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Saber Reinforcement Package!


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#841 Rayah

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Posted 01 September 2013 - 01:31 PM

View PostKoniving, on 01 September 2013 - 01:21 PM, said:


Well in my case the Awesomes are very successful.
I'm only going off of what I hear, considering I can't even play the game and haven't for about two months. (And I would REALLY like to, I was just about to start playing again when this AMD ******** happened.)

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Far as the armor, all mechs in MWO of the same weight class have the same armor and internal structure limits.
Thus, it has the armor of a Kintaro. 36 arms. Side torsos 52. 72 CT. 52 legs. Note that's the total if not split between front/back.
So it can have more than the Hunchback?... I still can't see it being useful.

Edited by Rayzor, 01 September 2013 - 01:33 PM.


#842 Koniving

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Posted 01 September 2013 - 01:42 PM

View PostRayzor, on 01 September 2013 - 01:31 PM, said:

I'm only going off of what I hear, considering I can't even play the game and haven't for about two months. (And I would REALLY like to, I was just about to start playing again when this AMD ******** happened.)

So it can have more than the Hunchback?... I still can't see it being useful.


Here you go.
http://mwo.smurfy-net.de/mechlab

It's got some more armor than a Hunchback, plus 5 extra tons of weight to work with. I don't see any reason not to put the biggest weapons you can on the Griffin, considering its got 2 weapons and thus 2 hardpoints as far as Sarna is concerned (PGI always adds additional hardpoints).

It's evidently designed to be a long range mech sporting LRMs and PPCs.
http://www.sarna.net/wiki/griffin

So players will strip its weapons, stuff in streaks or SRMs, and probably put in ER PPCs on every model.

Far as the Awesome goes...

Posted Image

The issue people have is that the Awesome is very energy reliant, and in a system where everyone can do the same thing and better, it leaves people quite bitter. Worse, you can't brawl with it because it's a support mech. (So are Jagers but because the armor is identical to a Catapult you can brawl with them just fine). Also despite its large size and shoulder shields... there's no actual armor. It's barely more than a Cataphract despite its huge size.

The fact that people throw on SRMs and try to slap mechs doesn't help either. The 8V, 9M and PB all require very unique play styles that are very uncommon to gamers. This doesn't help the Awesome reputation either. Myself I'm fine with playing these styles so I have little to no trouble. But I wouldn't wish it on others.

It's pretty.
Posted Image

Edited by Koniving, 01 September 2013 - 01:48 PM.


#843 Deathlike

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Posted 01 September 2013 - 02:11 PM

Seeing that the default Griffin will be "worse than a Hunchback" hardpointwise, chances are it will be scaled to be XL friendly (see Quickdraw and the Kintaro :))

#844 Vassago Rain

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Posted 01 September 2013 - 03:19 PM

Wolverine stuck with infinite headlasers and arm ballistics.
Griffin has everything on the right, except for one variant, where half the guns are in the left torso.

2/10, will not grab. Shadowking is best gundam.

#845 XPeriMeNTsp5

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Posted 01 September 2013 - 05:24 PM

New mechs? YAAAY! Wait. Grif and Wolv? Yeah, oldfag as I am remember them. They cool, they well drawn (as far as I can judge for now) buuut... Something wrong you know... What can it be? Oh yeeees. I have NO cool guns to fit on them. Really. Where my rotary cannons? Where is Thunderbolt and Arrow VI missles? LBX 20? MRM launchers? I don't whine but I really miss the MRM's. I understand that adding a weapon need some work on balancing and mechanics (yeah well rotary's especially, cuz they don't overheat) but the game now lack of weapons. So PGI have a little break on adding mechs and add some guns. Plz. If You add MRM's and Rotars I'll buy all of those packgages you add for Phoenix in future.

#846 Scav3ng3r

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Posted 01 September 2013 - 06:18 PM

View PostXPeriMeNTsp5, on 01 September 2013 - 05:24 PM, said:

New mechs? YAAAY! Wait. Grif and Wolv? Yeah, oldfag as I am remember them. They cool, they well drawn (as far as I can judge for now) buuut... Something wrong you know... What can it be? Oh yeeees. I have NO cool guns to fit on them. Really. Where my rotary cannons? Where is Thunderbolt and Arrow VI missles? LBX 20? MRM launchers? I don't whine but I really miss the MRM's. I understand that adding a weapon need some work on balancing and mechanics (yeah well rotary's especially, cuz they don't overheat) but the game now lack of weapons. So PGI have a little break on adding mechs and add some guns. Plz. If You add MRM's and Rotars I'll buy all of those packgages you add for Phoenix in future.


