Jump to content

- - - - -

The Gauss / Particle Projection Directive - Feedback


1263 replies to this topic

#881 Sharg

    Member

  • PipPipPip
  • The Spear
  • The Spear
  • 88 posts

Posted 04 August 2014 - 03:45 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.


Please just add a comprehensive system like this. I'm having a hard enough time explaining the hidden, complex systems of MWO to friends as it is.

#882 Damien Tokala

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 788 posts

Posted 04 August 2014 - 03:58 PM

or we could fire paul....

#883 Tezcatli

    Member

  • PipPipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 1,494 posts

Posted 04 August 2014 - 04:10 PM

I'll just weigh in against slowing the PPC down. It just doesn't fit. It's a strong long range weapon. It's not meant to be a slow projectile.

I'm fine with the suggested mechanic. It's not really an issue against customization. It's just an issue for trying to boat these weapons that have similar abilities. It's not like they're saying you can't fire your lasers or any other weapons.

Just don't nerf the potential for equipping an individual PPC harder.

#884 Colonel Tequila

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 106 posts

Posted 04 August 2014 - 04:22 PM

seriously this is the best solution being kicked around?

why not just vent some of the ghost heat into the internal components on linked weapon systems........

#885 P e n u m b r a

    Member

  • PipPipPipPipPipPip
  • The Nocturnal
  • The Nocturnal
  • 273 posts
  • LocationUnited Kingdom

Posted 04 August 2014 - 04:22 PM

nothing wrong with the weapons as they are if you look at competitive medium lasers ac20s ppc/erppc gauss ac5s erlarge srm all get a good amount of usage ppc gauss are just perceived as so much stronger than they actually are because, they are just that much better without coordination you can sit behind the team and just kill isolated mechs on the other hand a lone brawler in a open que can get isolated quite easily and run down however run a group of fast srm brawlers / ac20s medium lasers and those same gauss builds can still get over run and killed quite easily also the gauss ppc can be out kited by erlarge I feel ppc/gauss is balanced you need only look to the streams or competitive matches to see the truths to over nerf these long ranged weapons would make brawling or lasers overpowered.

#886 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 04 August 2014 - 04:31 PM

View PostCimarb, on 04 August 2014 - 07:59 AM, said:

For example:
IS PPC: 8/1/1
IS ERPPC: 7/1.5/1.5
Clan ERPPC: 7/4/4


The ER PPCs are already extremely hot, they don't need even more spread.

This again, as many others have said, would just see people migrate to ER LLAS.


We need to stop nerfing individual weapon systems.

#887 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 04 August 2014 - 04:41 PM

45 Pages and I've yet to see one single player say "This is a good idea"

If PGI/Paul moves forward with either of these changes then I'm done with feedback because given
3pv
ghost heat
coolant flush
and a myriad of other issues in the history of MWO

This will jsut prove beyond any shadow of a doubt and to the whitest of knights that PGI isn't concerned about feedback or what their players want. They're only concerned with THEIR vision of MWO. Which, unfortunately doesn't coincide with my vision which means MWO is strictly F2p for me. No more money.

This thread is the perfect example of what's wrong with the direction of MWO. This is supposed to be a feedback thread. Almost every single piece of feedback is "don't do this, it sucks here's a few examples of what would work better" followed by "yea, try THOSE ideas, yours sucks" yet not a single peep from anyone over at PGI.

Paul, not Niko or Bryan or Russ or anyone else at PGI, weigh in on this. YOU came up with this idea. YOU presented it to the community. YOU should be giving some sort of insight into this. YOU are balancing the game. YOU can take 5 minutes out of your time and respond with anything.

You want "good will" and "true support" then YOU support your players. It's ridiculous that we have nearly 50 pages of feedback and not a single peep out of the dev behind the proposed "fix"...

This is exactly what gets frustrating, and before any of the white knights jump up and down about "time and resources and poor small PGI", NOBODY is asking him to get on here and give a detailed analysis. It takes 30 seconds to jump on here, make a post, and go on about your business. I'm tired of this company wanting hundreds of dollars from customers and then ignoring stuff like this. You want the money, then EARN it.
smh

View PostUltimatum X, on 04 August 2014 - 04:31 PM, said:


The ER PPCs are already extremely hot, they don't need even more spread.

This again, as many others have said, would just see people migrate to ER LLAS.


