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Player Council

Gameplay General Metagame

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#21 BlackBeltJones

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Posted 18 September 2014 - 04:23 PM

I say forget the pillars for now, lets get heat resolved. No ghost heat and no interpretive heat threshold.

#22 DeathjesterUK

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Posted 18 September 2014 - 04:26 PM

View PostBlackBeltJones, on 18 September 2014 - 04:23 PM, said:

I say forget the pillars for now, lets get heat resolved. No ghost heat and no interpretive heat threshold.


This is how heat should be handled:

Posted Image

Gradual degradation of Mech performance with a greater and greater chance of blowing up the hotter the mech gets.

Edited by DeathjesterUK, 18 September 2014 - 04:37 PM.


#23 Sandpit

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Posted 18 September 2014 - 04:27 PM

View PostLivewyr, on 18 September 2014 - 04:23 PM, said:

I cannot remember anyone saying "Keep the invisible walls."

agreed but if the community would rather them make that a high priority and put more resources into that to get it done faster then that's an idea as well.

Also, just a caveat, this is merely to give the council ideas to present to PGI and see which are feasible, which can be handled "quickly", and which ones may have to take a backburner until the end of the year.

#24 Roadbeer

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Posted 18 September 2014 - 04:31 PM

View PostSandpit, on 18 September 2014 - 04:02 PM, said:

anything in particular regarding them?
heat?
RoF?
damage?

Yes, all the things

#25 Felbombling

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Posted 18 September 2014 - 04:46 PM

Lots of things need a fix or a rework, and unfortunately, they all play into each other. I don't think you can have an ECM fix without looking at the targeting and flight characteristics of LRMs. You can't fix ghost heat without looking at the flexibility enjoyed in the Mech Lab when it comes to FrankenMech designs and engine choices down to half a ton making fitting desired weapon configurations easy. The heat scale needs to be adjusted for sure, which helps in multiple areas, with the lack of heat penalties the most glaring omission. Add to that the fact that they are actively balancing Clan weapons when the traditional heat penalties associated with Clan XL side torso destruction are not even in game yet is alarming. The amount of ammunition per ton is also problematic, as it pulls tonnage and critical slots away from other systems. The Jump Jet system doesn't seem to work right now when an 80-ton Victor with four tons of Jump Jets can reach greater heights than a 70-ton Summoner with five tons of Jump Jets. The pin-point weapon convergence shortens time to kill greatly, and death blobs are the only real viable tactic in this game, setting it apart from games like World of Tanks where to NOT cover all avenues of advance means certain defeat.

Edited by StaggerCheck, 18 September 2014 - 04:48 PM.


#26 DeathjesterUK

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Posted 18 September 2014 - 04:47 PM

I also think that PGI should get back to the possibility of procedurally generated maps for fighting on. Sure, hand crafted is all well and good, however, we have a really small number of maps and if they are wanting to make CW something special they will need new maps every time a planet is attacked. Otherwise, victory in a large part is going to be determined on who is able to memorize the map better. With a random map each time, that means that teams have to learn adapt really quickly to new terrains.

#27 Jetfire

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Posted 18 September 2014 - 04:49 PM

-Collision damage and correspondingly DFA.
-SHS vs DHS more interesting build choice (high cap vs high dissipation)
-FF Armor better damage absorption
-Endo (downside, maybe higher internal crit chance?)
-More Varied and interesting Quirks: See Awesome, this is where you can define a mechs personality
-More interesting modules: Smoke Grenade drop, Turret drop, Decoy Mech Holograms (with thumper for seismic)
-More weapons systems: Long Tom, Arrow, Mech Mortars
-Better Fix than ghost heat, get convergence to work, cone of fire (higher spread at higher speed)
-ECM Block sensors on single mech, LRM lock slow umbrella, heat similar to JJ, able to be toggled, put more ECM mechs in game, short range lock prevention 180m
-Command Console able to drop applicable consumables via MAP, Able to issue more detailed commands such as designate a prime target
-Solaris Arena
-LRM firing arc far too steep and should only be able to flight correct once at top of arc. They aren't cruise missiles.

MORE:
-Skill level queue ALA Starcraft for Tiered ELO rather than just AVG team ELO
-Battle Points Value drop weighting rather than just class/tonnage
-IS PPC speed buff
-Gauss Explosion high dmg when charging/ed, low dmg when discharged to offset charge nerf somewhat
-Flamers act like lava immersion in cauldron, cause more damage once mech is hot

Edited by Jetfire, 18 September 2014 - 05:37 PM.


