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Balancing New Weapons With Old Template


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#1 Voivode

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Posted 04 December 2013 - 11:21 AM

Here are a few weapons that could easily be added to the game by following a template of an existing weapon.

PLEASE NOTE: I am not following BT values since this game needs to be balanced in and of itself. I am creating this as a template to balance for MWO. If you do the math you may notice I rounded some numbers to the nearest interval of 5 for neatness' sake.

LBX AUTOCANNONS



Right now we have the LB 10X AC. Here's the comparison of the standard AC/10.

Heat:

AC/10 = 3

LB10X = 2 (33% less)




Range:

AC/10 = 450

LB10X = 540 (20% more)




Weight/Crit:

AC/10 = 12 tons & 7 crit spaces

LB10X = 11tons & 6 crit spaces (1 less)



That gives us a template to use for other LBX autocannons.

LB2-X-AC:
0.66 heat per shot
860 meter range
5 tons & 1 crit slot

LB5-X-AC:
0.66 heat per shot
745 meter range
7 tons & 3 crit spaces

LB20-X-AC:
4 heat per shot
325 meter range
13 tons & 9 crit spaces


That gives us the characteristics of all LBX autocannons in a pretty balanced way. The remaining question is about firing mechanics. The LB10X fires a cone of 10 pellets representing 1 point of damage each. Stick with the 1 pt of damage per pellet and adjust the cone as such.

LB2X = 2 pellets in a cone 40% the size of the LB5X firing cone (40% the # of pellets)
LB5X = 5 pellets in a cone 50% the size of the LB10X firing cone (50% the # of pellets)
LB20X= 20 pellets in a cone 200% the size of the LB10X firing cone (200% the # of pellets)
ALTERNATELY
LB20X = 20 pellets in a cone 150% the size of the LB10X firing cone

ULTRA AUTOCANNONS


Here's another easy template.

Range: AC/5 = 620
UAC5 = 600 (~4%less)


Weight/Crit: AC/5 = 8t /4cs
UAC5 = 9t/5cs (1 more)

Jam/Unjam: AC/5=NA
UAC/5= 20% / 5Seconds

The UAC5 has a 20% jam chance with a 5 second unjam timer which is 3 and 1/3 times longer than the normal cooldown. Following that we get these stats. The timeline does not support Inner Sphere UAC20. The halfway point for the UAC5 recycle (the point at which 'double fire' occurs) is 0.75 second, meaning the weapon may fire every 0.75 seconds and the jam chance applies every 0.75 seconds. We'll call this the 'jam roll'.

UAC2:
~690 meter range
7tons and 2 crit slots
15-20% jam chance with a 1.75 second unjam timer
0.26 seconds per round for 'double fire' / 'jam roll'

UAC10:
~430 meter range
13 tons and 8 crit slots
20-25% jam chance with an 8.5 second unjam timer
1.25 seconds per round for 'double fire' / 'jam roll'

ER LASERS



Here we can follow the Large Laser / ER Large Laser setup.

Heat: LL = 7
ERLL=8.5(1.2x)
Range: LL=450
ERLL=675(1.5x)


Extrapolate that onto small and medium lasers.

ER Small Laser:
2.5 heat per shot
140 meter range


ER Medium Laser:
5 heat per shot
400 meter range



Ok that's my spiel. Edited for formatting.

Edited by Voivode, 04 December 2013 - 11:45 AM.


#2 Tezcatli

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Posted 04 December 2013 - 11:35 AM

Something something, timeline, devs, something, something..

More seriously. Considering how light they're being right now with balance changes. I doubt they're going to start chucking rocks into what they perceive to be a balanced pool of weapons.

But I would definitely like to see other LBX options and ER lasers. ;3

#3 Voivode

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Posted 04 December 2013 - 11:47 AM

I don't know if it's chucking rocks though. If they feel the weapons are balanced then following the template and introducing similar versions of these things shouldn't tip the 'ol canoe.

#4 MadCat02

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Posted 04 December 2013 - 01:33 PM

LBX10 is a speard instead of a single bullet . With the same damage it will kill much slower .

