The Balance Question: How Long Should Mechs Last?
#41
Posted 02 August 2013 - 09:12 AM
The heat idea has the potential to keep alpha as a viable last resort, pinpoint alpha and then severe shutdown or heat. Action, and then consequence.
From the other angle, while it might be nice to have a time machine and redo development, cof, different game engine, whatever, those ideas detract from actually fixing things by ignoring the reality of the situation and then burry functional ideas behind their noise. Same for radical new mechanics.
Finally, the game that most resembles the books, and mwo style play, was not stock battletech. Solaris 7 used a 2.5 second round, weapon delays, linking of weapons and massive heat penalties to balance faster paced gameplay. Somewhere between cycle times, heat and armor there is a good balance for the game that will keep sniping viable, while making a good brawling push a sniper's nightmare, and a third strategy, or fourth. We seem to be close to that, at all but the highest ELO and we are doing ourselves a disservice in that bracket. I keep hearing Sirrin in the back of my head at high elo, is dual ppc Gause really op or have we embraced it and failed to play to win. I am not skilled enough, and lack data, to answer that question. So my next assault mech will be a poptart.
#42
Posted 02 August 2013 - 10:00 AM
I do not agree that a capacitance based system would be the savior of the game. I would say that it would help regulate the amount of damage that can be alpha'd or burst. It also puts a soft limit on sustained DPS. Ballistics could then be balanced against that system where they do more damage, but have, likely fewer, ammunition. Burst DPS of the ballistics would then naturally be higher but their sustained DPS would be lower than energy weapons. If ballistic DPS is too sustainable, move them towards a cartridge based system that allows 40 damage before a "reload" further enforcing their burst nature. AC/2 gets 20 shots, AC/5 gets 8 shots, AC/10 gets 4 shots and AC/20 gets 2 shots. Say this is your mech moving a cartridge from the legs (people still keep ammo in their legs to reload an arm mounted weapon, right?). Or instead of catridges, call it barrel heat and the system shuts down that weapon to ensure you don't warp it. Once you have a good soft cap on how much damage any mech can dish out in the short and long term, you have a way to balance how long certain mechs last in certain battles.
#43
Posted 02 August 2013 - 12:34 PM
Stelar 7, on 02 August 2013 - 09:12 AM, said:
The heat idea has the potential to keep alpha as a viable last resort, pinpoint alpha and then severe shutdown or heat. Action, and then consequence.
From the other angle, while it might be nice to have a time machine and redo development, cof, different game engine, whatever, those ideas detract from actually fixing things by ignoring the reality of the situation and then burry functional ideas behind their noise. Same for radical new mechanics.
Finally, the game that most resembles the books, and mwo style play, was not stock battletech. Solaris 7 used a 2.5 second round, weapon delays, linking of weapons and massive heat penalties to balance faster paced gameplay. Somewhere between cycle times, heat and armor there is a good balance for the game that will keep sniping viable, while making a good brawling push a sniper's nightmare, and a third strategy, or fourth. We seem to be close to that, at all but the highest ELO and we are doing ourselves a disservice in that bracket. I keep hearing Sirrin in the back of my head at high elo, is dual ppc Gause really op or have we embraced it and failed to play to win. I am not skilled enough, and lack data, to answer that question. So my next assault mech will be a poptart.
If that ghost heat fix did what it should have done in the first place, and not in such a lame biased way (I mean 4x LRM-10s generating twice the heat of two LRM-20s is a bad joke) IF IT WORKED WELL most of us wouldn't care and would agree with you.
Until they fix obvious judgmental errors in how its done, its not a good system as it is.
But, as you said - and if its done well - it can be a good tool.
