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Battletech Weapons Balanced?


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#21 Wolfways

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Posted 12 September 2013 - 01:09 AM

View PostJestun, on 11 September 2013 - 11:14 PM, said:

If people don't see the difference between 60 damqge spread throughout the enemy mech and 60 damage all on the centre torso then I honestly don't know how to respond.

that's the difference between a multiple weapon alpha in TT and in a realtime fps.

But as i posted earlier, that isn't a weapon problem, it's a completely different problem which needs a different solution than weapon balance.

#22 Erebus Alpha

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Posted 12 September 2013 - 01:42 AM

LOL, BT's weapons aren't balanced - not even close.

Medium Laser > All

#23 MustrumRidcully

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Posted 12 September 2013 - 01:56 AM

View PostWolfways, on 11 September 2013 - 01:00 PM, said:

Just want to throw out this question to those who played/play BT TT. I only had a couple of games about 30 years ago so don't really remember much.

If they are balanced in TT why didn't PGI just decrease damage and heat when increasing fire rate by an equal amount? Then all weapons would be balanced, assuming they are balanced in TT.

So, are the weapons balanced?

Not perfectly so. There are caveats. But yes, in theory, that approach would have been logical

But on to the caveats:
1) Underpowered or Overpowered weapons
AC/2 and AC/5 can be considered underpowered.
Some would argue that the Medium Laser was too good, I am not entirely convinced.
This is something one could fix, obviously, and possibly easier than it could be done in TT

2) Tech Levels were not balanced against each other.
Level 2 Tech and Clan Tech are straight upgrades to Level 1 Tech.
Level 2 Tech was a bit special in that one could probably say that Level 1 energy weapons with Level 2 energy weapons were balanced if you had Level 2 heat sinks (Double Heat Sinks). An ER PPC has more range as a PPC, but also produce smore heat, so it basically paid for its advantage in heat.
But the ballistics couldn't benefit as much, and you needed special ammo types (which were introduced much later) or simply the new generation of ballistics (Gauss, LBX, Ultra AC).

This could also be fixed in MW:O. Either we decide we want tech to be an upgrade, or we decide it's a sidegrade. Both is possible, it just is a decision that must be conciously made and then be applied accordingly.

For example, Double Heat Sinks are a straight upgrade in the table top. Biggest contributor possibly. Egine heat sinks get magically better. That is basically a 10 ton upgrade just there. Ditch that benefit, and you might have already balanced DHS. Some mechs will want SHS, because they have the tonnage, not the crits, and others will want DHS, because they have the crits, but not the tonnage.

3)
PGI's heat system doesn't model the TT heat system, and that skews balance a lot.
In the table top, you tried to generally compensate most of the hea tyour mech would generate. Some mechs were even heat neutral, most were not, but generally, you tried to avoid producing much more than 4 or 5 extranous heat per turn. You did that because you suffered penalties, which made all the firepower you had less useful. Losing speed was bad, because you couldn't move into position and were easily outmaneuvered. To-Hit penalties are a direct nerf to your effective damage output.
This feature allowed to better balance weapons against each other, because you could simply assume that weapon weight + heat sink weight + reasonable ammo weight (enough for 10-20 turns probably) would determine the effective weight of a weapon added to a mech. If you didn't pay the full cost by skimping o nheat sinks, you'd suffer heat penalties basically immediately after your first salvo, so you made a choice between burs tand DPS, adn that choice pretty much always mattered.
That'S not how it is in M:WO. You could deal 120 with Quad PPCs before you overheated, and that's enough to cripple most mechs, and so the penalty for the high heat set in too late.

4)
Table Top uses a random hit location system. Yo ugenerally had no control as a player where on the enemy mech you hit. In M:WO, we have mouse aim and convergence, so we have a very good control over where we hit (not perfect, but definitely not mostly randomized).
That skews the armor distribution of Battletech mechs, which was designed to make sense with arandom hit location table.

But it also skews the value of high damage weapons. In Battletech, 4 Medium Lasers dealt 20 damage, and 1 AC/20 dealt 20 damage. But they weren't equal, because those 4 MLs would likely spread their damage across 3-4 hit locations, while the AC/20 would deal it all to one spot, which greatly increased the change of taking out a significant component or even the entire enemy mech with an AC/20. So high damage weapons were balanced with this advantage in mind - 4 MLs cost you effectively 16 tons (4 for the MLs, 12 for the heat sinks), while the AC/20 cost you about 24 tons (2 tons ammo, 14 tons weapon, 8 tons heat sinks) in a build.





Nothing of this is an unsourmountable hindrance. And some of these things would probably need to be changed if PGI really hopes to achieve balance. Convergence + Group Fire for example will always create a synergy between weapons that makes balancing hard. Their heat system will probably also never really allow balancing weapons on a per weapon basis. In fact, both these aspect work together to create a problem where you hav eto try to balance builds, rather than try to balance weapons, and that is completely incompatible with customizability, since PGI just can't balance the thousands of builds that the game enables. Balancing 26 weapons is doable.