#28 DocBach

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Posted 18 September 2014 - 04:55 PM

View PostDeathjesterUK, on 18 September 2014 - 04:47 PM, said:

I also think that PGI should get back to the possibility of procedurally generated maps for fighting on. Sure, hand crafted is all well and good, however, we have a really small number of maps and if they are wanting to make CW something special they will need new maps every time a planet is attacked. Otherwise, victory in a large part is going to be determined on who is able to memorize the map better. With a random map each time, that means that teams have to learn adapt really quickly to new terrains.


I don't care if they aren't as detailed, random maps with less detail would be a lot more fun the. Every planet being represented by forest colony or caustic valley.

#29 Mowmentous

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Posted 18 September 2014 - 04:55 PM

  • Get rid of Ghost Heat and replace it with meaningful heat penalties (lower movement speeds, small chance of ammo explosions, wobbly reticle/aim, etc...)
  • Give lights and mediums some love via lowered radar signatures as proposed by a few posters on this forum. It's a great idea and would add to the depth of gameplay.

Edited by Mowmentous, 18 September 2014 - 04:56 PM.


#30 Deathshade

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Posted 18 September 2014 - 05:02 PM

Keep Your Eyes On The Prize Of Cw. Your Promise To Focus On Cw!


You all (PGI) really need to leave balance alone til you have these new drop types in place with the idea of battling on a planets. The game has been balanced for the PUG world far too long and this is far different than what will be used in a planetary system that requires weight to firepower types of tactics to accomplish goals.
Example: A planetary recon would be made up of the mechs with electronics, speed and camouflage heavy configurations.
Base Attack and Defense use the max-min of configurations depending on the terrain and on whether there will be hardened targets.
Fire support with Missiles and Artillery takes on a whole new message too. This is what made Battletech frigging cool because it had all this infrastructure needed to create such a battle of exploding metal that spanned all these different planetary environments. Most of these players here have never seen anything like it and really probably wonder what is the big deal with CW anyway. It is the ultimate war game. No more Mr. World War here we are now fighting galactic wars with the technology that would be of that era.
On top of that, you could bring these same war machines out on the battlefield to punch the next mech in the face or plant a foot in their chest. Amazing metal battles that made us old metal music heads happy with our true love of machines and war.

All the systems that you have already put in place will now show their true colors with these new uses in this colossal planetary warfare system called Community Warfare. That is what all us of have been waiting on and complaining about. Give that to us and you won't have to worry about making a new game. The ranks will fill up with players like the old Zone days. You better just hope you got the infrastructure to handle the net code. ;) Keep your eyes on the CW code, PGI and get this one out for all of us.

Original post:
http://mwomercs.com/...to-focus-on-cw/

#31 Sybreed

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Posted 18 September 2014 - 05:02 PM

1. Gauss charge: What about a simple delay and a longer cooldown? This way non-gauss boaters aren't as penalized.

EXAMPLE FROM PLANETSIDE 2:



Description starts around 3:20

2. Ghost heat. Heat needs a rework so Ghost heat is no longer necessary. Not that I have a particular issue with ghost heat as it doesn't affect my builds, it's just not elegant at all. I don't have a specific solution but it's the basis of the issue

3. FLD. Front loaded damage remains the best way to deal damage to other mechs. Fixes need to be implemented so it's not the case anymore.

4. The upgrade-race. Or, the "buy DHS and endo for any new mech you get" race. This needs to be changed... somehow. It's bad design because it means anything you buy right off the bat is gonna suck compared to everyone else... ELO isn't really the best way to fix this, as this means you're gonna lose until you'll be placed in the ELO bracket that fits your bad, non-upgraded mech... and how fun is that?

5. Gameplay options. Stock mech mode, plz add this.

6. R&R, the comeback. Would it be possible for R&R to come back? I'd hope so, it adds immersion and other cool stuff.

Edited by Sybreed, 18 September 2014 - 06:30 PM.


#32 TopDawg

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Posted 18 September 2014 - 05:04 PM

Apnu put together a thread here that lists quite a lot of stuff, potentially for this same purpose. For sake of ease though, I shall also quote him.

