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Spreadsheet Warrior Online! Let's Talk Balance And Numbers

Balance Gameplay Weapons

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#21 Mystere

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Posted 31 May 2015 - 10:13 AM

View PostWM Quicksilver, on 31 May 2015 - 09:51 AM, said:

So is trying to solve a balance issue by team numbers or faction dependent victories. How overpowered does a tech need to be to counteract the number advantage that the lesser team has or the different victory conditions. Your method of balance is just as convoluted if not more so because the people advantage is a very serious problem that is less contextual than trying to balance equipment through spreadsheet warrior (which is somewhat doable).


It's called reducing an N-dimensional problem into an M-dimensional one where M << N (and with probably including a small subset of N in M). It's analogous to solving complex mathematical problems via fourier analysis (well, it's a bit of a stretch, but I hope you get the idea).

Edited by Mystere, 31 May 2015 - 10:14 AM.


#22 Alan Davion

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Posted 31 May 2015 - 10:28 AM

Yeonne Greene, you sir are awesome. I have declared it so.

I read that entire thing and I congratulate you on all the time it must have taken to put that all together, spreadsheets and all.

I honestly can't find any faults in your analysis, apart from the ones you've already pointed out, such as the "Heavy" lasers.

No solution to any problem is ever perfect, but I believe this is about as close to a perfect solution as we could get with this overly convoluted situation with weapon balance and quirks.

I hope PGI takes notice of this, because this is simple and elegant compared to the too-many-layers of WTF that are the quirks. Quirks need only be applied to chassis that are clearly under-performing, not this mess we have now.

#23 Eyepop

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Posted 31 May 2015 - 10:36 AM

Hmmm, very interesting ideas here. I like a bunch of it, but there are some things that puzzle me:

X-Pulse lasers are supposed to be long range at the expense of extreme heat. You should bump up their range and their heat until they're hotter than CPLs

I like LBX as shotguns a lot more than as re-purposed IS ACs. You went the wrong way with them; instead of making them longer ranged, make them short-ranged skirmishing weapons, good for jumping in someone's face and unleashing death. Don't make them bigger/heavier/lower DPS/hotter than ACs, that's just wrong.

There's no reason to take machine guns if they're lower DPS, higher facetime versions of the AP Gauss. The heat isn't that important, since any mech boating them would have to take > 20 of them (DHS) to not keep up with the HPS.

Changing heat caps to be based on engine rating is nasty for mechs with locked engines or low engine caps. If heat is going to be redone, that needs to be looked into.

#24 Quicksilver Aberration

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Posted 31 May 2015 - 11:37 AM

View PostMystere, on 31 May 2015 - 10:13 AM, said:

It's called reducing an N-dimensional problem into an M-dimensional one where M << N (and with probably including a small subset of N in M). It's analogous to solving complex mathematical problems via fourier analysis (well, it's a bit of a stretch, but I hope you get the idea).

It's analogous if and only if M < N, which I don't believe to be the case because the number of factors when considering the numerical advantage includes all those factors with just balancing the tech base whether you want to or not. At some point you have to quantify the advantage of having more players versus the advantage of tech which is an extensively convoluted problem.

Essentially your "solution" actually adds factors to the problem, not subtract.

Edited by WM Quicksilver, 31 May 2015 - 11:39 AM.


#25 Gyrok

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Posted 31 May 2015 - 11:51 AM

<reserving this space for a post after work>

#26 Mystere

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Posted 31 May 2015 - 11:51 AM

View PostWM Quicksilver, on 31 May 2015 - 11:37 AM, said:

It's analogous if and only if M < N, which I don't believe to be the case because the number of factors when considering the numerical advantage includes all those factors with just balancing the tech base whether you want to or not. At some point you have to quantify the advantage of having more players versus the advantage of tech which is an extensively convoluted problem.


I think you missed two things in what I wrote:
  • M << N
  • including a small subset of N in M
The key is determining what that small subset of N should be, if at all.

PGI already seems to be on the ball on how to measure balance (i.e. using telemetry data). But, I think they are seeing the wrong things (or are missing things they should be seeing) and at the same time are coming up with the wrong solutions, precisely because they're still futilely trying to solve the N-dimensional problem instead of thinking outside of the box.

Maybe I'm just too much a fan of Hari Seldon. ;)

#27 AEgg

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Posted 31 May 2015 - 12:09 PM

Your entire premise seems to be that clan and IS weapons should be balanced with one another, regardless of what mech they are on. This won't work.

Clan mechs, as a whole, are worse than IS mechs. That's part of the drawback of being able to use the superior clan weapons. Clan weapons are lighter, but their mechs have less free tonnage (and can't free up any more by changing engine ratings or using endo/ferro). Clan weapons do more damage each, but produce more heat and clan mechs (generally) have less hardpoints than IS mechs.

