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Hi Paul, Heat Neutral Mechs Are Not Bad For The Game


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#141 MustrumRidcully

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Posted 10 August 2013 - 03:50 AM

View Posthashinshin, on 10 August 2013 - 02:32 AM, said:

In Mechwarrior (not Battletech, Battletech != Mechwarrior) heat has always been a crucial point of the game. When you think Mechwarrior you think overheating. As such, allowing widespread use of heat neutral mechs or heat neutral mechs to be strong at ALL would be removing a core gameplay concept.

Imagine playing call of duty without ammo. Or counterstrike, or battlefield, or which ever FPS is gonna make you the angriest.

No one is talking about removing heat or making it irrelevant, so I am not sure why you are making comparisons with a call of duty without ammo.

Not every mech in Battletech needs to overheat. Mechs can take a very long time to overheat. Other mechs take a very short time to overheat.
It is easily possible to build a heat neutral mech according to table top rules. Compared to a not-heat neutral mech of equal weight, this mech will either be slower, less armored, have less ammo, or less firepower, or a combination of this.

These mechs are all balanced inherently because the system always forces you to do a trade-off. You cannot get heat neutral without investing into being heat neutral, and investing into being heat neutral means investing less in another desirable feature, be it firepower, ammo, armour, range, speed, or other useful gear.

This is possible in the table top because heat has consequences even if you get only a little bit hot - heat penalties start even if you're merely 16 % (or 5 points) of your max possible heat. That forces you to almost always counter a major part of the heat your mech can possibly generate.

MW:O doesn't do that. You can get away with countering very, very little part of the heat your mech generate, as long as you win the DPS race against your enemy to the finish line that is his armor and internal structure, it doesn't matter if you go up to 16 %, 50 % or 100 % of your max possible heat. Hence we get something which is actually less than typical in the table top - alpha strike after alpha strike without any consequence until the enemy drops dead or you actually shut down.

#142 FatBabyThompkins

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Posted 10 August 2013 - 06:17 AM

At first I was in the TT crowd. It is a balanced system, as a whole, for decades now. The balancing mechanic, heat, was based upon probabilities: hit chance and hit location. You had a, mostly, fixed probability to even hit the mech and then a weighted random hit location. When combined with heat, it made you consider turn to turn what to fire. It made you think several turns in the future. Should I take this shot now and gain a bit of heat? Or can I get into a better position and unload more for a better chance of hitting. Of course, you were hoping and praying to hit that low armor section, but you didn't have any control (except with a targeting computer).

In the translation to real-time, we lost probabilistic hit chance and randomized hit locations. If you're hitting more in the real-time game vs. TT, then mechs will die faster. But the far worse part is randomized hit locations. In TT, if you could concentrate all of your firepower into one location, you could seriously destroy mechs rapidly. Random hit locations, more so than heat, was the balancing factor for the power of weapons. Heat was a balance on how often they could fire. In the translation to real-time, our chance to hit increased while we completely removed randomized hit locations. To compound, we also reduced the game time to 4 seconds from 10 seconds.

To combat the absolute carnage that would inflict, we saw some spreading. All missiles spread (to some degree). SSRM are now as close to TT as you get, in actuality (damage aside). Lasers spread their damage throughout a duration. Armor was doubled. Different ways to balance the systems. And for the most part, they worked. However, the pin point weapons, your AC/Gauss/PPC, have no balancing effect. They still can converge upon what ever they hit. What makes this doubly bad is they are very high damage weapons, for the most part. Their balance was completely around the randomized hit location chart, not heat. We've made it so not only can the pilot choose where to hit, but have all high damage shots fired at once hit the same location. Armor was doubled, but you could fire 3-6 high damage weapons to the same location. Survivability is measured in 1-3 turns against a mech like that, not in 4-6. Everything received some balancing randomized or spread to their damage capability except those that needed it the most, the high damage single-shot weapons.

Now we can talk about heat and find that we can fire some of those high heat, high damage weapons considerably more than in TT. You can repeatedly fire those high heat, high damage weapons and place all of your damage into one location. On large mechs, you're almost guaranteed to get the same location over and over again (unless at severe range). On light mechs, you're all or nothing.

Solving heat is only half of the problem, IMO. Heat balances rate of fire, but says nothing about fire concentration. The wonky heat-boat penalty attempted to help fix fire concentration through a rate of fire mechanism. You still see your AC/40 jagers ignoring it. 2PPC/Gauss setups are running fine at 35 point converged damage every 4 seconds. And they could still put out more to the same location if they got in close and used lasers...

No, TT is not the final answer. They work if you had a probabilistic hit chance and hit location. It would definitely help curb some of the rate of fire problems, for sure, but there is still a deeper problem in play. Victor, that system you outlined for 2 ERPPC neutrality would not solve the 2 ERPPC/Gauss setups. That would make them even more gods than they already think they are. It is 35 points of damage, usually to one location, every 4 seconds. Then make them heat neutral... I shudder (it might very well be possible on some of the heavier mechs).