We need to stop nerfing individual weapon systems.

Good luck with that. Most of us said that back in CB. Instead we got
ghost heat
charging mechanics for gauss


For all the ones blaming FLD, it's NOT FLD. The clans show that. Their ACs are NOT FLD and they're STILL causing headaches with this. It is NOT because of FLD. No amount of FLD and single weapon mechanics will ever fix this. They haven't fixed it in nearly 3 years with their ideas. It's time to admit you're stumped and try something else.

#888 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,516 posts
  • LocationNew Hampshire, USA

Posted 04 August 2014 - 04:50 PM

Sounds very complicated. I appreciate the attempt, but just fix convergence. Also. No on lowering ppc speed. It is counter-intuitive and goes against it's very description.
http://www.sarna.net/wiki/PPC
http://en.wikipedia....cle-beam_weapon
"It accelerates charged particles (in most cases electrons, positrons, protons, or ionized atoms, but very advanced versions can use other particles) to near-light speed and then shoots them at a target."
750 m/s indeed.

Man made lightning sir.
Lightning goes over 6000 m/s

Edited by HammerMaster, 04 August 2014 - 04:59 PM.


#889 Jeb

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 441 posts
  • Twitter: Link
  • LocationHalifax

Posted 04 August 2014 - 04:51 PM

1st solution is too complicated and just pushes people to use other high dmg weapon combos so you don't fix the real issue in the end.

2nd solution nerfs the PPC which by it's self is not overpowered.

#890 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,516 posts
  • LocationNew Hampshire, USA

Posted 04 August 2014 - 04:55 PM

While we are on it. You know what else would have fixed this? Stock builds. Stock builds sir. 90% of this balancing/nerf business would have been alleviated.

#891 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 04 August 2014 - 04:57 PM

View PostHammerMaster, on 04 August 2014 - 04:55 PM, said:

While we are on it. You know what else would have fixed this? Stock builds. Stock builds sir. 90% of this balancing/nerf business would have been alleviated.

that's not an option at this point though. It can never be an option

#892 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,516 posts
  • LocationNew Hampshire, USA

Posted 04 August 2014 - 05:00 PM

I know this. I just want to express my $0.02. The Champion mech system is an abomination.

Edited by HammerMaster, 04 August 2014 - 05:01 PM.


#893 ReXspec

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 502 posts
  • LocationOrem, Utah

Posted 04 August 2014 - 06:08 PM

View PostE N E R G Y, on 04 August 2014 - 03:37 PM, said:


They want to kill long range fighting. Newer players never could, or never have been able to fight at long range. It takes skill and practice to hit objects at long range (i.e. 800m).

However, a new player can much more easily jump into MWO and run into a mech ramming him at 100m with strks and srms or medium lasers.

Just imagine if, in CS:GO, players complained about the AWP "one-shotting" them from long range. Then the DEVs nerfed the AWP to a shorter range weapon. Then the AWPers began complaining about the AK47 ability to one-shot headshot them at mid to long range. So then the DEVs nerfed the AK47's range and one shot abilities.

Now you would have a diluted game, lowered skill cap, and "brawlish FPS" game, where fire and gameplay can only occur from short range, eliminating complex long range engagements.

LADIES & GENTLEMEN, THIS, is what MechWarrior Online is being reduced to. Well, I'm sure the few remaining competition gamers will be far gone at that point, with only the nutty battle tech purists who want a 100m firing line remaining.


Okay... I've held my tongue long enough, but I'm tired of comments like this.

One, if there IS talk about what strategy/gameplay option is OP/not OP, it's not in regards to what new players can and cannot do. It is a matter of what looks better or "simpler" to a new player.

Two, Mechwarrior IS NOT CS:GO.

The cancerous attitude that we need to eliminate is the tendency for both new and "competitive" players to choose low-risk, high-reward builds/strategies.

When comparing Brawling to Sniping, Brawling is quickly DYING in this game (if it is not dead already) because it is more difficult to Brawl then it is to park your ass in a nice position and pick off targets with 30 - 60 pinpoint alphas.

Yes. Sniping take skill in gunnery (aiming) and positioning, but Brawling takes skill in gunnery (yes, you do actually need to aim in ranges from 0 - 300 meters), piloting (you have to know how to torso-twist to spread damage, AND you have to know how to move, in what direction to move, and where to position yourself).

