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The Gauss / Particle Projection Directive - Feedback


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#701 Mitsuragi

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Posted 31 July 2014 - 02:31 PM

View PostShuruga, on 31 July 2014 - 01:11 PM, said:

You once again will remove diversity from the game. I fear that after many more of these changes we will all arrive at mediocre-playing mechs, with no single advantage or unique selling points. In essence, a boring game, where the difference in mechs is only in the name (Just my pessimistic outlook, after the recent JJ and modules changes, a bleak future seems ahead).

We're not far from that now. The games I play in are full of PPC+Gauss standard. If every mech packs the same weapons aren't we already at a bunch of mediocre mechs using the same weapons over and over?

I don't believe changing PPC impulse speed or tying PPC and Gauss to the same charging mechanic will solve the issue. The best solution I've seen so far is splashing PPC damage further and/or my earlier suggestion of taking all other weapon systems out of the equation with Gauss. Let Gauss fire on its own and prevent any other weapons from firing while its charging and for 0.5 seconds afterwards.

Edited by Mitsuragi, 31 July 2014 - 02:33 PM.


#702 Skull Leader2

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Posted 31 July 2014 - 02:36 PM

I say just leave the content alone for now. Instead of fixing small portion of the game, how about we actually finish building the game. There is always time to go back and balance but finish the game. If you had a robust community warfare system and fixed the economy this wouldn't even be an issue. People might think differently about their loadouts if they had to pay for damage and ammo again. This would also fix the LRM boat issue after people blew through their stockpiles of C-bills.

#703 focuspark

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Posted 31 July 2014 - 02:53 PM

Another "ghost heat" no UI, completely non-discoverable, convoluted, confusing solution to a simple problem. I'm losing faither here, I really am.

Simple Fix:
* Gauss have a charge before fire (complete)
* PPC spread to all sections in a radius around the impact point (similar to how ERPPC works today)

#704 Mister Blastman

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Posted 31 July 2014 - 02:58 PM

Paul--this is a serious question:

Have you ever considered making the projectiles inherit the firing 'mech's vector and velocity?

This would increase the skill threshold for FLD pinpoint weapons considerably!

#705 AztecD

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Posted 31 July 2014 - 02:59 PM

why are you guys even considering this?

gauss+ppc are not broken, gauss got that dumb charge thing, leave it like that.

only a few mechs can carry 2ppc+gauss so why pull a invalid game mechanic our of your a** just for a few chassis

dont do it PGI

#706 Ripper X

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Posted 31 July 2014 - 03:16 PM

View PostToxinTractor, on 31 July 2014 - 12:25 PM, said:


I actually like this idea. Maybe while we charge the gauss rifle the lights of the mech will flicker?



The cockpit internal lights dim while the Gauss recharges. Is not really that noticeable unless it is on a dark map.

I would be perfectly fine with the Gauss/PPC combo changes. Speed reduction for the PPC I am not cool with. If yer gonna decrease the speed then please make it over 1000 meters a second. At 750 it would take 2 seconds to hit a target at 1400 meters away. That is just wrong for an energy weapon.

#707 Draxist

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Posted 31 July 2014 - 03:28 PM

View PostHomeless Bill, on 29 July 2014 - 03:42 PM, said:

Bottom line: the weapon lock mechanic is awkward, and there's no way to make it not awkward. And the alternative of changing PPC speed will just make it synergize with higher-calibre autocannons better, so people will switch to that. Sure, it negates the range, but the problem is still ultimately 30+ pinpoint damage to a single location.

I'm begging you to consider something like this. A hurricane of bandaids has done half of what a serious effort to tackle front-loaded damage could do, and you'd have the added benefit of having another way to balance over/under-performing variants.

If you're going to go with weapon lock, at least combine it with that sort of scale so that all weapons can be balanced accordingly. One-off mechanics like what's being proposed are really awkward.

You could argue that it's complicated, but how is it any more so than the combination of this arbitrary mechanic, Ghost Heat, the Gauss charge, and all the other jumpjet and PPC adjustments it's taken to get even this close? Please go comprehensive and get this over with.



I vote this suggestion. Does this count as a vote on the new changes? Because I vote for this.

#708 Almeras

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Posted 31 July 2014 - 03:42 PM

Seems to me a Soft cap of pin point damage to a single location from a single source is needed

Say;
Soft cap=35 dmg
Hard cap=45dmg


It keeps pin point but does away with silly mechanics like ghost heat and charge/linking.

Edited by Almeras, 31 July 2014 - 03:55 PM.


#709 1453 R

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Posted 31 July 2014 - 04:05 PM

View PostHomeless Bill, on 29 July 2014 - 03:42 PM, said:

Bottom line: the weapon lock mechanic is awkward, and there's no way to make it not awkward. And the alternative of changing PPC speed will just make it synergize with higher-calibre autocannons better, so people will switch to that. Sure, it negates the range, but the problem is still ultimately 30+ pinpoint damage to a single location.