#24 MustrumRidcully

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Posted 12 September 2013 - 02:01 AM

View PostViktor Drake, on 11 September 2013 - 01:50 PM, said:


I think this is where PGI made their mistake. They were so focused on heat being meaningful they allowed themselves to realize just how bad a decision messing with the underlying balance of weapon was in the long run.

PGI absolutely did not want any heat neutral mechs in the game and in fact wanted them all to run hot so that people would be forced to manage heat in each and every mech. Therefore they redesigned the heat system compeletely so it didn't resemble anything from TT. Then they tried to take weapons balanced around TT rules and fit them into this heat system which has ended up being a square peg into a round hole. And here we are.


What the don't seem to understand is that heat in the table top is not about avoiding the shutdown. It's about managing trade-offs.

First, in build choice:
Do I make a mech that is heat neutral and can never overheat at the expense of my damage potential? Or do I make a hot running mech so I can deal damage in a pinch but not sustain it and needing to cool off occassionally?

Then, a game choice:
Do I take this shot with all guns blazing because this is a great opportunity and just accept that next turn, I will suffer severe penalties? Is the risk of heat penalties (and eventually overheating) worth the reward of dealing this damage now while I have the chance?



I would predict that in competitive play, heat neutral builds would be not that common. There is always a way to cool off. Quad PPC Stalkers already proved that. So people will try to find the right mix of staying power and burst damage.

#25 Karl Streiger

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Posted 12 September 2013 - 02:13 AM

View PostABFalcon, on 12 September 2013 - 01:42 AM, said:

LOL, BT's weapons aren't balanced - not even close.

Medium Laser > All


Ah yes you are right... please prove your statement - take a light mech of your choice armed with MLAS and face my Hollander (i think i will take BAR 6 armor :) )

That sentence showes the first rule of BT - combat - range brackets...i can hit your mech with my Gauss with better chance at ranges were you hardly will be able to scratch my paint.

The second - even when it is a more advanced rule - is to use lower grade but lighter armor...making a light armored mech like the Hussar (hardly able to take a MLAS round anywhere) better protected vs light weapons while heavy weapons still breaking its armor.

The third aspect as mentioned - 4 MLAS hit my Mech somewhere - in average it will deal at 4 locations 5dmg - while my Gauss will break through almost any armor a light Mech can carry.

Edited by Karl Streiger, 12 September 2013 - 02:16 AM.


#26 Khobai

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Posted 12 September 2013 - 02:56 AM

Battletech weapons are not balanced, some weapons are intentionally better than others, and Battletech makes no attempt to hide that fact. Thats why battletech has a battle value system so if you want to use better weapons it costs you more points.

PGI however is trying to equalize all these weapons that were never meant to be equal, and its no wonder theyre running into issues. A BV system wouldve been easier from the start IMO.

#27 xRatas

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Posted 12 September 2013 - 03:17 AM

Weapons were not balanced, and nothing really was. Back then tabletop games were not built for balance and competitive play, but just to have fun. Later the system got expanded and different stuff was given "battle value". So nothing was in balance, but you built your forces that their total cost in BV would be balanced. It's still not perfect system, but combined with experience, it can provide quite balanced games.

So no, usin Battetech stats would not give you balanced weapons. But there is no real reason to not use those either, as there are lot more different ways to balance them in real time point & click environment.

#28 Joseph Mallan

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Posted 12 September 2013 - 07:15 AM

View Postfrogczar, on 11 September 2013 - 01:06 PM, said:

They are only marginally balanced through the 3050 tech (level 2). After that it gets pretty crazy. Even with Level 2 tech (ultra AC, pulse, LB-X, double HS, etc) the absolute king of weapons is the Large Pulse Laser. Long range, -2 to hit modifier (this is good), make this the ultimate weapon. I used to play in the Battletech Open at Gen Con and the first time I went, I got torn to pieces in seconds by Large Pulse Laser boats.

You are thinking Clan Tech. IS LPL has horrid range.

#29 Khobai

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Posted 12 September 2013 - 07:32 AM

Quote

You are thinking Clan Tech. IS LPL has horrid range.


Yep clan large pulses with targeting computer and a superior clan pilot. Was like a -4 to hit basically.

Of course a state-of-the-art clan medium could have the same battlevalue as an IS assault. So that kindve balanced things out in the end.

#30 Captain Stiffy

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Posted 12 September 2013 - 07:56 AM

A few people hit the raven dead on the cockpit - the difference in weapon balance largely is the ability to AIM in MWO versus random locations in TT.

#31 Lefty Lucy

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Posted 12 September 2013 - 08:06 AM

View PostKhobai, on 12 September 2013 - 07:32 AM, said:


Yep clan large pulses with targeting computer and a superior clan pilot. Was like a -4 to hit basically.

Of course a state-of-the-art clan medium could have the same battlevalue as an IS assault. So that kindve balanced things out in the end.


Clan vs. IS battlevalue is an interesting conundrum. Since lower pilot skills are over-priced, if you enforce "3/4 or better for all clan pilots" then Clan mechs end up being more expensive than they should be. If you stick with 4/5 pilots, they're a way better deal than they should be. If you enforce 3/4 pilots and use the Force Size Modifier, which pretty much nobody ever does, it's a fairer fight most of the time, but then again nobody is really quite sure *how* the FSM should be applied.





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