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The Gauss / Particle Projection Directive - Feedback


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#401 Yokaiko

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Posted 30 July 2014 - 07:43 AM

View PostLivewyr, on 30 July 2014 - 07:38 AM, said:

All this talk.. for a solution so simple:

6-7 Cooldown PPCs...

bring them if you so desire, but in close range you have but two choices:

A: Hope you brought backup weapons.
B: Cry.


Yeah so, ER-large laser much? Because they are going to be everywhere.

#402 Lala Satalin Deviluke

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Posted 30 July 2014 - 07:44 AM

View PostNicholas Carlyle, on 30 July 2014 - 07:27 AM, said:


That's not a solution, that's putting your head into the sand and ignoring the problem.

There was no problem, till this thread appeared. (c) Diggitaly yours Captain Obviuos

#403 Bilbo

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Posted 30 July 2014 - 07:46 AM

View PostYokaiko, on 30 July 2014 - 07:43 AM, said:



Yeah so, ER-large laser much? Because they are going to be everywhere.

I'd much rather see those than what we have now.

#404 PhoenixFire55

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Posted 30 July 2014 - 07:47 AM

View PostNicholas Carlyle, on 30 July 2014 - 07:22 AM, said:

Do you not understand how chain firing would INCREASE usage of multiple weapons types?


The only weapon that retains its current efficiency with enforced chain-firing are LRMs. Period. You can argue about AMS all you want, 23 out of 24 mechs I see in every game do NOT have AMS, just because it is useless against any significant number or LRMs (>30). ALL other weapons except LRMs will be worse. Now you can stop pretending you care about game balance one bit. And if you actually watched any of the competitive matches you'd see that SRMs and AC20s are what rule the field. PPCs and Gauss rifles have been nerfed to oblivion long ago.

#405 NoClass

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Posted 30 July 2014 - 07:48 AM

View PostCathy, on 30 July 2014 - 07:29 AM, said:

If I had to chose one, I'd pick the staggered firing, rather than reduce the speed of PPC.

But it still remains a twitcher game.

I'd rather see something representing the weak targeting systems of the real battle tech universe, but we all know how popular a cone fire system that reduces size with pilot skill and range is with the twitch crowd

Can't possibly have something canon, that might impact the e-sport crowd


Didn't the developers state that their goals for MWO were to make it an E-Sport? If true, the community needs to accept the state of the game and direction as such instead of clamoring onto a forgone hope that it will come to resemble canon/lore/TT/YourpersonalnotionofBattleTech. Doing so is the first step towards a healthy perspective and attitude. At the very least you can begin to make balance suggestions based on reality.

#406 Igor Kozyrev

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Posted 30 July 2014 - 07:49 AM

Adding delay between gauss and PPC firing is a GOOD solution.

Reducing PPC projectile speed is a HUGE NO-NO!

Edited by Igor Kozyrev, 30 July 2014 - 07:51 AM.


#407 Yokaiko

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Posted 30 July 2014 - 07:50 AM

View PostBilbo, on 30 July 2014 - 07:46 AM, said:

I'd much rather see those than what we have now.



Yeah, you ever watch a couple 8 llas DWF's camp a corner? I've done it. We parked a pair of 8 llas DWFs on the island in Crimson and dared all comers.....in the group queue.

.....we waltzed out with about 2800 damage and 9 kills between the two of us.


How about they stop with the ******** bandaid machanics and FIX THE ******* CONVERGENCE.

#408 Livewyr

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Posted 30 July 2014 - 07:52 AM

View PostYokaiko, on 30 July 2014 - 07:50 AM, said:



Yeah, you ever watch a couple 8 llas DWF's camp a corner? I've done it. We parked a pair of 8 llas DWFs on the island in Crimson and dared all comers.....in the group queue.

.....we waltzed out with about 2800 damage and 9 kills between the two of us.


How about they stop with the ******** bandaid machanics and FIX THE ******* CONVERGENCE.


When are you going to figure out that there is not much they can do with convergence, because any which way they do it, some weight class is going to be screwed, and another one ultra buffed.

Different. Sized. Mechs. At. Different. Speeds.

#409 SinisterSocks

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Posted 30 July 2014 - 07:53 AM

I have to agree with Batwing, and is what I said in my post on page 11. It feels like all these changes are to make the new guys happy and make them feel like they can play, instead of them learning how to play a more complicated and sophisticated first person shooter. Lets just equip all mechs with SRMS and Medium lasers and brawl it out. No LRMs, No Ac's and no PPC/Gauss.

