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A Few (Detailed) Ideas For Improving Mwo


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#1 ScarecrowES

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Posted 23 May 2015 - 11:32 AM

The Mechwarrior series has been a near-constant in my gaming life since I played the very first one as a port on the SNES. I've played every MW iteration except MWLL, and most non-MW Battletech video games to come out on consoles. I even owned a pre-Unseen version of the tabletop game. To say that I love the Battletech universe would be an understatement.
But I struggle to love Mechwarrior: Online; and can see why the game frustrates so many long-time fans like myself as well as veteran players - and fails to attract and keep new players.

I've thought about many of the game's persistent problems over the last few years, and I feel I've come up with solutions to some that might make the community happy. In this topic, I will write about a few of those solutions in the hope to start a dialog or garner support over those changes.

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Problem: "Boating" as a constant feature of the Meta (spamming a single weapon type as the most viable method of play)

Why it's an issue: Stock mech builds show an amazing array of weapons and configurations, but are not optimized for real-time play against other players in the fashion of MWO. In an effort to maximize the effectiveness of a given chassis, player builds tend to fall into certain "metas" as determined by play testing - but more often strict examinations of the current balancing of the game. Metas are harmful to diversity and balance in any game.

Many gameplay factors have been introduced to encourage diversity and discourage meta builds, but do little more than to harm non-meta builds or merely shift to a new meta. One of the arguably worst and least-liked failings in MWO balance is the ghost heat and quirk systems, which in combination are extremely undesirable. The quirk system, while going to extremes to combat meta, is inherently sound in encouraging build diversity, but should not be used to encourage balance. Ghost heat, however, does not directly address the issue it's meant to fix, and creates other unnecessary headaches on its own.

Solution - Quirks: Introduce only positive quirks (less structural or armor quirks to overcome damage distribution issues). Limit quirks to those that highlight and encourage use of a chassis' particular strengths, as opposed to those intended to nerf an individual chassis for balance purposes. Balance the meta, not the mech.

Solution - Ghost Heat: Remove the Ghost Heat system outright. Replace with a system that is design to limit "spamming" of a given weapon type based on the needs of that weapon type:

Missiles: Move from a system based on the number of launchers fired (current system) to the number of missile tubes fired simultaneously. Determine a baseline of the number of acceptable tubes fired per weight class before penalties occur to set balance points. For instance, lights could be limited to 12 tubes fired (eg. 2x SRM-6 or 1x LRM-10, etc) before penalties occur. Mediums could be bumped to 20 (eg. 4x SRM-4 or 2x LRM-10), heavies to 30 (eg. or 5x SRM-6 or 2x LRM-15), and assaults would have no limit (assaults are limited relative to other weights by the number of slots available).

Introduce a penalty system that takes effect if more than the acceptable number of tubes is fired. Never use heat as a penalty. Instead, perhaps, use an increase in cooldown for all launchers fired, ensuring you can fire a lot of missiles at once, but you'll take longer to be able to fire again. This naturally limits the damage output over time on boated launchers without having to attempt to do so artificially by adding phantom heat.

This also fits in more realistically, as firing a large number of missiles at once should tax the mech's reloading systems for those tubes more than if only a few missiles were fired.

Alternative: Given all launchers fired in excess a percent chance to jam (like UACs) during cooldown.

Ballistics: I don't believe a penalty system is necessary for ballistic weapons. The weight-to-output ratios of ballistic weapons are already significantly prohibitive relative to other weapons types. Further penalizing a focus on ballistic weapons isn't necessary.

Alternative: If a penalty system is desired, give any ballistics fired in excess a percent chance to jam (like UACs) during cooldown.

Energy weapons: Move from a system based on the number of a specific type of weapon fired at once to the total damage output fired at one time.

Mechs are powered by a fusion engine that will have a specific output capacity at any given time. Much of this capacity is dedicated to moving the mech around, as well as control systems. A set amount is available to power weapons. A mech simply wouldn't have the available energy to fire too many energy weapons at once. Presumably the energy usage rating of a given weapon translates directly to its range and damage output. Thus we can correlate damage output to energy usage as a means of penalizing boating.

Determine the baseline for an acceptable amount of damage output that can occur simultaneously before penalties occur. This could be uniform across all weight classes, or may require individual output values for each weight class. The balance point might take some effort, as some lighter mechs become laser-focused and could be penalized excessively, or assault mechs not enough, if the value was the same. A good starting point would be to limit damage output to the equivelant of 2x Large Pulse lasers for both IS and clan mechs, and work from there to find the sweet spot.