If you've read this far you may think I'm advocating for randomized damage. I am not. I am advocating for a balancing system that reduces the max potential of multiple weapons hitting the same location. We can't increase armor and internals without effectively neutering spread, low damage weapons. We can play wonky heat penalties, but that just breaks suspension of disbelief and is hard to understand. We can spread their damage around the area they hit, but that would likely be abused as well and doesn't make sense for items such as Ballistics.

My own theory would be a different type of weapons balancing. Heat for ROF, capacitance for instantaneous damage. Want to fire your 2xPPC and Gauss? You only have enough power in the capacitors to fire the 2x PPC. If you fire all, you could not get full power to the other, reducing the damage it did. This works for all weapons from low to high. Make short range, high damage weapons require less capacitance than long range, high damage weapons. The more damage you want to deal per shot, the closer you have to get. It works with ballistics as you have to power the recoil compensators and gyros. The system locks out certain weapons in a fire group because it can't handle the recoil. Missiles need some thinking about, but I think they're in a pretty good place as they are TBH.

Capacitance could then be scaled per mech/variant. The Awesome has a higher capacitance, but also has a significantly larger profile.

Want to fire all of your weapons? You can. Disengage the safeties and alpha away. Each shot damages yourself or your weapons. Maybe it damages your weapon (such as slower reload, less velocity, less damage, off center aim). Maybe it does internals damage (more than the current shutdown system does). Maybe it does that and applies additional heat (those relays overheated with that much power draw). Maybe it disables those weapons for 10 seconds. Hell, do something, anything.

Edited by FatBabyThompkins, 10 August 2013 - 06:20 AM.


#143 Nothing Whatsoever

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Posted 10 August 2013 - 06:43 AM

View PostFatBabyThompkins, on 10 August 2013 - 06:17 AM, said:

-snip-



Well, lowering the Heat Cap is another way to impact weapon use/abuse without needing to introduce a new variable like Capacitance.

Currently some builds can get around ~70 or so with their Heat Cap. Which is what is allowing us to fire so many weapons in groups without chain fire.

And AFAIK the dice rolls per weapon fired in TT was to simulate the enemy moving to dodge the shot (torso twisting and so on) as weapons were chain fired. So the problem in MWO is more stacking weapons and then being able to fire them together to hit one component in comparison.


So we should start with lowering the Heat Cap, keeping the Heat Scale penalties (in a modified form to combine with the lower Cap) and tweaks to the base heat Weapons generate as necessary (raising and even lowering where appropriate).

#144 FatBabyThompkins

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Posted 10 August 2013 - 07:07 AM

View PostPraetor Shepard, on 10 August 2013 - 06:43 AM, said:



Well, lowering the Heat Cap is another way to impact weapon use/abuse without needing to introduce a new variable like Capacitance.

Currently some builds can get around ~70 or so with their Heat Cap. Which is what is allowing us to fire so many weapons in groups without chain fire.

And AFAIK the dice rolls per weapon fired in TT was to simulate the enemy moving to dodge the shot (torso twisting and so on) as weapons were chain fired. So the problem in MWO is more stacking weapons and then being able to fire them together to hit one component in comparison.


So we should start with lowering the Heat Cap, keeping the Heat Scale penalties (in a modified form to combine with the lower Cap) and tweaks to the base heat Weapons generate as necessary (raising and even lowering where appropriate).

Agreed we need to start somewhere.

The to-hit chance was for dodging, out of alignment weapons, your movement, your heat (there was a to-hit penalty in the heat scale, if I remember correctly). The location-hit chance was rolled for each weapon. With 2 hits, you only had a 3.78% chance for both to hit the CT. With 3 hits, you only had a .74% chance for all to hit the CT. And that is for weapons hitting the highest probability area, the CT (with a 7/36 chance). The numbers go even lower when you talk about any other body part (being >1 hit from one salvo). That number has been pushed close to the 100% mark (leading a target and projectile speed do factor, but only on perpendicular movement, and then only on moderately fast mechs). That is a huge disparity between what balanced these large damage weapons and the pin-point convergence we have now. Your large weapon may deal a lot of damage to one location, but your chance of hitting it again (both in this turn or the next) were not that great. That, combined with heat, made each shot mean something. Should I take the shot, with a low probability of hitting the same location, and risk gaining more heat in the process? The tactic now is, take the shot, ****, I missed. Ok... 4 seconds, blam. Ok, got a hit, need some adjusting. 4 seconds, blam. Good hit. Keep going ad nauseum. So in that light, yes, heat is a problem because they can rack up several shots. If they miss, meh. I still have 3-4 more shorts before I have to worry about anything. With a reduced heat cap, at least each shot may give pause. They'll still take opportunity shots and still get one-click kills, but they may not be as aggressive in their low probability shots.

