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Pgi, Please Consider "free Endo 4 The Poor" And Underprivileged Omnimechs Not Named Timber Wolf Or Storm Crow?

Balance BattleMechs

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#341 Tombstoner

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Posted 15 January 2015 - 01:48 PM

View PostBishop Steiner, on 15 January 2015 - 11:13 AM, said:

Always felt Flamers, MGs and AMS should all have been a separate hardpoint category entirely, like a "Support Weapon". Then you wouldn't have people cramming in Gauss where MGs were, or turning the flamer hard points of a TDR-9S into Lightning Guns of Doom.

True, the Ember would be useless, atm, (although 8 mg might be fun...or 8 AMS) or maybe it would have forced them to rethink the flamer instead of just assuming you will swap it for a mlasers, anyhow?

you mean something with a size limit. for instance support weapon 1 standing for single crit slot only device that is energy, ballistic, ams. that would stop mg's from being converted into gauss.

If we truly had full unrestricted design choice. I would fill all my torso slots with MG's and keep 4 tones of ammo in the legs. So 36+ mg's at 125 meters.... BTW i did build this in the classic rules way back in 85. Just spam the head and pop.... next...

Yes the game seems to give money mechs on average more hard points.... That translated directly into an advantage over other mesh of the same tonnage and lets non cannon designs affect the meta.... All we can do is provide feedback and hope for the best....

#342 Lily from animove

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Posted 15 January 2015 - 02:58 PM

View PostTombstoner, on 15 January 2015 - 09:27 AM, said:

But that's because of an arbitrary assignment of hard points taken from TT. The designers where concerned more with flavor text then min maxing.... The ember is a great example of this.... 8 energy hard points. mostly because of a P2W choice, but the fire starter template its derived from would suck in MWO unless you mod the mech. since its flamers you default to energy hard points thus you get a beastly light mech...

This games going to continue running into this sort of issue.. particularly when we start getting starleague mechs....


and this is why maybe quirking mechs being a good idea, the TT had bad and better mechs, and quirks can entirely change and guide a mechs direction (as the lore also gave mechs roles, that the MWO construction rules took away).

and flamers, dunno, they should ne 0 heat weapons and basically act as energy based mg's. I mean I can use a blow torch and the torch itself does not melt becaus eof the way it works, so why should an MWO flamer heat up the own mech? PGI already changed a lot TT aspects and values because they don't work in a FPS styled game, while in something like mech commander, they did work. And so refitting the TT rules for a FPS styled game is not a crieme or violation, its a vital aspect for MWO's balance.

View PostTombstoner, on 15 January 2015 - 01:48 PM, said:

you mean something with a size limit. for instance support weapon 1 standing for single crit slot only device that is energy, ballistic, ams. that would stop mg's from being converted into gauss.

If we truly had full unrestricted design choice. I would fill all my torso slots with MG's and keep 4 tones of ammo in the legs. So 36+ mg's at 125 meters.... BTW i did build this in the classic rules way back in 85. Just spam the head and pop.... next...

Yes the game seems to give money mechs on average more hard points.... That translated directly into an advantage over other mesh of the same tonnage and lets non cannon designs affect the meta.... All we can do is provide feedback and hope for the best....



this, but somehow even in MW 3 with fully customizeable mechs, 16 weapons were the max number possible. guess 16 is the magical IT number we have in MW games.

Edited by Lily from animove, 15 January 2015 - 02:59 PM.


#343 Koniving

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Posted 15 January 2015 - 03:01 PM

View Postdarkkterror, on 08 January 2015 - 01:59 PM, said:

Fixing STD internals being worthless is something worthy of its' own thread. A thread that also covers the fact that SHS and FF are also worthless.

For any of that to be worth something, we'd have to change both double armor/structure to single armor/structure, remove FLD and reduce firing damage rates to the specific damage ratings (i.e. AC/20 does up to 20 damage in 10 seconds).
Then it can all be worth something.

Edited by Koniving, 15 January 2015 - 03:01 PM.


#344 Metus regem

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Posted 15 January 2015 - 03:02 PM

View PostLily from animove, on 15 January 2015 - 02:58 PM, said:

this, but somehow even in MW 3 with fully customizeable mechs, 16 weapons were the max number possible. guess 16 is the magical IT number we have in MW games.


Aside from a bad AI, MW3 is my favourite of the series thus far... and I sware, that half the pilots I encounter must be the same AI from that game...

