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Clan Weapons Balance Proposals


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#1 HammerSwarm

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Posted 18 December 2013 - 12:12 PM

So PGI is free to use these ideas in part or in whole

Firstly let me say thankyou to our PGI overlords, communication and transparency give us a chance to dialogue over prospective features and changes which we think the game sorely needs. Your community is full of smart educated people who want your product to be the best battletech video game ever made, a financial success, and an iconic success. You have the chance to pan the forums like a prospector knee deep in a muddy river looking for nuggets of gold among the other stuff.

Now onto business. I think most of your ideas for clan implementation can be improved or replaced with better suggestions, save one.

I like the idea of longer beam duration for clan lasers as a way to balance their additional damage

SSRMS
The Idea for SSRM 4s and 6s firing in groups of twos is insulting. First you idea that AMS is a hard counter to missiles just makes AMS a tax on weight to survive missiles rather than a trade off and counter to missiles.

Here is a list of ideas to better deal with that:
  • Longer lock on times coupled with faster delock times. This is better because it would still allow for SSRMs to pack a punch while making it harder to lock onto smaller more vulnerable targets.
  • Change the spread/ missile trajectory/ projectile speed. A missile that constantly accelerates to the target and a missile which reaches a cruising speed and hits the target will have different patterns and effectiveness. Because of a missiles trajectory you can have them work differently against moving and stationary targets. Penalizing large slow mechs which probably couldn’t dodge an SRM6 anyways over a speedy light.
  • Also you could limit the effectiveness against moving targets by breaking tracking if the mech breaks lock.
  • Have missiles destruct after flying 180 meters, even if their relative distance to the mech which fired them is less than 180 meters. Allowing mechs of a speed to effectively outrun missiles.
  • You could limit the amount the missiles can correct course to be less corrective than IS missiles. Causing more collisions with geometry and decreased abilities to hit fast agile mechs.
Posted Image

As you can see in the image above because the initial planned rout for my proposed SSRMs pushes them out in a spread pattern, they will then acquire and track the target independantly. Moving at a constant speed they will impact the target at different times depending on where the target has moved in relation to their positions. A mech near the max range for Clan SSRMs might be hit by some while outrunning others because of this forced initial trajectory. In part 2 of the diagram you can see that missile 2 has a longer path to take to hit the target so the impacts would not be at the same time without artificially limiting ROF.

SRMS
Clan SRMS have the same damage/range/heat as their IS counterparts. The divergence in Canon is that the IS ones weight twice as much and take twice the space. It’s clear that cutting weight in half is a big advantage. I think that advantage can be lessened giving clans a slight to no advantage in practical play:
  • Change the pathing, spread of the missiles so that they are more effective at hitting moving targets but for less damage because fewer missiles impact.. this would also spread damage out on large mechs. Additionally small stationary mechs would take less damage as more missiles missed their smaller profile
  • Balance this with Clan Artemis Bringing the spread down to a level of effectiveness between the unguided IS SRM and the Guided IS SRM.

In short Clan missiles would weigh half as much but be balance to do between half and full damage with the skill of the pilot working the missile spread on different targets.

LRMS
The idea that you would change tonnages is an instant no go for many players as it voids the stock builds and forever sets the precedent that this is possible. There are again many ways to balance Clan LRMs as is without mucking up the statistics from table top.

Here is a list of better ideas:
  • Change the missile flight pattern so that fewer missiles impact targets closing the gap between the IS version and the Clan version but if 2 mechs are standing in close proximity more damage would be done to the second mech damaged by collateral damage.
  • Change missile flight speed so AMS is more effective.
  • Change trajectory to make cover more or less effective.
  • Change locking times based on range, the clan launcher would take longer to lock on the shorter the range to target. Longer lock times under 180 meters would also make it lesse effective than simply being a giant streak launcher.
  • I also reject the idea of dynamically scaling missile damage. You could change lots of things about the weapons that wouldn’t affect the damage done by an exploding warhead.
  • Put a soft minimum range on the weapon where firing inside that range could ignite the ammo in the weapon causing damage to that that weapon. something like 20 meters. This would reflect that the weapons have no safeties
  • Increase the spread at short range so that if the weapons are fired within 180 meters they don’t all converge on the target instantly. Spread them out causing some to miss and the damage to be largely spread over the mech..
Other weapons with direct equivalents:

Some weapons you don’t have to worry about like the LB-2X or the UA/C 10 because they don’t exist in the IS yet. Some you do like the ER large laser. Pulse Lasers. PPCs.