I think you are missing some information about weapons. You're not going to see LBX20 until Clans arrive. You're not going to see MRM's until 3058(current year is 3050), and you'll prolly never see the Arrow IV. I guess there are some weird rules in TT when mounting an Arrow IV to a mech and I don't think it would reflect well in the game.

Most of the weapons you WANT in the game are not available at the current time line, heaven forbid we were playing 3025, then you'd really be complaining ;P

3025 Weapons: Flamer, Small Laser, Medium Laser, Larger Laser, ER Large Laser, PPC, AC/2, AC/5, AC/10, AC/20, SRM 2, SRM 4, SRM 6, LRM 5, LRM 10, LRM 15, LRM 20. Thats it. No Double Heatsinks, no Endo-steel, no Tag, no Narc, no Ferro-fibrous, no ECM, no BAP, no Pulse Lasers, no streaks, no Artemis, no UAC's, no Gauss Rifles, no ER PPC, no XL engines.

I actually kinda wish they had a 3025 game mode, would be neat ^^

Edited by Scav3ng3r, 01 September 2013 - 06:21 PM.


#847 Jack Starborn

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Posted 02 September 2013 - 12:43 AM

View PostLance McRaven, on 28 August 2013 - 11:53 AM, said:

Bought the Overlord, and the Saber. Sabre is the reason I will not buy a Kintaro now. I will have more than enough medium mechs. (Of course, I do have money for that Hero Hunchback. hint, hint...)
Hero Hunchback? Please tell me, tell me, tell me.... tell me. :)

In my opinion Saber Reinforcement sucks. Why? Because 55 tone mechs (especially Wolverine)e looks like a 85 ton Battlemaster! The wide as a barn (again Wolverine) with huuuge shoulder armor plate (Griffin), with will suffer from messed up hitbox just like balistic Hunch aka "HIT HERE" mech.

Edited by Jack Starborn, 02 September 2013 - 12:44 AM.


#848 Victor Morson

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Posted 02 September 2013 - 02:43 AM

I fondly remember both of these 'mechs but I think I'll join the thousands of others that won't purchase them unless things change around here in the way PGI does business. It's a shame too.

#849 Solis Obscuri

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Posted 02 September 2013 - 03:02 AM

View PostChronojam, on 31 August 2013 - 11:09 PM, said:

Spoiler alert, you can shift back to first person before firing. This is obviously most effective on weapons that have long cooldown periods before firing again, such as Gauss Rifles and PPCs.

Third person is also useful for standing behind a building while still being able to locate and line up targets, before stepping or jumpjetting from cover momentarily and scoring a hit. This is obviously most effective on weapons that do all the damage upfront, such as Gauss Rifles and PPCs.

Third person is excellent for making life harder on beginners, and making life easier for those who partake in the dominant long-range high-alpha metagame that has plagued MWO for over half a year.

QFE. 3PV is bad in a lot of ways that will hurt new players, and exploitable in ways that will benefit experienced players. That's a rough combo.

As for Sabre... I'm holding my wallet shut for the time being. Even though I like both the Griffin and the Wolverine a lot more than I've ever liked the godawful Shadowhawk.

I actually wish there was an a la carte option to pick any one of the 55-tonners...

#850 Solis Obscuri

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Posted 02 September 2013 - 03:20 AM

View PostJack Starborn, on 02 September 2013 - 12:43 AM, said:

In my opinion Saber Reinforcement sucks. Why? Because 55 tone mechs (especially Wolverine)e looks like a 85 ton Battlemaster! The wide as a barn (again Wolverine) with huuuge shoulder armor plate (Griffin), with will suffer from messed up hitbox just like balistic Hunch aka "HIT HERE" mech.

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#851 Draco Harkins

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Posted 02 September 2013 - 03:28 AM

View PostXPeriMeNTsp5, on 01 September 2013 - 05:24 PM, said:

New mechs? YAAAY! Wait. Grif and Wolv? Yeah, oldfag as I am remember them. They cool, they well drawn (as far as I can judge for now) buuut... Something wrong you know... What can it be? Oh yeeees. I have NO cool guns to fit on them. Really. Where my rotary cannons? Where is Thunderbolt and Arrow VI missles? LBX 20? MRM launchers? I don't whine but I really miss the MRM's. I understand that adding a weapon need some work on balancing and mechanics (yeah well rotary's especially, cuz they don't overheat) but the game now lack of weapons. So PGI have a little break on adding mechs and add some guns. Plz. If You add MRM's and Rotars I'll buy all of those packgages you add for Phoenix in future.