#345 Vanguard836

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Posted 15 January 2015 - 03:18 PM

View PostKoniving, on 15 January 2015 - 03:01 PM, said:

For any of that to be worth something, we'd have to change both double armor/structure to single armor/structure, remove FLD and reduce firing damage rates to the specific damage ratings (i.e. AC/20 does up to 20 damage in 10 seconds).
Then it can all be worth something.


Again, if that is your and other people's view that is fine but please bring that to another thread :)

#346 Mcgral18

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Posted 15 January 2015 - 04:01 PM

View PostLily from animove, on 15 January 2015 - 02:58 PM, said:


and this is why maybe quirking mechs being a good idea, the TT had bad and better mechs, and quirks can entirely change and guide a mechs direction (as the lore also gave mechs roles, that the MWO construction rules took away).

and flamers, dunno, they should ne 0 heat weapons and basically act as energy based mg's. I mean I can use a blow torch and the torch itself does not melt becaus eof the way it works, so why should an MWO flamer heat up the own mech? PGI already changed a lot TT aspects and values because they don't work in a FPS styled game, while in something like mech commander, they did work. And so refitting the TT rules for a FPS styled game is not a crieme or violation, its a vital aspect for MWO's balance.




this, but somehow even in MW 3 with fully customizeable mechs, 16 weapons were the max number possible. guess 16 is the magical IT number we have in MW games.


Fun fact:

16 is also the cutoff in MWO...

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#347 Stabbitha

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Posted 15 January 2015 - 05:01 PM

View PostLily from animove, on 15 January 2015 - 02:58 PM, said:

and this is why maybe quirking mechs being a good idea, the TT had bad and better mechs, and quirks can entirely change and guide a mechs direction (as the lore also gave mechs roles, that the MWO construction rules took away).


The thing about TT was that, particularly if you were playing a LOS game (ie. you didn't see mechs until they were spotted), even a bad mech would still win the day with some innovative tactics and a few lucky rolls.

PGI's method of trying to get to the feeling of balance via more and more tweaks and balances only makes the system more complex and more difficult to balance.

Quote

and flamers, dunno, they should ne 0 heat weapons and basically act as energy based mg's. I mean I can use a blow torch and the torch itself does not melt becaus eof the way it works, so why should an MWO flamer heat up the own mech?


I thought Btech flamers were venting fusion core plasma? There's a fair degree of "insert science here" explanations for inconsistencies in Battletech, but if you view the system from a point of view that they created heat etc as a method of balancing output (so you couldn't just boat weapons) and with some RP implications (eg. flamers being used to raze the environment, causing heat obstacles, IR and visual impairment), you do have to engage some suspension of disbelief.

eg. Mechs sound spiffy but as an armoured platform, they are functionally moronic. Large flat surfaces perfect for catching incoming energy/munition fire, no deflection/penetration mechanics. The method of armour ablation/critical hit is counter intuitive, a single shot from an actual rail gun (eg. that one the US is testing for example) would probably blow straight through many inches of armour/engine etc. Once you start picking around the edges of the basis for BTech mech combat, it rapidly unravels.

Quote

PGI already changed a lot TT aspects and values because they don't work in a FPS styled game, while in something like mech commander, they did work. And so refitting the TT rules for a FPS styled game is not a crieme or violation, its a vital aspect for MWO's balance.


Their biggest sin is to mostly remove the element of chance.

A bloom style cross hair where your actions/heat/movement etc causes a margin of error for weapon accuracy/convergence would go a very long way to replicating TT conditions (eg. roll modifiers based on your target/your movement, current heat etc), in that standing still and sniping makes a lot of sense, and pop tarting is pretty nonsensical at range. It would also make laser boat pin point strikes less likely as convergence would tend to spray lasers around the area rather than perfectly coordinate them.

And since firing would cause a certain amount of bloom, chain firing would be less efficient in terms of aim, but better for heat management. Alpha strikes would allow larger delivery of dmg on target, but would be problematic in terms of heat management. Fast light mechs would constantly have to deal with bloom, but also their larger targets would need to deal with constantly adjusting their aim/turning to catch them.

Combine this with true heat scale effects (slower movement, sluggish torso/arm aim, borked displays, pilot blackout or distortion) from redlining, TTK goes way up and you get less pinpoint one shots.

The aim of this thread was, ostensibly, to rescue some mechs from redundancy, a laudable goal to be sure, but it's going to involve ever more selective and intricate tweaks to even come close to achieving. Variable accuracy isn't a silver bullet by any stretch of the imagination, but it might slow down some of the more egregious examples of fave of the month boat builds.