View PostApnu, on 16 September 2014 - 07:52 AM, said:

Like the subject says: What are the issues in MWO. List them here concisely. I'll take that list and make a poll and lets see what the community thinks is the biggest issue in the game that the community would like the devs to look at.

So list out, briefly what you think the issues are.


On Edit: Here is a list of items I have collected from this thread so far:
  • IS v Clan weapon balance
  • Heat Scale (Ghost Heat) & heat sink operation
  • Meta/alpha pinpoint damage (coring mechs with one blow) AKA "Low time to kill" AKA "Time to Kill"
  • Jump Jets (to be used for movement, not poptarting)
  • Obsoleting mechs with newer ones
  • C-bill grind
  • Skill trees & skill system improvement
  • 3pv
  • Consumables
  • Modules
  • Role warfare
  • Info. warfare
  • ECM
  • Game modes (more of them)
  • Maps (size, variation, age, clean up of defects such as being stuck on small objects)
  • Weapon nerfs (gauss charge, PPCs, LRMs)
  • Mech nerfs (Victor)
  • More story / universe immersion / pilots & pilot skills (gunnery and driving levels)
  • New player experience / training noobs
  • 10v12 (AKA clans operating in "stars" of 5, and a "binary" being 2 stars. IS using the three lances formation)
  • Customization (being able to remove a mech from its intended role, like the SRM Trebuchet)
  • Leveling mechs (having to buy 3 variants instead of one with some kind of unlock paths for other things -- related to immersion and pilot skills?)
  • Lobby system
  • 3/3/3/3 class restrictions / flexible class limits for a match
  • Hit Boxes
  • UI improvements
  • Weapon slots (being too "generic", related to customization?)
  • Match Maker
(Community warfare not mentioned because PGI is already working on it)








Community wishes
  • more mechs
  • New weapons
  • Subscription option
  • community run events
  • More MC and c-bill purchase items


#33 Radiant Mass

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Posted 18 September 2014 - 05:07 PM

I have already posted this comprehensive proposal that covers everything related to combat balance. If TRUE balance is to be achieved, all aspects of combat must be addressed as a whole. I would like it if some one finds a flaw in it.

-The Fundamentals-

-Convergence-

Arm Lock must be removed entirely. If not possible, the mechanics must be changed so the arms on a Mech are not totally fixated dead center to the Center Torso's cross hairs. This means that the arm cross hair would stray a small distance from CT's cross hair. Basically having a more restricted arm movement. The point to this it to maintain damage spread between the arms and CT.

Another issue is the cross hairs them selves. As a Mech moves, the cross hairs remain dead center in the HUD. This must be changed so that the cross hairs follows the Mech's every bob and weave as it moves. This in turn will spread the damage across a targeted Mech 's chassis. This is what we have now when we enter third-person view but not as elaborated.

-Sized Hard Points-

To maintain a balanced game, this must be implemented. Not only will it bring balance to Mech builds, but it will open up opportunities for un used Mech chassis, a key to make role warfare viable.

Sized Hard Points will allow and disallow the instalment of certain weapons for a Mech depending on it's Chassis.

This also must result in the removal of the current heat penalty system since cramming many large weapons together will be non existent for all Mechs and only those who were built around such weapons will be allowed to do so. Having the penalties will make those specific Mechs unviable (one example being the "Awesome" AWS-8Q).

The Sized Hard Point System:

Class 1- Used only for small weapon systems.

-IS-
Class 1 Weapon Systems:
Energy: TAG, Flamer, Small Laser Family, Medium Laser Family.
Ballistic: Machine Gun, AC 2.
Missile: NARC, SSRM 2, SRM 2, SRM 4, LRM 5

-CLAN-
Class 1 Weapon Systems:
Energy: TAG, Flamer, Small Laser Family, Medium Laser Family.
Ballistic: Machine Gun, AC 2 Family.
Missile: NARC, SSRM 2, SRM 2, SSRM 4, SRM 4, LRM 5


Class 2- Used only for average sized weapons. Can accommodate Class 1 weapons of its respective type.
-IS-
Class 2 Weapon Systems:
Energy: Large laser Family.
Ballistic: AC 5, UAC 5.
Missile: SRM 6, LRM 10

-CLAN-
Class 2 Weapon Systems:
Energy: Large laser Family.
Ballistic: AC 5 Family
Missile: SSRM 6, SRM 6, LRM 10


Class 3- Used only for large and heavy weapon systems. Can accommodate any Class 1 and 2 weapons systems of their respective type.