Wall of text, leet name, no knowledge of timeframe or spelling, yeah you're an "old player" yeah righttttttttttttt... Good try though kiddo.

#852 Koniving

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Posted 02 September 2013 - 04:37 AM

View PostVictor Morson, on 02 September 2013 - 02:43 AM, said:

I fondly remember both of these 'mechs but I think I'll join the thousands of others that won't purchase them unless things change around here in the way PGI does business. It's a shame too.


Agreed, but less on the business practice (it's not much better or worse than Nexon, Aegis, or any other F2P company these days, they don't even take feedback; at least these guys take it even if quite a bit of it goes ignored as of late).

I'd like them to stop ignoring the first of the two roots that are the very core of the imbalance to the game, the unique to MWO system of rising heat thresholds based on the number of heatsinks you have. It's the very source of the Alpha Strike Warrior abuse we've seen.

Would alpha strike abuse still be possible? Yes, but only with low heat weapons or limited numbers of lasers (in the current setup without penalties, with 30 as your threshold hard-fixed you'd only be able to do 7 ML and get away with it, no matter how many heatsinks you have. In the same light if PPCs were 10 heat each, you'd only be able to fire 3 and you'd still shut down unless your mech was elited. If it is elited your threshold would be 30 + 20% = 36. Currently, the lowest DHS threshold with a 250 engine is 50. That turns to 60 with elite. It's possible to have a realistic build with 88.56 threshold. That means you have to generate 88.56 heat to even shut down. If it says anything -- trial mechs have a threshold of 40).

This is a problem they can fix within 20 seconds to 5 minutes tops. It's just changing values in dialog boxes.

The other core problem, of course, is pinpoint. They're not ignoring it but they can't be expected to pull rabbits from the hat either. Although using third person's crosshairs in first person would be a good first step. Third person's armlock isn't pinpoint precise. Furthermore as the mech bounces, so does the crosshair but only in third person. It's like a cone of accuracy that bobs up and down when moving -- but instead of being random it's skill-based and pinpoint in the fact that if it's on target when you pull the trigger you will hit it. It's like walking with a gun in real life and firing. If it's on target it will hit, but if you fire when it's not you will miss.

#853 Frodo1911

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Posted 02 September 2013 - 04:54 AM

i have been a sucker for this game since the original many years ago...thats why i bought the founders pack in closed beta....later the phoenix pack and think the sabre pack is very nice value.... would love to buy it....but cannot... when the product we are buying is this far out and you're trying to get us to upgrade already? you go too far by half

#854 Rayah

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Posted 02 September 2013 - 06:14 AM

View PostKoniving, on 01 September 2013 - 01:42 PM, said:

The issue people have is that the Awesome is very energy reliant, and in a system where everyone can do the same thing and better, it leaves people quite bitter. Worse, you can't brawl with it because it's a support mech. (So are Jagers but because the armor is identical to a Catapult you can brawl with them just fine). Also despite its large size and shoulder shields... there's no actual armor. It's barely more than a Cataphract despite its huge size.

The fact that people throw on SRMs and try to slap mechs doesn't help either. The 8V, 9M and PB all require very unique play styles that are very uncommon to gamers. This doesn't help the Awesome reputation either. Myself I'm fine with playing these styles so I have little to no trouble. But I wouldn't wish it on others.
Those paint jobs... I like them
Maybe I'll try out the Awesome again when I can, I have not had one since way back in closed beta. By that time, though, I will probably have my Project Phoenix Battlemasters to tinker with.

#855 Koniving

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Posted 02 September 2013 - 06:39 AM

View PostRayzor, on 02 September 2013 - 06:14 AM, said:

Those paint jobs... I like them
Maybe I'll try out the Awesome again when I can, I have not had one since way back in closed beta. By that time, though, I will probably have my Project Phoenix Battlemasters to tinker with.


If the capacity/threshold fix I keep pushing actually goes through, where the maximum amount of heat you can generate is a hard limit and not a rising thing that increases with heatsink count (which unfortunately is what's encouraging alpha strike warrior to be so much worse than usual for MW games), they could use predefined heat thresholds on different mechs to give them different advantages.

Long story short.. Let's say you have a Victor. Right now superior in every way to the Awesome despite weighing the same, having the same armor, etc.

What if the Victor had a hardset capacity of 30 (which with unlocks becomes 36). At 10 heat per PPC, he'd be at 55.55% heat with one firing of the twin PPC + Gauss (and that's with the full mastered unlocks. It'd be worse before then).