That stated, do I agree with this nerf? No. Absolutely not. If anything, reducing the speed of the PPC just makes it better able to sync with the AC-5/PPC combo, thus tunneling players into that abominable "meta." Not to mention it is outright punishing players for running a potent combination such as the PPC/Gauss combo.

I've said this before, and I'll say it again PGI NEEDS to draw inspiration from threads like this to fix issues with pinpoint damage.

They don't need to outright nerf weapons combos, they don't need to nerf weapons, they don't need to add more convoluted mechanics to solve an issue like this. Weapon locking is awkward and it always will be awkward.

I've mentioned this already in the link I provided, but, if they want to re-work pinpoint damage, they should start by making the first-person crosshair work like it does in third-person view. That could be phase one in testing some sort of semi-realistic gunnery when it comes to weapons/crosshair reaction.

Personally, I think they should have ballistics, weapons firing, and aiming work the same way it does in MW3, but I guess asking for that is too ambitious.

So translating crosshair behavior from third-person view, to first-person view would at least be a step in the right direction, I think.

Edited by ReXspec, 04 August 2014 - 06:29 PM.


#894 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 04 August 2014 - 06:30 PM

View PostUltimatum X, on 04 August 2014 - 04:31 PM, said:


The ER PPCs are already extremely hot, they don't need even more spread.

This again, as many others have said, would just see people migrate to ER LLAS.


We need to stop nerfing individual weapon systems.

If the weapons are considered the defacto tool for almost all matches, it should be adjusted. That is what balance is about.

ERLLs would make for a much better meta, since they provide the target the ability to spread damage. PPCs do not provide that. If PPCs spread damage, albeit in a different way, it would be much more balanced and you would be choosing the flavor of the weapon you prefer, not the one that is drastically more effective.

#895 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 04 August 2014 - 06:31 PM

View PostHammerMaster, on 04 August 2014 - 05:00 PM, said:

I know this. I just want to express my $0.02. The Champion mech system is an abomination.

trust me when I say it 100 times better than the original trial mechs.

Champ mechs are good, not all of them are new player friendly though

View PostCimarb, on 04 August 2014 - 06:30 PM, said:

If the weapons are considered the defacto tool for almost all matches, it should be adjusted. That is what balance is about.

ERLLs would make for a much better meta, since they provide the target the ability to spread damage. PPCs do not provide that. If PPCs spread damage, albeit in a different way, it would be much more balanced and you would be choosing the flavor of the weapon you prefer, not the one that is drastically more effective.

^this
5 ER LL isn't nearly as "quick" to kill a mech as 3 Gauss or any other current meta build. Convergence fixes all of that though.

#896 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 04 August 2014 - 06:35 PM

View PostSandpit, on 04 August 2014 - 06:31 PM, said:

Convergence fixes all of that though.

I agree with that, but since PGI has declared that convergence is a technology issue that cannot be fixed currently, it is off the table until that changes.

#897 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 04 August 2014 - 06:36 PM

View PostTezcatli, on 04 August 2014 - 04:10 PM, said:

I'll just weigh in against slowing the PPC down. It just doesn't fit. It's a strong long range weapon. It's not meant to be a slow projectile.

I'm fine with the suggested mechanic. It's not really an issue against customization. It's just an issue for trying to boat these weapons that have similar abilities. It's not like they're saying you can't fire your lasers or any other weapons.

Just don't nerf the potential for equipping an individual PPC harder.


Goodbye Devastator then.

The stock loadout for the Devastator is 2 gauss 2 ppc. (there are other weapons as well, but who cares about that part?)

EDIT: Devastators entered production 3048, so "last year" I'm hoping we would get them within the next 2 years or so.

Edited by IraqiWalker, 04 August 2014 - 06:38 PM.


#898 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 August 2014 - 06:38 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 10:53 AM, said:

Greetings MechWarriors!

Please let us know which of Paul's ideas to balance PPC+Gauss you would prefer to see in-game!


None.

Get that fool away from the game design. Pay him whatever he wants - just so long as he shuts up and stays at the ski resort.

First - let's analyze the problem.

The problem is that both the PPC and Gauss Rifle are precision long range weapons that deal up-front direct-fire damage.

Unlike the lasers, the PPC deals all of its damage in one big wallop.