-IS-
Class 3 Weapon Systems:
Energy: PPC, ER PPC.
Ballistic: AC 10, LB 10-X AC.
Missile: LRM 15

-CLAN-
Class 3 Weapon Systems:
Energy: ER PPC.
Ballistic: AC 10 Family
Missile: LRM 15


Class 4- Reserved for the largest and heaviest weapon systems and can accommodate all other Class sizes.

-IS-
Class 4 Weapon Systems:
Ballistic: Gauss Rifle, AC 20
Missile: LRM 20

-CLAN-
Class 4 Weapon Systems:
Ballistic: Gauss Rifle, AC 20 Family
Missile: LRM 20


-INNER SPHERE Mech List with the Sized Hard Point System-
Spoiler

-CLAN Mech List with the Sized Hard Point System-
Spoiler

-EQUIPMENT-

-ECM Changes-

ECM must be changed from a radar stealth field, information and guided missile denial system to an information denial system and guided missile counter measure.

This means ECM will no longer make the user and those around them incapable of being targeted. Instead ECM will deny those who are targeting the user from transmitting their location information as well as an increase to target information gathering and missile lock-on times. Those within the 180m bubble will still receive the benefits but at reduced effectiveness, specifically target info gathering and missile lock on times.

The systems that denied or bypassed ECM are also to be changed back. UAV, NARC, and Beagle Active Probe will no longer disable and or bypass ECM.
BAP will instead allow the user who has it installed to detect an ECM user. This means that those who do not have BAP installed will not receive the "Low Signal" warning and cannot identify which mech is transmitting the ECM signal.

PPCs and another ECM however will still be capable to disrupting an enemy ECM.

ECM will also change how missiles behave. Instead of denying a lock on to LRMs and SSRMs, ECM will disable LRM and SRM ARTERMIS IV equipped enhancements turning them in to standard LRMS and SRMs. While on the other hand, standard LRMs and SSRMs will remain the same, but the moment they enter the ECM field their flight pattern will be scrambled and become erratic, leading to an increase to missile spread or even a possible miss on some missiles.

-Balance to Weapons-

All weapons must have an increase to their reload times. In turn most of the weapons values must change in order to reflect this change.

-The problem with "Pinpoint Frontloaded Damage"-

This flawed weapon mechanic that defines both Clan and IS Gauss Rifles, and IS PPCs is something that must be dealt with. This feature not only invalidated Lights and Medium mechs when pitted against larger mechs, but also reduces the kill times for larger mechs considerably.

A recent mechanic found only on the Clan ER-PPC makes it's damage spread across three sections of a targeted enemy mech. While it indeed reduced the total front loaded damage it is still quite considerable, and this feature is not found on the IS PPC. One way to remove the "FLD" property of the PPC family is by converting the weapon to function similarly to either a laser or a pulse laser. If the properties are made, it can be made to have a short beam duration equal to a pulse laser. This will allow the pilot who is being fired upon to have a chance to spread the damage across other sections.

Gauss Rifles are a different story. Even with the proposed Sized Hard Point system, there would still be mechs capable of loading up to two of these. The latest limitation of having a mech fire only two at a time was a step in the right direction, yet it would still mean that a targeted opponent would receive a whopping 30 points of damage.

In order to spread this massive damage the weapon needs to fire in bursts as well. It wouldn't be far fetched if the weapon could fire multiple slugs out of it, this would give reason to having to charge the weapon. This would mean that both IS and Clan Gauss Rifles would fire four slugs in .75s, each one dealing 3.75 pts. of damage.

An increase to the cool down of these weapons to seven seconds should make it less of a hassle in addition to limiting a mech to firing only one of each (PPC/Gauss Rifle) at a time instead of two.

Autocannons:

The addition of Clan weapons introduced a much needed balance feature of burst fire auto cannons. While it was a step in the right direction, the Inner Sphere Autocannons must have this feature implemented to them.

As to make both factions AC weaponry feel different, the general rule of having Clan weapons having extended damage over time should be in effect.

