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Ballistics - How Pgi Went Wrong Balancing Direct Fire Weapons


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#401 Lupus Aurelius

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Posted 24 December 2013 - 12:56 PM

View PostVarent, on 24 December 2013 - 12:45 PM, said:


sigh...

the sad part is you looked and read right over it and your unable to see it still.

DPS is an amazingly bad system to prove the worthy of any weapon in a shooter, enough said.

The sadder part is that you are looking at the tree and not the forest.

The ability to sustain fire is the issue here. Due to the heat system, a ballistic mech can sustain fire, other than maybe a dual AC20 or quad AC2, almost or practically indefinately. A non ballistic capable mech. or a full non ballistic build, overheats dramatically quicker. Also, on average, in the same amount of time, a ballistic mech will do twice the damage at half the heat an an energy build/mech.

This makes the ballistic capable mechs substantially more effective than non ballistic capable mechs. Non ballistic mechs are currently sub-optimal, in sustained fire-fights.

#402 Varent

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Posted 24 December 2013 - 01:04 PM

your still looking at dps and not the fact that different weapons have different roles. every weapon has its place in things.

if your doing nothing but a sustained fire fight in a shooter, your doing it wrong.

your numbers and concept is based on sustained barrage. I cant remember the last time I sat there for a minute and shot it out with someone in mwo without constantly moving, taking cover, jumping over a hill, torso twisting, etc.

Edited by Varent, 24 December 2013 - 01:06 PM.


#403 Myomes

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Posted 24 December 2013 - 01:19 PM

View PostVassago Rain, on 30 October 2013 - 12:56 PM, said:

CBT is a tabletop game.

I don't know if you know this. That's why you can't port stuff straigh tfrom it.


I really hope people who have nothing to say other than "Different is different!" stop voicing their non informative and non constructive opinions.

CBT is a tabletop game. MW1-2-3-4-O are FPS games.

Ranges are still in effect. Ranges still matter. Damage for range conversions still exist.

#404 Nik Van Rhijn

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Posted 24 December 2013 - 01:45 PM

In your opinion, or are we suffering from lack of comprehension and the quoted passages do not mean what they say in normal English but are based on some esoteric jargon where the words have a different meaning?

#405 barnmaddo

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Posted 24 December 2013 - 03:28 PM

Sounds like MWO made light and medium mechs more viable. (and at the same time encouraged boating)

In TT I think the heavier mechs were undeniably better, and that was only mitigated by team tonnage limits.

#406 CrashieJ

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Posted 24 December 2013 - 04:27 PM

HOLY {Scrap} THE OMEGA IS COMING TO MW:O!!

Posted Image

Now that I have your attention: I hate to say it but This argument is biased as {Scrap}

We're thinking of the players and not the game here boys and girls, shift focus to the mechanics of the war.

Due the inherent nature of the game being a no-break 8 min joyride and about 2-3 min of actual fighting. That's 11 minutes out of the 15 we get to play with per match. and to ice the cake Reloading the ammobins comes at Zilch cost.

That means Ballistic Builds can dump ammo with no drawbacks and consistently come out on top, only to turn around and do it again.

-Now, In the Battletech Books, warfare happens in skirmishes from 3-5 minutes around the same time as it normally happens in MW:O

If we broke down the game into multiple segments... say Three 5-minute rounds with the Best 2 out of 3 or something like that with repairs but NO REARM, We would see a shift in play as players who would normally bring Large Ammo based Weapons either pack smaller weaponry with more ammo, switch to energy weapons, or hold out until the final shabang and unleash those precious AC20 rounds for the final round cleanup.

but that's my two cents.

#407 Varent

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Posted 24 December 2013 - 04:40 PM

View Postgavilatius, on 24 December 2013 - 04:27 PM, said:

HOLY {Scrap} THE OMEGA IS COMING TO MW:O!!

Posted Image

Now that I have your attention: I hate to say it but This argument is biased as {Scrap}

We're thinking of the players and not the game here boys and girls, shift focus to the mechanics of the war.

Due the inherent nature of the game being a no-break 8 min joyride and about 2-3 min of actual fighting. That's 11 minutes out of the 15 we get to play with per match. and to ice the cake Reloading the ammobins comes at Zilch cost.

That means Ballistic Builds can dump ammo with no drawbacks and consistently come out on top, only to turn around and do it again.

-Now, In the Battletech Books, warfare happens in skirmishes from 3-5 minutes around the same time as it normally happens in MW:O

If we broke down the game into multiple segments... say Three 5-minute rounds with the Best 2 out of 3 or something like that with repairs but NO REARM, We would see a shift in play as players who would normally bring Large Ammo based Weapons either pack smaller weaponry with more ammo, switch to energy weapons, or hold out until the final shabang and unleash those precious AC20 rounds for the final round cleanup.

but that's my two cents.


1) Daddy want mech... probly wont get... but want...

2) Well said, that will (hopefully) be implimented in CW actually. As long as they continue to go towards what they say they are with it.

#408 MustrumRidcully

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Posted 26 December 2013 - 01:44 AM

View PostZyllos, on 24 December 2013 - 12:10 PM, said:


If weapon's acted exactly like TT, I would suggest that yes, it should be 100% chance for explosion, but I understand this game is different.

But 10% is ridiculous. There is very little penalty in that, especially the amount of work needed in actually dealing 10 HP to a single critical slot versus the power received in equipping ammo based weapons.

I would suggest having 50% of explosion for 10 HP damage critical hits and 10% for when an armor section is removed and ammo critical slots exist in those slots.

Works for me, too. 10 % is pure gambling without really a meaningful ability to consider the risks. 50 % for 10 damae (or even 90 % for 10 damage) would be fine.

#409 Joseph Mallan

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Posted 26 December 2013 - 08:18 AM

View PostMustrumRidcully, on 26 December 2013 - 01:44 AM, said:

Works for me, too. 10 % is pure gambling without really a meaningful ability to consider the risks. 50 % for 10 damae (or even 90 % for 10 damage) would be fine.

10 Damage? I carry at least 5 tons of Ammo! I want full damage for unspent ammo or what is the point of exploding the ammo! :rolleyes:

Edited by Joseph Mallan, 26 December 2013 - 08:18 AM.






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