Ballistics - How Pgi Went Wrong Balancing Direct Fire Weapons
#301
Posted 13 November 2013 - 10:09 AM
#302
Posted 13 November 2013 - 10:22 AM
Roadbeer, on 12 November 2013 - 08:35 AM, said:
Wasn't this the reason that armor was doubled over TT values in the first place?
Said it before, I'll say it again. TT does NOT translate well into a 3D Real Time environment, ever.
Everyone, please STOP with the TT analogs.
Then why are we using a TT mechanic (armor point and hit system) in a real time game? Because this game is based on the TT game, then modified to work in the real time.
The issue is that PGI has mismatched the armor system with the aiming system. The armor system is assuming that players will spread out their damage when firing at targets. But we all know that this is a huge negative for taking out targets, thus the weapons that come out on top have the ability for high accuracy, which is a symptom of the overall problem, pin point convergence.
So, we have to go back to the TT to see that either a completely new system has to be developed for armor with this new rule of allowing pin point convergence or add mechanics to spread out weapons damage, equally, across all weapons.
Joseph Mallan, on 12 November 2013 - 09:14 AM, said:
I also agree. Everything doesn't need to be about DPS. There needs to be large, up front damage weapons. Like the AC/10, AC/20, Gauss Rifle, and PPCs, that actually have overall low DPS for their weight and type but high up front damage.
But they should still be spreading the damage out in some form or fashion for balance with our current armor systems.
krolmir, on 13 November 2013 - 10:09 AM, said:
If you allow any type of convergence, it doesn't change the outcome of the game in the end if you allow 0.1 alphas or 100 alphas. The end result will still be only single sections being taken off, thus eliminates the reason to even have hit locations.
It would be fine with single weapons to have this type of accuracy, but multiple weapons should be almost impossible to get them to land on the same spot when fired in any relatively short time period.
That is why I support Homeless Bill's idea of a high dissipation value that controls the amount of damage, based on balancing factors ranging from movement to previously fired weapons to equipped items, that can be fired with high accuracy.
http://mwomercs.com/...__fromsearch__1
Edited by Zyllos, 13 November 2013 - 10:28 AM.
#303
Posted 13 November 2013 - 10:34 AM
Zyllos, on 13 November 2013 - 10:22 AM, said:
Then why are we using a TT mechanic (armor point and hit system) in a real time game? Because this game is based on the TT game, then modified to work in the real time.
The issue is that PGI has mismatched the armor system with the aiming system. The armor system is assuming that players will spread out their damage when firing at targets. But we all know that this is a huge negative for taking out targets, thus the weapons that come out on top have the ability for high accuracy, which is a symptom of the overall problem, pin point convergence.
So, we have to go back to the TT to see that either a completely new system has to be developed for armor with this new rule of allowing pin point convergence or add mechanics to spread out weapons damage, equally, across all weapons.
I also agree. Everything doesn't need to be about DPS. There needs to be large, up front damage weapons. Like the AC/10, AC/20, Gauss Rifle, and PPCs, that actually have overall low DPS for their weight and type but high up front damage.
But they should still be spreading the damage out in some form or fashion for balance with our current armor systems.
If you allow any type of convergence, it doesn't change the outcome of the game in the end if you allow 0.1 alphas or 100 alphas. The end result will still be only single sections being taken off, thus eliminates the reason to even have hit locations.
It would be fine with single weapons to have this type of accuracy, but multiple weapons should be almost impossible to get them to land on the same spot when fired in any relatively short time period.
Since the other AC thread has closed I will transfer my point from there to here.
PPC 9.4 damage per hit 45% accuracy (18.8 damage in 10 seconds...20 heat)
AC10 9.6 damage per hit 57% Accuracy(38.4 damage in 10 seconds...12 heat)
Slightly more damage per hit, a fair amount more accurate, MUCH cooler...
Edited by Joseph Mallan, 13 November 2013 - 10:44 AM.
#304
Posted 13 November 2013 - 10:52 AM
#305
Posted 13 November 2013 - 11:18 AM
kapusta11, on 13 November 2013 - 10:52 AM, said:
I'm the one using AC's, and they are OP (which is why i'm using them, at least when i need C-Bills).
Maybe if you explain to me "how the game works" i can try really hard to get less kills and not do the most damage and get the highest match score in nearly every match.
#306
Posted 13 November 2013 - 11:21 AM
Wolfways, on 13 November 2013 - 11:18 AM, said:
Maybe if you explain to me "how the game works" i can try really hard to get less kills and not do the most damage and get the highest match score in nearly every match.
You are looking at it backwards. ACs are not OP. Everything else is UP.
#307
Posted 13 November 2013 - 12:24 PM
Joseph Mallan, on 13 November 2013 - 11:21 AM, said:
General consensus among the forum is that TTK is too short right now. Nerfing the most powerful weapon is a good start to improve it, rather than buffing the rest.