Standard Burst Fire mode models for Inner Sphere:

AC 2: Fires a burst of four rounds dealing 0.5 damage in 0.25 seconds each.
AC 5: Fires a burst of four rounds dealing 1.5 damage in 0.25 seconds each.
AC 10: Fires a burst of four rounds dealing 2.5 damage in 0.25 seconds each.
AC 20: Fires a burst of four rounds dealing 5 damage in 0.25 seconds each.

Standard Burst Fire mode models for Clans:

AC 2: Fires a burst of eight rounds dealing 0.25 damage in 0.19 seconds each.
AC 5: Fires a burst of eight rounds dealing 0.625 damage in 0.19 seconds each.
AC 10: Fires a burst of eight rounds dealing 1.25 damage in 0.19 seconds each.
AC 20: Fires a burst of eight rounds dealing 2.5 damage in 0.19 seconds each.

If and when manufacturers are added, more types of burst fire models could exist.

Ballistic Arcing:

Current ballistic arcing barely exists for auto cannons. To further define auto cannons from other weapons, an increase to the ballistic arcing on them must be added.

To make this feature user friendly, auto cannons would begin their ballistic arc once they reach their maximum range and then begin to drop to the ground for every meter on their path to the maximum effective range.

-Missile Weapons-

New launching mechanic:

With the addition of Clan LRMs, staggered fire is now possible. Although only the C-LRMS have this feature, it should be a feature on all missile based weapons (SRM and SSRM).

To maintain a difference between both IS and Clans, Inner Sphere launchers should fire in salvos:

LRMs will fire in sets of Fives.

SRM and SSRMs will fire in sets of Two.

All Clan missiles should fire in a stream.

Further LRM changes:

The way the LRMs pick their targets must change to the same way SSRMs pick their target but not as randomized. Meaning each missile will have a designated target upon successful lock on.

This should apply to both Clan and IS.

LRM Damage Spread:

Standard:
LRM 5: 1 L. Arm, 1 R. Arm, 1 L. Torso, 1 R. Torso, 1 C. Torso.

LRM 10: 1 L. Arm, 1 R. Arm, 1 L. Leg, 1 R leg, 2 L. Torso, 2 R. Torso, 2 C. Torso.

LRM 15: 2 L. Arm, 2 R. Arm, 1 L. Leg, 1 R leg, 3 L. Torso, 3 R. Torso, 3 C. Torso.

LRM 20: 3 L. Arm, 3 R. Arm, 2 L. Leg, 2 R leg, 3 L. Torso, 3 R. Torso, 4 C. Torso.


With ARTERMIS IV FCS:
LRM 5: 2 L. Torso, 2 R. Torso, 1 C. Torso.

LRM 10: 1 L. Arm, 1 R. Arm, 3 L. Torso, 3 R. Torso, 2 C. Torso.

LRM 15: 2 L. Arm, 2 R. Arm, 4 L. Torso, 4 R. Torso, 3 C. Torso.

LRM 20: 3 L. Arm, 3 R. Arm, 5 L. Torso, 5 R. Torso, 4 C. Torso.

There would be 1% chance for each missile to be assigned a lock on to the Head when lock on is achieved, with our without ARTERMIS IV.

Dumb fired LRMs will follow their arcing and straight flight pattern corresponding to their launcher.

-New Weapon Values based on the proposed changes-

-INNER SPHERE-

Energy Weapon Values:














































































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN DURATION
SMALL LASER 3 1 100 200 2 1
SMALL PULSE LASER 3.5 2 100 200 1.5 0.5
MEDIUM LASER 5 4 270 550 3 1
MEDIUM PULSE LASER 6 5 200 400 2.5 0.5
LARGE LASER 8 8 450 900 4 1
ER LARGE LASER 8 12 675 1,350 4 1
LARGE PULSE LASER 10 10 350 700 3 0.5
PPC 10 10 90-540 1,080 7 -
ER PPC 10 15 810 1,500 7 -
FLAMER* 0.70 3* 90 90 -

*Flamer's lack of reload keeps it where it stands now with the exception that it will produce 1 heat units per 0.5 seconds on the target and 3 heat units per 0.5 seconds on the user

(regardless if the weapon is hitting a target or not). This should prevent stun locks.