Allow a mech to fire any combination of lasers with an output up to the specified damage limit - and exceeding that limit will cause penalties to occur. The penalty options for energy weapons can include any one or a combination of the following:
  • Duration - require that all lasers fired excessively fire for longer to do the same amount of damage. Duration ratios will not be directly proportional to output (it will not take twice as long if firing lasers whose outputs are twice as high as the limit) but will be relatively proportional to the amount over the limit. Penalizes "deathstars" greatly while impacting lower-level infractions very little. Limits damage output by requiring more "face time" to do same amount of damage - thus how the lasers are used, not what they are. Somewhat less desirable universally because it does not apply to PPCs, but can be used to penalize ONLY lasers.
  • Cooldown - require that all lasers fired excessively take longer to recharge. Limits damage output over time overall, but does not impact how they are used. This can also apply universally to PPCs.
  • Range - reduce range output on all excessively-fired lasers. Range reductions will be proportional to amount over limit exceeded. This will have minor impact to small infractions, but could have the effect of limiting medium lasers to the range of small lasers if fired in groups of 8 (as example). Penalizes larger mechs boating larger weapons relative to smaller mechs/weapons. Limits damage potential by reducing the range advantage of larger lasers, forcing mechs to maintain closer ranges for optimal damage. Effects sniping more than brawling. This can also apply universally to PPCs.
  • Damage rating - reduce the actual damage output of all lasers fired excessively. Damage reductions will occur relative to amount of output exceeded over limit, but will not be directly proportional. The more lasers you fire, the greater the proportional penalty. Limits damage output over time directly - no impact on use or tactics. Encourages volley fire, and greatly discourages spamming most directly. This can universally apply to PPCs.
  • Movement - institute penalties to mech movement during the weapon cooldown period if excessive lasers are used. This represents a significant loss of energy to power the mech as the weapons recharge and can result in large penalties to movement speed, acceleration, turning speed, etc. This penalizes tactics more than damage output, as it would be more difficult to pop out of cover to spam lasers and return safely to cover before receiving return fire. Fire too many lasers at once and you might find yourself a sitting duck. Encourages straight-up fighting over hit-and-run tactics. Also, penalties effect lighter mechs more proportional to heavier mechs, making light mechs easier targets if they exceed damage output. This can universally apply to PPCs.
Duration, range, and damage penalties can be accompanied by a visual cue in the laser effects themselves - the laser beam can be less bright, or fizzle in an out to seem as if it's not getting enough power.


Alternative: Give all energy weapons fired in excess a percent chance to jam (like UACs) during cooldown. Display the failure as a charging system overload.

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Next, weapon specific changes...

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Problem: Build and tactics diversity is hampered when certain weapons and build types rise above the others and leads to a specific meta.

Why it's an issue: A lack of diversity reduces build and tactical creativity. It leads to specific ways of building trumping otherwise acceptable builds and personal preferences for builds and playstyle. That, in turn, causes matches to become uninteresting for all, and frustrating for those who do not build or play to the meta.

What causes it: There are common focuses in all metas that creep up in the game - among these being a desire to maximize damage output per ton, to decrease ratio of damage output to exposure time (reduce the potential for incoming damage relative to damage output), maximize profits (xp and c-bills) per match - and other such tactical and personal considerations. As such, the desire is always to hurt the enemy as much as possible without exposing yourself to enemy fire. This leads to the ubiquitous scenario of two teams hiding from each other behind cover for the bulk of a match, and individual team members refusing to risk damage to engage in an attack.

Metas encourage a specific style of build and play as being better than others, largely as a result of certain weapon types being statistically favorable to others, and builds using those weapon types favoring a certain style of play. The best possible way to break the endless meta cycle is to ensure all weapon types are sufficiently desirable as to encourage their use.

Currently, there are 3 weapon types that stand out as having significant deficiencies as to make them undesirable for use relative to other weapon types - PPCs, gauss rifles, and clan auto-cannons. I will not discuss clan auto-cannons, as the problem with those weapons is inherent to their poor gameplay design, which is something that will have to be addressed by the design team directly to change how they work, or institute a series of perks that provides significant increases to utility to combat their poor design. Gauss rifles are still used somewhat by clan builds - not because those weapons are favorable on their own merits, but merely because they don't suck AS MUCH as auto-cannons. This is not a ringing endorsement for the weapon type, and it must be addressed.

