Edited by NullZeal, 29 July 2014 - 05:25 PM.


The Gauss / Particle Projection Directive - Feedback
#121
Posted 29 July 2014 - 05:22 PM
#122
Posted 29 July 2014 - 05:23 PM
I knew Paul was awful at his job...
...but I never knew he was this immensely daft.
He is attempting to break more weapons and ultmately fun because he fails to get to the CORE of the issues.
Pin point front loaded damage.
Fix convergence with some type of alpha strike accuracy penalty and everything is solved.
But no, lets keep on with ghost heat and weapon nerfes, etc.
There is no way this post can be serious, I refuse to believe this team (and person in charge of weapon/equipment balance) is that obtuse.
#123
Posted 29 July 2014 - 05:24 PM
Homeless Bill, on 29 July 2014 - 03:42 PM, said:
X2. If MechWarrior 2 can do it, I can only assume a game in 2014 can do it better. Pinpoint damage is ultimately the root of all evil in this game and what brought about the ghost heat system. Don't let it be the cause of another complicated fix.
#124
Posted 29 July 2014 - 05:25 PM
#125
Posted 29 July 2014 - 05:25 PM
SLDF DeathlyEyes, on 29 July 2014 - 05:22 PM, said:
I agree my best Timber is actually dual ER-PPCs and quad SRMs, no JJs
#126
Posted 29 July 2014 - 05:26 PM
#127
Posted 29 July 2014 - 05:26 PM
I have no problem with Gauss PPC being a "potent" combo weapon synergy. The opinion that I share is the one that many others have voiced in saying that the biggest issue with PPC gauss isn't the fact that its potent as a one time hit, but that it can keep those hits coming at a rate that is similar to many other weapon builds in the game. Which means that it can not just keep pace in the effective dps of the frame, but also have the added bonus of pin point damage added on top of it.
I would like to see a 1- 2 second cool down increased to the PPC to slot the weapon into more of a support / long range role then to add an extra layer of complexity to track in addition to everything that is going on.
This will keep the combo potent as a one time hit combo, but should curb the overall DPS of the frames down a bit so these combos would accel at long range as they do now, but they wouldn't be able to keep pace with brawling weapons up close. Which is currently the bigger problem is that this build is effective at all ranges. Not the pin point damage itself.
If mounting these weapons opened up attack windows to punish up close, I think it would do more for not just the gauss PPC combo, but also the overall role of the PPC itself in this game, which currently is the most versitile weapon in the game at the moment due to it being both good at long range and in a brawl.
I'm open to the suggested ideas that have been presented here. But I feel like a simpler solution to give the PPC a more defined role rather then shoe horn a handful of builds would do much more for the game.
If it did come to the options presented here, I personally like the "energy draw" option, but if the projectile speed version is chosen, I would prefer a modified version of the projectile speed option:
I'm not the biggest fan of the slowing down of projectile speed is mostly because I feel that doing so would hurt the PPC and the ER PPC as a long range weapon option.
When a mech has only laser hard points, the PPC / ER PPC are some of their most solid long range weapon options, and the PPC itself is meat as a long range support weapon. Bringing down their projectile speed to bring in their accuracy at range I feel is the wrong move when this is literally one of the only options next to the ER LL for a ranged energy option in the game.
A better solution would be to "split the difference" by only marginally decreasing the PPC speed so it still remains effective at range, but INCREASING the Gauss rifle shot even faster then it currently is. This should hopefully give you the desync you need without removing the PPC as a ranged weapon option (especially if people are equipping the high heat ER version. )
#128
Posted 29 July 2014 - 05:26 PM
This solution preserves the impact of the weapon systems when used solo. PPCs don't need any more nerfs. Further, treating the mech weapon 'capacitor' as finite would also allow for more tweaking of the gauss charge mechanic on its own - again, without affecting users of PPCs or combinations.
#129
Posted 29 July 2014 - 05:27 PM
Dropping speed to half on the PPC/ERPPC will sync them with AC10/20. That's trading one problem for another. Moreover, it makes PPC/ERPPC far less usable for long-range combat. The obvious outcome of this is a mass migration to ER Large Lasers for energy snipers.
Somehow, I don't think that's ideal, either. Plus, it punishes a lot of mech builds that were never a problem.
The charging solution on the other hand does seem to attack the problem head-on, but I am not sure if it will work as well as hoped for. I'd far prefer to try that one out over having the PPC speed nerfed, though.
I should point out that ghost heat could be used to combat this, too, though. By linking gauss and ppcs. It wouldn't prevent people from firing, but it would punish them for doing so. Probably doesn't save certain mechs from being obliterated if fully hit, though.
And... that energy idea that's being floated around is worth looking into, too.
Finally, may I suggest that if heat threshold goes over 200% or so the overheating mech instantly explodes before the weapons fire?

#130
Posted 29 July 2014 - 05:28 PM
#131
Posted 29 July 2014 - 05:28 PM
Shame on us, we've guaranteed this to happen now.
#132
Posted 29 July 2014 - 05:29 PM
The Gauss rifle will get an advantage from this, but it will make a huge difference to PPC based alphas, and that 2 ERPPC 2 Gauss DWF will overheat in one alpha.
