Jump to content

Is Dropdeck Tonnage Reduction Now In Effect


407 replies to this topic

#192 ConquerorClass

    Member

  • Pip
  • Raging Lotus
  • Raging Lotus
  • 16 posts
  • LocationPerth

Posted 11 May 2015 - 09:33 PM

View PostDomenoth, on 11 May 2015 - 08:37 PM, said:

I think the only way you could do it would be to assign each weapon a value dependent on what Mech it's installed in. By that I mean a large laser has X points on a Thunderbolt and Y points on a Locust. Add up all the point values for all the weapons in your build, and that's your value. You have to do it this way so that if you take a really crappy build on a Thunderbolt, you aren't penalized for the Thunderbolt itself.

If you don't do it that way, all the "You brought <Mech Name> to CW? You can't bring <Mech Name> to CW..." will just turn into "You brought <Weapon Type> on a <Mech Name> to CW? You can't bring <Weapon Type> on a <Mech Name> to CW..." and that's not really an improvement at all.

Having said that, how many Weapon and Mech combinations are possible right now? Pretty sure that's a gigantic number that would require way too many games' worth of data to establish an accurate baseline.


I get Kay's point.....

a THUNDERBOLT has awesome high points.... ERLL or ERPPC, is uber.... get a catapult C1? with 4 ERLL on its nose.... NOT THE SAME BRAND OF PEW PEW.....

so straight up a thunder is 65 points.... a catapult is 40ish.... catapult is in the line with poor vindicator.

this BV is great idea... simplified maybe and a little work, it'd be a good indicator of "optimised - Meta" and "garbage"

like a thunderbolt 5s...?!
3 med
LL
lrm 15
srm 2...

JUST as bad as a vindicator as well.

#193 Torchfire Katayama

    Member

  • PipPipPipPipPip
  • The Infernal
  • The Infernal
  • 114 posts
  • LocationNA

Posted 11 May 2015 - 09:41 PM

View PostxSONOHx, on 11 May 2015 - 04:34 PM, said:

Wait, did people really call IS mechs OP? AHAHAHAHAHAHAHAHAHAAHAHAHAH!

Edit: You can prove that the IS is OP to me by finding at least one IS assault mech in the game that can have 4 UAC/20s with 70 rounds and a small laser. Oh wait, only clans have that for now.


uh.... 70 rounds 4 damage a shell is... let me do the math here... 280 damage? well worth it isn't it. oh but wait! after half those rounds have missed because its NOT one shell like the IS ac 20 we're only looking at 140 damage. But never fear! I've got my trusty small laser in the 50 kph walking tortoise wider than two atlasi

#194 LastKhan

    Defender of Star League

  • PipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 1,346 posts
  • Twitter: Link
  • LocationIn Dropship DogeCafe

Posted 11 May 2015 - 09:46 PM

View PostTorchfire, on 11 May 2015 - 09:41 PM, said:


uh.... 70 rounds 4 damage a shell is... let me do the math here... 280 damage? well worth it isn't it. oh but wait! after half those rounds have missed because its NOT one shell like the IS ac 20 we're only looking at 140 damage. But never fear! I've got my trusty small laser in the 50 kph walking tortoise wider than two atlasi


Also why bring the direwhale to CW unless ur in a competent 12 man group or base defense.. Rather not waste my 240 on it. To the reset in drop deck all i can say is, Meh. I would like CW to eventually do like supply lines stuff like if you're to stretched out your deck is reduced or something.

Edited by LastKhan, 11 May 2015 - 09:47 PM.


#195 Suzumiya Haruhi no Kerensky

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 413 posts
  • Locationjapan

Posted 11 May 2015 - 09:46 PM

missing with half the shots isnt the weapons fault

#196 Freebrewer Bmore

    Member

  • PipPipPip
  • The Patron Saint
  • The Patron Saint
  • 64 posts
  • LocationBaltimore, MD, USA

Posted 11 May 2015 - 09:48 PM

I understand this move IF the intent were really more to see how things play out with a re-equalized tonnage limit, now that people understand CW in ways they didn't at the beginning of CW Beta. However, if that is indeed the case then this represents very poor communication, because A.) it'd be at least courteous to not just spring it out of the blue on people who were planning to run now-suddenly-invalid dropdecks, and B.) yeah on the surface it sure does seem more motivated by the tide of battle than by experimentation.

That in turn is worrisome because it makes you wonder what the heck they think the real driver behind that tide of battle is. It's not about the 10 tons. Yeah, there are some disproportionately strong chassis, but 10 tons doesn't fix them anyway:

View PostPariah Devalis, on 11 May 2015 - 03:18 PM, said:

3x Thud, 1x FS9 = 230 tons. Meta deck UNCHANGED
2x Stalker, 2x FS9 = 240 Tons. Meta deck UNCHANGED


...and besides, much of the problem requires balancing gameplayers rather than gameplay:

View PostCrockdaddy, on 11 May 2015 - 03:33 PM, said:

With the pop levels fairly low Having massive MERC cartels completely over balances the game depending on what faction they are fighting for. The tonnage had little to do with it ... the issue was IS currently has the bulk of the MERC groups so it should be no surprise that IS is winning everywhere.