Solutions - PPCs: Though PPCs feature prominently as a primary weapon on many stock builds, they're used very little by comparison to lasers on player builds. The primary reason is heat build-up relative to damage output and overall weight in comparison to lasers. The advantages of slightly increased range and ballistic-like performance is not enough to overcome the heat and weight issues of the weapon type for most players.

Statistically speaking, PPCs are where they should be in accordance with table-top rules, but in MWO lack the bite they have in table top (where PPCs are very lethal) and lack situational versatility compared to other weapon types that survive the real-time conversion better (lasers). Given the nature of how weapon stats are created for MWO directly from the table top game, it would not be desirable to merely change the stats for the better. It would also serve to remove some of the uniqueness from the weapon. Instead, there is opportunity to add non-stat-driven perks to PPCs to add utility that offset the negatives of the weapon type. Some examples of those perks follow:
  • Add visual impairment effects to PPC hits - Specifically add an effect where the HUD fizzles out and disappears briefly after being struck by a PPC bolt. This puts a PPC strike in line with the impairment effect of an auto-cannon strike. This should add some similar effectiveness of those weapons at brawling.
  • Add heat to PPC hits - increase the heat level or reduce heat threshhold slightly for any mech hit by a PPC. This would be very minor and would require several PPC hits to have a significant impact.
  • Add further electronic disruption to PPC hits - PPCs already counteract the effects of ECM. That effect should be expanded to all active electronics, to include active probes, targeting computers, and command modules. This merely expands existing functionality, and should have minimal effect on all mech builds.
  • Have PPC hits reset target acquisition - When a PPC hits, in addition to temporarily fizzling out the HUD and jamming active electronics, it should also reset the hit mech's target lock. This will have minimal effect on most mechs in most scenarios, but can provide a unique ability to counteract scouting or LRM mechs out in the open, or provide an escape tool for scout mechs.
  • Remove minimum range on standard IS PPC - exchange the hard minimum range for a scaled minimum (like LRMs), where damage drops off precipitously if fired at below minimum range, to a minimum of say... 3 damage. No direct-fire weapon should ever do NO damage within the effective maximum range of the weapon.
  • Add increased functionality for ER-PPCs - in addition to the other perks mentioned, ER-PPCs should have additional functionality to offset the 50% increase in heat output. My suggestion would be to give the weapon further anti-electronics capability by allowing ER-PPCs a relatively high-percent chance to land a critical hit on any active electronic system (ecm, targeting computer, active probe, or command module) installed anywhere on the mech if the ER-PPC strikes any component with no armor. Also increase the duration of standard PPC disruption effects.
These types of changes do not impact the basic output or usage of PPCs, but add situational utility that offset statistical deficiencies of the type that result from maintaining adherence to table-top rules. The concept is similar to the handling of Clan laser balance by using factors not present in the table-top rules to offset advantages in the weapon - but of course in reverse.


Solutions - Gauss Rifles: The problems with gauss rifles stem from efforts meant to "balance" them in MWO's gameplay systems conflicting greatly with the intent of these weapons and their balancing in the table-top rules. Gauss rifles have good range relative to damage output compared to other ballistic weapons, maintaining appropriate weight for output. This is offset by vulnerability - the weapon has significantly higher crit chance and will explode when hit.

However, in the table-top gauss rifles fired like any auto-cannon and were ready to fire as soon as the previous cooldown was up - no charging... or another way, the weapon was always charged, which is why it could explode. For MWO's systems, not only do players have an increased "cooldown" period due to the need to charge the weapon, but charging and firing the weapon require skill and timing on a level that no other weapon in the game requires. All of these factors make the weapon undesirable and dangerous to wield compared to auto-cannons. Their use on clan mechs only highlights how bad clan auto-cannons are.

The gauss rifle can be improved for gameplay without statistical inbalance by alterating how the weapon is used - creating a system that is a hybrid of table-top and current MWO gameplay.
  • Keep the charging - maintain the process that requires players to charge the gauss rifle prior to firing.
  • Keep the explosions - maintain the increased crit chance and explode if critted features of the gauss rifle.
  • Add pre-charge/charge storage - change the charging and firing systems to keep the existing functionality of firing the weapon immediately once the weapon is charged by released in fire key ( as it is done now), but to then add a feature to store the charge if the key is held down after that, rather than releasing it. Press the fire key again to fire the gauss with the stored charge. There will need to be a visual representation on the HUD showing the player that he's walking around with a charged rifle.
  • Change the way explosions work - modify the existing system so that only a charged gauss rifle will explode.
These changes allow MWO to strike a middle-ground between table-top rules and the current MWO system without changing statistical balance or drastically changing how the weapon works. They add a bit more of a risk/reward dynamic to gauss rifle usage, and allow the weapon to more useful overall - still the sniper/ambush weapon it was, but not so drastically bad in close-range fights. Smart players may be able better balance between the positives and negatives of these changes and inherent difficulties of the weapon to utilize the gauss rifle more closesly to its statistical place in the hierarchy.


