

October Road Map - Feedback Continued
#361
Posted 02 October 2014 - 07:44 PM
#362
Posted 02 October 2014 - 09:58 PM
ExAstris, on 02 October 2014 - 06:31 PM, said:
Yep. Pin-point front-loaded damage is just plain better than anything else, as I've been telling anyone that care to listen for a very long time now.
ExAstris, on 02 October 2014 - 06:31 PM, said:
Because pin-point damage-over-time is the best you can do if you cannot mount pin-point front-loaded due to weight restrictions.
ExAstris, on 02 October 2014 - 06:31 PM, said:
Because you can't aim them AND they spread damage, so you can't exploit the weaknesses of PGI's implementation of BattleTech's armour and weapon systems.
Pin-point accurate, instantly converging, front-loaded damage simply breaks the armour system, allowing for ridiculously low TTKs and relegating anything not ballistic to second-tier weaponry (or worse).
Ballistics also got the largest boost DPS-wise as compared to the TT stats - as someone else pointed out, an AC/5 and a ML should have the same DPS, but currently the AC/5 has more than twice the DPS (3.0 vs 1.25).
On the same note, missiles got the lowest DPS boost of all the weapon systems. That the missile code is a hot broken mess only compounds the issue.
In the end though, the problems with weapon balance is that free customization and instant convergence means that the weapons that can do pin-point accurate front-loaded damage are just plain better than those who can't. That's why ACs, PPCs, and Gauss have ruled the roost for over a year now, why anyone that can strip off an energy weapon and put a ballistic there instead does, and why you only see those missile-only variants on the lower two tiers.
Edited by stjobe, 02 October 2014 - 10:00 PM.
#363
Posted 02 October 2014 - 10:03 PM
stjobe, on 02 October 2014 - 09:58 PM, said:
Because pin-point damage-over-time is the best you can do if you cannot mount pin-point front-loaded due to weight restrictions.
Because you can't aim them AND they spread damage, so you can't exploit the weaknesses of PGI's implementation of BattleTech's armour and weapon systems.
Pin-point accurate, instantly converging, front-loaded damage simply breaks the armour system, allowing for ridiculously low TTKs and relegating anything not ballistic to second-tier weaponry (or worse).
Ballistics also got the largest boost DPS-wise as compared to the TT stats - as someone else pointed out, an AC/5 and a ML should have the same DPS, but currently the AC/5 has more than twice the DPS (3.0 vs 1.25).
On the same note, missiles got the lowest DPS boost of all the weapon systems. That the missile code is a hot broken mess only compounds the issue.
In the end though, the problems with weapon balance is that free customization and instant convergence means that the weapons that can do pin-point accurate front-loaded damage are just plain better than those who can't. That's why ACs, PPCs, and Gauss have ruled the roost for over a year now, why anyone that can strip off an energy weapon and put a ballistic there instead does, and why you only see those missile-only variants on the lower two tiers.
This post is all of the things.
Seriously.
All of the things.
#364
Posted 02 October 2014 - 11:33 PM
stjobe, on 02 October 2014 - 09:58 PM, said:
A big part of the problem is the lack of efficiency of SRMs, at least for IS SRMs. It's FLD, but spread FLD. That used to not matter when SRMs had broken splash damage and were crazy good and gibbing people in 3 or 4 salvos. But these days, even against morons who just stand there and take it in the face, it takes forever to sandpaper their mech to death. The hard-capped range for SRMs also means taking tremendous risk to bring them into play. Longer ranged weapons lets you pick a spot and fire upon someone without having to step in closer and expose yourself to 3 or 4 enemies at the same time.
Clan SRMs are a different calculus because they weigh half as much as IS SRMs.
And the issue with LRMs need not be said.
So those missile hardpoints aren't as desirable as energy and ballistic hardpoints.
Missile splash damage used to be broken, but that was a big part of their deadliness. I would suggest that they implement damage transfer mechanic for missiles, same as the Clan ERPPC damage transfer mechanic. For example, LRMs could deal 1 damage to the component that is hit, and transfer X damage to adjacent locations. SRMs could deal 2 damage to the location hit, and transfer Y damage to adjacent locations. Tune X and Y as needed. So, while missiles are spread and unfocused, they should be brutal at basically blasting an entire mech apart all at once.