I'm begging you to consider something like this. A hurricane of bandaids has done half of what a serious effort to tackle front-loaded damage could do, and you'd have the added benefit of having another way to balance over/under-performing variants.

If you're going to go with weapon lock, at least combine it with that sort of scale so that all weapons can be balanced accordingly. One-off mechanics like what's being proposed are really awkward.

You could argue that it's complicated, but how is it any more so than the combination of this arbitrary mechanic, Ghost Heat, the Gauss charge, and all the other jumpjet and PPC adjustments it's taken to get even this close? Please go comprehensive and get this over with.


Seriously.

Rip it out. Rip it all out. All of it.

Sometimes all you need is a quick, half-assed fix to patch up a crack - but right now the entire game is little more than a crazed tower of half-assed fixes and low-hanging-fruit solutions stacked on top of each other over and over again until the whole thing is threatening to collapse under its own weight.

It's time to flush the pipes and implement Homeless Bill's energy draw, or something like it. Get rid of all the crazy, overly-specific quickpatch fixes that make this game so impossible for new players to learn and make all your vets hate you. Yes, it'd take a lot of work and effort. Ye know, though?

The longer you guys put this off, the harder it's going to be.

#710 Phellian

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Posted 31 July 2014 - 04:51 PM

Here is what I read from all the changes since beta.

There is a room. That room is crowded and its hard to find a seat. So PGI tries and change the furniture in the room. They bring in different chairs, sometimes melding chairs into a couch or bringing in a beanbag chair. Now they are making it so these two chairs have to be on opposite sides of the room. Still the room is crowded and uncomfortable. Meta players are still moving things around to make there experience better at the cost of others, while PGI diligently chases them around the room with new furniture or trying to take the furniture they are using away. All this while no one is looking in the middle of the room at the big PINK ELEPHANT taking up all the space.

Nearly every mod or Nerf for the past two years has been aimed at fixing the problem of having a Pink Elephant in the middle of a room. A room that we can't change as its the Game Engine.

The Pink Elephants name is: Pin Point Damage.

Fix Pin Point damage and all these band **** can go away (ghost heat, charge times, ect. ect.). Until then PGI is going to be running around chasing the Meta players with the Nerf bat.

#711 Livewyr

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Posted 31 July 2014 - 06:14 PM

View PostYokaiko, on 31 July 2014 - 10:47 AM, said:



Boy just what I said yesterday, cone of fire.

....but you didn't want to buff light mechs.


There is a huge difference between reticule sway and a cone of fire. (With Reticule sway, your weapons still go where your reticule is pointed without fail.)

But good try, that was cute.

#712 p4r4g0n

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Posted 31 July 2014 - 07:46 PM

If a mech carries 3 PPCs can I alpha all three? If I have 3 gauss bound to separate weapons groups, can I fire all 3 simultaneously by pressing all three fire buttons and releasing them at once?

If yes, this renders the proposed limitation unintuitive in a way very similar to some of the *anomalies* in the ghost heat mechanic. If no, you're going to be penalising certain energy heavy mechs by reducing their alpha damage.

Insofar as the second proposal is concerned, halving the PPC projectile speed seems to be a little extreme. Why is such a drastic reduction necessary?

Of the two, I would have to say I prefer the former over the latter SUBJECT to actual testing.

#713 Baltazar

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Posted 31 July 2014 - 08:13 PM

PPC is already slow.

Do variant charging GR and PPC

#714 Euphor Kell

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Posted 31 July 2014 - 08:31 PM

You know, I was just considering something of this the other day.
The problem with the lockout is that its invisible.
Why not add in a power level to a mechs engine?
Each engine size would only be able to provide so much power at a time.
Each weapon would draw so much energy at a time.
Engines would be able to exceed the power draw slightly (20-30 percent) at a higher heat generation penalty (this would replace ghost heat) after which weapons will not fire (or reload) which would be similar to the new mechanic.
You could put another indicator on the HUD, to show people the power draw vs max.

This would make balancing ghost heat much more transparent, and possibly easier since it would be one adjustment.

Oh, it would also help balance gauss + other weapons
One gauss would take you to 45% while charging, two would take you to 90%. So, while you could fire other small weapons (at a huge heat penalty because you exceeded the 75% capacity of your engine) you couldn't fire any large weapons (ie: AC/20, PPC, LLAS ETC) until those gauss discharge.

#715 GreyGriffin

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Posted 31 July 2014 - 08:38 PM

If an gas gauge is really the solution (I do not believe it is), it should not be tied to engine size. Low engined 'mechs are already punished heavily by being slow and cumbersome, especially at lower weight ranges.

#716 TheCaptainJZ

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Posted 31 July 2014 - 08:52 PM

If Gauss and PPCs are a problem...