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Edited by ScarecrowES, 23 May 2015 - 11:59 AM.


#2 Burktross

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Posted 23 May 2015 - 11:48 AM

Adding responses as I go along:

Boating
Yes, many stock mechs have a rainbow of weapons, but there are notable...
Exceptions...
Posted Image

Quirks
Then there would be little reasons to take an HBK 4sp over an HBK 4J without weapon quirks. As for negative quirks (cough cough, Timby and Crow) They needed nerfs to begin with. The only way around it would be huge power creep. Or rather, power leaps...

Ghost Heat:
Very vague. What you describe can be interpreted as ghost heat itself, so you must elaborate.

Missiles:
Already need a buff to begin with-- they already have a penalty for not using acceptable tubes: Streamed firing.

Ballistics:
My AC/2 should not jam for no reason. Ballistics, particularly for clans, should be buffed [save for the gauss rifle].

Lasers:
I actually rather like this idea, but I fear how it will affect lower grade engines on top of truedubs™

#3 ScarecrowES

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Posted 23 May 2015 - 11:50 AM

View PostBurktross, on 23 May 2015 - 11:45 AM, said:

Adding responses as I go along:

Boating
Yes, many stock mechs have a rainbow of weapons, but there are notable...
Exceptions...

Quirks
Then there would be little reasons to take an HBK 4sp over an HBK 4J without weapon quirks. As for negative quirks (cough cough, Timby and Crow) They needed nerfs to begin with. The only way around it would be huge power creep. Or rather, power leaps...

Ghost Heat:
Very vague. What you describe can be interpreted as ghost heat itself, so you must elaborate.

Missiles: Already need a buff to begin with-- they already have a penalty for not using acceptable tubes: Streamed firing.

Ballistics: My AC/2 should not jam for no reason. Ballistics, particularly for clans, should be buffed [save for the gauss rifle].

Lasers:]I actually rather like this idea, but I fear how it will affect lower grade engines on top of truedubs™


The goal all around is not to penalize the loadout, but how the loadout is used. There is nothing wrong with having a mech focused all on lasers if that's what the player wants. Lasers have a good ratio of weight, damage, and heat that makes them highly desirable weapons to have. The medium laser has always been king of Battletech. But firing all of those lasers should come with a penalty. Ghost heat was never the solution. No system should ever exist to penalize players who don't engage in meta builds or behavior just because some people do.

Positive quirks can exist on mechs to highlight advantages, but shouldn't be used to balance a Meta. That was the point you missed. There was nothing any more wrong with having a Timby or Crow with laser builds than <name your unnerfed IS mech here>. The meta is the problem, not the build. Would a 9-energy Timby or a 6 LL Stalker be a problem if they couldn't fire those weapons all at once or in quick succession? No, of course not. For them to be effective, you have to have a lot of output at once. No need to mess with the mech if you can address the meta.

The changes to missiles should effectively remove penalties for that weapon type unless you're going crazy on them... mechs boating nothing but missiles and spamming them will be hit, but nothing else. So those ones rocking tons of Streaks might have an issue, but everyone else can feel free to load up. That's the goal there.

I also agree about ballistics, which is why I think they self-limit.

Edited by ScarecrowES, 23 May 2015 - 12:04 PM.


#4 Burktross

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Posted 23 May 2015 - 12:00 PM

PPCs:
I like all of your ideas except for the ER-PPC buff-- Through armor crits on electronics is a bit much. Instead, we should make standard PPCs have a minimum range for accuracy and keep the ER as it is. This could be implemented like a lightning arc, and would function much like TT handles minimum ranges.
See below
Posted Image

View PostScarecrowES, on 23 May 2015 - 11:50 AM, said:


The goal all around is not to penalize the loadout, but how the loadout is used. There is nothing wrong with having a mech focused all on lasers if that's what the player wants. Lasers have a good ratio of weight, damage, and heat that makes them highly desirable weapons to have. The medium laser has always been king of Battletech. But firing all of those lasers should come with a penalty. Ghost heat was never the solution. No system should ever exist to penalize players who don't engage in meta builds or behavior just because some people do.