The TT system revolved around that large damage shot not being able to hit the same location repeatedly. You then compensated with a bunch of smaller weapons that, when combined, would eventually find the place that large weapon opened up. We don't have that in MWO. We have all or nothing builds that can concentrate so much damage into one location over and over again that the double armor values just can't compete against. Not to mention the indirect reduction in viability of those low damage, spread weapons that an armor doubling hits them with.

So, I agree we need to start somewhere. Reduced heat capacity is a good start, but it will not solve, or even change IMO, the reliance upon direct-fire large damage weapons. Those will remain, although at reduced sustained fire. Some may say that is fine. I do not. The light mechs should not be dying as regularly as they are to fire from >270m out. Go up against an AC/20 in that range? Yeah, you might die quick like. Take a 2xPPC/Gauss shot from 1000m out? No, that damage would be spread all over your mech, if it even hit (and we're talking in the 3-42% chance they would even hit per weapon in TT).

#145 Koniving

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Posted 10 August 2013 - 10:17 AM

View Posthashinshin, on 10 August 2013 - 02:32 AM, said:

In Mechwarrior (not Battletech, Battletech != Mechwarrior) heat has always been a crucial point of the game. When you think Mechwarrior you think overheating. As such, allowing widespread use of heat neutral mechs or heat neutral mechs to be strong at ALL would be removing a core gameplay concept.

Imagine playing call of duty without ammo. Or counterstrike, or battlefield, or which ever FPS is gonna make you the angriest.


Think about this...
We won't even use the unlocks here.. All of these assume 0 degrees. Closest map is Alpine, at -2 degrees. These assume you are stationary, and only shooting.

Most extreme case. 27 DHS. MWO versus proposed.
Spoiler

Huge difference, isn't it? Let's try a more realistic example. 11 DHS. MWO versus Proposed.
Spoiler

Notice a trend? With the current system the more heatsinks you have, the more you can alpha strike. With the proposed system it doesn't matter how many you have, your alpha strike limit is virtually the same.


The difference is that with the current system you while you can spam alpha strike after alpha strike, the proposed system will bring you to insane percentages just for a single weapon, but those percentages will drop faster. This terrifies you into the fear that if you fire too much you will stop in place and get killed. You then group your weapons to fire 2 lasers at a time instead of 6. You get scared of your heat. You start firing them one at a time. And even then, even then you'll hit 60% for doing very little. Just walking on Forest Colony will bring you up to nearly 17% heat. Imagine what it will do on Caustic. Imagine it on Tourmaline. The fear.. The heat. Oh god the HEAT!

That's our goal. This removes the huge alpha strike advantage that heavies and assaults have over lights and mediums, making the playing field much more fair for everyone regardless of your size. You bring assaults for more armor and bigger, deadlier weapons but you're just as limited in how much you can spam them as a light mech is. This means lights and mediums and heavies and assaults are on equal footing for alpha strikes -- in reality this means they can't alpha strike enough to be worth a can of vienna sausages. That means chain firing. That means scattered damage. That means reduced pinpoint issues. That means more mechanized big stompy robot action. That means heat will matter more, because MOAR!

I hope this helps you understand.

(Edit: Noticed some mislocated math results when double checking. Fixed. Added fear paragraph.)

Edited by Koniving, 10 August 2013 - 10:37 AM.


#146 Koniving

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Posted 10 August 2013 - 10:44 AM

View PostFatBabyThompkins, on 10 August 2013 - 06:17 AM, said:

Capacitance


Actually that idea is almost identical what tabletop heat capacity would provide. In the short term capacitance would provide better limits to alpha strikes.

The difference, however, is that loopholes can't be created in tabletop heat capacity because everything follows one hard limit. It must be 29 heat or less to do it without shutting down.

Capacitance, like the heat penalties, can have loop holes. What if you fired 2 PPCs and 2 lasers? What if you fired MGs + flamers + PPCs + lasers + gauss? What would it stop? It becomes progressively complicated and sooner or later loopholes will be found.

If it doesn't have loop holes: then you really just created an identical system to a lower heat cap, but made the heat neutral fear a reality rather than a pipe dream since we still have MWO's high maximum heat until shutdown and .no way to heat up fast enough to hit shutdown.

Have a glimpse over what I've given in my last post. Notice the trend in alpha strike potential once it is applied.

--------

But on topic: Why did PGI create this convoluted way of doing the heat system?

PGI's goal was to soften the threshold to be similar to tabletop but had a misunderstanding somewhere (go 90 over 30, you stay shutdown for several minutes but don't explode). I don't think they could have realized how badly the mistake was at the time with standard heatsinks and no unlocks that what they were doing after unlocks, DHS, etc., would get so bad. I personally never realized it until they removed repair and rearm, and even then I didn't know that heatsinks raised the maximum limit, that unlocks raised the maximum limit. I thought the heat limit was the same the whole time, but back then without "heat containment" I shut off at 96%, and with heat containment unlock it went up to shutdown at 100% exactly, and if I hit 102% I exploded. So I never noticed how bad things were getting until after the new override system. That's when it got really bad. Heat containment truly increases your maximum capacity, not just when you shut down. That 20% with elite is sometimes the difference of enough heat to allow 3 extra PPCs.