I know you all recognize this, because you altered the mechanics of the Clan ERPPC to give 'arcing' damage - or whatever - because the person in charge of making that call was stupid and didn't think about these design considerations back during the beta phase of the game when any sensible MechWarrior would have realized the balance problems that have been had with the real-time adaptations of battletech mechanics.

The problem is that both of these weapons compete directly with the present role of the autocannon in terms of being able to deliver large amounts of damage to a target - and they can both do it at ranges in excess of most autocannons.

Before we even begin to consider arbitrary limits on how many weapons of what are firing (which is the absolute -last- resort to balancing issues, and it basically means that you designed a completely broken system; any developer that resorts to such techniques is horrible and should feel horrible) - let's consider ways in which we can do the following:

Alter damage mechanics.

Alter firing mechanics.

Alter aiming mechanics.

Alter heat/'cost' mechanics.

The weapon system that makes the most sense to focus on is the weapon system that comes with the fewest consequences for equipping and using it. Since the Gauss Rifle more than doubles the mass of the PPC and consumes an enormous amount of chassis real-estate - it should be a weapon that is tampered with relatively little, and mostly in comparison to weapons like the AC10 and AC20 - since those weapons have similar mechanics and choosing them should not be a 'compromise' over the Gauss (as a Large Laser should not be a compromise over a PPC - each should have their own 'role' or set of mechanics that make them unique choices for the player).

This means that the whole "Gauss rifle charge" mechanic needs to go. Not only is Paul (or whoever's) explanation an insult to the trade of electrical engineering - it is also not at all conducive to the 'end goal.' By desynching the firing mechanic of the gauss rifle - it makes it relatively pointless to install as a single unit, since its firing mechanics are so different from the other weapons that -can- be carried as part of the arsenal for the same effective range.

Basically - what it does is make the gauss rifle a primary weapon system. You won't see many people run it on a battlemaster because it is just too awkward to run as a single unit (just slap on a couple PPCs in the plentiful energy hardpoints and get the same thing but better) - but you'll still see Cataphracts, Jaegers, and some Clan mechs run 2 of them - because as a pair they do enough damage to make it worth building a mech based around the firing mechanic.

You'll see mediums run them - but that is because it is, once again, their primary weapon system and the player expects to operate their mech around the behavior of the weapon.

This means it does little to address the problem - it just means that people who were once running mechs with a PPC or two blasting alongside their Gauss have switched to all-gauss or all-PPC loadouts, spare for a few.

Which is precisely what we predicted when you all proposed that idea.

Then you geniuses came out with the Direwolf after developing some convoluted 'omnipod' system to try and keep Clan mechs from being too 'crazy.'

More on that, later.

So, our focus should be on altering how the PPC functions.

We have to look at two main categories to try and balance the PPC on the battlefield. First is lasers. Since the PPC is an energy weapon - (and is considered the 'ultimate' energy weapon) - we need to make sure it does something preferable compared to the existing role of lasers. Since lasers are a 'damage over time' weapon - this would imply that the PPC circumvents part of that, allowing more damage to be done reliably to a single component.

We cant' balance this around heat, alone, though - since insta-damage is very good at allowing one to deal said damage before retreating to cool down and avoid the incoming damage.

There are a few possible solutions - but there are two immediate ones that come to mind. First is to stick with the trend of making energy weapons have a mild 'over time' component to them. Second is to give the PPC - an energy weapon - a charge-up duration.

You see... something in the lore hints at this... it's called a PPC Capacitor - you add it on to a PPC and you allow it to increase its damage by 5, so long as the player chooses to charge the PPC (heat is also increased by 5). This is a truly marvelous revelation - as it means that we have already considered a mechanic that can play a role in future lore equipment. (Can anyone tell me how streak LRMs are going to work?... or ATMs?... 'when we get there' is a bad time to realize that you have no real mechanic by which to make their lore and their implementation sensible. I've solved that one, too, by the way).

So - we can actually do something relatively interesting, here. If we make it so that a PPC must charge and that its damage (and heat) is based upon the amount of its charge... then we have a weapon that no longer interferes with the role of the autocannon as the "twitch" weapon class being able to react to sudden threats that peek around the corner.

Now we can have even more fun when we look at how heat can be applied. It can be reasonably assumed that heat is generated during the charging process and that a spike of heat will be delivered during the firing process. A nice place to start would be 5 heat delivered during charging, 5 heat delivered when fully charged and firing.