I'm actually in one of those "massive merc cartels", only right now we happen to be Clan (which means I'm sitting out of CW for a couple weeks until we switch back, because I don't do Clan)... and yeah, I see how having units like mine bouncing back and forth and sometimes all lining up together wreaks havoc with the starmap. However, messing with the tonnage limit is not going to do anything about that. More incentives (for sticking with long-term contracts, or for breaking contracts to come to the aid of beleaguered factions) might. Even better could be to work out some different game mechanics for flipping planets that aren't as vulnerable to these kinds of population imbalances.

#197 Suzumiya Haruhi no Kerensky

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 413 posts
  • Locationjapan

Posted 11 May 2015 - 09:50 PM

2 lights isnt a meta deck

#198 Fenris Kell

    Banned - Cheating

  • PipPip
  • 30 posts
  • LocationAn Irish Pub

Posted 11 May 2015 - 09:52 PM

LOL at all the 'sky is falling' people. I've done 4+ CW drops today since the change, and we still beat the clans in every drop. Stalker/Thunderbolt/Wolverine/Firestarter. And most times didn't need the 4th mech. The tonnage change affected nothing, except that some of us had to switch out a T-bolt for a Wolverine. As far as what is OP and what isn't...I'll Roll my 4n Stalker and Thunderwub T-bolt against a Dire wolf, and Timber, any day of the week. Feel free to friend me and we'll set up a private match. ;-)

#199 Tiamat of the Sea

    Member

  • PipPipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 1,326 posts

Posted 11 May 2015 - 09:56 PM

In a sad sort of a way, I find it a wonder that people are assuming the fluff reasoning given in the opening post of this thread is the actual reasoning for the change.

Rather than coming to the eminently more reasonable conclusion that the +10 tonne IS drop deck was an experiment they did that they chose to use during the Tukayyid event as well, and have now concluded and either decided it was not the way to go, or are currently working over the data gathered during that time to figure out what to do next.

#200 Torchfire Katayama

    Member

  • PipPipPipPipPip
  • The Infernal
  • The Infernal
  • 114 posts
  • LocationNA

Posted 11 May 2015 - 10:01 PM

Hmmm I'll just throw this out there, wonder what ballistic quirks the mauler is going to receive? My bet is something like

20% ballistic cooldown
20% ballistic velocity
10% ballistic range
12.5% ballistic heat gen
20% ac2 cooldown
20% ac2 velocity
10% ac2 range
12.5% ac2 heat gen

Could probably fit 2 of those in your Cw drop deck eh?

Edited by Torchfire, 11 May 2015 - 10:02 PM.


#201 LastKhan

    Defender of Star League

  • PipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 1,346 posts
  • Twitter: Link
  • LocationIn Dropship DogeCafe

Posted 11 May 2015 - 10:04 PM

View PostTorchfire, on 11 May 2015 - 10:01 PM, said:

Hmmm I'll just throw this out there, wonder what ballistic quirks the mauler is going to receive? My bet is something like

20% ballistic cooldown
20% ballistic velocity
10% ballistic range
12.5% ballistic heat gen
20% ac2 cooldown
20% ac2 velocity
10% ac2 range
12.5% ac2 heat gen

Could probably fit 2 of those in your Cw drop deck eh?



lol thats to much they'll do what they did releasing zeus by doing general quirks based on its variant type. i dont think 20%. More along the lines of 10-15%

Edited by LastKhan, 11 May 2015 - 10:05 PM.


#202 Suzumiya Haruhi no Kerensky

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 413 posts
  • Locationjapan

Posted 11 May 2015 - 10:06 PM

oh man , ac/2s , so good

#203 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 11 May 2015 - 10:07 PM

View PostDomenoth, on 11 May 2015 - 06:43 PM, said:

Edit:
And I do realize you did mostly focus on the complexity, but it's like guilt by association. Because you also said it would be no better than tonnage, your other valid arguments are likely to get dismissed.


Yeah, you're right. The complexity of arriving at the correct numbers are what makes it impractical. After all, would anyone argue that the current game balance is amazingly great, and all the weapons have appropriate stats? And this is after 3 years of tweaking.

My meaning, was that tonnage isn't particularly good, and isn't because it's essentially an arbitrary number without a strong connection to how effective the mech actually is - that's determined almost entirely by hardpoints and physical geometry. Likewise, a point based scoring system like TT's BattleValue would be very similar in that you'd arrive at a totally arbitrary number that doesn't actually reflect the real effectiveness of a mech.

But, you're absolutely right, and I'd hate to get drawn into a moronic argument about why BV is better than tonnage or whatever, when that wasn't really my point in the first place.