So let's integrate PGI's goal of a 'soft' 30 capacity limit into TT's capacity for MWO for something far less abuse-worthy than what PGI came up with.

A 'hard' capacity means you stop there, that's it, any more and you're punished.

Let's say we do put tabletop's heat system in. As Lordred says in the video below just going over 100% is as simple as firing 2 medium lasers at 70%. "Bad boy, damage."

So for a soft limit, what if once you hit 45 heat (150% capacity) you can't override and start back up? In Tabletop you can't start up unless you reach less than 30 excess heat within the turn. This means if you had an ER PPC stalker, fired 6 ER PPCs at once, you could be stuck there for as long as 30 seconds if there's no damage punishment. Trust me, after that long of a wait you wouldn't run that build again. But you didn't die because you did it, either. So it's "soft."

Or if you can start back up with 150% heat, then you take severe damage, where if you override after 100% you take minor damage?

Note that 1 medium laser jumps your heat by 13.33%. 4 medium lasers jumps you by 53.33% heat with 30 capacity before cooling kicks in regardless of how many heatsinks you have with TT's heat system. So 4 medium lasers when you're at 123% heat and overriden, 176.33% heat, SEVERE DAMAGE unless you shut down immediately! Then it's 'moderate damage' while you cool until reaching 149%, completely immobile.

200% can then be an instant death at the reactor/engine to avoid abuse, 150% you take strong damage (realistically centered around your weapons), and at greater than 100% you only take minor damage if you're powered on. Up to 149% you take none if you're shut down. At 150% or greater you take soft to moderate damage even while shut down, due to the heat morphing the metals within the mech.

This could be expanded, too, such as frying heatsinks through heat rather than 'they were shot'. Blurred vision when it's hot. Slower convergence if possible. Slower reaction time from the mech. There's many ways to do this. In Megamek I remember a common occurrence was the pilot becoming so disoriented that he faints and the mech collapses.

This better simulates PGI's goal of the 'soft' limit of 30 without allowing for insane abuse. It also adds more depth and potentially immersion to the game without weird and rapidly rejected ideas such as the penalty system.

--------

If anyone is interested in more random ideas and discussions, then feel free to listen to this while you play mechwarrior online or just while you do stuff around the house. I apologize for its length but so far there's been a few people who actually sat and listened to the whole thing, so it can't be that bad.

Some of our group laughed about it, "We have our own podcast?" Heh.

Edited by Koniving, 10 August 2013 - 02:51 PM.


#147 The Animus

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Posted 10 August 2013 - 12:30 PM

Great thread on game balance. Really hope the devs read this and start working on some of the suggestions.

#148 Angel of Annihilation

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Posted 10 August 2013 - 01:35 PM

View PostFatBabyThompkins, on 10 August 2013 - 06:17 AM, said:


In the translation to real-time, we lost probabilistic hit chance and randomized hit locations. If you're hitting more in the real-time game vs. TT, then mechs will die faster. But the far worse part is randomized hit locations. In TT, if you could concentrate all of your firepower into one location, you could seriously destroy mechs rapidly. Random hit locations, more so than heat, was the balancing factor for the power of weapons. Heat was a balance on how often they could fire. In the translation to real-time, our chance to hit increased while we completely removed randomized hit locations. To compound, we also reduced the game time to 4 seconds from 10 seconds.



This is where you and it seems thousands of others are wrong.

This die roll simulates trying to hit a moving and evading mech at distance while your also moving. In MWO you don't have to simulate this because it actually happens. You may try to hit the CT of the enemy mech but depending on speed, terrain and other general movement it is just as likely you hit a side torso, arm leg or even totally miss the target.

Every time you line up your crosshairs and push the button, your rolling a die to determine hit location. If your a better pilot your get a bonus to hit (just like the game if you used pilot modifiers).

I just don't understand why people can't see this as being fact.

Just go into your next match and think about it. Fire your weapons and mentally tick off how many times you AIMED for a specific area of an enemy vs how many times you actually hit that area. I think you will be shocked at just how much you miss and hit another location instead or maybe just flat out miss.

Then go to the core rules, make 30-40 rolls and see how the number match up. It won't be exact, but I think you will be surprised at how close two actually will be.

Edited by Viktor Drake, 10 August 2013 - 01:35 PM.


#149 Koniving

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Posted 10 August 2013 - 03:18 PM

View PostFatBabyThompkins, on 10 August 2013 - 06:17 AM, said:

In the translation to real-time, we lost probabilistic hit chance and randomized hit locations. If you're hitting more in the real-time game vs. TT, then mechs will die faster. But the far worse part is randomized hit locations. In TT, if you could concentrate all of your firepower into one location, you could seriously destroy mechs rapidly. Random hit locations, more so than heat, was the balancing factor for the power of weapons. Heat was a balance on how often they could fire. In the translation to real-time, our chance to hit increased while we completely removed randomized hit locations. To compound, we also reduced the game time to 4 seconds from 10 seconds.