I die at least 8 out of 10 times more from LRM spammers than I do gauss/PPC combos. There are at least 2 or 3 LRM boats in each match I am in and all they do is Sit in the back and Fire away. That takes no skill.

Lets just remove more of the skill needed to play this game with the PPC/Gauss since you have to learn how to aim and time your pint point shot all while be exposed to the LRM 60s raining down on you.

View PostBatWing, on 30 July 2014 - 05:30 AM, said:

To Paul and PGI staff:

you requested for feedback on your idea and i hope there will be someone reading the feedback, because obviously we care about the future of the game and its playability. We are investing some time to write back yo you and i hope this message will reach you.

I will try to provide an Unbiased and Constructive criticism to your plan. What i do care is the future of this game

First of all, i want to give you a plause because so far you handled a very difficult task You crated a MW games that uses almost all of the weapons available.

This is a major success so far. looking back in the past MW2, 3 and 4 were mostly a Laser fest because of poor netcode and many other weapons were completely unreliable due to lag and hit registration.

So far you worked hard to solve this problem and the results are very positive.
In fact today we have debates if we should use ERLL, ACs, LRMs, SRMs, Clan weaponry... all of this may work depending what role you want to get on the battlefield.

This is a major achievement.

Now, befoore i comment on your plan ERPPC+Gauss, i need to ask an important question:

--> What is exactly your goal with this action?
1 - Do you want to reduce the Long Range engagement?
2 - Do you want to reduce the Alpha pinpoint?
3 - Both

First of all, let's keep in mind something you introduced into this game for the first time: MAX RANGE FACTOR

No MW game before had the Max Range Factor. This is a major game changer.
Following the rules, a weapon that shoots at 660 mtr, does damage at that range - no further damage

With your Max Range Factor you activated a very different vision of what is "long range" in this game. I take a weapon such as a Gauss, effective at 660 mtr, and because of your NEW rule I can push the envelope of it producing decent damage at 150% of his range. THIS IS WRONG and this is creating a false scenario for many other weapons.

Assuming for a moment the Max Range was not present on this game, the de-sync of Gauss and PPC would be already there, in large part.
You would have a massive alpha at 660mtr.
If your goal is to reduce Long Range, you should work on reducing your Max Range rule and NOT TOUCH PROJECTILE VELOCITY

However, if you want to continue using your Max range rule the way it is and you want to stay on the "Projectile velocity" solution you have in mind, be prepared that the next BIG DEAL will be CERLL

If i cannot shoot "ballistic" weapons because of a slow projectile (I consider PPC ballistic because i have to lead to hit with the projectile), then i will use a LASER weapon. CERLL are very long range and with TC they get over 900mtr full damage efficency.

Do you believe a beam of 1.5 secs will be a deterrent from BOATING as many CERLL I can and still shoot over 900 mtr full damage and up to 1700 mtr "Max Range" ??

You mess with Gauss PPC and your next problem will be CERLL.

In regard to point 2 - reducing Alpha pinpoint, that is something that is very relative.

You cannot create unrealistic rules to justify a player customization cannot be achieved.

If you create a mech that HAS a certain number of hard point and allows a customization, then you have to allow that customization.

IMO you worked very well in balancing the DireWolf being very slow and with poor torso twist, although it can house a massive firepower.

You balanced PUBLIC games with the 4*3 rule, which i think is working pretty well to maintain some balance.

Normally PUBLIC games do not have more than 3 assaults, therefore cannot be more than 3 devastating DiireWolf loaded with many GAuss- PPCs.

TEAMWORK kills Direwolfes. If MWO players don t want to play as a team, you cannot devastate a balanced situation because "they" are not able to handle that mech.

What happens in Private Teams and "Competition" is different. there are different Rules of Engagement and that pretty much solve the issue upfront.

Therefore the only issue is the PUBLIC QUEUE and CASUAL PLAYERS unable to learn to play as a team.

I do not believe you should nerf an entire weapon system just because ONE MECH allows that configuration AND casual players cannot understand how to counter it.

I am running out of my time here.

I wonder if anyone will even read this message, other than the other "users" like myself here.

Good luck with your dilemma, please do not break a game that at the moment works pretty decently and....

MOST IMPORTANTLY DO NOT TRANSFORM MWO IN A LASER FEST.

Thank you very much.


#410 Bilbo

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Posted 30 July 2014 - 07:53 AM

View PostYokaiko, on 30 July 2014 - 07:50 AM, said:




Yeah, you ever watch a couple 8 llas DWF's camp a corner? I've done it. We parked a pair of 8 llas DWFs on the island in Crimson and dared all comers.....in the group queue.

