI seem less likely to do, and touching the optimal range will still probably bring (some of) the TT players out of the woodwork to rage.

#50 El Bandito

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Posted 21 July 2013 - 07:54 PM

View PostGaan Cathal, on 21 July 2013 - 07:33 PM, said:

Honestly Pulse Lasers need about the same heat/second as standard variants, since we can't be sensible and reduce their tonnage, we need to make them worth the extra tonnage. Currently they provide a noticeable damage output boost (both more actual damage and better accuracy) at the cost of weight, tonnage and head. Heat is the easiest to adjust, both from a technical perspective and from a 'not getting screamed at because it's not TT' perspective. Frankly though, doubling the tonnage for SPL and ML doesn't net you much improvement over a SL/ML, and when ERSL and ERML appear SPL/MPL are going to have an even bigger fight on their hands to stay relevant. I've considered that increasing the optimal range and drastically reducing their falloff might work, but that's a more in-depth adjustment of the sort PGI seem less likely to do, and touching the optimal range will still probably bring (some of) the TT players out of the woodwork to rage.


Aside from heat, cooldown and/or beam duration is another easy thing to change for balancing pulse lasers.

Edited by El Bandito, 21 July 2013 - 08:21 PM.


#51 King Arthur IV

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Posted 21 July 2013 - 08:00 PM

right now i am able to beat these 2 ppc and 2 erppc suckers but you have to be aggressive. if you wait around till your bum is already aching then its too late.

cant wait for the 30th heat tweak, i will rules the world!!!!

#52 Gaan Cathal

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Posted 21 July 2013 - 08:04 PM

View PostEl Bandito, on 21 July 2013 - 07:54 PM, said:


Aside from heat, cooldown and/or beam duration is another easy thing to change for balancing pulse lasers.



Honestly, I think lasers in general could do with a balancing/normalisation pass. I'm half tempted to throw some numbers up in Suggestions or Game Balance for the sake of discussion (I'm not under the illusion they'll gain any actual dev attention).

#53 zolop

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Posted 21 July 2013 - 08:35 PM

Personally I like the recent patch that added more severe heat penalities, less cheese builds of a 6 ppc overheating alpha and taking no internal damage. Maybe add a poll seeing what the community thinks? Of course the heat scale will need slight adjustments as the game gets closer to final release state, this is a beta after all.

Edited by zolop, 21 July 2013 - 08:41 PM.


#54 Erata

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Posted 21 July 2013 - 09:04 PM

View Postzolop, on 21 July 2013 - 08:35 PM, said:

Personally I like the recent patch that added more severe heat penalities, less cheese builds of a 6 ppc overheating alpha and taking no internal damage. Maybe add a poll seeing what the community thinks? Of course the heat scale will need slight adjustments as the game gets closer to final release state, this is a beta after all.


Polls are for jokers who don't want to actually engage in discussion!

If you bothered to read any of the threads, you'd see that
1: The 6 PPC stalker was a joke build
2: People have already circumvented the heat penalty.

Read more! You'll learn a lot about the game you play!

View PostGaan Cathal, on 21 July 2013 - 08:04 PM, said:



Honestly, I think lasers in general could do with a balancing/normalisation pass. I'm half tempted to throw some numbers up in Suggestions or Game Balance for the sake of discussion (I'm not under the illusion they'll gain any actual dev attention).


"Normalization" is part of the reason why pulse lasers became less relevant.

#55 Egomane

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Posted 22 July 2013 - 12:53 AM

Please use the official feedback threads for this topic:
http://mwomercs.com/...pdate-feedback/
http://mwomercs.com/...eedback-thread/

closed!





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