ER lasers - In lore the clan versions are better. Unquestionably. What could we do within our game to mitigate that?

PGI proffered the suggestion of extended beam duration and I suggest that this is a good start.
I’d add to that:
  • Reduce the maximum range to the stated number. Clan weapons would do 100% damage out to exactly the range listed and then stop. IS weapons would function as normal out to 200% weapons range and fall off like they do now. This would give each a trade off. IS weapons would have an advantage between 100% of clan range and 200% of IS range where their weapons would work and clan weapons would not.
  • Have heat tick up over the duration of the beam and not dissipate until the beam has stopped. This could overheat your mech cutting your beam short and would make the most out of the equivalent heat because it would be 8 heat when the beam stopped after 1.25 seconds. Instead of 8 heat dissipating from the moment the gun is fired.
ERPPCs - Totally better in lore because the same weapon weighs less takes up fewer spots and does 5 more damage!


This is mitigatable in several ways:
  • Longer recycle time to normalize the DPS
  • Charge up time similar to the gauss rifle but on a different timer to prevent abuse. Could have a capacitor overload(JAM) mechanic where it takes additional recycle time if they are charged and you don’t fire them.
  • A similar maximum range component as above. IS ERPPC works to 1620 meters before falling to zero damage, the Clan ERRPPC does more damage up to 810 meters but falls off to nothing by 900 meters.
Pulse Lasers - One of the more totally overpowered weapons. just has double the range as an IS pulse laser.


I would start by increasing beam duration to reflect the additional damage. An IS medium pulse laser does 6 damage in .75 seconds. A Clan mpl should burn for .875 do deliver 7 damage. That covers the damage but what about the ranges?

This is an instance where I would support changing the max range to a 50% increase rather than a 100% increase. Then you could cap the total maximum range there and have IS pulse lasers continue to die out to 200% of range. Giving them slightly more reach at a reduced damage.

UA/Cs and LB-Xs are tricky.
The IS UA/C 5 and the Clan UA/C are very similar, The clan version is smaller, and weighs less. It has a nominal range increase which I don’t care about. You can normalize the weight difference in the aggregate. Pretend you had 2 IS A/C 5 it’s 10, but you could carry 3 Clan UA/C 5s in 10 tons. So if you increase the recycle time so that 3 Clan UA/C 5s have the same damage per second as 2 IS UAC 5s you have very different weapons.

If you are looking for further distinction have the Clan versions fire streaks of shells similar to other mech warrior games.

in The LB-X lines you have similar differentials but the weapons are closer than you think. So the tweaking would be smaller.

The Gauss is also a sticking point:
I’d balance them in the aggregate again so that the DPS is the same even if an individual weapon is better for weight/space.

A few more things.
The critical slots on almost all of the clan weapons are less than those of the IS versions. I would balance this as so. When firing at an exposed body part after armor is stripped I would take the number of open and filled critical slots and leverage that to find out if a piece of equipment is hit or the internal structure. If you shot a side torso with 4 IS DHS you’d hit one of those before doing any damage to the internal structure of that point, but if you had clan DHS you’d hit the heatsinks only 1/3 of the time and have an easier time destroying the body part and all of the equipment mounted on it.

Endosteel, Ferro Fibrous Armor, XL engines, etc. would simply be ignored and those shots would go through to the internal structure.

This would give IS mechs a durability edge because they would likely have more critical slots filled with larger equipment and that would lead to enhanced internal durability.

ECM, Beagle, Other things like these.
Give the IS more functionality for their size and tonnage. For example the IS beagle could detect powered down mechs while the Clan one couldn’t because clanners don’t use such cheap strategies. or whatever fluff you need to sell it to the fan boys.

Clan ECM could have a few second delay when changing modes where it neither disrupts nor jams enemy radar. thus giving the IS one additional functionality.

Edited by HammerSwarm, 18 December 2013 - 12:15 PM.


#2 OneEyed Jack

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Posted 18 December 2013 - 12:16 PM

I got as far as Clan Streaks having 180m max range and firing BEFORE locking, before giving it up as a lost cause.

#3 TheCaptainJZ

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Posted 18 December 2013 - 12:26 PM

These ideas sound pretty good.

For LRM's I'd say you can't lock a target under 180, but you can dumbfire the missiles and do damage. Not sure if that solves the problem, but it doesn't add to it at least.

Edit: Other ways to balance weapons: Let the components have less health or have a higher % of blowing up, even if there's no lore to back them. Clan tech becomes better, but riskier.