Not that I think that this stuff hasn't been said before, but after a week back the cheese is still as bad as it was when I took a break and I need some catharsis.

#348 Andi Nagasia

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Posted 17 January 2015 - 07:18 PM

still though Endo could very well help many Under performers,
and i would love it on my Nova(+2.5Tons), and WHK(+4Tons),

if you loaded a WHK with Endo you could pack,
4ER-LL + 4LRM15(18shots) + CAP,

#349 Bishop Steiner

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Posted 17 January 2015 - 08:32 PM

View PostAndi Nagasia, on 17 January 2015 - 07:18 PM, said:

still though Endo could very well help many Under performers,
and i would love it on my Nova(+2.5Tons), and WHK(+4Tons),

if you loaded a WHK with Endo you could pack,
4ER-LL + 4LRM15(18shots) + CAP,

even if you scraped off 1/2 ton of armor to reach 6 tons of ammo, that's pretty light for 4x LRM15s.....not to mention really hot still, lol.

#350 Andi Nagasia

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Posted 17 January 2015 - 08:49 PM

View PostBishop Steiner, on 17 January 2015 - 08:32 PM, said:

even if you scraped off 1/2 ton of armor to reach 6 tons of ammo, that's pretty light for 4x LRM15s.....not to mention really hot still, lol.


well lets assume one would use the LRM 15 in chain Fire,
and only to target enemies you know you would hit, and fire over your allies,
you may have lower DPS, but it would help your team as you can shoot over them,

i currently run a TimberWolf with 4ER-ML + 4LRM15(18shots),
most of the time im powdering my enemies wail behind allies as their is not always room to form a wall,
this support build helps me help my team, i rarely get kills but if it helps the team, why not do it,
id rather Powder my enemies & help my team win, then Powder my K/D one man army & lose,

Edit- Spelling

Edited by Andi Nagasia, 17 January 2015 - 08:50 PM.


#351 Bishop Steiner

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Posted 17 January 2015 - 09:34 PM

View PostAndi Nagasia, on 17 January 2015 - 08:49 PM, said:


well lets assume one would use the LRM 15 in chain Fire,
and only to target enemies you know you would hit, and fire over your allies,
you may have lower DPS, but it would help your team as you can shoot over them,

i currently run a TimberWolf with 4ER-ML + 4LRM15(18shots),
most of the time im powdering my enemies wail behind allies as their is not always room to form a wall,
this support build helps me help my team, i rarely get kills but if it helps the team, why not do it,
id rather Powder my enemies & help my team win, then Powder my K/D one man army & lose,

Edit- Spelling

also, let's not forget, static Crits could affect what can go where. The arms are likely open, as is the CT as it cannot affect current stock builds, but the RT might be largely locked.

Of course, it's all hypothetical

#352 Andi Nagasia

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Posted 18 January 2015 - 03:24 PM

View PostBishop Steiner, on 17 January 2015 - 09:34 PM, said:

also, let's not forget, static Crits could affect what can go where. The arms are likely open, as is the CT as it cannot affect current stock builds, but the RT might be largely locked.

Of course, it's all hypothetical


true Endo could be Static, but i feel it would be easier to code Dynamic Endo,
not only that the Dynamic code already exists for IS but also the mechs them selves,

example if the nova gets Endo it cant put Static Endo in the legs as their are JJ there,
which means 2 points of Static Endo have to go else where on the Omni-Mech,
its most likely to fill its: 1HD, 2-ST(each), 1Arm(each),

#353 Lily from animove

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Posted 18 January 2015 - 03:27 PM

View PostMetus regem, on 15 January 2015 - 03:02 PM, said:


Aside from a bad AI, MW3 is my favourite of the series thus far... and I sware, that half the pilots I encounter must be the same AI from that game...

AI there was quite capable of hitting well when you gave it a line of fire. the issue AI had was runnign plainless around giving you some windows to hit them without gettign returnfire.

woudl totally buy a remake with soem better AI. Game was greta and runs totally bugged on W7.

#354 Bishop Steiner

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Posted 18 January 2015 - 05:14 PM

View PostLily from animove, on 18 January 2015 - 03:27 PM, said:

AI there was quite capable of hitting well when you gave it a line of fire. the issue AI had was runnign plainless around giving you some windows to hit them without gettign returnfire.

woudl totally buy a remake with soem better AI. Game was greta and runs totally bugged on W7.

worst AI was teammate..... can't tell you the number of times they got caught on terrain on move orders.......

