"tradeoffs" And Weapon Balance.
#1
Posted 13 November 2013 - 12:10 PM
However, there is another aspect of tradeoffs that has been overlooked: the tradeoffs must be significant enough in order to make the utility/cost (not monetary, but tonnage and slot usage costs) ratio of the different weapon systems roughly equal.
It's for this reason that the vastly increased rates of fire of AC2s/5s is legitimate, because without those increased rates of fire, their utility/cost ratio would be disastrously low. They simply weigh too much to justify using a weapon with extremely low DPS. We saw this back in CB before their fire rates were increased substantially.
Similarly, I think PPCs (not their ER variant however) have a good utility/cost ratio when used in conjunction with ballistics. They're in a good place as builds that combine PPCs with AC5s/10s/20s are very popular and strong. This is because pin-point damage reigns supreme, and PPCs do provide a way to get pin point damage without using ammo, at the expense having a very heat-limited DPS. That's a tradeoff that displays good balance. ERPPCs, however, have a tradeoff that does not display good balance. They get superior range and no minimum in exchange for absurdly high heat. The absurdly high heat makes them so useless, however, that the tradeoff is not worth it.
Lasers are in a spot that is similar to ERPPCs. Sure, they tradeoff high heat and low tonnage for no ammo, however their DPS is limited, they don't do that damage to a pin-point location, and their range is lackluster, especially with the 2x max range cap for energy weapons. We often see mechs with multiple ballistic slots and a few energy slots eschew the use of those energy slots for more ammo for their small-caliber autocannons. This means that the utility/cost ratio of a single medium laser is not even as good as a ton of AC5 ammo.
#2
Posted 13 November 2013 - 12:13 PM
Shorten Beam length?
#3
Posted 13 November 2013 - 12:19 PM
I still believe that AC should be made into a burst of shells with each shot. If done right, PPC/ACs combo will be brought back in line with Gauss/lasers combo.
Edited by mike29tw, 13 November 2013 - 12:19 PM.
#4
Posted 13 November 2013 - 12:55 PM
Joseph Mallan, on 13 November 2013 - 12:13 PM, said:
Shorten Beam length?
"BINGO"
PGI could have mitigated a lot of ghost-heat bellyaching by simply adjusting expanding the apex weapon cycle-times.
In this case again. "yes" shorter cycle-times would in fact allow for granular balance efforts between ballistics and energy weapons.
#5
Posted 13 November 2013 - 01:01 PM
SRM's...not sure if it'***** detection or just lackluster damage...either way I just keep finding that of the three classes of weapons, they punch the lightest.
LRM's...weak and negated by other systems...or LURMAGGEDON...why is it so hard to find a happy medium?
Missiles seem pretty dang hard hit by ghost heat, too, since without 'boating' they hardly seem worth it compared to other systems you can take.
#7
Posted 13 November 2013 - 03:58 PM
#8
Posted 13 November 2013 - 05:00 PM
#9
Posted 13 November 2013 - 05:07 PM
#10
Posted 13 November 2013 - 05:12 PM
#13
Posted 13 November 2013 - 06:15 PM
I tend to run a single erppc paired with autocannons to generate large single point damage strikes.
If running on a mech carrying other short range weapons, then I will often choose a regular ppc for the improved efficiency. However, on certain builds, being able to use the erppc at point blank range is invaluable. On mechs whose loadouts don't generate additional heat, the standard engine heat sinks can effectively cover the usage for a single erppc for long enough to manage (assuming an upgrade to double sinks).
So that would in fact prove that the erppc is not currently useless.
#14
Posted 13 November 2013 - 06:31 PM
Sandpit, on 13 November 2013 - 05:07 PM, said:
Sometimes there is a better argument made by the OP, instead of the rehashed bad versions by other posters.
#15
Posted 13 November 2013 - 07:10 PM
Quote
thats the biggest problem with the current weapon balance.
ssrms were unbalanced because they all hit center torso. now that they spread damage out theyre fine. PGI needs to apply that same principle to all weapons.
either that or the pinpoint weapons need to have massive downsides like gauss does.
#17
Posted 13 November 2013 - 07:49 PM
Khobai, on 13 November 2013 - 07:10 PM, said:
thats the biggest problem with the current weapon balance.
ssrms were unbalanced because they all hit center torso. now that they spread damage out theyre fine. PGI needs to apply that same principle to all weapons.
either that or the pinpoint weapons need to have massive downsides like gauss does.
Streaks had problems not simply because they all hit your ct, but rather because they did so without the shooter needing to even need to aim. You basically just held down the trigger and did constant damage. The weapon required no skill at all to use, unlike weapons that you actually aim yourself.
#18
Posted 13 November 2013 - 09:09 PM
Khobai, on 13 November 2013 - 07:10 PM, said:
thats the biggest problem with the current weapon balance.
ssrms were unbalanced because they all hit center torso. now that they spread damage out theyre fine. PGI needs to apply that same principle to all weapons.
either that or the pinpoint weapons need to have massive downsides like gauss does.
these are bad idea's i think i would quit the game if they were implemented. im not sure which is a worse idea adding a charge timer to AC's or making damage spread from all weapons but if either are introduces to the game im out of here and id say lots of others would leave aswell. these idea might sound appealing to TT players that like the randomness of dice rolls but to any one else it will just be plain boring!
#20
Posted 13 November 2013 - 10:27 PM
akpavker, on 13 November 2013 - 09:09 PM, said:
these are bad idea's i think i would quit the game if they were implemented. im not sure which is a worse idea adding a charge timer to AC's or making damage spread from all weapons but if either are introduces to the game im out of here and id say lots of others would leave aswell. these idea might sound appealing to TT players that like the randomness of dice rolls but to any one else it will just be plain boring!
There's nothing random about a laser. It just takes more skill to put the beam in the same spot for the entire burn time. It also gives the victim a chance to maneuver defensively on reflex to shade the hitbox you're trying to hit. It ups the skill cap, it doesn't lower it or randomize your shots.
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