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Why You Are Wrong: Mwo Balance Edition

Balance General Gameplay

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#101 Grimmrog

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Posted 02 June 2014 - 04:57 AM

View PostmoneyBURNER, on 29 May 2014 - 06:03 AM, said:

I offered a simple/lazy solution to discourage alphastrikes without having to implement any new convergence system: repurpose the ghost heat mechanic from heat to stress damage.

Firing multiple large weapons simultaneously would weaken a mech's internal structure and cause scaling damage with an increasing chance of various kinds of failures, due to excessive recoil, energy overload, etc. Each and every alphastrike would carry a risk. The bigger the alpha, the more damage would be incurred to various components. Cockpit messages could provide warnings of impending failures.

There are lots of possibilities for how such a system could be fleshed out.

Or PGI could finally grasp the validity of a low capacity/high dissipation heat scale.


would then lead to gauss only buils since they have high pin point damage but rarley any heat.

#102 Tombstoner

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Posted 02 June 2014 - 06:42 AM

Increasing the hit locations to represent the underlying critical slots is a reasonable Idea. Since all mechs for whatever reason all have the same number of slots. It's a mech design rule carried over from TT. The hard part would be slicing up the mech surface in such a way that doesn't favor any one hit location more or lest than any other between mechs.

The question then is what to do about the armor? leave it the same for all hit locations.... that would in effect make armor about 32 slots/11 hit locations = ~3x times stronger. Some think a 10% increase in armor for assaults is a bad idea.

The other is to divide the armor evenly across all locations and that effectively lowers armor. 11/32 = ~1/3 normal effectiveness.

Shot placement would definitely mater but for an atlas that has 120 armor on the front and 12 location for 12 points each it would be penetrated and crit hit buy 3 medium lasers.

This would radically alter mech design rules and some people cant handle or dont like for personal reasons simply scaling armor by mech size.

#103 Jam the Bam

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Posted 03 June 2014 - 12:41 PM

View PostAgent of Change, on 02 June 2014 - 04:57 AM, said:



I weighed being able to adjust in game when i pitched this, but in the end I'm against it for a couple reasons. The is first is on canonical grounds, there just wasn't a lot of "on the fly" adjustment of Mech in BT and certainly not a routine thing in the midst of battle, you configure your mech before the drop and that takes foresight, and planning as to what you think you will need. Functionally If you want to alpha snipe then set your convergence far out and deal with the consequences if some one gets close.The second is on the grounds that if it is adjustable on the fly it means it can be macro'd, which means you simply replace the game doing it automatically for a script that is manually run and you mostly end up back where we started.

I see where you are coming from but I don't see much benefit re: "fixing convergence" in a system where you can adjust convergence distance on the fly. I'm a big fan of drawbacks along with benefits, If you want to over specialize there had better be some down side to it.


Hmm I hadn't thought about Macro's, thats a good point. My only concern is for newer players who might get confused by the fact that their weapons are converging at an odd point, it would need to be very well explained. Though generally I'm against anything outside of your build which gimps you in game, this could really screw you up if you end up in the wrong map.

#104 IraqiWalker

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Posted 03 June 2014 - 05:37 PM

View PostTombstoner, on 02 June 2014 - 06:42 AM, said:

Increasing the hit locations to represent the underlying critical slots is a reasonable Idea. Since all mechs for whatever reason all have the same number of slots. It's a mech design rule carried over from TT. The hard part would be slicing up the mech surface in such a way that doesn't favor any one hit location more or lest than any other between mechs.


Mechs don't all have the same number of slots actually. For Example, the LCT-1M has 57 free slots, when fully stripped. The AWS-8Q has 54.

#105 Joseph Mallan

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Posted 04 June 2014 - 03:30 AM

View PostIraqiWalker, on 03 June 2014 - 05:37 PM, said:


Mechs don't all have the same number of slots actually. For Example, the LCT-1M has 57 free slots, when fully stripped. The AWS-8Q has 54.

:) Come again?

Oh... Locusts have no lower/hand actuators an Awesome has those on the left arm! :blush:

Edited by Joseph Mallan, 04 June 2014 - 07:57 AM.


#106 Tombstoner

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Posted 04 June 2014 - 05:21 AM

View PostIraqiWalker, on 03 June 2014 - 05:37 PM, said:


Mechs don't all have the same number of slots actually. For Example, the LCT-1M has 57 free slots, when fully stripped. The AWS-8Q has 54.

same number over all, just not the same available for stuff we care about.

#107 Obelus

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Posted 04 June 2014 - 05:44 AM

I think the weakness with the OPs argument is it's based on the belief that mechs die too quickly.