Standard Burst Fire Auto Cannons:











































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN DURATION
AC/2 0.5 1 720 1,440 2 1
AC/5 1.5 1 620 1,240 3 1
ULTRA AC/5 1.5 1 600 1,200 3 1
AC/10 2.5 3 450 900 3 1
AC/20 5 7 270 540 4 1


LB-X (Damage per pellet):













WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN
LB10-X 1 X 10 2 540 1,620 3


Missile Weapon Values:























































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN
SSRM 2 2 PER MISSILE 2 270 270 2
SRM 2 2 PER MISSILE 2 270 270 2
SRM 4 2 PER MISSILE 3 270 270 2
SRM 6 2 PER MISSILE 6 270 270 3
LRM 5 1 PER MISSILE 2 180-1,000 1,000 3
LRM 10 1 PER MISSILE 4 180-1,000 1,000 3.5
LRM 15 1 PER MISSILE 5 180-1,000 1,000 4
LRM 20 1 PER MISSILE 6 180-1,000 1,000 5


-CLANS-

Energy Weapon Values:
































































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN DURATION
ER-SMALL LASER 5 2 180 360 2 1.75
SMALL PULSE LASER 5 2 180 360 1.5 1
ER-MEDIUM LASER 7 5 450 900 3 1.75
MEDIUM PULSE LASER 7 5 400 800 2.5 1
ER-LARGE LASER 10 12 890 1,780 4 1.75
LARGE PULSE LASER 10 12 600 1,200 3 1
ER-PPC 15 15 810 1,620 7 -
FLAMER* 0.70 3* 90 90 -


Standard Burst Fire Auto Cannons:
































































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN DURATION
AC/2 0.25 1 900 1,800 2 1.52
ULTRA AC/2 0.25 1 810 1,620 2 1.52
AC/5 0.625 1 720 1,440 3 1.52
ULTRA AC/5 0.625 1 630 1,260 3 1.52
AC/10 1.25 3 540 1,080 3 1.52
ULTRA AC/10 1.25 3 540 1,080 3 1.52
AC/20 2.5 7 360 720 4 1.52
ULTRA AC/20 2.5 7 360 720 4 1.52


LB-X (damage per pellet. All will fire 10 pellets. LB20-X will fire 20 pellets):































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN
LB-2X 0.2 x 10 1 900 1,800 2
LB-5X 0.5x 10 1 720 1,440 3
LB-10X 1 x 10 2 540 1,080 3
LB-20X 1 x 20 6 360 720 4


Missile Weapon Values:



































































WEAPON DAMAGE HEAT RANGE MAXIMUM RANGE COOLDOWN
SSRM 2 2 PER MISSILE 2 360 360 3.5
SSRM 4 2 PER MISSILE 3 360 360 5.25
SSRM 6 2 PER MISSILE 4 360 360 7
SRM 2 2 PER MISSILE 2 270 270 2
SRM 4 2 PER MISSILE 3 270 270 3
SRM 6 2 PER MISSILE 4 270 270 4
LRM 5 1 PER MISSILE 2 180-1,000 1,000 3.25
LRM 10 1 PER MISSILE 4 180-1,000 1,000 3.75
LRM 15 1 PER MISSILE 5 180-1,000 1,000 4.25
LRM 20 1 PER MISSILE 6 180-1,000 1,000 5


-THE HEAT SYSTEM-

- Heat Management-

Currently, the only penalties to heat is an instant shutdown when going beyond the, some what forgiving, heat threshold and damage over to the internal structure of a mech when shut down due to overheating. This needs to be addressed. As it apparently stands, the heat threshold increases with every added heat sink. This has to be changed so that the threshold is static.

As demonstrated in this graph based on in game numbers there is one essential component missing from the Heat System:

%20http://www.jobi.org/images/HeatScales.jpg%20

Heat penalties are key in avoiding constant alpha striking currently plaguing the game. Following the chart, one can take in to account the following penalties:

Fixed modifiers on speed. Increasing with heat generated.

Fixed modifiers on torso and arm movement/convergence. Increasing with heat generated.

Chance of ammunition explosion upon reaching: 65% heat on single heat sinks, 87% heat on double heat sinks.

-New Numbers for Heat Sinks-

For heat sinks to work properly under the new system the numbers must reflect it.

As it stands now, Single Heat Sinks dissipate 1 heat over the course of 10 seconds, resulting in a heat dissipation of 0.10 heats per second. This is fundamentally flawed, both for the current game and this proposed system.