#309
Posted 13 November 2013 - 04:22 PM
Lastly, this thread is about balancing energy weapons so that energy/missile only chassis can be viable against ballistics. If you wanna debate about CoF and pinpoint, by all means make your own thread and do so.........
#310
Posted 13 November 2013 - 06:03 PM
#312
Posted 14 November 2013 - 12:50 AM
krolmir, on 13 November 2013 - 10:09 AM, said:
Well that is an outstanding example for trolling or posting things that are not true. Decide on your own.
The Convergence issue is an problem simple because the used armor values are based on an other system (to make it simple)
WoT didn't have a single armor location -> quite the opposite -> the system was more detailed. The only thing you had was a single HP bar. But you was capable of killing components / crew members / engine etc. based on where you aim. Not the random stuff of MWO (i shoot at the LRM of an Atlas and knock out the SRM)
THe armor had several thicknesses
Edited by Karl Streiger, 14 November 2013 - 12:55 AM.
#314
Posted 14 November 2013 - 04:22 AM
mike29tw, on 13 November 2013 - 12:24 PM, said:
General consensus among the forum is that TTK is too short right now. Nerfing the most powerful weapon is a good start to improve it, rather than buffing the rest.
The general consensus can take a seat. I am not here to hold hands with people I wanna kill. I want my opponent dead in 10 seconds or less. And Yes, that means I am expecting to die in 10 seconds or less if I screw up! Mechs have enough fire power to level a city, the are the gods of War. Gods can kill gods. Some of them can do it with ease.
#315
Posted 14 November 2013 - 04:36 AM
Joseph Mallan, on 14 November 2013 - 04:22 AM, said:
Well last time a tried to level a city in my mech I ran out of ammo before I managed to inflict any scratch...
So comparing mech TTK with city TTK, I think 20 sec mech TTK is still acceptable.
Edited by mike29tw, 14 November 2013 - 04:37 AM.
#316
Posted 14 November 2013 - 05:12 AM
mike29tw, on 14 November 2013 - 04:36 AM, said:
Well last time a tried to level a city in my mech I ran out of ammo before I managed to inflict any scratch...
Quote
And Yes, I am an Alpha Warrior. I have been for as long as I have played TT AND the MWTitles.
Edited by Joseph Mallan, 14 November 2013 - 05:13 AM.
#317
Posted 14 November 2013 - 05:52 AM
Joseph Mallan, on 14 November 2013 - 05:12 AM, said:
Only if your Mech systems work properly and you are able to hit them. Its no secret that you need on the average more shots of any weapon to kill a fast Jenner as you would need for a better armored Atlas
#318
Posted 14 November 2013 - 05:55 AM
Quote
And thats your opinion. But in tabletop it takes way more than 10 seconds (one round) to kill an assault mech unless youre using overpowered clan tech, but that doesnt apply to MWO.
Even PGI themselves have said TTK is too short and that theyre considering increasing the internal structure of mechs to both increase TTK and make critical hits matter more.
Edited by Khobai, 14 November 2013 - 05:57 AM.
#319
Posted 14 November 2013 - 06:12 AM
Khobai, on 14 November 2013 - 05:55 AM, said:
And thats your opinion. But in tabletop it takes more than 10 seconds (one round) to kill an enemy mech unless youre using overpowered clan tech, but that doesnt apply to MWO.
Even PGI themselves have said TTK is too short and that theyre considering increasing the internal structure of mechs to both increase TTK and make critical hits matter more.
A Hunchback can kill any light mech with a single AC20 hit! An Archer (40 LRMs) CAN kill some Mediums in one salvo A Jager can die to a Victor in 2 turns easy, Quickdraw as well could die to a single AC20 hit CT. A Canon Catapult took structure damage in the Side torsos from a single AC20. an ammo is a possible(25% chance) hit if a crit is rolled. The Thunderbolt is the first stock build I found that could not be dropped by a single AC20 shell. Most of the Mechs we have in MW:O are insta-kill targets able to be taken out in one turn.
The only opinion that matters is the DEVs, and I disagree with them as well. Many of the choices of Chassis are just really bad Designs But it is their game if they choose to change it, that is their decision. But I will argue against it respectfully most of the time.
Karl Streiger, on 14 November 2013 - 05:52 AM, said:
This is a fair disclaimer Karl.
Edited by Joseph Mallan, 14 November 2013 - 06:12 AM.
#320
Posted 14 November 2013 - 01:20 PM
Joseph Mallan, on 14 November 2013 - 04:17 AM, said:
Ah i see the problem now. You're looking at a mirror image of weapon balance.
I suggest you turn your monitor around. Things will look quite different
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