.....we waltzed out with about 2800 damage and 9 kills between the two of us.


How about they stop with the ******** bandaid machanics and FIX THE ******* CONVERGENCE.

I can't help that your opponents did it wrong.

#411 Yokaiko

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Posted 30 July 2014 - 07:56 AM

View PostLivewyr, on 30 July 2014 - 07:52 AM, said:


When are you going to figure out that there is not much they can do with convergence, because any which way they do it, some weight class is going to be screwed, and another one ultra buffed.

Different. Sized. Mechs. At. Different. Speeds.


So turn it off, and spread X range at X distance, more weapons, more spread.

That way YOU CAN'T put 35, 50, 60 point hits on one panel.

They are using RNG hitboxes and weapon values for pin point aimed weapons......duh.

View PostBilbo, on 30 July 2014 - 07:53 AM, said:

I can't help that your opponents did it wrong.



Out of LRM range, anything that wanted to hit back had to expose themselves to a pair of DWFs on coms calling targets. TTK about 1.5 seconds.

#412 Lala Satalin Deviluke

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Posted 30 July 2014 - 07:56 AM

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#413 Reno Blade

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Posted 30 July 2014 - 07:56 AM

View PostReno Blade, on 30 July 2014 - 03:21 AM, said:

Lets analyze the options we have without any prejudice or emotion of fear (for nerfs).

Spoiler


Conclusion or TL;DR version:
If the goal is to give players the ability to survive and mitigate damage better by movement, twisting and cover then there needs to be some spacing of shots or impacts and most of the methods will have more or less spacing.

Projectile Speed would space the impacts by a small amount depending on range which only reduces long-ranged Alphas, but not medium/short range Alphas.
PPC/Gauss limit would be the most efficient way to space the shots of PPC/Gauss Alphas itself.
While more Splash would not space the shots or the impact, it would space the damge itself, but removes part of the skill to use the weapon with precision.
Cooldown or Convergence are limited in their effect towards this intended goal.


So overall, it seems the best way to go would be the implemented PPC/Gauss limit PLUS either PPC Splash or Projectile speed together with IS AC burst to prevent builds just going back to PPC/AC10 combos for the most effective FLD alphas.


Oh, I forgot some options there...
let me add them to the list of analyzed options.


Ghost heat link for PPC/Gauss:
Easy change, hard to learn, medium impact to the game, medium change to FLD alpha.
While it looks good on paper, there are some cases to consider.
While you could use 3PPCs (with total heat of 4 PPCs) together or 2PPC+1Gauss (with total heat of 3 PPCs) the reason to take the PPC/Gauss combo over other combos (3PPCs, or Gauss/LL) would be gone and it would have the same effect as some of the other changes -> PPC/AC combos getting better.
The effect would be similar without completely removing the ability to do so, just as any other energy based ghost heat combos.



Energy Drain bar (new mechanic replacing ghost heat)
Difficult change, hard to learn (easier if there is a energy meter), medium impact to the game, big change to FLD alpha.
As mentioned at different places from different people, some kind of Energy Drain could be used to limit group fire and rapid fire of many weapons either by excessive heat or by disableing the weapons (cooldown).
With a bar similar to the JJet fuel, it could be visible, but it would still be very hard to actually figure out how much you can and want to shoot, as you now need to watch two bars at the same time.
One thing to consider would be that it would be a nightmare to balance.
What kind of numbers would need to be choosen if you compare 6 ML vs 2 PPCs? Would these numbers then work to "limit" FLD alphas, or would it need to be exponential like ghost heat scale?
The effect could be the answer to group all the things together under one big mechanic, but the downside would be the sheer imposibility to do it right without extra rules.


With most of the options analyzed and summed up now, what seems to give the best result for the least downsides?
Imho the ranking would look like this:

#1 Gauss/PPC energy drain
#2 Ghost heat, (could be even #1 IF it would be easier to understand)
#3 PPC desync by projectile speed adjustment + all AC burst
#4 All-PPC splash increase

#414 DEHK

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Posted 30 July 2014 - 07:57 AM

I logged in for this so I'm sure I'll be a "retained player" now but...

Why is Paul obsessed devising intricate solutions that amount to "you can't use those weapons together"?

Make sniper weapons do great damage but have terrible cool-down?

#415 Nicholas Carlyle

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Posted 30 July 2014 - 07:57 AM

View PostPhoenixFire55, on 30 July 2014 - 07:47 AM, said:

The only weapon that retains its current efficiency with enforced chain-firing are LRMs. Period. You can argue about AMS all you want, 23 out of 24 mechs I see in every game do NOT have AMS, just because it is useless against any significant number or LRMs (>30). ago.