Edited by TheCaptainJZ, 18 December 2013 - 12:28 PM.


#4 Sepulchritude

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Posted 18 December 2013 - 12:50 PM

Clan weapons should require more player skill to get their max effect.

Lasers: As above. Best solution by far is a longer beam duration.
Pulse Lasers: Difficult. I'd say a longer duration as well or possibly a slight quiver of the beam between pulses, so it scatters minutely (based on range)
SRMs: Add a visible accelleration phase to the SRMs, making some shots harder.
LRMs: Flatten their trajectory, making indirect fire worse. Increase lock-on times, decrease time it takes to lose a lock.
ER PPC: Increase recharge time to compensate for increased damage.
Clan ACs/UAC: Add recoil that throws off your aim slightly, but more the more ACs you have or the higher your ROF. It'll jerk the arm or torso slightly, unless compensated for.
Clan Gauss: Increase the 'charge up' time slightly.
Clan LBX: No changes. Possibly slightly slower ROF than equivilent IS Models.

#5 HammerSwarm

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Posted 18 December 2013 - 01:18 PM

View PostOneEyed Jack, on 18 December 2013 - 12:16 PM, said:

I got as far as Clan Streaks having 180m max range and firing BEFORE locking, before giving it up as a lost cause.


You err must not have read it at all...cause I don't recall saying firing without a lock for either SSRMS or LRMS

#6 Nothing Whatsoever

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Posted 18 December 2013 - 01:20 PM

I agree that changing tonnage as described in the Command Chair post is a bad idea, but I have different ideas for the weapons.

SSRMS
I wouldn't have all that, if anything reduce damage back to 2.0 damage per missile and have a longer cooldown than SRMs to lower DPS maybe. They should work like current SSRMs only firing with a lock to their max range (which happens to be 360 M) and targeting the bones.

And any limits will need to come more from how the Omni Pods will be setup to control boating, and there still are heat and even heat scale penalties to also modify them.

SRMS
If they have the same hit reg as current SRMs I'd leave these alone more or less, the weight savings aren't enough to need to nerf them.

These should be treated the same as SSRMs with any limits, since the comparison for these weapons should be more against Clan SSRMs that IS tech.

LRMS
They should function like IS LRMs. I'd keep the damage at 1.0 per missile and consider keeping ammo limited to 120 missiles per ton. If we keep the current speed of 120 m/s and have good hardpoint limits, these should end up being okay too.

Other weapons with direct equivalents:

I'd like to see Clan Energy workout close to these numbers:

Posted Image

With heat, heat retention and heat scale penalties as hit-scan weapons they shouldn't be problematic keeping much of their original numbers with the right setup for beam duration and cooldown.


ERPPCs
There are also fewer crit slots available for DHS, and we have similar ideas.

A different one is to break up the 15 damage into smaller packages like a burst fire ballistic. So have it fire three projectiles doing 5 damage each with a short delay before the regular cooldown. With their high heat and the use of heat retention and heat scale penalties these remain lethal but hopefully not too powerful.

Pulse Lasers
I'd limit them with heat and have them fire more pulses that the single beam of IS Pulse Lasers, similar to how Clan ERPPCs could be balanced.

UA/Cs, LB-Xs and Gauss
It would be nice to have some variety with ballistic weapons
Spoiler


and they can be limited by keeping BT's ranges, lower ammo count per ton if necessary, the table shows ammo equal to current numbers.

If LB X ACs stay as only shotgun rounds then they should be fine. Ultras if they behave like current UAC/5 then should be okay too. Gauss could be tried as a burst fire or lengthen the cooldown

A few more things
It would be better to look to either keeping armor values fixed as mentioned in the Command Chair post and then how the hitboxes will be setup. If the Clan mechs are glass cannons since they are easy to core like Dragons, Catapults and Cataphracts then they should be okay.

But if they end up being rather rugged like Stalkers then maybe consider using the existing Crit Damage system as suggested.

ECM, Beagle, Other things like these
I dunno, the big one is going to be the Targeting Computer (aside from figuring out how ECM would be different) that the Clans used. With the game as it is, I have no idea how to make changes here since we can easily land our shot exactly were we want them and ECM is basically more Angel than Guardian anyway from what I understand.

And the rest of the equipment is supposed to be better than IS tech, but maybe the the one bonus to that should stay equal as IS could be lock-on times, otherwise tweaks like range shouldn't be an issue with the current sizes of maps for example.