Edited by YueFei, 02 October 2014 - 11:34 PM.
#365
Posted 02 October 2014 - 11:37 PM
This is list completel BS when u have a Raven 3L as a tier 2,
this is epic fail, don't even need to see more when u rate a 3L as a tier, 2, and of course, the people who rated this are pure IS players cause they want as many quirks as they can.
This is complete and utter steaming cow dung.
#366
Posted 03 October 2014 - 06:01 AM
#367
Posted 03 October 2014 - 08:00 AM
YueFei, on 02 October 2014 - 11:33 PM, said:
Which in itself wouldn't be a problem if not for some weapons (ballistics) being pin-point instant convergence front-loaded. If all weapons spread their damage (or at least multiple weapons spread their damage), missiles wouldn't be so bad, comparatively.
It's only when you compare a LRM40 boat doing zero to 44 points, spread over several locations, to an AC40 boat doing its guaranteed 40 to a single location that the LRM40 comes out as bad.
The fact that some weapons spread their damage and some not basically make balancing them a nightmare, and I've been arguing for the reworking of ACs into burst-fire for longer than I care to remember. The Clan ACs show that it can be done, and that it's not the end of the world.
Edited by stjobe, 03 October 2014 - 08:01 AM.
#368
Posted 03 October 2014 - 11:00 AM
#369
Posted 03 October 2014 - 05:37 PM
However a scaling pass would help all those poor mediums and some heavies a whole lot more than quirks ever will.
#370
Posted 03 October 2014 - 07:03 PM
Hades Trooper, on 02 October 2014 - 11:37 PM, said:
This is list completel BS when u have a Raven 3L as a tier 2,
this is epic fail, don't even need to see more when u rate a 3L as a tier, 2, and of course, the people who rated this are pure IS players cause they want as many quirks as they can.
This is complete and utter steaming cow dung.
If you think the list is only compiled to get 'Mechs buffed with quirks, then provide what you'd consider a better list along with why.
But based on the insight gained from answers to my questions, I can tell you why the 3L is T2 and not T1 as you are implying: the ECM allows it to be as high as it is. The other Ravens can peck (2 LL build) with the exact same arm geometry as the 3L, yet are bottom feeders (save for the 4X, which can actually flap its wings and bring a second 'Mech module.) While only the 3L has two missile racks, so does the Jenner-D, which does so with CT convergence, while splitting all of its energy between two nicely-placed arms instead of arm+torso.
It's clear, then, that it's the ECM that's carrying the 3L.
But perhaps you have a different perspective as to why the 3L should be T1?
#371
Posted 03 October 2014 - 07:45 PM
stjobe, on 03 October 2014 - 08:00 AM, said:
It's only when you compare a LRM40 boat doing zero to 44 points, spread over several locations, to an AC40 boat doing its guaranteed 40 to a single location that the LRM40 comes out as bad.
The fact that some weapons spread their damage and some not basically make balancing them a nightmare, and I've been arguing for the reworking of ACs into burst-fire for longer than I care to remember. The Clan ACs show that it can be done, and that it's not the end of the world.
I'd like to see something like Wanderer's idea adopted. Sized hardpoints, but not hardpoint restrictions. Something akin to the missile tube limits. You can shove a LRM20 into a 5 tube slot, and it'll fire in 4 batches of 5 each.
For autocannons, you can go ahead and shove an AC20 into a Jagermech's arm, but the smaller bore size means it'll fire in a longer burst of many shells. If you shove an AC20 into a Hunchback, it'll fire in a much shorter, more vicious burst of shells.
On the other hand, I'm actually OK with the current TTK. My HBK usually can fire at least 5 or 6 full salvos in a match before dying. I imagine in TT I probably wouldn't survive many more exchanges than that anyways. The hitboxes are a bigger deal for me. I'd love it if I could use the HBK's arms to intercept fire. But they are toothpick thin and it's a minor miracle whenever they absorb a hit.