Meanwhile what if the Awesome had a hardset capacity (threshold) of 45, which allows it to fire 3 ER PPCs at the same time at 15 heat each and shutdown for a second, or 4 regular PPCs without shutting down. After full unlocks it'd have a threshold of 54, allowing it to fire 3 ER PPCs on Tournamline and still keep walking.

Yet, a Stalker could have a limit of 38, which upgrades to 45.6 at master unlocks. It could fire 4 regular PPCs or up to 3 ER PPCs while standing Perfectly Still on Alpine. If it was moving even 5 kph it'd shut down.

This makes the Awesome ideal for boating PPCs, giving it the original purpose of the Awesome, and makes it so that the Victor cannot be superior in this regard.

Meanwhile, the Victor's low threshold is ideal for ballistic weapons (zomg! Really?!) And thus the Victor excells at its intended purpose; ballistics, low heat lasers and missiles!

But... I'm not having much luck getting it through.

#856 XPeriMeNTsp5

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Posted 02 September 2013 - 10:32 AM

Scav3ng3r
At least one man with good knowledge of what going on and when :) But to be honest... It's 3050 behind the cockpit and there is something dramatically wrong... Wait. Where is Clans? They lost in hyper jump? ;) But to return to weapons. If to follow the canons than where is damned Long Tom Art unit? It's an old as mammoth. Another example is Binary Laser - 2812. (this one is kinda freaky but will fit well in the MWO). Thumper Artillery Cannon - 3012. Silver Bullet Gauss Rifle - 3051. (Wonder if will be implemented in 2014 :P ). Mech Mortars - 2531. Isn't it enough to implement? Aaaand if PGI want to hold the timeline in 1 to 1 scale... Well. 25 years for a MMO that not WoW caliber? Call me Unbeliver.

#857 Tezcatli

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Posted 02 September 2013 - 10:45 AM

They should have waited until after launch. After UI 2.0 and some iteration of CW came into being before announcing this. It's a good thing. For $50, if you get the talon tier, you get three cool designs. But everyone is just so worked up and they really need an in-game reason to calm down.
Oh well. It's already September.

#858 SteelPaladin

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Posted 02 September 2013 - 03:19 PM

View PostKoniving, on 02 September 2013 - 04:37 AM, said:

I'd like them to stop ignoring the first of the two roots that are the very core of the imbalance to the game, the unique to MWO system of rising heat thresholds based on the number of heatsinks you have. It's the very source of the Alpha Strike Warrior abuse we've seen.


I don't entirely disagree w/their reasoning for having dissipation add to threshold. It's actually an attempt to mirror TT in the sense that you don't apply heat until after dissipation. In TT, you don't build heat and then drop like you do in MWO. Any heat that is dissipated for that turn never touches your heat scale; it's like it never happened. That's why penalties started so low on the heat scale, because ANY heat that hit the scale was heat over what your mech could handle that turn. Adding dissipation to the threshold is a halfway decent representation of that.

The problem is that they give you 30 heat for free on top of that, when bad stuff should start happening at dissipation + 5. I did some playing around with different thresholds and dissipation rates to see if I could come up w/the magic numbers that would sort things out, but it didn't work out so well. It worked out good for energy weapons and decent for missiles (the higher heat weapons), but the meta just became paired AC/20s or Gauss Rifles to still be able to lay out 30+ damage in a single trigger pull all over again.

It's practically impossible to punish simultaneous firing of low heat weapons w/the heat scale. If you tighten up hard enough on heat to restrict them, then high-heat single-shot weapons (ER PPCs in particular) can't be fired at all.

Edited by SteelPaladin, 02 September 2013 - 03:22 PM.


#859 Koniving

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Posted 02 September 2013 - 07:45 PM

View PostSteelPaladin, on 02 September 2013 - 03:19 PM, said:


I don't entirely disagree w/their reasoning for having dissipation add to threshold. It's actually an attempt to mirror TT in the sense that you don't apply heat until after dissipation. In TT, you don't build heat and then drop like you do in MWO. Any heat that is dissipated for that turn never touches your heat scale; it's like it never happened. That's why penalties started so low on the heat scale, because ANY heat that hit the scale was heat over what your mech could handle that turn. Adding dissipation to the threshold is a halfway decent representation of that.

The problem is that they give you 30 heat for free on top of that, when bad stuff should start happening at dissipation + 5. I did some playing around with different thresholds and dissipation rates to see if I could come up w/the magic numbers that would sort things out, but it didn't work out so well. It worked out good for energy weapons and decent for missiles (the higher heat weapons), but the meta just became paired AC/20s or Gauss Rifles to still be able to lay out 30+ damage in a single trigger pull all over again.