I don't not see current mech fragility/toughness or pinpoint damage as a significant problem.

Edited by Obelus, 04 June 2014 - 05:47 AM.


#108 Tombstoner

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Posted 04 June 2014 - 07:53 AM

View PostObelus, on 04 June 2014 - 05:44 AM, said:

I think the weakness with the OPs argument is it's based on the belief that mechs die too quickly.

I don't not see current mech fragility/toughness or pinpoint damage as a significant problem.


PGI and many forum posters disagree but TTK is a subjective element. Base TTK was derived from TT and ported into MWO. when that happened TTK was shortened due to PIN point damage and how speed interacts with mech size. TTK was distorted across all mech sizes due to artwork. hence my desire to scale mech armor by mech size and correct for this imbalance.

#109 Joseph Mallan

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Posted 04 June 2014 - 07:57 AM

View PostTombstoner, on 04 June 2014 - 07:53 AM, said:


PGI and many forum posters disagree but TTK is a subjective element. Base TTK was derived from TT and ported into MWO. when that happened TTK was shortened due to PIN point damage and how speed interacts with mech size. TTK was distorted across all mech sizes due to artwork. hence my desire to scale mech armor by mech size and correct for this imbalance.

On TT a company of Mechs can die in 10 turns or a bit under 2 minutes so 8.3 seconds per Mech on average. And often did on our table.

#110 SpiralRazor

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Posted 04 June 2014 - 08:24 AM

View PostDeathlike, on 28 May 2014 - 11:55 AM, said:

Get used to it. They are struggling with the netcode/HSR as it is, so until they can make that work (because pinpoint was done in order to make "the netcode easier to deal with stuff"), then... good luck with that.



How is it that Star Citizen, using the same engine, has no issues with hit detection?

#111 Tombstoner

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Posted 04 June 2014 - 01:47 PM

View PostJoseph Mallan, on 04 June 2014 - 07:57 AM, said:

On TT a company of Mechs can die in 10 turns or a bit under 2 minutes so 8.3 seconds per Mech on average. And often did on our table.

what kind of mechs typically die first in your games... the lights or the assaults.... in MWO its the mediums IMO. unless the lights are not careful. its the rush to peek a boo first and get cored cresting a ridge.

There are so many variables between TT and MWO that i focused on damage distribution for TT it's more efficient and point for point of incoming damage the TTK should be longer in TT then in MWO for fixed incoming damage. Hit rates between TT and MWO is skill dependent. i presume that hit frequency is higher for large targets in MWO then TT and lower for small fast targets in MWO then in TT leading to altered TTK's leading to my premis that TTK in TT was shortened and distorted for MWO.

Edited by Tombstoner, 04 June 2014 - 01:49 PM.


#112 IraqiWalker

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Posted 04 June 2014 - 02:35 PM

View PostJoseph Mallan, on 04 June 2014 - 07:57 AM, said:

On TT a company of Mechs can die in 10 turns or a bit under 2 minutes so 8.3 seconds per Mech on average. And often did on our table.

^^ THIS! So much this!

People hear "Atlas, 100 tons" and think it should take 2 weeks to bring it down, without realizing that destructive technology will always outscale protection. Right now, the most protective thing we an put on the heaviest armored tanks we can get will shield them from a lot, but it won't protect them from a nuke. Destruction always eclipses protection.

That's with TT's you can't aim all weapons at one point rule, btw. So you always had wasted shots that went where you didn't want them to.

View PostSpiralRazor, on 04 June 2014 - 08:24 AM, said:



How is it that Star Citizen, using the same engine, has no issues with hit detection?

None of that stuff is as to scale, as MW:O is. Plus, sky boxes are easy to work with, and your real vision line isn't up to 3+ kilometers

Also, I think we still have a memory leak.

#113 12Breacher

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Posted 04 June 2014 - 03:20 PM

This is what it feels like here most of the time

Posted Image

#114 Lykaon

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Posted 04 June 2014 - 03:43 PM

View PostAgent of Change, on 30 May 2014 - 04:28 AM, said:

I think your point is interesting but I want to specifically address you primary supporting point about FLD. The fact of the matter is that not every weapon is created equal but a small number of weapons significantly out perform everything else disproportionately because of the convergence as it stands.

In a situation where you didn't have Auto-convergence with every shot the appeal of the FLD from a handful of weapons reduces because it's not as precise and there is a whole lot of eggs in some small baskets. lasers with DoT and the ability to correct aim to "waste" less damage get upped a notch.

I do think armor needs to be looked at, that heat needs to be revisited, but convergence that perfect instant always on convergence remains the largest single bug-a-boo for balance.