LBX10 should do more damage than ac10 to compensate for low damage to ct .

Personally i would like to see more Er lasers though

#5 Voivode

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Posted 04 December 2013 - 02:11 PM

View PostMadCat02, on 04 December 2013 - 01:33 PM, said:

LBX10 is a speard instead of a single bullet . With the same damage it will kill much slower .

LBX10 should do more damage than ac10 to compensate for low damage to ct .

Personally i would like to see more Er lasers though

Crits really add up with the LBXs in this game. Machine guns not quite so much but the crit seeking of the LBX is pretty hardcore.

#6 MadCat02

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Posted 04 December 2013 - 02:57 PM

View PostVoivode, on 04 December 2013 - 02:11 PM, said:

Crits really add up with the LBXs in this game. Machine guns not quite so much but the crit seeking of the LBX is pretty hardcore.


I could be wrong but i think Crit only works if theres ammo or Gauss in unarmored location .

Ammo is usually stored in legs where people rarely shoot and gauss is not that common.

Edited by MadCat02, 04 December 2013 - 02:59 PM.


#7 SerratedBlaze

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Posted 04 December 2013 - 04:38 PM

Your templates are good but I would like to add some opinions.

In my opinion scaling should not be linear for any set of items. Bigger should be less efficient because it's making use of fewer hardpoints than doubling up, be less heat efficient (in addition to the scaled efficiency) because fewer shots need be taken and the weapon is a stronger last ditch effort. Also on that note stacking many small should be more efficient since more hardpoints are being used. This is in general, including the current items not just your additions.

LBX theme: a cone of 2 projectiles is more akin to srms, perhaps 4 pellets of .5 or 8 of .25 on the LBX2 to keep it feeling like a spread shot.

Otherwise yes I agree that these should not be so hard to add in. It'd be a lot of fun to suddenly have many new weapons to try out rather than beat one to death at a time.

Edit: my biggest fear is that since there is very little mechlab difference between AC/10 and AC/20 but a huge damage differense at close ranges that the -1 slot applied to LBx20 would make it mountable on mechs that were never meant to have that much firepower in one hardpoint. It wouldn't be as powerful as an AC20 due to pinpoint, but it would be the same as 2 LLBx10 but for 11? tons and 9? slots less.

Edited by SerratedBlaze, 04 December 2013 - 06:07 PM.


#8 Lefty Lucy

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Posted 04 December 2013 - 05:24 PM

Your stats on an LB20 would make it easily the worst weapon in the game.

#9 Troutmonkey

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Posted 04 December 2013 - 05:27 PM

Can't wait to mount 6x LB2X on a Jager and let them really feel the Dakka.
LB10X is my favourite AC to use.

My only fear is that the UAC2 is going to be absolutely crippled by Ghost Heat :/

#10 Warblood

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Posted 05 December 2013 - 09:18 AM

I'm sure most if not all the weapons u listed come after the clans invade no?
In fact... I think all the weapons that are still missing in the game come after the clans..

Edited by Warblood, 05 December 2013 - 09:20 AM.


#11 Matthew Ace

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Posted 06 December 2013 - 07:30 AM

View PostVoivode, on 04 December 2013 - 02:11 PM, said:

Crits really add up with the LBXs in this game. Machine guns not quite so much but the crit seeking of the LBX is pretty hardcore.


What made the LBX in TT (vs mechs) really useful was through-armor-crits (TAC) and multiple chances at hitting head and causing damage to pilot (prior to Total Warfare). So at the very least, it would be good for TAC to manifest itself in alternate forms, perhaps in doing damage to both armor and internals.

Edited by Matthew Ace, 06 December 2013 - 07:30 AM.


#12 Charons Little Helper

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Posted 07 December 2013 - 05:39 AM

View PostMadCat02, on 04 December 2013 - 02:57 PM, said:


I could be wrong but i think Crit only works if theres ammo or Gauss in unarmored location .

Ammo is usually stored in legs where people rarely shoot and gauss is not that common.


No - they can crit anything. Plus - the crit chance also has the ability to just to more damage per pellet.





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