I'd rather they did hitboxes like Carrioncrow has suggested. Then mech survival is more closely dependent on pilot skill, which I think would be really cool. Stare at enemies not moving and you should die quickly. Stay on the move, keep twisting and turning, and you should survive much longer.
Well, at least that's assuming your enemies don't just double-leg you. =/ But if that becomes an issue adjustments can be made for leg hitpoints. Or, rather than just a hitpoints adjustment it could be a damage resistance, that way you'd still be punished for running with low amounts of leg armor, and rewarded for fully armoring the legs.
Meh, I'm rambling.
#372
Posted 03 October 2014 - 09:02 PM
Example Scout Quirks
Mech/Equipment Quirks
25% increased sensor range: from 800m to 1000m
Improved ECM detection with BAP: A extra 100m added to the maximum distance you can target ECM covered mechs. (this isn't the range needed to cancel out a ECM but the distance outside the bubble at which you can target.)
(
Weapon Quirks
33% improved TAG Range: from 750m to 1000m
50% NARC projectile increase
50% increase NARC Range
Medium(Pulse) Laser Range or cooldown improvement: Nothing super big
Edited by Destoroyah, 03 October 2014 - 09:05 PM.
#373
Posted 04 October 2014 - 09:29 AM
#374
Posted 04 October 2014 - 02:57 PM
#375
Posted 04 October 2014 - 03:34 PM
Tincan Nightmare, on 04 October 2014 - 02:57 PM, said:
The rankings weren't determined by any algorithm, rather the input of a few select players.
So ECM's effect on the ranking can only be loosely abstracted by considering otherwise comparable chasses, which generally seems to be about a tier or so in effectiveness.
Perhaps for competitive 12 mans they're right, but for PUGs (even high ELO ones), I suspect they're underestimating the impact ECM has on the total match and more reflecting on how well they individually perform.
While that's speculative, what is for sure is that even PGI now is officially recognizing ECM mechs as still being flatly superior to otherwise comparable designs and ECM itself as still over-the-top. In the town hall, Russ didn't want to go into ECM too much because its such a Pandora's Box (pun intended, and he's right that its a complicated issue). He's fortunately leaning towards doing something about it, but there is no timetable, nor any definitive course of action settled on. Sadly, he seems opposed to removing the total radar block (which is the root of the problems).
Only time will tell. Two things;
1) Props to Russ for spending 3hrs off his off time to chat about these things.
2) ECM is my "one issue" that I'm still voting with my wallet on. Something fairly drastic needs to be done about it (especially for the puggers), and I'm approaching 2 full years now of withholding support (since Dec 12).
#376
Posted 04 October 2014 - 06:06 PM
Also not sure if just removing the negative quirks will be enough for the Vic's. Especially considering the weapons that made those negative quirks show up aren't that good anymore. Of course if you guys plan on revisiting the quirks after the first round then maybe that small adjustment is ok. Better not to over shoot I suppose.
#377
Posted 05 October 2014 - 01:09 PM
#378
Posted 05 October 2014 - 02:12 PM
Awesome 8 T no heat penalty for normal PPC.... this build has allready 3 in the old build and this awesome should have 3+ PPCs. btw shoot torsotwist shoot is the way to play a awesome, so Lasers are not the Awesome weapons. Plus with normal PPCs you have not the Sniper problem
Highlander:
Hills are his homeland... plus hillclimb for him^^
Firestarter:
- heat for flamethrowers.
#380
Posted 05 October 2014 - 04:06 PM
Wolfways, on 02 October 2014 - 12:18 PM, said:
AC/2s and AC/5s are among the worst weapons in the game by TT rules while Medium Lasers are very good and very efficient compared to other L1 tech. The fact that the low-caliber autocannons have improved dramatically compared to their paperback incarnations is one of the things PGI has gotten right in their balancing.
High DPS on sustained fire weapons is also very easy to overvalue. They don't concentrate damage and require continuous line of sight to a target to function, meaning they will almost never live up to their theoretical potential, doing so requires exposing yourself to much greater risk than something that only needs to shoot once every four seconds, and the damage they do inflict will generally be less efficient than being able to immediately drop 30+ points on one location. An AC/5 needs to have better DPS per ton than an AC/20 or a Gauss Rifle to be worth using.
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