You are not digging deep enough into root causes and their effects if you think convergence is the core issue at hand.

The FLD damage application method is.Any weapon with the capacity to deal 100% of its damage to a singular location at a singular moment has a huge advantage over other damage application methods.

1) Always concentrates damage.
2) Can be snap fired and thus ideal for poptart/poke and shoot vastly reducing exposure to counter fire.
3) Allows for no active defense on the part of the target after the initial hit.Unlike a laser that allows a target to manuver after the initial hit to disperse damage.

A singular firing of a singular FLD weapon is still a superior damage application method so convergence is not at all connected to the superiority of the FLD mechanics.Instant convergence is however the reasom players groupfire loads of FLD weapons as an Alpha Strike.

So if all weapons were not instantly converging then all weapons would be equally "nerfed" leaving FLD still the superior mechanic and the new meta will be chainfire via macro FLD weapons while the rest of the weapons continue to be second or third class junk.

And 4 the most important point I need to make FLD produces effects that the armor mechanics were never suppose to be exposed to as a matter of common course.

The armor mechanics used for MWo are so closely derived from the Battletech table top game that they have inherited the weaknesses of those mechanics.

At it's core both mechanics use the same rules X amount of internal structure allows for up to Y amount of armor that is double the value of X.Once X+Y are depleted the body segment is destroyed.If X+Y of the CT or head (side torsos if XL engines) the mech is destroyed.

That is a very basic in the nutshell on the how armor works in both table top and MWo.

Now here is where it breaks...

The table top game used a supporting structure of additional game mechanics to isolate the armor mechanics from effects that triggered mechanics failure.

I will list a few the table top used.

Individual to hit rolls for each weapon fired in a turn.This decreased the volume of weapon fire recieved by a target in any single game turn.The armor mechanics would under these circumstances not be exposed to very high volumes of damage unless there was a severe discrepency between volume of weapon fire (10+ medium lasers) and value of armor (20 ton mech with 60 armor points in total) Or one mech facing a firing squad of several heavily armed mechs.

In MWo volume of fire that connects is a factor of player reflexes and aim and is significantly higher than the random dice rolls in the table top allowed for.Seeing how random dice rolling would utterly suck for this video game I am not suggesting we use that mechanic my point is NO mechanic was used to substitute and as a result the armor mechanics were exposed to a failure threshold effect on a regular bases in MWo.(groupfire and instant convergence magnify this effect but it still is in effect when weapons are fired sigularly)

Next we have in the table top game the armor mechanics were also supported by random hit locations for damage that hit a target.A player in the table top game could not under normal circumstances pick and choose the spot the weapon would land on.Over here in MWo that is exactaly what we do,we aim for critical body segments like the CT to trigger a target kill event.
The result of this is the armor mechanics are once again exposed to an element it was specificly isolated from in the table top game.The ability to aim with precision at a specific body location vastly depreciates the value of armor located on areas of the mech not being specificly aimed at.I estimate that on average less than 25% of armor not located on the mechs core has any effect on damage absorbtion.The armor located in it's center of mass is pretty much the only armor of any real value for exstending survival under fire.Overall this pretty much halves the effective armor values on battlemechs.

Next we have in the table top game the heat scale to hit roll penalties.As a mech built up excessive heat the mech became more sluggish reducing the opertunities to gain advantagious possition to fire and became less accurate reducing the volume of fire connecting on a target.Over here in MWo our mech performances are at 100% or 0% no gradual degrading of performace as heat builds.This encourages the alpha spam that is so frequent in out current meta.It doesn't matter if I shut down if the damage dealt out was worth it.Since I am no less accurate on the threshold of shutting down that I am at near complete coolness why would I ever reduce my volume of fire? So combining this quirk with FLD alpha strikes we get out current game meta.

FLD weapons are ideal for triggering these failure events.They do not by means of their mechanics ever emulate a support mechanic as many other weapons do.

A few examples.

Lasers and hit scan damage mechanics; A laser fires a brief duration beam at a target the damage is applied to the target at the point of impact of the beam and for the duration of the beam's contact or firing period.
This means several outside elements alter the effectivness of the beam's concentration of damage.
Plus,the additional effect of the hitscan mechanic allows for the target to activley move to disperse damage.
In a way this emulates a support mechanic that is lacking and allows the armor mechanics to function under less stress of failure.

SSRMs actually do use one of the table top game's supporting mechanics.Each Streak missile is assigned a target location that it will apply it's damage to.This repicates a support mechanic present in the table top game and the armor mechanics are not exposed to a failure event.