#7 HammerSwarm

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Posted 18 December 2013 - 01:24 PM

View PostSepulchritude, on 18 December 2013 - 12:50 PM, said:

Pulse Lasers: Difficult. I'd say a longer duration as well or possibly a slight quiver of the beam between pulses, so it scatters minutely (based on range)


I can't support any "Cones of fire" this is a game device out of control to the user, and thus beyond skill. Lasers are hard enough to hold steady that having them jumping all over a cone would just make that worse. Increased beam duration would change that up slightly giving you more time to spread the damage around a moving target.

#8 Tombstoner

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Posted 18 December 2013 - 01:55 PM

View PostHammerSwarm, on 18 December 2013 - 01:24 PM, said:


I can't support any "Cones of fire" this is a game device out of control to the user, and thus beyond skill. Lasers are hard enough to hold steady that having them jumping all over a cone would just make that worse. Increased beam duration would change that up slightly giving you more time to spread the damage around a moving target.


What if both versions where added to the game such that damage, heat, tonnage, space are the same but game mechanics are different. you get to play how you want with NO RNG and we can use RNG as we wish.

Edited by Tombstoner, 18 December 2013 - 01:56 PM.


#9 CtrlAltWheee

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Posted 18 December 2013 - 02:00 PM

Lot of good ideas here. Agree changing weight values is unnecessary.

I favor adjusting rate of fire the most. Encouraging decisive, skill-based play for the clans.

For clan autocannons, having it be a case of diverging technology is really interesting. And interesting lore-wise. If the clan versions are different at a more basic level -- burst-fire, for example -- that sounds fun.

Think your lrm suggestion about adjusting trajectory is great. Fun way to create gameplay differences between factions. RoF can play a part here also.

The laser adjustments I am less in favor of. It's such a huge expansion of the game that PGI will *need* to do public test realm builds.

#10 Sable

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Posted 18 December 2013 - 02:21 PM

All the suggestions i read about clan tech in this thread are horrible alternatives to what they already outlined. Why should clan SSRM's which are superior in tracking, function worse than Inner Sphere SSRMs which are "old technology"? Why would Clan technology with more advanced tracking computers lose missile locks quicker than 300 year old Inner sphere computers? Why would more advanced missile systems be less manuverable and make "less course corrections" than the Inner sphere missiles. It just doesn't fit into the lore in any way.

All your suggestions serve to make clan tech worse than IS tech. You don't seek balance with your "suggestions" you only seem to be interested in nerfing the clans into the ground.

#11 HammerSwarm

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Posted 19 December 2013 - 07:05 AM

View PostSable, on 18 December 2013 - 02:21 PM, said:

All the suggestions i read about clan tech in this thread are horrible alternatives to what they already outlined. Why should clan SSRM's which are superior in tracking, function worse than Inner Sphere SSRMs which are "old technology"? Why would Clan technology with more advanced tracking computers lose missile locks quicker than 300 year old Inner sphere computers? Why would more advanced missile systems be less manuverable and make "less course corrections" than the Inner sphere missiles. It just doesn't fit into the lore in any way.

All your suggestions serve to make clan tech worse than IS tech. You don't seek balance with your "suggestions" you only seem to be interested in nerfing the clans into the ground.



Take your chess board out and replace all of the unique white pieces with pawns. Now replace all of the black pawns with unique pieces. Now play against a friend. That wasn't much fun was it?

I am seeking to balance an unbalanced system.Clan Tech in TT is better. It's not a debate, or a discussion, it's a fact.

You can't simply inject a new class of superior weapons into the game without making the game an arms race to get to those new weapons. This is what happened in table top. This is what happens in every video game featuring IS and clan tech.

Without BV and team balancing for competitive play we're boned. And all of the pug players are basically boned. If you think match maker is slow now wait until you have 4x clan A/C 20 mechs running around. ROFL. Assuming clan tech were implemented and was as much better in MWO as it were int able top, would you use IS tech? Would anyone?

You also have to think of the new player who starts at zero. even with premium time and a recruit bonus, and a hero mech you can only get to like 20-25 million c-bills? Enjoy getting all 3 Daishi's at 30+ million cbills a pop to compete!

Further table top had rules by which the clans had to play, good luck enforcing that.

So I am trying to work with what I have to provide the devs with ideas which don't:
  • Ruin the in game experience for people without clan tech
  • Involve stupid ghost heat penalties
  • Changing the tonnage of weapons
  • Making clan tech ubiquitous
  • Making clan tech indistinguishable
Sorry you didn't like my suggestion. If as I gathered that your suggestion was 100% canon stats, might I suggest you just play table top?





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