Positive quirks can exist on mechs to highlight advantages, but shouldn't be used to balance a Meta. That was the point you missed. There was nothing any more wrong with having a Timby or Crow with laser builds than <name your unnerfed IS mech here>. The meta is the problem, not the build. Would a 9-energy Timby or a 6 LL Stalker be a problem if they couldn't fire those weapons all at once or in quick succession? No, of course not. For them to be effective, you have to have a lot of output at once. No need to mess with the mech if you can address the meta.

Are you sure you aren't confusing meta with mechanics...?

Gauss:
Maintaining a charge indefinitely would only allow people to circumvent the difficulty a charge presents in the first place-- it would only function as an extended cooldown timer.

#5 ScarecrowES

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Posted 23 May 2015 - 12:12 PM

View PostBurktross, on 23 May 2015 - 12:00 PM, said:

PPCs:
I like all of your ideas except for the ER-PPC buff-- Through armor crits on electronics is a bit much. Instead, we should make standard PPCs have a minimum range for accuracy and keep the ER as it is. This could be implemented like a lightning arc, and would function much like TT handles minimum ranges.
See below

Are you sure you aren't confusing meta with mechanics...?

Gauss:
Maintaining a charge indefinitely would only allow people to circumvent the difficulty a charge presents in the first place-- it would only function as an extended cooldown timer.


50% heat increase on an ER-PPC for a tiny bit of range on either end of the scale is not much of a trade-off... that's why it isn't used much. Any weapon hit on a component with no armor has a chance to crit any item in that component. For the ER-PPC I'd just be extending that to any component, rather than just the one hit. It's a very minor buff, practically speaking, and effects only 4 specific electronic components, not weapons or ammo. It has little real effect but might be useful.

I wouldn't mind the "accuracy" issue at sub 90m for IS PPCs you put forth. I seem to recall something like that existing in previous games. The PPC swirling.

Meta is not only about build, but how it's used. You can't have a mech with JJ's, PPCs, and gausses, and expect it to work if you're not poptarting. The current laser metas only work if you're dipping in and out of cover and alpha'ing your laser spread. It wouldn't be meta if you were out there trying to volley fire and brawl.

The difficulty in the charge is exactly why noone uses the gauss rifle, or use it the way they do. It's the only weapon that has that skill curve, and it definitely deviates from table top. Those rules set up the gauss as a long range AC that's a big risk to have on your mech. No charge time. Ultimately, I think having to still charge the weapon, but being able to release it when you want would eliminate one of the biggest problems with the weapon for most people, without removing any of the negative.

Edited by ScarecrowES, 23 May 2015 - 12:15 PM.


#6 Burktross

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Posted 23 May 2015 - 12:19 PM

View PostScarecrowES, on 23 May 2015 - 12:12 PM, said:


50% heat increase on an ER-PPC for a tiny bit of range on either end of the scale is not much of a trade-off... that's why it isn't used much. Any weapon hit on a component with no armor has a chance to crit any item in that component. For the ER-PPC I'd just be extending that to any component, rather than just the one hit. It's a very minor buff, practically speaking, and effects only 4 specific electronic components, not weapons or ammo. It has little real effect but might be useful.

I wouldn't mind the "accuracy" issue at sub 90m for IS PPCs you put forth. I seem to recall something like that existing in previous games. The PPC swirling.

Meta is not only about build, but how it's used. You can't have a mech with JJ's, PPCs, and gausses, and expect it to work if you're not poptarting. The current laser metas only work if you're dipping in and out of cover and alpha'ing your laser spread. It wouldn't be meta if you were out there trying to volley fire and brawl.

The difficulty in the charge is exactly why noone uses the gauss rifle, or use it the way they do. It's the only weapon that has that skill curve, and it definitely deviates from table top. Those rules set up the gauss as a long range AC that's a big risk to have on your mech. No charge time. Ultimately, I think having to still charge the weapon, but being able to release it when you want would eliminate one of the biggest problems with the weapon for most people, without removing any of the negative.

Plenty of people use gauss to devastating effect already. It's considered the best ballistic in the game already and that would be making it even better.
As for the ER PPC, a steep velocity increase and kickback sounds good, with a small chance to knockingo ut electronics for a minute at most. But on lights, killing off ECM or BAP is killing off 1.5 precious tons that lights don't have the liberty of gambling to the dice gods with.