It is true, the probability of hit locations did assist in balancing.

View PostViktor Drake, on 10 August 2013 - 01:35 PM, said:

This is where you and it seems thousands of others are wrong.

This die roll simulates trying to hit a moving and evading mech at distance while your also moving. In MWO you don't have to simulate this because it actually happens. You may try to hit the CT of the enemy mech but depending on speed, terrain and other general movement it is just as likely you hit a side torso, arm leg or even totally miss the target.


I do have to agree with Viktor here and this is where David and Paul screwed up too.

As in many of my past posts (the examples), shots weren't just completely random because you rolled a dice. They were probabilities which had variables based on how the mech moved, distance to target, type of weapon used, pilot's skill, actuator damage (which would hinder aim), etc. With the full rule sets it's quite complex and elaborate to the point it simulates near-realistic conditions.

Your mech and the enemy mech are moving, shooting, twisting, jumping, etc. in the same span of time for a period of 10 seconds. This is simulated in MWO simply because mechs move.

But, unlike in TT, shots are not fired one at a time, only once over the span of 10 seconds. This is explained because pilots are afraid of overheating and becoming a sitting duck. But MWO's players are not afraid of overheating as it means absolutely nothing in MWO. And this, combined with PGI's incredibly large heat capacity system (seriously the worst balanced MW game had 60 capacity, we can reach 88.56 with ease!) allows for insane high damaging pinpoint strikes.

That is where we were failed in the current design. In PGI's defense, however, this isn't a problem that could have easily been foreseen with the workloads they have had.

----------------

I have a modified version of Megamek that churns this out for fun reads. It gives us the abilities to do a lot of things that tabletop does not, such as specify when to fire weapons at specific seconds in a turn and the ability to alpha strike -- something completely impossible to do in tabletop (which means I could run a 6 PPC stalker in tabletop, have it fire all of the PPCs at once and hit pinpoint in a tabletop environment given the right conditions). It's a lot of fun. Anyway this quote contains a slightly spiced up and elaborated version of what it churned out, as it's much more concise and kind of repetitive.

Check it out for the battle and how it worked, aside from firing rates it isn't that different from MWO's pinpoint system. Even at the point where I chose to fire 2 ER large lasers at the same time, it defines my hitting two body parts due to both proximity (he's too close to aim them at the same point) and him twisting as per Lordred's command to un-center his torso from me during the turn as a way of reducing my probability of hitting his center torso. (We agreed to play it like MWO, taking defensive measures and all the closed beta tactics).


View PostKoniving, on 30 July 2013 - 06:44 AM, said:

Atlas K versus Marauder and Mercury. (Just because it's so much fun! Ripe with juicy details on second by second awesomeness)
Spoiler



I hope this clears it up a little bit.

Because of the heat, and 1 shot per weapon per 10 second firing rates this goes really well in tabletop. With faster firing rates but the same system, you have to shoot slower, controlling your shots though you could throw it all out there in a risk everything move. That's what an alpha strike is; an all or nothing last ditch effort..

With MWO's heat system you can alpha strike like it's nothing, and so there's no risk, and we have the pinpoint issues we have now. Though we'd have the accuracy, it wouldn't matter if you had a hard time putting shots down range. The only time it would matter is with ballistics. I've had solutions to that, too. The Variants part we've been promised. The other aspect, recoil, is something I'd like to see as it would further control how you use your weapons for reduced pinpoint issues.

That said, Lordred had a few opinions in that video above on other ways to address pinpoint. One of them was that torso weapons should not converge, period. They should fire straight as MWO's design does not allow them to adjust left or right or up and down. He also believes that mechs without lower arm actuators should not be able to converge left and right, which would force Jagermechs into being far less accurate fire support platforms as they should be, but I wonder if that might be taking it too far.

Changing the heat system isn't an end all of our problems solution by any means, but it does have side effects such as reduced fire, longer survival times for mechs, reduced pinpoint damage potential, encouraged teamwork, increased reliance on allies, encouraged role warfare, and many other complimentary bonuses as a result of the new mindsets that come with seeing just 4 medium lasers bringing you up from 0 to 53.33% heat on Alpine.

Best of all, it's a solution that can be implemented within seconds, and thrown into any patch. All you do is tick 5 little numbers. SHS "Threshold increase: 0." "Engine DHS threshold increase: 0." "Chassis DHS threshold increase: 0." "Engine and chassis DHS dissipation: 0.2/second." "SHS Dissipation: "0.1/second." Save, patch, upload. Solved.

(edit: Read in quote that capacitor was turned off. It was actually turned on, hence 15 damage from a PPC instead of 10).

Edited by Koniving, 11 August 2013 - 12:07 PM.