For the heat sinks to work the numbers must be raised to reflect the re-fire rate of weapons. The new numbers are as follow:

Single Heat Sinks:
1 heat over 5 seconds. A 0.20 heat dissipation per second value.

Double Heat Sinks:
2 heat over 5 seconds. A 0.40 heat dissipation per second value. An alternative to Double heat sinks following the current model that can also work could be 1.75 heat over 5 seconds, a

0.35 heat dissipation per second value.

The values are the same weather the heat sinks are part of the engine or not.

-Comments-

This feedback arose from hours of game play experience in MW:O since closed beta, current and past user feedback and the hope to fix the balance problems on the only modern Mech Warrior simulator game.

These changes were made to complement one another. One can't work without the other. So in order for this proposal to work, most, if not all of these must come out together.

Sources:

Mech and weapon stats:

http://mwo.smurfy-ne.../#module_normal

http://www.sarna.net/wiki/Main_Page

Heat Sink info:

http://mwomercs.com/...eat-management/

Discussion of Heat System:
http://mwomercs.com/...os-heat-system/

#34 White Bear 84

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Posted 18 September 2014 - 05:18 PM

How will Merc's fit in with CW
- Do we have to have a certain level of alliegance to own a planet in a factions space?

What is likely to be implemented in regards to multiple units?

For example, while we have a sizeable number of registered players, only a fraction play. We would like to great two units one for standard players, one for 'reserves' where players only get promoted to the top unit if they play frequently enough..

Is there any functionality planned for inter-division alliances - so if you are a merc corp you can form an alliance with other merc corps to protect one or more planet.

Can you provide more information on the funding model for the universe - how can we transfer/utilise c-bills in CW and within our unit?

Edit: More suggestions are being compiled within our Division and will be posted soon :)

Edited by White Bear 84, 18 September 2014 - 05:46 PM.


#35 Deathshade

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Posted 18 September 2014 - 05:21 PM

View PostDeathjesterUK, on 18 September 2014 - 04:18 PM, said:

I want PGI to take Community Warfare back to the drawing board. Its not gonna cut it with what they are suggesting right now. What they are making is basically a shallow overlay. If they crack open the mercenary handbooks from the Mechwarrior RPG, they will see a way to make community warfare something incredible:

Good idea Death. I had forgotten about the references to the mercenary handbooks. (runs off to read)

Here is another book on the rest of Battletechs reference to planetary rules.

Battleforce 2
http://www.sarna.net...i/BattleForce_2

The boxed set looks better but is about 200 dollars on amazon. It has extensive rules on the orbital landings, galactic jumps, aerotech wars. What rules and ideas exist with time being spent between the drop ship and the planetary systems. Great for our role playing Clans.

#36 Sandpit

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Posted 18 September 2014 - 05:34 PM

View PostMarcs Birger, on 18 September 2014 - 05:07 PM, said:

snip

I appreciate the effort and detail in your post but this is purely to collect info on features/mechanic that are important to you. Then we can start getting ideas and suggestions on how to fix those.

#37 Cyborne Elemental

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Posted 18 September 2014 - 05:37 PM

1. Hitreg
2. Hitreg
3. Hitreg
4. Hitreg
5. Hitreg
6. Unnerf Jumpjets
7. Pick a better way to balance PPC speed
8. Hitreg
9. Maps
10. Solve the Motion Blur bug (been in since the DX11 upgrade)
11. Hitreg

#38 Sandpit

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Posted 18 September 2014 - 06:08 PM

View PostMister D, on 18 September 2014 - 05:37 PM, said:

1. Hitreg
2. Hitreg
3. Hitreg
4. Hitreg
5. Hitreg
6. Unnerf Jumpjets
7. Pick a better way to balance PPC speed
8. Hitreg
9. Maps
10. Solve the Motion Blur bug (been in since the DX11 upgrade)
11. Hitreg

lol I take it hit reg is important to you? :P

#39 Dirgez

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Posted 18 September 2014 - 06:15 PM

I would like to see a weapon fire dispersion mechanic implemented. An aiming penalty due to heat level, movement speed, weapon recoil, etc.

#40 Mystere

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Posted 18 September 2014 - 06:23 PM

1. Clean maps of invisible walls.
2 New player experience.
3. Hit registration.
4. 10 vs. 12
5. Collisions and "Death from Above".
...
...
999,999,999. ECM.





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