It's practically impossible to punish simultaneous firing of low heat weapons w/the heat scale. If you tighten up hard enough on heat to restrict them, then high-heat single-shot weapons (ER PPCs in particular) can't be fired at all.


Well, here's the thing. Tabletop has you wait 10 seconds and is an average or conclusion of 10 seconds in a summary. Hence it's better to call it a summary capacity, rather than an excess. Think of it this way. It's 30 capacity, period. Take it like that for just a moment.

Now consider this. You fire 2 medium lasers for 4 heat each. The beam lasts for one second. So over one second you generated 8 heat. You have 10 standard heatsinks. During that same second you sunk 1 heat, and have 7 more to sink. It takes you 3 seconds after the laser stops to fire again. In that 3 seconds you sunk 3 more heat, leaving you with 4 total when you are ready to fire again.

We stopped our ten second turn at 4 seconds. What do you have? 8 heat - 4 = 4 left over.

So let's go back to ten seconds. Let's say you fired 6 medium lasers at 4 heat each, at the same time. Again 10 standard heatsinks.

0 seconds, fired 6 ML. 4*6 = 24 (out of 30).
1 second. Sunk 1 heat. 23.
2 seconds. Sunk 1 heat. 22.
3 seconds. Sunk 1 heat. 21.
4 seconds. Sunk 1 heat. 20.
5 seconds. Sunk 1 heat. 19.
Etc for 5 more seconds.
10 seconds. Sunk 10 heat total. Remaining heat: 14.

The problem is they didn't think it through. They made a bad assumption that many do about tabletop. They ignored the 10 second aspect.

Whether it's 1 second, 4 seconds, or 10 seconds, it's still a per second cooling rate and none of it is instant.

Those builds that can churn out 40 heat and sink it just as fast -- have you ever noticed you can't pinpoint one spot in tabletop?
It's because you can't alpha strike in tabletop using standard rules. Supposedly the 1 shot per 10 second thing is because the pilots are terrified of overheating. If you instantly sunk heat, what would you be afraid of? Nothing.

So, how can a mech fire 60 heat with a 30 heat limit and come out with 24? Quite easily in fact. It's called spacing out your shots.

Here's an example:
6 PPC stalker with a 30 heat capacity hardset. Each PPC does 10 heat. There are no goofy penalty systems. No unlocks. No B.S. cooling. 18 DHS. We'll do this MWO-style with dual-fire (as firing 3 would cause an instant shutdown).
Spoiler

24 summary heat in 10 seconds. Tabletop turned to real time. I can get identical results to tabletop in every attempt, so long as the first shot is placed at 0 seconds. If you watch any of NGNG's videos of MWTactics, they have the firing part of the turn first followed by movement as they realized the only way you can make a realistic real-time version of tabletop with a static system is if the turn begins with firing at the 0 second mark.

What PGI has come up with can never result in the same thing as you'd have in tabletop. If I can fire once every 4 seconds on tabletop, I'd shut down a lot more often. A build I recently made generates 34 heat every time I fire. I can do it 2 times in MWO without shutting down on Tourmaline in less than 10 seconds.

With tabletop rules but allowed to fire that much twice in 8 seconds and allotted 10 seconds total to cool down I'd still be shut down, fallen over, and my pilot would be knocked out. Any ammo I'd have would detonate on me. Chances are the mech would never stand again.

#860 SteelPaladin

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Posted 02 September 2013 - 10:21 PM

View PostKoniving, on 02 September 2013 - 07:45 PM, said:

<snip>


That doesn't jive w/heat penalties, though. If it's only ever 30 and we're just keeping a running count, what happens when you fire an ER PPC? You rocket to 15 on the heat scale and lose 3 movement points, get a +2 penalty to fire, and have to roll for shutdown. Only that doesn't happen, because the game completely ignores heat that's been sunk by the end of the turn. Neither in the gameplay nor in the lore do you have pilots struggling to keep their mechs running firing a single shot of a single weapon, unless they were already riding the line to begin with.

Obviously, the whole process is an abstraction and not meant to be taken as an exact representation of what's happening. The fact remains, however, that the system has to be designed to accept that a single weapon firing on a cold mech shouldn't put you into shutdown risk. It has to work w/the concept that you have time to sink this heat before it actually becomes a problem; there has to be some bit of buffer.

Edited by SteelPaladin, 02 September 2013 - 10:26 PM.






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