#150 Koniving

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Posted 10 August 2013 - 03:41 PM

View PostDeathlike, on 09 August 2013 - 11:45 PM, said:

Koniving... I like your analogy, except it didn't come with a picture or a youtube clip. FIX IT NAO! :)


From Kon's notepad:
Note to self, for analogy with MWO heat system:

Picture of 3D rabbit equipped with 6 PPC barrels with a rocket pack on a skateboard
versus a turtle with a tiny ray gun.
(I'll be working on this over the weekend.)

In the meantime here's a sample of what will become worth using after the changes if they ever happen.
Spoiler

Edited by Koniving, 10 August 2013 - 06:59 PM.


#151 FatBabyThompkins

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Posted 10 August 2013 - 10:05 PM

View PostViktor Drake, on 10 August 2013 - 01:35 PM, said:

This is where you and it seems thousands of others are wrong.

This die roll simulates trying to hit a moving and evading mech at distance while your also moving. In MWO you don't have to simulate this because it actually happens. You may try to hit the CT of the enemy mech but depending on speed, terrain and other general movement it is just as likely you hit a side torso, arm leg or even totally miss the target.

You are correct in the hit probability phase, but not in the hit location phase. Each weapon fired would, more than likely, hit a different section of the mech. If you fired three weapons and each scored a hit, which dependent upon range, did not mean you actually would hit with all three weapons, then each of those weapons would hit different sections of the mech, usually. That was the balancing portion that MWO does not carry over. Firing three weapons only has 0.7% chance of all three hitting the CT. You only have a 9% chance of 2 of the 3 hitting the CT. In MWO, against most mechs in a lot of situations, all three either hit or don't. And then all three hit the same location. The times they do not are to fast moving light mechs or extremely close range combat. At a decent range on a perpendicular moving target, you may see some convergence issues if you have to lead the target against a flat plain.

Yes, the to-hit roll are a good simulation of our piloting ability (even though the percentages and probabilities, IMO without full research, tend to skew a mouse driven pilot's capabilities higher than what is realistic in TT). But where the system completely breaks down is in the hit location category. It's all or nothing most of the time, with a few situations that cause a deconvergence. It is the number one reason the high damage weapons are being taken and fired together. The original system, the TT system, was not designed around that concept. Its damage numbers, heat and armor values are all balanced around that concept. One PPC against a light mech is nasty, but he can take it. Two PPC and a Gauss are also nasty, but in TT, the odds were you were not going to hit any area twice. Again, that light mech could take it. Another round is a different story at that point. In MWO, you can be one shot readily as a light pilot. Not, arm, leg, CT, or Leg, RT, CT. All RT, dead. That should only happen less than 1 in 100 shots in TT, but it happens, with biased memory, about every other match in MWO against a moving Spider. For the big guys, its worse, IMO. They have so much armor all around them, but their life is now dependent upon one small section: the CT. And anyone can target and put massive damage into it over and over.

That entire system is why we have a weapons balance problem. Missiles spread. Lasers spread. AC/PPC/Gauss not only do not spread, but can all repeatedly hit the exact same location in one shot. The fact their individual damage does not spread is their appeal, but they shouldn't be able to be combined to stack damage together in the same place. Heat won't fix this unless you make it so that only one of these high damage weapons can fire at a time without shutting down the mech. It really is as simple as that.

Heat is a sustained fire balancing mechanic. The reason ballistics have such less heat is their sustained balancing mechanic is their limited ammo supply. You can't limit burst damage with a sustained fire balancing mechanic unless you drop the sustained fire limit to one weapon. Even if you allow two PPC to fire at the exact same time, they're still more powerful than TT with perfect convergence. AC/20 gets to be the big dog as it has short range and very limited ammo. Gauss is very heavy, limited ammo and can go boom. It is also only 15 damage. PPC are lighter, have no ammo requirement, less critical slots, travel farther than anything else, yet can do the same damage as an AC/20, when 2 are fired with the current perfect convergence. In TT, it's so highly improbable (3.8%) that it's still allowed to be heat neutral.

I know what you're trying to say. That your ability to aim and miss or hit locations other than what you wanted simulates both dice roles. And as for missiles and lasers, you are correct. But for the weapons where hit location balanced the weapon, this is not true. I may miss the CT, which is what I wanted to hit, with my 2x PPC/Gauss. And then even hit the RT. But all three weapons hit the RT, not some three different locations on the mech, with a small chance to double up.

And note, it is only in the hit location table that I have an issue with the translation from TT to MWO. Everything in TT is well balanced and has been for decades. But if you eliminate one of the most important balancing factors in the translation, all the perfect number theory in the beautiful design mean nothing. If you allow even two weapons to hit the same section of a mech more readily than what the probabilities show in TT, you've thrown the TT balance out of whack.

#152 Wyest

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Posted 10 August 2013 - 11:48 PM

Reading through this thread has been informative for someone who's never played TT Battletech. All I've played is the MW and MC games, and yeah, highly exploitable fits in all of them.