It is the best solution, and will add a lot of fun to the game, despite the inevitable initial whinging.
#133
Posted 29 July 2014 - 05:31 PM
That said, I'd rather PGI simply short-circuit the entire problem. There are a few ways to do that, ideally combining all of them:
1 - Implement PPC damage arcing for all PPCs. Shift the cERPPC to 9/3/3, and the ERPPC and PPC to 6/2/2. [This drastically reduces the pain of a PPC/Other combo volley, without necessarily losing any damage, simply spreading it out.]
2 - Increase the cooldown of the PPC/ERPPC to 5s, and the Gauss to 6. Remove the Gauss charge mechanic. The 2-Gauss limit can remain. [This reduces the effectiveness of both weapons in a brawl without signifcantly impacting their long-range punch, while making the Gauss much easier to use; IMO the pre-existing fragility and exposiveness of the Gauss are sufficient to balance it without requiring a charge mechanic.]
3 - Implement Dynamic Precision Reduction, based on heat %, throttle %, and stability state. [This is mostly for the PPC/ERPPC/cERPPC, but would be an overall improvement in balance across the board.]
4 - Implement Koniving's Variant-based armor rework. [Many, if not most, of the strongest PPC/Other variants have weaker stock armor than other variants. This rework would allow variants that should have better armor in exchange for their lower firepower/mobility to retain that advantage, which our current system eliminates. PPC/Other variants would pay for their firepower by being noticeably more fragile than their competitors.]
#134
Posted 29 July 2014 - 05:34 PM
mwhighlander, on 29 July 2014 - 05:23 PM, said:
I knew Paul was awful at his job...
...but I never knew he was this immensely daft.
He is attempting to break more weapons and ultmately fun because he fails to get to the CORE of the issues.
Pin point front loaded damage.
Fix convergence with some type of alpha strike accuracy penalty and everything is solved.
But no, lets keep on with ghost heat and weapon nerfes, etc.
There is no way this post can be serious, I refuse to believe this team (and person in charge of weapon/equipment balance) is that obtuse.
Can we start a Kickstarter to pay PGI to pay someone else to do Paul's job since he clearly cannot be removed. No matter how many times he messes up his job is safe.
Launch module failure.
UI 2.0
Convergence leading to certain chassis being better than others.
Underpowered Lasers. This issue is rather complex. My point of view is that because lasers have such long duration, other weapons with front loaded damage are far better. Mechs using AC+PPC+Gauss don't need to expose themselves for as long as laser mechs. Shortening this duration could solve this. This is just my personal take to the situation and my solution. There are others. I am just trying to point out that this issue exists.
Overpowered Artillery+Air strikes.
Ghost Heat
LRMageddon 1+2
Underpowered SRMs
Hill Climb mechanic making jump capable mechs nearly a necessity.
Cool Shots
3rd Person
LRM vs ECM, narc (no longer falls off with damage getting narc'd on caustic is a near death sentence), tag, target decay, target decay module vs radar deprivation module.
UAC buff and then subsequent nerf. Coincidentally mechs taking advantage of UACs were on sale at the time.
The shift from 8 to 12 man queue. This created performance issues, and decreased time to kill by creating massive balls of death.
New spawns leading to more PUGs running in to their death by themselves.
No respawn game option for casual play.
Turrets preventing movement on small maps such as River City and Caustic Valley.
Poorly designed maps. Alpine has no way for brawlers to move around. Other maps are designed in a way that only a few paths exist (Tera Therma).
Maps too small for the current player count.
Many near useless chassis, at least at higher competitive levels. This is because there is no battle value feature. Not all tonnage is created equal. This is also requiring the clans to be balanced in ways they shouldn't.
Clan lasers are less accurate than Inner Sphere lasers (longer duration)
Instead of solving the DPS issue of the Gauss rifle a charge mechanic was added to it making the weapon harder to use by newer players. Experienced players have no problem syncing ppc and gauss. A better mechanic would have been to simply increase the recycle duration.
Lack of any tutorial until very recently
Edited by SLDF DeathlyEyes, 29 July 2014 - 05:37 PM.
#135
Posted 29 July 2014 - 05:36 PM
I really like homeless bill's solution and I think it warrants your attention and a response as to why you aren't investigation better options. You are constantly fixing your fixes without looking at the bigger problem.
#136
Posted 29 July 2014 - 05:37 PM
#138
Posted 29 July 2014 - 05:43 PM
Adiuvo, on 29 July 2014 - 04:10 PM, said:
Just because it's a tabletop rule does not mean it should not be implemented. It would do more to fix the pinpoint problem than any of these overly complex and ultimately ****** nerfs that PGI has implemented.
#139
Posted 29 July 2014 - 05:46 PM
Nikolai Lubkiewicz, on 29 July 2014 - 10:53 AM, said:
Please let us know which of Paul's ideas to balance PPC+Gauss you would prefer to see in-game!
I'm just so incredibly against slowing PPC's down any further. You already have to lead by a full postcode to score a hit on anything other than a DireWolf at range. PPC's by themselves are fine, it's when they get added to huge pinpoint sandwiches with Gauss and big AC's that they become a problem. Let's see how the pinpoint changes go before we start toying with PPC's any more. IMHO of course.
#140
Posted 29 July 2014 - 05:46 PM
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