#355 Lily from animove

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Posted 18 January 2015 - 06:17 PM

View PostBishop Steiner, on 18 January 2015 - 05:14 PM, said:

worst AI was teammate..... can't tell you the number of times they got caught on terrain on move orders.......


lol in the "W7 version" they failed going over the bridge, they somehow tried walking over it, got stick on a pile or envireoment and poof, off went the leg.

Edited by Lily from animove, 18 January 2015 - 06:18 PM.


#356 Ultimax

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Posted 18 January 2015 - 06:33 PM

View PostAndi Nagasia, on 17 January 2015 - 07:18 PM, said:

still though Endo could very well help many Under performers,
and i would love it on my Nova(+2.5Tons), and WHK(+4Tons),

You'd likely gain less than 4 tons on the Warhawk, because (assuming you could) you would probably need to remove Ferro Fibrous to have enough functional slots for a build.

As is, the Warhawk currently only has 26 available critical slots, just adding Endo and keeping Ferro it would drop down to 19.

If you drop Ferro for Endo, you'd have 26 slots but you'd only pick up something like 2 tons total (just eyeballing FF to around 2 tons or so for the WHK at max armor).

#357 Bishop Steiner

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Posted 18 January 2015 - 07:26 PM

View PostAndi Nagasia, on 18 January 2015 - 03:24 PM, said:


true Endo could be Static, but i feel it would be easier to code Dynamic Endo,
not only that the Dynamic code already exists for IS but also the mechs them selves,

example if the nova gets Endo it cant put Static Endo in the legs as their are JJ there,
which means 2 points of Static Endo have to go else where on the Omni-Mech,
its most likely to fill its: 1HD, 2-ST(each), 1Arm(each),

The static endo is more essential as a balancing feature, since the omnis with existing endo have it locked.

View PostUltimatum X, on 18 January 2015 - 06:33 PM, said:

You'd likely gain less than 4 tons on the Warhawk, because (assuming you could) you would probably need to remove Ferro Fibrous to have enough functional slots for a build.

As is, the Warhawk currently only has 26 available critical slots, just adding Endo and keeping Ferro it would drop down to 19.

If you drop Ferro for Endo, you'd have 26 slots but you'd only pick up something like 2 tons total (just eyeballing FF to around 2 tons or so for the WHK at max armor).

definitely not advocating unlocking the armor. No sir.

#358 Metus regem

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Posted 18 January 2015 - 07:33 PM

View PostLily from animove, on 18 January 2015 - 03:27 PM, said:

AI there was quite capable of hitting well when you gave it a line of fire. the issue AI had was runnign plainless around giving you some windows to hit them without gettign returnfire.

woudl totally buy a remake with soem better AI. Game was greta and runs totally bugged on W7.


I had a bad habit of indirect fire, and once the train mission was over, I kept TAG on everything, Arrow IV was awesome!

But I also noticed that the AI had patrol routes, and if you used passive radar, watched the map for their radar ranges, and snipped at them with ERLL or AC 2/5's they would stop for a second look at you, not be able to see you, then get back to their patrols.

#359 Ultimax

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Posted 18 January 2015 - 07:36 PM

View PostBishop Steiner, on 18 January 2015 - 07:26 PM, said:

definitely not advocating unlocking the armor. No sir.


It's an issue that is particularly unique to the Warhawk.


All of the current omnis that have Ferro would likely want to keep it (they tend to have huge engines, or already have low usable tonnage and mostly want more).


While 2 tons for the Warhawk would be nice, it's not really making or breaking builds and isn't really what's the biggest obstacle for Warhawk builds and I'm pretty sure there are very few Warhawk builds that could actually use both Endo and Ferro.


So personally I'm not really fussed either way, it would be "nice to have" but really it wouldn't change much.

Edited by Ultimatum X, 18 January 2015 - 07:37 PM.


#360 Andi Nagasia

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Posted 18 January 2015 - 08:10 PM

View PostBishop Steiner, on 18 January 2015 - 07:26 PM, said:

The static endo is more essential as a balancing feature, since the omnis with existing endo have it locked.


just stating that if its locked it may lead to some problems, for example,
if the nova gets its head slot and 3 of each side torso locked, 3 slots left,
thats 3DHS you can no longer place in the ST, only 1DHS can be mounted now,
yes you get 2.5 tons more, but its at the cost of 4DHS, thats my fear,





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