The astute game developer has probably realized, by now, that the charging process occurs over time, and therefor the heat to be delivered during charging will be divided across the amount of time necessary to fully charge... which means our charging action is heating over time...

So, you hold down the button to charge... and what happens when you're done charging...? How about you just get to keep your weapon charged... for the same amount of heat generated per second. Want to charge up that 6PPC stalker? Go ahead. Have fun with that when each PPC is delivering 2.5 heat per second when you begin charging and zaps you with 30 heat when you fire.

There's really no need for heat scaling, here, either. Especially if you'd consider a more sensible heat system such as the one I've proposed in the past that allows for real-time penalties to be accrued without being subject to quirky behavior from heat spikes.

Here is the other thing we should do, now. PPCs are high energy particle cannons blasting particles at nearly the speed of light. As such - we can treat them as hit-scan weapons that have a shorter-than-pulse-laser duration (0.3 seconds, or something).

This completely decouples them from Gauss Rifles without a system that feels unduly 'rigged' to the player. The PPC has a natural 'feel' to its role that makes it fit in line with other energy weapons without it being yet another autocannon. The Gauss Rifle retains much of its original role and people can use it in applications where the whole mech doesn't have to be consumed with the quirks of one weapon system.

"But the PPC now becomes awkward to use"

Not with lasers - which are also hit-scan weapons. Rather than trying to make the player compensate for a charge mechanic -and- a differing ballistic mechanic; they only have to compensate for the charge mechanic.

About the only weapon conflict that arises is between the large pulse laser and the PPC - though the charge time of a PPC keeps the role of the pulse laser largely preserved (though I would argue for increasing its range or further decreasing its recycle time).

But that still leaves us with the problem of the 4 Gauss Direwolf.

Bluntly, PGI, you're ********. That pretty much sums up the reason that problem exists. Not only was it about the most predictable thing to come from the omnipod system, it is part of a product of competitive gameplay environments.

The reason why you would rarely see such builds in practical tabletop games was because the game had mission objectives that spanned outside of simply blowing up battlemechs. There were costs associated with operating those battlemechs, and missions that lasted various lengths of time between resupply where targets included everything from infantry squads to drop ships across hundreds of square kilometers.

A 4-Gauss Direwolf that has to walk 3 kilometers to a front line only to be confronted with a column of hovercraft will be nearly useless by time it wastes ammunition on vehicles that won't allow it to ignore them.

The same goes for the AC40 jaeger.

Basically - there are some balance problems that are a product not of the customization system, but of the fact that the only thing for players to customize for is Team Solaris.

Without other objectives to consider when designing their mechs - there is little variation in what makes an 'effective' mech. What makes an 'effective' mech is one that can deal the most damage in the shortest amount of time while surviving the most amount of incidental fire.

Speed, maneuverability, and size are simply components of that equation as opposed to valid metrics that are key to other roles/objectives outside of destroying battlemechs.

That is where the real balance problem rests with this game. It is the fact that the only thing for a player to do is to enter into a death-match with a team of other players of known quantity.

Start by creating a game, and then maybe you could go about balancing it.

#899 Tezcatli

    Member

  • PipPipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 1,494 posts

Posted 04 August 2014 - 06:38 PM

View PostIraqiWalker, on 04 August 2014 - 06:36 PM, said:


Goodbye Devastator then.

The stock loadout for the Devastator is 2 gauss 2 ppc. (there are other weapons as well, but who cares about that part?)

EDIT: Devastators entered production 3048, so "last year" I'm hoping we would get them within the next 2 years or so.


Technically you can still shoot them. You just can't shoot them all at once. Unless I interpreted the mechanic wrong ;o

#900 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 04 August 2014 - 06:39 PM

View PostCimarb, on 04 August 2014 - 06:35 PM, said:

I agree with that, but since PGI has declared that convergence is a technology issue that cannot be fixed currently, it is off the table until that changes.

that's asinine. I refuse to believe that. They already have the mechanic in the game. I'm not a rocket scientist but I'm not a moron either. The reticles already move to converge. They have to. All the needs to be adjusted is the movement speed based on weapon. If PGI really thinks their player base (that's got decades of modding, coding, etc. experience themselves) is THAT stupid.... well ok then I guess....





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users