

Thoughts On Fixing Ballistics...
#1
Posted 14 December 2013 - 08:21 PM
One way to fix this would be to increase the firing rate of ballistics and reduce their damage per shell. The idea would be to net things out such that an AC20 still did 20 damage over 4 seconds, but now that damage would come in a few discrete chunks via a number of shells. This would require more time on target (like lasers), would tend to spread damage more, and would make ammo conservation a more meaningful consideration.
I built the chart below, using the DPS figure and the cool down number to calculate the damage per shell. I've kept DPS same as much as possible.
https://bay178.afx.m...cf2a&oneredir=1
You'll note that the mechanic for LBX and Gauss hasn't changed. Which will tend to make both weapons more attractive as the continue to do pinpoint damage, albeit with their own individual disadvantages. Ultra 5 will be crazy fun to use, but the high rate of fire combined with the jam rate will result in its own set of disadvantages.
We know the game engine can already handle a half second rate of fire for AC2, so the rates of fire shouldn't be too unreasonable.
This change would tend to put most ballistics on the same footing as lasers. While leaving a few weapon classes (LBX, Gauss, PPC) that still do large amounts of point damage but with their own disadvantages (shotgun, charge time, heat).
The only real downside here is that the names of the ballistic weapons get a bit nonsensical, but since we're ditching TT mechanics for Clan anyway, we might as well start now and fix ballistics.
#2
Posted 14 December 2013 - 08:43 PM
This game needs large sweeping changes to current weapons and core mechanics (heat mainly, collisions as another)
Isn't that what BETA test servers are for? for them to make these huge changes and see what it does? Not just for a little shiny UI 2.0 preview?
I want to further support this game by getting the Clan pack, but IDK anymore... A lot of things are lacking... sigh...
#3
Posted 14 December 2013 - 09:19 PM
#4
Posted 16 December 2013 - 09:50 AM
Ballistics are unbalanced because of how heat scale works. all weapons went from firing once a round (10 seconds) to firing once per whatever the Dev's thought would be good. so many weapons build tremendously more heat (energy weapons) while the already low heat ballistics can fire faster and not worry about shutdown/ having to stop firing to deal with heat.
but thats all been discussed Ad Nauseum, but nothing has changed in months.
#5
Posted 16 December 2013 - 10:04 AM
#6
Posted 16 December 2013 - 10:13 AM
#7
Posted 16 December 2013 - 10:18 AM
Bad Hit Detection: check
Under Performing Lasers: check
This is why ACs rule supreme. If we had a working heat system, good hit detection, and lasers had decent heat, ACs would be less of an issue. Right now ACs offer the best bang, so they get used.
#8
Posted 16 December 2013 - 10:19 AM
Joseph Mallan, on 16 December 2013 - 10:04 AM, said:
No.
The entire weapons system needs a complete rework from the ground up. The DEV's are trying to keep the same tonnage and heat generation from TT, but they are messing with refire rate. A good example of how bad things are damage wise, is the AC/10 to PPC. Both do 10 damage, however the AC/10 refires every 2.5 secs and the PPC refires every 4 secs.
Refire rate is the first problem. Next comes heat. Heat is set up in such a way that the AC will always be the preferred weapon because they essentially generate no heat in comparison to equivalent energy or missile weapons. A low heat cap with fast heat dispersion could fix the current heat mess.
Last comes pinpoint damage. Either the weapons need to be set up where they all stream their damage OR conversion needs to become a factor in game play.
Ballistics need to have a spread added to them for damage, and the same needs to be applied to PPC and Gauss as well.
#9
Posted 16 December 2013 - 10:26 AM
Rhent, on 16 December 2013 - 10:19 AM, said:
No.
The entire weapons system needs a complete rework from the ground up. The DEV's are trying to keep the same tonnage and heat generation from TT, but they are messing with refire rate. A good example of how bad things are damage wise, is the AC/10 to PPC. Both do 10 damage, however the AC/10 refires every 2.5 secs and the PPC refires every 4 secs.
Refire rate is the first problem. Next comes heat. Heat is set up in such a way that the AC will always be the preferred weapon because they essentially generate no heat in comparison to equivalent energy or missile weapons. A low heat cap with fast heat dispersion could fix the current heat mess.
Last comes pinpoint damage. Either the weapons need to be set up where they all stream their damage OR conversion needs to become a factor in game play.
Ballistics need to have a spread added to them for damage, and the same needs to be applied to PPC and Gauss as well.
Actually I am in agreement with you, an AC10 and a PPC should do the exact damage as each other as should Medium lasers and AC5s.(and they should be half that of PPCs and AC10s. Ballistic Ranges should be x2 as the energy weapons are and so on.