It's enormously complex to rate effectiveness in MWO, far more so than in Tabletop. After all, in TT, you know exactly what percentage of the time a PPC will hit it's target, so you can map out it's DPS very accurately. In MWO, the likelyhood of a PPC hitting it's target are far more complex. Flight time directly impacts accuracy, but to different degrees for different players. Weapon location is critically important: A Firebrand can fire it's PPC's while peeking just a bit of it's geometry out, often easily firing over cover, but a Banshee needs to expose a huge portion of it's structure to do it. An Atlas firing it's gorilla arm mounted PPC's will often have a far more difficult time hitting targets (particularly small ones) on broken terrain due to tiny rocks blocking shots.

Then, a change to PPC velocity happens, and increases it's accuracy... but how much? how much do you change it's score by? What about quirks, do you count them? How? PPC's vary in effectiveness dramatically between mechs. What about modules? Do you count modules in BV too? How many points is a PPC worth vs. a PPC cooldown module? Does it scale based on how many PPC's you have equipped? After all, a PPC Range Increase module is vastly more valuable on a mech with 4 PPC's than on a mech with one.

So... yeah, horrifically complicated.

I just get annoyed, because people spout off with this whole "Oh, we just need BattleValue, then everything would be Awesome!" but that's a huge can of worms. It's not at all something that can just be plugged in.

#204 Torchfire Katayama

    Member

  • PipPipPipPipPip
  • The Infernal
  • The Infernal
  • 114 posts
  • LocationNA

Posted 11 May 2015 - 10:08 PM

View PostLastKhan, on 11 May 2015 - 10:04 PM, said:



lol thats to much they'll do what they did releasing zeus by doing general quirks based on its variant type. i dont think 20%. More along the lines of 10-15%


Eh well my reason for mentioning this was that if the mauler was a clan mech the quirks would have looked like

-10% ballistic cooldown

#205 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 11 May 2015 - 10:09 PM

View PostLastKhan, on 11 May 2015 - 10:04 PM, said:



lol thats to much they'll do what they did releasing zeus by doing general quirks based on its variant type. i dont think 20%. More along the lines of 10-15%

Yeah, probably fairly mild quirks initially. Running 4 IS AC's will be very dangerous as it is.

#206 Suzumiya Haruhi no Kerensky

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 413 posts
  • Locationjapan

Posted 11 May 2015 - 10:12 PM

thats 8 damage, almost as much as a single large laser

#207 Jess Hazen

    Member

  • PipPipPipPipPipPipPip
  • Star Colonel V
  • Star Colonel V
  • 643 posts
  • LocationFrozen in Time Somewhere IDK?

Posted 11 May 2015 - 10:13 PM

View PostMechaNagato, on 11 May 2015 - 09:46 PM, said:

missing with half the shots isnt the weapons fault

behaves as a **** rotary ac thats shots do 25% damage. clans never get rotary ac. remind me why they decided to screw clan over with crap ac's please.

#208 Suzumiya Haruhi no Kerensky

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 413 posts
  • Locationjapan

Posted 11 May 2015 - 10:14 PM

why are you missing over half your shots?

#209 LastKhan

    Defender of Star League

  • PipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 1,346 posts
  • Twitter: Link
  • LocationIn Dropship DogeCafe

Posted 11 May 2015 - 10:14 PM

View PostWintersdark, on 11 May 2015 - 10:09 PM, said:

Yeah, probably fairly mild quirks initially. Running 4 IS AC's will be very dangerous as it is.


Indeed since the IS AC's are full dmg per shot makes this a beast of a machine for sure. 15% ACs would be waaayyy to generous for a mech that can house a good number of ballistics based on variant.

View PostTorchfire, on 11 May 2015 - 10:08 PM, said:


Eh well my reason for mentioning this was that if the mauler was a clan mech the quirks would have looked like

-10% ballistic cooldown


This is also true lol. I wish the ACs werent so trash for the clans and according to pariah they are "looking into it".

#210 Rhalgaln

    Member

  • PipPipPipPipPip
  • The God of Death
  • The God of Death
  • 149 posts
  • LocationBerlin

Posted 11 May 2015 - 10:15 PM

Clanners are loosing because of the early quitters:

In every game I face the last 4 weeks one to 3 clanners left the game after the first shootout because the recognize playing vs a 12 man premade.
It might be that some of them have game stability problems, but this would apply to premades too and my teammates are able to reconnect.

Its hard to play vs a 12 man premade but with 1-3 pilots down you don't have a chance even using Clan Tech.


CW needs to be upgraded to the "End Game Content":
Only players with at least 40 mechs mastered should be allowed to play their mastered mechs in CW.
CW should only be available for premade groups.
The CW stats should be popular so anyone can compare his scores to other CW players.

#211 Nacon

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 661 posts
  • LocationMars

Posted 11 May 2015 - 10:17 PM

This gotten dumb.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users