Why not simply reduce the damage? We're not using table top stats for cooldown, why are we still using them for damage?

I'm thinking, maybe 75% what they are. Leave the other stats the same. Maybe lower PPC heat. Maybe change the cooldown.

Many people complain about the time to kill. Why not decrease weapon damage numbers? That automatically increases TTK.

This doesn't change the pinpoint problem, but really the only way to fix that is to make it so all weapons have some cone of fire or drift or convergence or whatnot. And it doesn't sound like PGI wants to do any of that or they would have already.

There is no need to add complicated mechanics to an already complicated game. Just make simple easy changes and see how those play out. "Keep it simple, stupid."

#717 GalaxyBluestar

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Posted 31 July 2014 - 09:04 PM

View PostDaehoth, on 30 July 2014 - 06:46 PM, said:

OH MY GAWD.....stop tinkering around with mechs already....they're fine the way they are, mech and weapons aren't really the pressing issue at this point. Nerf LRMs...now nerf Gauss/PPC combo...what's next? nerf small lasers, nerf mediums, nerf large lasers...nerf pulse lasers...nerf all the ballistic weapons....heck....nerf machine guns while you're at it....all in the bloody name of balancing....it's NEVER EVER GOING TO END.....

I say if a pilot has the damn skill to use both PPCs and Gauss together....good on him! If a pilot doesn't have the competency to just yet....practice a little longer and you'll get there buddy. Let pilots develop, learn and grow on their own PGI!!!

Stop pasting quick fix band aid-s all over the damn place!

All this time spent 'balancing' mechs have overshadowed one glaringly important thing. This game has not gone anywhere really in the last few years. PGI, just how long are you going to drag out balancing and not realizing the potential of this game? Or are you just content with 12 v 12 matches till the end of time? Because the player base, YOUR CUSTOMERS are not going to stand for it forever. We want the community warfare promised EONS ago. It feels like a millenia already since we last DARED dream of it.

The development and progress of this game is FAR too slow. In today's day and age, really?? Mechs and weapons are acceptable the way they currently are. Address the pressing issue and develop and expand on CONTENT (community warfare, because that's the real challenge and that's where the REAL player demand is). Stop wasting your time on trivial and quite frankly tolerable 'problems'. We are NEVER going to get to the finishing point or anywhere close to it if we keep lingering and tinkering at check point 2!!!!

Hear this once and for all.....players' patience is finite.....you are currently testing them to our limits....we love the lore and concept of Mechwarrior but we will not wait indefinitely for you to get your act together.....we have options out there and we won't support a ship that cannot get its direction or vision on track.... PERIOD.


repost for posterity

#718 N Y G E N

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Posted 31 July 2014 - 11:25 PM

Forget either suggestions. To complicated, makes the PPC useless at high ranges and will lead especially the single-player queue more an more into static gameplay, with lurms and erlasers.
Why not analyze on which mechs the 2PPC/1Gauss (+ another Gauss in case of Dire Wolf) is a "so called" problem? There are only a few of them, and why not handle it with negative quirks on this mechs?
And, in case of Dire Wolf, you designed the mechs, the hardpoints, the speed, etc. Is it really difficult to imagine what is gonna happen if you develop a mech with a these or those hardpoints?

And why not simple think about a hardpoint-/slotsystem like in Mechwarrior 4? Did you play it Mr. Inouye? There were also good Mechwarrior games before MWO, why not take the the best of them and merge it with MWO?

#719 Taelon Zero

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Posted 31 July 2014 - 11:54 PM

Both bad ideas, either make PPCs useless (compaired to Large Laser) or stop the PPC Gauss combo so you can then try stop PPC AC combo. Total over kill.

#720 Mindnut

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Posted 01 August 2014 - 12:30 AM

Hi all,
I don't mind the lockdown idea just cause I hate those Direwolf alphas.
I do however HATE the slow PPC idea...

I remember the days when I could field a dual ER PPC CPLT-K2 (my favorite 'mech) and get up to 800 dmg per match. After the nerf I changed back to PPC's and now it's hard to get 500 dmg - I get around 300 average. Same with Battlemaster when you nerfed the ac's... I can't get used to the changes and I'm tired of constant changes.

I understand that nerfing these weapons was ment to bring down the damage for better balance, but I don't understand why you made clans op - they easily get over 700 damage. (This opinion is by average and derived from observation).

Imho clans are waaaay op, whatever changes you want to make please do not let the changes effect IS 'mechs - they don't need any more nerfing - I'll even get used to dire-alphas (quick fix = avoid confrontation).

Soon after clans came out I made a prediction that when clans come out for c-bills IS 'mechs will disappear from the battlefield. I'll make a further prediction - you're going to nerf the clans and bring down their damage, then bring in another pack of op 'mechs.

Take care,
Mind

Edited by Mindnut, 01 August 2014 - 04:34 AM.






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