I'd like to try the TT-style heat system, and see what else needs to be changed. The TT implementation makes sense to me, and applying it to MWO doesn't appear to carry any major disadvantages (except to certain multi-ppc cheese machines) for normal gameplay.

It doesn't fix instant convergence issues, but there are options there too, that look good on paper.

To be honest, I like both partial (slowed) convergence or locked (no) convergence ideas, but I'd have to see both implemented to see which is 'better'. Slowed makes more sense to me from a logic perspective, and it would be interesting to see how that would work with twitch gameplay.

Edited by Wyest, 10 August 2013 - 11:48 PM.


#153 MustrumRidcully

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Posted 11 August 2013 - 06:47 AM

FatBabyThompkins said:

And note, it is only in the hit location table that I have an issue with the translation from TT to MWO. Everything in TT is well balanced and has been for decades.

I liked your post, you point out the really important difference and how convergence can break the game. But this sentences I have to single out because they are dangerous. The table top game was not well balanced. Just look at a weapon like the AC/2. Just look at all the power creep with tech levels. Your post was great until that point, but this is exactly the type of thing critiques will read and use to dismiss all the good points you said. So please be careful. (OF course, many people simply dismiss you with the words "this ain't table top, stop comparing it", but... There is only so much you or me can do.)

The table top had certain build in assumptions when trying to balance the game. But it did not do the job well, it did it sometimes good, sometimes really, really bad. But if a game designer wants to take numbers from the table top game - and tonnage, crit size and the like are all numbers from the table top game - he has to understand under what assumptions they were chosen, consider where the balancing failed, and understand where the assumptions from the original game are violated in his translation.

In a way it can be actually more difficult to take the table top rules as is and translate them correctly into a real time game then coming up with numbers that fix any pre-existing issues and still work well for your game, because you first have to understand the table top rules with all its warts and flaws, and then you have to consider how your game differs from its base assumptions, and how to deal with the consequences of this.
Convergence isn't the only thing where PGI has changed the base assumptions. Heat is another.

Heat is very punishing in the table top. If your alpha produces 20 heat per turn, and you only have 15 heat sinks, your next turn you already suffer a heat penalty. The turn after that, it gets worse. The turn after that, you might already shut down (but you might not), and the penalties get worse.
But you can avoid all that - not alpha, or don't use a mech with a 5 point difference in heat generation and heat dissipation.

But overall, this system made the cost of heat on a build very well defined and predictable. 1 point of heat is roughly worth 1 ton (ignoring DHS and stuff like that for simplicity's sake).If you want to use all your weapons, that's the price. If you're willing to group your weapons for different purposes, it can be cheaper, but it means not using them all at once without penalties.

But if you suddenly allow people to generate up to 30 heat without any consequences, the cost of heat is much less controllabe. It can even be almost completely irrelevant.
The sniper example in the table top with heat penalties is this: You can afford to run a hot sniper because you wil lnot get that many good shots in a row, and you really want to nail the enemy in the short moments he's exposed. The enemy will try to stay in cover from you, and you will try to stay in cover while you cool off.
But if the enemy can't find cover, you can't hammer him all the time, because you're running too hot. If you can't get to safety to cool off, you run hot, suffer penalties, and the enemy will hurt you. That's the trade off you made when building your hot mech.
If you remove the heat penalties, the "rare opportunity" type of sniping will work as before. YOu will overall not reach high heat levels. But if you get into the situation where either you or the enemy can't get to safety - you would have 30 points of heat to work with and at least for the first few turns, you would out-damage a cooler foe considerably, giving you an excellent chance of killing him way before he can seriously harm you.

And the latter is exactly what we have in MW:O, and even if we'd fix the convergence issue - the underlying "heat math" stays the same - hot mechs will always out DPS cool mechs until they shut down, and if the time to shut down is too long, then the hot mech always wins because he reaches the end of his target'***** point before his target can reach the end of the hot mech'***** points.

#154 FatBabyThompkins

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Posted 11 August 2013 - 07:55 AM

View PostMustrumRidcully, on 11 August 2013 - 06:47 AM, said:

And the latter is exactly what we have in MW:O, and even if we'd fix the convergence issue - the underlying "heat math" stays the same - hot mechs will always out DPS cool mechs until they shut down, and if the time to shut down is too long, then the hot mech always wins because he reaches the end of his target'***** point before his target can reach the end of the hot mech'***** points.

That was my main point, but I guess I got lost in the minutia. Heat alone won't solve the problem and convergence alone won't solve the problem. It is many problems, that when combined, create this perfect storm of unawesome. And to me, that is why we're in this mess to begin with. It looks like the developers brought in TT, but not TT 100%. They saw their new product was unbalanced and started to make changes to, what they perceived to be, independent systems. What they didn't realize was that all of the balancing is interconnected. When you buff one thing (armor), you hurt another (low damage weapons). Each idea may have solved the problem they were addressing, but either introduced one or more new problems or continually reinforced base macro problems. This, over time, has pushed into the front-loaded, high heat weapons meta currently enveloping the game. It truly requires a systems engineer that can, especially on a macro scale, know what each system is and how they interrelate and then make a system from the ground up.