#44
Posted 02 August 2013 - 12:39 PM
FatBabyThompkins, on 02 August 2013 - 10:00 AM, said:
I do not agree that a capacitance based system would be the savior of the game. I would say that it would help regulate the amount of damage that can be alpha'd or burst. It also puts a soft limit on sustained DPS. Ballistics could then be balanced against that system where they do more damage, but have, likely fewer, ammunition. Burst DPS of the ballistics would then naturally be higher but their sustained DPS would be lower than energy weapons. If ballistic DPS is too sustainable, move them towards a cartridge based system that allows 40 damage before a "reload" further enforcing their burst nature. AC/2 gets 20 shots, AC/5 gets 8 shots, AC/10 gets 4 shots and AC/20 gets 2 shots. Say this is your mech moving a cartridge from the legs (people still keep ammo in their legs to reload an arm mounted weapon, right?). Or instead of catridges, call it barrel heat and the system shuts down that weapon to ensure you don't warp it. Once you have a good soft cap on how much damage any mech can dish out in the short and long term, you have a way to balance how long certain mechs last in certain battles.
Well, the game's set around a 3-5 second pace depending on weapons now, but the heat system that manages it is over 10 seconds, making it a kink that kills sustainable heat DPS builds - and pushing people towards alphastrikes as you can't operate otherwise.
In theory, if heat is balanced better, but leave sniping weapons hotter, it can work out.
But PGI's last statement showed they don't care much to change it, or can't seem to grasp why changing it could be good.
Almsot as if they are afraid of an intelligent player enjoying the game...
#45
Posted 02 August 2013 - 12:44 PM
StaIker, on 02 August 2013 - 05:33 AM, said:
Different Mechs have different roles. What you're saying is that Lights actually have a role in the main battle line against enemy Assault Mechs, rather than say providing scouting and harassment functions. And that is undoubtedly why you get killed a lot.
Lights do have a role in the main battle line against enemy assault mechs. They just don't do it my running up in front of them and firing. Harassment is a role in the main battle line.
#46
Posted 02 August 2013 - 12:54 PM
If we make the changes you are suggesting we would push the meta towards sniping, just as movement based cof pushes the meta to camping. I say make beam weapons have longer cycle times, especially the big ones, ppc and ll. er versions even more cool-down. I think five seconds for a gauss. That effect can be achieved through longer cycle times, or more heat. Brawling weapons, like ac20 and smaller beams keep a quicker refresh, still have the ghost heat to keep alphas a desperation move. That way sniping works, but the delay between shots opens an opportunity to close range, up close brawlers have higher dps but must remain exposed to use it. From there tweak armor values to allow for the desired level of survivability.
UI, I agree the system values need tweaking. However the idea of the thing is good. Here is to hoping we see a more and more refined tweaking of which what heats fastest. There will be QQ no matter what they do though because someone will get their toys nerfed. For my money PGI has the best data and should have the clearest view, they need to keep up with the communication and transparency.
#47
Posted 02 August 2013 - 01:03 PM
Roland, on 01 August 2013 - 08:42 AM, said:
If you are outnumbered 4 to 1, that fight is gonna end real fast... but not because "only a few shots were fired".
The fight will end quickly because 4 mechs can fire a TON of shots in a short period of time.
I agree, that topic deserve to be remade, the poll is confusing to say the least.
#48
Posted 02 August 2013 - 02:19 PM
Stelar 7, on 02 August 2013 - 12:54 PM, said:
If we make the changes you are suggesting we would push the meta towards sniping, just as movement based cof pushes the meta to camping. I say make beam weapons have longer cycle times, especially the big ones, ppc and ll. er versions even more cool-down. I think five seconds for a gauss. That effect can be achieved through longer cycle times, or more heat. Brawling weapons, like ac20 and smaller beams keep a quicker refresh, still have the ghost heat to keep alphas a desperation move. That way sniping works, but the delay between shots opens an opportunity to close range, up close brawlers have higher dps but must remain exposed to use it. From there tweak armor values to allow for the desired level of survivability.
UI, I agree the system values need tweaking. However the idea of the thing is good. Here is to hoping we see a more and more refined tweaking of which what heats fastest. There will be QQ no matter what they do though because someone will get their toys nerfed. For my money PGI has the best data and should have the clearest view, they need to keep up with the communication and transparency.
I wouldn't say the idea is good (better to just man up and increase base heat levels in my opinion) but I agree it can be made to work.