Thank you for making my point.

First, no one mounts AMS, because they are either not scared of LRMs at all (good players) or dumb (bad players).

Second, AMS works great against 30+ LRMs, IF there is more than 2 AMS in the area.

Third, if LRMs are FORCED to chain fire, you can't fire more than 20 at a time.

Whether people mount AMS or not does not invalidate the fact that chain fire would fix every current problem in the game.

#416 Mogney

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Posted 30 July 2014 - 08:00 AM

A couple of issues with the proposals.

The first one is too complicated, too confusing. Talk about a turn off to a new player. Plus it makes no logical sense.

The slowing of the projectile speed doesnt fit the lore where the weapon is supposed to travel at incredible speeds.

Here is my suggestion.

The current gauss mechanic was put in place to de-sync it from PPCs, since we are talking about this, it is clear that the mechanic did not work, so remove that mechanic.

Add in a simple timing limitation, you cannot fire a guass or a PPC within .5 seconds of firng the other. If you fire your gauss, you gotta wait .5 seconds to fire the PPC, or vice versa.. You can justify this with some sort of power-draw argument. This will absolutely de-sync them.

Keep in mind here guys that pinpoint damage is the only advantage that IS mechs have over Clan mechs which are currently better in every way, so be careful not to nerf it to o much.

And while you are tweaking the gauss, please do somethign to make the clan version worse than the IS version since this and pinpoint PPCs are the only advantage IS mechs have over Clan mechs.

#417 Nicholas Carlyle

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Posted 30 July 2014 - 08:00 AM

View PostYokaiko, on 30 July 2014 - 07:56 AM, said:

So turn it off, and spread X range at X distance, more weapons, more spread. That way YOU CAN'T put 35, 50, 60 point hits on one panel. They are using RNG hitboxes and weapon values for pin point aimed weapons......duh. Out of LRM range, anything that wanted to hit back had to expose themselves to a pair of DWFs on coms calling targets. TTK about 1.5 seconds.


All that proves is that the game is really just a poorly created arena combat sim.

If this was any sort of real mechwarrior game, you'd have huge maps and dynamic objectives that make your strategy impossible.

And that could only happen in Skirmish on top of that.

And really? is that any different than 8 Dire Whales with PPC/Gauss rifles doing the same exact thing?

I mean really, your argument is dumb, and I welcome Large Lasers to PPFLD.

#418 Livewyr

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Posted 30 July 2014 - 08:01 AM

View PostYokaiko, on 30 July 2014 - 07:54 AM, said:


So turn it off, and spread X range at X distance, more weapons, more spread.


I would never hop out of my ERLL SCR or Kit Fox.

ERLL Ravens would thank you even more. They pummel your big fat*** assault mech from 600+ meters because the spread on 2 LL would not be enough to MISS your mech, and you return fire, and maybe hope to hit them with a weapon?

Here is an idea: Take an LBX 10, and try and hit your buddy in a side-profile spider from 200 meters or more... you might get an idea of how silly that sounds.

Tighten the spread enough to hit a light mech, and you are coring out Atlas CTs. Loosen the spread so you do not core Atlases, and you cannot hit light mechs.

View PostYokaiko, on 30 July 2014 - 07:54 AM, said:

That way YOU CAN'T put 35, 50, 60 point hits on one panel.


And you cannot hit light mechs to boot!

View PostYokaiko, on 30 July 2014 - 07:54 AM, said:

They are using RNG hitboxes and weapon values for pin point aimed weapons......duh.


Excuse me? Could you clarify your statement there? It seems blatantly false.

#419 Yokaiko

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Posted 30 July 2014 - 08:01 AM

AMS works fine.

I don't use it, don't need it, if I die to LRM I'm usually legged and going to die to the four mechs I'm standing in the middle of anyway. Its not something I worry about ....and yes, that includes being NARC'd.

I have a trip ECM shitfox that basically invalidates a cLRM 40 mech, maybe 4-5 missiles get through. If you feel that you need it, rock it. I regard it as a waste of tonnage.

#420 Trevelyas

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Posted 30 July 2014 - 08:01 AM

View PostBilbo, on 30 July 2014 - 07:35 AM, said:

You think it's more difficult to close on a position guarded by a group of people using DOT weapons rather than PPFLD? In my experience, the opposite is true.


It's likely that's because currently players who gravitate toward the PPC+Gauss combo may be more skilled/have better aim than those who prefer large laser builds. When the meta shifts, those players will be just as savage with their clan ERLL boating.





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