You can't make clan weapons balanced with IS weapons, because then IS mechs are flat-out better, since they have equivalent weapons, more customization, and more mechs to choose from.

Edited by AEgg, 31 May 2015 - 12:09 PM.


#28 Y E O N N E

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Posted 31 May 2015 - 12:28 PM

View PostJoseph Mallan, on 31 May 2015 - 04:28 AM, said:

Is it just me, or is nobody familiar with the TROs?

There are lasers on around 80% of teh builds maybe more! And when there are mixed loads most carry 1-3 non lasers and a plethora of lasers 3+

When I'm on the field I see a lot of lasers, some ballistics, and some Missiles... Sound just like what the field should be.


That's not going to change; lasers are still generally the safest option to bring to any fight and the most efficient in terms of damage per ton/slot. All that might change is firing the weapons in smaller groups, or bringing lighter weapons to alpha with.

View PostFupDup, on 31 May 2015 - 08:52 AM, said:

I just noticed that most heinous error of all in the original post...no Binary Laser Cannon! :ph34r:


9 tons, doesn't have a Clan counter-part that it can properly balance. I also left out Snub-Nose PPCs, Mech Mortars, C-ER Pulse, Thunderbolt Missiles, Rotary Auto-cannons...anything disruptive! :P

View PostMystere, on 31 May 2015 - 08:15 AM, said:


Not to denigrate your attempt at balance but, my point is that the sheer amount of variables involved should have been the necessary impetus in considering other balancing methods instead, like Clan vs. IS numbers or faction-dependent victory conditions. But PGI, and many people playing this game, just refuse to do so.

Attempting to solve a 100-dimension problem is not an easy task. It is what I call a fool's errand. It's the kind of problem that needs a different kind of solution, one that thinks outside of the box.

As for my "spreadsheets just ain't gonna cut it" comment, there is a reason why some people create simulations instead, and preferably by running them in massively-parallel supercomputers. ;)


I'm familiar with simulations; I've written some myself (systems engineer, representing!). But the thing about simulations is that they are always merely "good enough" because stochastic simulation is messy. You will never, ever capture all of the variables, and even the subset you do won't be captured completely correctly. I strongly believe the equipment values belong in that subset of variables we manipulate.

Furthermore, every game has hundreds of variables, and they don't all use those other methods of balance like player numbers or faction-dependent victory conditions. Look at DotA 2; no two characters are the same, the map is asymmetrical, the teams are equal in size, and yet that game is pretty well-balanced when not playing all-pick because they've engineered it such that everything has a counter.

So, with all due respect, I don't think it's as impossible to balance MWO using the equipment as you make it out to be. At the very least, I believe it's a solid place to start. :)

View PostEyepop, on 31 May 2015 - 10:36 AM, said:

Hmmm, very interesting ideas here. I like a bunch of it, but there are some things that puzzle me:

X-Pulse lasers are supposed to be long range at the expense of extreme heat. You should bump up their range and their heat until they're hotter than CPLs

I like LBX as shotguns a lot more than as re-purposed IS ACs. You went the wrong way with them; instead of making them longer ranged, make them short-ranged skirmishing weapons, good for jumping in someone's face and unleashing death. Don't make them bigger/heavier/lower DPS/hotter than ACs, that's just wrong.

There's no reason to take machine guns if they're lower DPS, higher facetime versions of the AP Gauss. The heat isn't that important, since any mech boating them would have to take > 20 of them (DHS) to not keep up with the HPS.

Changing heat caps to be based on engine rating is nasty for mechs with locked engines or low engine caps. If heat is going to be redone, that needs to be looked into.


X-pulse in here are releasing more heat than an ER laser in most cases, so that's the loose translation. We don't want to bump their range because then the Clans get their C-Pulse without an IS answer and we have to bring in ER-Pulse to compete with the X-Pulse. Sure, there are ways we could balance it out and stop one side from gaining an absolute advantage, but it's unnecessary to look into them when we already have something that seems fair. What the lore says and what we do with a piece of gear are not and should not always on the same page. They run significantly hotter than standard pulse, and that's enough.

LB-X, I am still holding out for ammo switching, but if we make them dedicated shotguns then nobody uses them. To see a lot of use, a weapon has to be able to justify its resource requirements with usefulness. SRMs don't weigh a whole lot individually, and so it's easy to justify bringing them even if they are specialist short-ranged weapons because you've usually got a good amount of room left over for a decent group of Medium Lasers. Auto-cannons, though? They take up a massive amount of tons and slots, and so that gun better be useful across a wide set of engagement conditions or nobody will use it. That's why shotgun LB-X are a problem; the spread makes them mediocre to useless from 250 meters on up. For a weapon weighing 11 tons, that's a non-starter. You can make them fire like mad, but we've seen that already and it doesn't seem to have been a game changer with the CN9-D.