Pin Point damage should only be for Mechs with Advanced Targeting Computers. So Clans first then Inner Sphere in time.
Edited by Joseph Mallan, 16 December 2013 - 10:27 AM.
#10
Posted 16 December 2013 - 10:28 AM
Joseph Mallan, on 16 December 2013 - 10:26 AM, said:

The problem now is focused damage. Make all weapons do spread damage like lasers or missiles, and a lot of the problems in the game are better.
#11
Posted 16 December 2013 - 10:30 AM
Rhent, on 16 December 2013 - 10:28 AM, said:
The problem now is focused damage. Make all weapons do spread damage like lasers or missiles, and a lot of the problems in the game are better.
I disagree with this. having damage delivered in three styles is much more dynamic than everything being a bunch of DpS. I like the diversity and it shows in my builds using all three weapon types whenever my Mech can have them.
#12
Posted 16 December 2013 - 10:32 AM
Joseph Mallan, on 16 December 2013 - 10:30 AM, said:
Dude, I just got over a match where I crossed the hill and I was dead in 2 seconds with the rest of my team. I might as well be playing with 4 PPC stalkers again. Focused damage is killing the game. A lot of people quit over sniper warrior online. A lot more people are quitting over PPC/AC warrior now.
#13
Posted 16 December 2013 - 10:34 AM
It wasn't that they caused a whole heck of alot of damage, it was more the ability to take a pilot off his game more than anything. They were more of an annoyance. It would rattle your cockpit so much that you could never get a straight shot in and a good opposing pilot could continuously snap off round after round. Usually, it was the pilot who reached range first and was able to get the first volly's off then do a complete fade (in time) that usually won the opening scrimmage.
Granted, the terrain was much different on mpbt as well. It was a flat canvas vs a full blown environmental map.
I don't know about here but for me, the fun was seeing those particular classes engage first in a battle. It was almost gladiatoresque`
Again, I know I use a reference to a now obsolete gaming platform but I feel there is something to be said for the "performance" of ballistics back then and how effective yet not overpowered they were
Edited by LordRush, 16 December 2013 - 10:38 AM.
#14
Posted 16 December 2013 - 10:34 AM
#15
Posted 16 December 2013 - 10:38 AM
Ballistic have been the same for a long time, the previously better weapons got nerfed, which left them up top. I think it's fair to say they won't be at the top for ever. A requirement of proper weapon balancing is actual telemetry, which takes time to collect.
#16
Posted 16 December 2013 - 10:43 AM
Rhent, on 16 December 2013 - 10:32 AM, said:
Dude, I just got over a match where I crossed the hill and I was dead in 2 seconds with the rest of my team. I might as well be playing with 4 PPC stalkers again. Focused damage is killing the game. A lot of people quit over sniper warrior online. A lot more people are quitting over PPC/AC warrior now.
I have played through them all, you died to FOCUSED fire from several 'Mechs? You should be dead is 2 seconds depending on how many Mechs focused on you. I have been playing Atlases and recently a Kintaro, Death happens fast when you blunder into a cluster of enemy. Accept it and you will be better for it.
Have you ever known me to complain cause I died to fast? In a year of play I have actually supported the use of Powerful builds like the 6 PPC stalker. Sure I died t em, but that just made me more mindful of them on the field and to approach them carefully from a flank. Got to a point that I killed them 50% of the time.
Edited by Joseph Mallan, 16 December 2013 - 10:46 AM.
#17
Posted 16 December 2013 - 10:59 AM
Edited by kapusta11, 16 December 2013 - 10:59 AM.
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