#7 Ghost_19Hz

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Posted 23 May 2015 - 12:26 PM

View PostBurktross, on 23 May 2015 - 12:00 PM, said:

PPCs:
I like all of your ideas except for the ER-PPC buff-- Through armor crits on electronics is a bit much. Instead, we should make standard PPCs have a minimum range for accuracy and keep the ER as it is. This could be implemented like a lightning arc, and would function much like TT handles minimum ranges.
See below
Posted Image


Are you sure you aren't confusing meta with mechanics...?

Gauss:
Maintaining a charge indefinitely would only allow people to circumvent the difficulty a charge presents in the first place-- it would only function as an extended cooldown timer.



That idea for PPC has been thrown around a bit lately and, i love it.

Velocity on PPC's and ERPPC's is so low, using them as an extreme range weapon is somewhat unreliable(past 800m if someone sees it fired they can dodge it). High heat is annoying right now, but if you are intending it be a sniping weapon i suppose the high heat prevents effective drawn out brawling, but too high and you aren't even effective support at any range. Too low a velocity, you aren't an effective sniper. So, it needs velocity buff that is all. If the concern is paring it with Gauss, maybe we should simply not allow it to be fired at the same time as a Gauss. Both still retain advantages mainly in the heat dept.

Ghost heat has created situations where people are trying to find ways around it, giving weapon balance an awkward feeling. But mostly resulting in the Gauss / Laser meta. The idea was to get ppl to mix weapons, but the result is only Laser+low heat ballistic. So... close?

I disagree that the charge makes the Gauss much harder to use other than learning curve, once you are used to it, the charge only creates missed opportunities. Thus i consider it a straight up nerf, but since it is still one of the most effective weapons in game, i cannot complain about it needing any help at the moment.

#8 Nothing Whatsoever

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Posted 23 May 2015 - 12:35 PM

With current values, I'd rather rescale Heat Capacity and boost up dissipation.

So 28 Heat to the override-able shutdown and an automatic shutdown at a max heat of 44. Basically emulating the original scale at 14 and 30 heat (and if advanced rules are desired, I can seem them accommodated to a higher max and effects).

Than SHS goes to 0.2 each and DHS goes to 0.4 each for dissipation.

From here the multipliers on Heat Scale (Ghost Heat) can be tweaked to the new frame work, so that mechs can be built how ever players choose, and provide a better limit on damage output and sustain reasonable heat endurance profiles for more mechs (not just those that boat heat sinks in builds).




For missiles, I'd like for them to have a ripple fire pattern and then track the crosshair/reticle with locks only required to conserve ammo for streaks and for indirect fire situations, and no change to velocities yet and decrease their impulse (screen shake).

LRM 5 and SRM 2 fire one stream of missiles
LRM 10 and SRM 4 fire two
LRM 15 and SRM 6 fire three
LRM 20 fires four

Artemis, TAG and NARC would increase missile response to moving the crosshair/reticle around until missiles hit or reach max range. Then TAG and NARC would allow for indirect locks to be possible, and explore fire and forget functionality after attaining a Lock.




Gauss I'd probably leave alone for now.

#9 Hit the Deck

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Posted 23 May 2015 - 12:56 PM

View PostScarecrowES, on 23 May 2015 - 12:12 PM, said:

...
The difficulty in the charge is exactly why noone uses the gauss rifle, or use it the way they do....

I like some of your ideas, especially on PPCs, but I have to stop here. Gauss is one of the best weapon and many people use it like the others have said.

Personally, I like the charging mechanism because it simulates the decrease to hit (at short range). Your new charging system with storage mechanism doesn't address this issue.

#10 ScarecrowES

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Posted 23 May 2015 - 01:40 PM

View PostHit the Deck, on 23 May 2015 - 12:56 PM, said:

I like some of your ideas, especially on PPCs, but I have to stop here. Gauss is one of the best weapon and many people use it like the others have said.

Personally, I like the charging mechanism because it simulates the decrease to hit (at short range). Your new charging system with storage mechanism doesn't address this issue.


I'm sure there are people that use the gauss. Some may even be able to use it well. Statistically speaking though, it's one of the least-used, if not THE least used weapon type in the game. Considering it comes as standard on so many mechs, I'd say its lack of use by players means something. The barrier to entry (requires vastly more skill to use than any other weapon in the game) is too much for most people. And the fact that it's practical DPS per ton is so low that most people would rather go AC20 or AC10 is very apparent. I guess I'm just trying to come up with ways to get it back onto mechs at the stock rate.





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