Right now, it doesn't - and unless they make serious changes to some of it, it won't.
BlackIronTarkus, on 02 August 2013 - 01:03 PM, said:
I agree, that topic deserve to be remade, the poll is confusing to say the least.
I'll work on rephrasing what I meant. Sometime,
#49
Posted 02 August 2013 - 04:42 PM

Fairly sure those LRM 20s aren't for scouting and fighting infantry, I COULD BE WRONG THOUGH
#50
Posted 02 August 2013 - 05:11 PM
You're on a fairly open map with a good load of long range firepower. An enemy Mech is on the far side of the field, he is about the same weight and has a heavy load of short range firepower. Now the only thing stopping him from getting to you is the threat of damage and death as he closes the distance. But once he gets close, he is going to beat you down.
So given that, how long should it take you to kill him once he starts rushing? At 70kph he is closing at about 20 meters per second. The time is takes for him to get from 700m (your ideal range) to 200m (his ideal range) is 25 seconds. If he is not dead by then, or almost dead, you will be. If it takes longer than 25 seconds to kill him, then congratulations, you have just made all long range weapons useless as they cannot kill a rushing target before it closes into lethal range. In fact, it has to take considerably less than 25 seconds because you may miss some shots, or he may have cover that lets him get closer than 700m before he has to cross open ground.
This is the key consideration for determining the balance between armor and firepower.
#51
Posted 02 August 2013 - 05:28 PM
#52
Posted 02 August 2013 - 05:32 PM
This question asks us to pretend there is no human component.
The vote of this is silly was not an option. You would have to post the question in a better method.
#53
Posted 02 August 2013 - 05:54 PM
Volomon, on 02 August 2013 - 05:32 PM, said:
This question asks us to pretend there is no human component.
The vote of this is silly was not an option. You would have to post the question in a better method.
Optimistically hoping for a fair fight between equally skilled opponents. I know, it doesn't happen with ELO, but I can wish.
#54
Posted 02 August 2013 - 06:08 PM
StaIker, on 02 August 2013 - 05:11 PM, said:
You're on a fairly open map with a good load of long range firepower. An enemy Mech is on the far side of the field, he is about the same weight and has a heavy load of short range firepower. Now the only thing stopping him from getting to you is the threat of damage and death as he closes the distance. But once he gets close, he is going to beat you down.
So given that, how long should it take you to kill him once he starts rushing? At 70kph he is closing at about 20 meters per second. The time is takes for him to get from 700m (your ideal range) to 200m (his ideal range) is 25 seconds. If he is not dead by then, or almost dead, you will be. If it takes longer than 25 seconds to kill him, then congratulations, you have just made all long range weapons useless as they cannot kill a rushing target before it closes into lethal range. In fact, it has to take considerably less than 25 seconds because you may miss some shots, or he may have cover that lets him get closer than 700m before he has to cross open ground.
This is the key consideration for determining the balance between armor and firepower.
The only problem with this, that other than LRMs, the 'long range' weapons are just as effective up close as they at long range. So if the long range mech does not kill the brawling mech before he gets to him, but has put a major hurt on him, the long range mech is still going to win with the current state of the game. Which is something that really needs to be changed imo...
#55
Posted 02 August 2013 - 06:25 PM
#56
Posted 02 August 2013 - 06:32 PM
Honestly I think if we cut our capacity (max heat threshold) down to 30 or 40, and then upped the DHS cooling after 10 to be 0.06 higher per heatsink, we'd solve a lot of our balance issues, slow down battles, and genuinely have a much richer experience.
For more: Take a peek at the second link in my sig and go to page 4 after reading the original post.
Volomon, on 02 August 2013 - 05:32 PM, said:
This question asks us to pretend there is no human component.
The vote of this is silly was not an option. You would have to post the question in a better method.
I agree the original post is a bit awkward. Personally I would have stated "If we remove the high damage in single shot builds, do you think the fights would last longer?"
Edited by Koniving, 02 August 2013 - 06:31 PM.
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