I was originally on the TT bandwagon a while back, but then I started to think about it. Trying to adapt a system where abstract probabilities are used to simulate real-world events is practically impossible. The balance of everything is based upon the system where probability decides the outcome (of a specific action, not the battle as a whole). At this point, PGI has deviated so far from "lore" that it doesn't matter if they try to keep damage, heat, armor, speed, any of that. Devise a system that respects the lore, but doesn't try to take some, ignore other parts, and make new stuff up at your leisure. It is either that, or make a true mech warrior simulator that simulates probability to fire and randomized hit locations. You can't have a hybrid.

As a developer and network engineer of extremely large, global systems, you can't take a little bit here, a little bit there and then make everyone happy. Simulator people, which appear to be a lot of backers, won't be happy with anything short of TT in MWO. Twitch gamers will not be be happy with anything other than fast paced, but direct controllable action. The two are almost mutually exclusive from a game design perspective. We're now stuck in this hybrid hell with numbers changing with the intent of fixing micro problems at the expense of macro problems. They need to decide what game they want and make that game. They shouldn't try to please everyone, because in the end, you'll please no one.

#155 Baba Yogi

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Posted 11 August 2013 - 08:16 AM

I think they could integrate the TT heat to heat sink values(basically allow heat netural mechs) if they did put penalties in place for heat scale. Like proper penalties losing crosshairs, slowing down, ammo explosion, system shotdown(not just at 100% but before) even instant explosion over 100%. Basically it will make it worth it to watch heat scale not just check whether or not he is close to 100.

#156 Saint Rigid

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Posted 11 August 2013 - 01:27 PM

I'm fine with a heat cap... but 30 does sound a little low to me. I would guess 40 might be a good place to investigate.
The current threshold goes from a minimum of 40 in the most meager of mechs, to upwards of 80 in uber dedicated mechs. That's a really big range of numbers to try and balance. This makes me lean towards a hard cap, which brings me to my next point.

You don't have to raise the rate of dissipation. Just sayin'. You could institute a hard cap and keep dissipation rates the same. Probably not ideal, but I just want to remind EVERYBODY that it is a possible option.

Also, wasn't 'heat-neutral' way easier in table top. You just ignored so many points of heat every round based on heat sinks. You can't just ignore heat in MWO. It always appears on your indicator and must be dissipated from that point down. And that's not to mention the higher rate of fire in MWO and distance specialization (well rounded mechs are assumed noobz).

Finally, Double Heat Sinks. Yup.

Dear Paul, DHS already allow people to take advantage of heat-neutral builds in a way that diminishes the game. Please address this problem as it is currently in the game. My suggestion is to limit the number of DHS that will fit in an engine to half the current rate. So a STD250 Engine would only house 5 DHS. This eliminates the "sweet spot" of taking advantage of double heatsinks, and creates a more tactical decision for all players/mechs and not just 'high end' heatscale/weight players.

-Cormac

#157 Xanquil

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Posted 11 August 2013 - 04:23 PM

Just separate the heat scale. The primary heat scale would be just the heat sinks(x2for DHS). the "overheat" scale would be a fixed 30 and have increasing "issues" as it got closer to 100%. (like in TT) starting with loss of speed, and loss of ability to aim.( fading crosshairs, shake, ect) Mandatory shutdown at 30 overheat, death if above. Pilot skills would not effect the "overheat" part only the part acquired through heat sinks. That sounds like it would bring heat neutral mechs (like most stock mechs) back. Although It still wouldn't curb the pinpoint alpha issues. That would require something else to be done

#158 YueFei

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Posted 12 August 2013 - 08:52 PM

This thread deserves PGI's attention, damn it.

#159 Joseph Mallan

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Posted 12 August 2013 - 09:02 PM

View PostYueFei, on 12 August 2013 - 08:52 PM, said:

This thread deserves PGI's attention, damn it.

Why, Yes. Yes it does.
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#160 Livewyr

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Posted 12 August 2013 - 09:13 PM

View PostEl Bandito, on 30 July 2013 - 01:59 AM, said:

...the instant pin point convergence that is the core of the problem. :ph34r:


Think of the game without pinpoint convergence.

Now Imagine you trying to kill that damned spider that's doing circles around you when you can only get 1, maybe two weapons on him at a time.

Your mech is big enough and slow that his 3 MPLs, or4 MGs are having no trouble hitting you all day long.. while he pretty much dances around you with impunity. (And you can replace Spider with about any light mech.. spider is just most obvious because of since it has a thin side profile and currently broken magical absorption armor)

I would argue that pinpoint convergence is the lesser of two evils.





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