LB10X fires a dispersed pattern of damage that bu it's nature does not concentrate damage.Smaller tagets benefit more than larger targets but in the end rarely is a single armor location being effected by a singular shot of 100% of an LB10x shot's damage.SRMs are also similar to this effect.

So,instant convergence or not FLD is superior and an out laying mechanic that is not in line with every other damage application method we have in MWo.It seems to me fixing the out laying problem mechanic is better than making everything a problem mechanic.

Once FLD is repaired we can see if convergence is still an issue.

Edited by Lykaon, 04 June 2014 - 03:57 PM.


#115 Mycrus

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Posted 04 June 2014 - 06:40 PM

Devs are the problem. Full stop.

#116 Joseph Mallan

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Posted 05 June 2014 - 03:39 AM

View PostTombstoner, on 04 June 2014 - 01:47 PM, said:

what kind of mechs typically die first in your games... the lights or the assaults.... in MWO its the mediums IMO. unless the lights are not careful. its the rush to peek a boo first and get cored cresting a ridge.

There are so many variables between TT and MWO that i focused on damage distribution for TT it's more efficient and point for point of incoming damage the TTK should be longer in TT then in MWO for fixed incoming damage. Hit rates between TT and MWO is skill dependent. i presume that hit frequency is higher for large targets in MWO then TT and lower for small fast targets in MWO then in TT leading to altered TTK's leading to my premis that TTK in TT was shortened and distorted for MWO.

Assaults! Cause we focused on them first. Then Heavies Unless someone with an AC2 Blackjack showed up! AC2s where some magic crit seeking buggers back in the day.

#117 Tombstoner

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Posted 05 June 2014 - 03:51 AM

View PostJoseph Mallan, on 05 June 2014 - 03:39 AM, said:

Assaults! Cause we focused on them first. Then Heavies Unless someone with an AC2 Blackjack showed up! AC2s where some magic crit seeking buggers back in the day.

A friend of mine loved to use 4x helicopters with 1xac-2's each. 4 roll's to put some damage into somethings back.

We also tried playing a more realistic meta where we had forward and rear staging areas duct taped together with battle force rules.

I hope that you never miss read the clan designation for 2nd line IS mechs whm-4R(c). a friend of min did and fielded a force of 2 clan war hammers and 2 clan marauders all with clan tech. against a company on my IS mechs.... 8 clan erppc's was just OP. fun game, but a one sided slaughter.

#118 Joseph Mallan

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Posted 05 June 2014 - 03:53 AM

View PostTombstoner, on 05 June 2014 - 03:51 AM, said:

A friend of mine loved to use 4x helicopters with 1xac-2's each. 4 roll's to put some damage into somethings back.

We also tried playing a more realistic meta where we had forward and rear staging areas duct taped together with battle force rules.

I hope that you never miss read the clan designation for 2nd line IS mechs whm-4R(c). a friend of min did and fielded a force of 2 clan war hammers and 2 clan marauders all with clan tech. against a company on my IS mechs.... 8 clan erppc's was just OP. fun game, but a one sided slaughter.

Your friends Helos would indeed be a probable prime target then. Love it when players mix it up with wicked out of the box toys!

#119 InspectorG

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Posted 05 June 2014 - 07:17 AM

View PostTombstoner, on 02 June 2014 - 06:42 AM, said:

The hard part would be slicing up the mech surface in such a way that doesn't favor any one hit location more or lest than any other between mechs.




I would leave that alone.
In TT a hunchback didnt have to worry so much about 'losing his hunch, via random hit tables.
MWO could compensate it with offsetting design features: The G is the ballistic hunch so perhaps it torso twists faster/greater twist than the H. Something like that.
Hell, they could go deep with this type of customization. A PPC on a spider? Sure, but turning radius for turning away from the PPC are would likely be larger than turning the other way. I assume a gyro can only do so much...

Most mechs carry the big guns in the right torso. This can be played with from a design standpoint to add variety/depth. Symmetric builds vs. asymmetric builds, etc.

But scaling would have to be addressed, as others have stated.

Overall i think they need to change the pinpoint convergence, many decent solutions have been offered. Will the PGI gods listen?

#120 Tombstoner

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Posted 05 June 2014 - 08:39 AM

View PostInspectorG, on 05 June 2014 - 07:17 AM, said:


But scaling would have to be addressed, as others have stated.

Overall i think they need to change the pinpoint convergence, many decent solutions have been offered. Will the PGI gods listen?

NO, its intimately tied into there design philosophy. Player controlled convergence was a nice idea but a plan B was needed or we get what we have. The game is too far past release for such a significant change. It must be lived with and compensated for. with the right adjustments i think it would work very well, as it is... not so well.

Mech scale and the effect it has on combat needs to be looked at desperately.





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