So I make them slugs. Slugs are always useful. If I make the slugs sufficiently slower and hotter than a standard AC or UAC burst, I give incentive to bring the larger, heavier, standard ACs and UACs if the player needs better heat-efficiency or cyclic damage rate. Slug LB-X is fantastic for skirmishing, providing the player the option to fire ~20 damage with lasers into a single component on the target before scooting. High cyclic DPS and low HPS on the other ACs is fantastic for striking and direct fire-support, where the extra weight investment on the AC and UAC further precludes heat-sinks and other weapons. And, you can always bring a pair of LAC/5 if you want something lighter than an LB-10X with high DPS, provided you have the slots and hard-points.

If you can make a game-play case for shotgun LB-X that somehow solves the problem of utility outside a very small range bracket, I'm all ears.

Machine guns do not generate heat at all, the AP Gauss do. The MG also takes up half the weight that an AP Gauss does and HMG take up the same weight with higher DPS. I do see your point, and I'm not against adding another point of heat on the AP Gauss to drive home their use-case. Boating a lot of these tiny Gauss weapons is supposed to be increasingly heat and slot inefficient the more you have. They are not a replacement for the suppression DPS that the MGs can provide. We could also increase cool-down, but I hesitate to do that because it would be a 3 damage weapon with a cool-down approaching that of a 15 damage one.

Heat cap change would be pretty hard on small engines, but it already is anyway and a constant heat cap no matter the engine size is hard on 'Mechs with large engines. It does mean the low-cap and small engines on heavier 'Mechs allow more tons for heat-sinks after weapons. A problem is not having 10 internal by default, which messes up slot allocation and unfairly caps the max dissipation you can install by occupying slots for mandatory externals. I think we can look into the possibility of giving all engines 10 internal and compensate by increasing the weight of every engine accordingly. PGI thinks that will allow for some over-powered builds, but I don't immediately see how. I know my LCT-1E is very handicapped by the required external sinks.

View PostAEgg, on 31 May 2015 - 12:09 PM, said:

Your entire premise seems to be that clan and IS weapons should be balanced with one another, regardless of what mech they are on. This won't work.

Clan mechs, as a whole, are worse than IS mechs. That's part of the drawback of being able to use the superior clan weapons. Clan weapons are lighter, but their mechs have less free tonnage (and can't free up any more by changing engine ratings or using endo/ferro). Clan weapons do more damage each, but produce more heat and clan mechs (generally) have less hardpoints than IS mechs.

You can't make clan weapons balanced with IS weapons, because then IS mechs are flat-out better, since they have equivalent weapons, more customization, and more mechs to choose from.


I don't think so.

Clan 'Mechs have more useful free slots and tonnage for the agility they possess, and even have more useful free slots and tonnage compared to IS 'Mechs with smaller engines. The weight savings on their equipment more than compensates for the locked engines and slots in the majority of cases. An Inner Sphere 'Mech has to bring Endo to get the similar amounts of free tons after equipping a STD, and that alone removes 14 slots out of usability. Then it has to throw on weapons that are under-gunned and out-ranged while being slower, weighing more, and taking up more slots. Sure, it can bring an XL, but that's another 6 slots removed from the equation and now its fatal point becomes a lower-armored side-torso. Now factor in external heat-sink requirements, 3-slot DHS, and you see where this train is going.

It's very hard to bring a competitive level of firepower with an unquirked Inner Sphere 'Mech.

If we have some form of feature parity with proper trade-offs, then we can look into providing under-performers on both sides with quirks (or hardpoints, or endo, or whatever fix) to bring them up to par. I'm not giving IS weapons exactly equal to Clans, either. The Clan weaponry still posses greater higher damage potential, better damage per meter of range, better damage and range per ton/slot, and better dissipation. I even reduced the heat on some of the Clan lasers. What Clans don't have are the absolute advantages in range and damage in all scenarios. Basically, you now have to work to capitalize on Clan advantages.

Edited by Yeonne Greene, 31 May 2015 - 12:47 PM.


#29 Mystere

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Posted 31 May 2015 - 01:12 PM

View PostYeonne Greene, on 31 May 2015 - 12:28 PM, said:

I'm familiar with simulations; I've written some myself (systems engineer, representing!). But the thing about simulations is that they are always merely "good enough" because stochastic simulation is messy. You will never, ever capture all of the variables, and even the subset you do won't be captured completely correctly.


But isn't that the real goal, instead of "perfect balance"?


View PostYeonne Greene, on 31 May 2015 - 12:28 PM, said:

I strongly believe the equipment values belong in that subset of variables we manipulate.


I assume you liking my other post means we both somewhat agree on this.

Well, it's either that or you're also a Hari Seldon fan.


View PostYeonne Greene, on 31 May 2015 - 12:28 PM, said:

Furthermore, every game has hundreds of variables, and they don't all use those other methods of balance like player numbers or faction-dependent victory conditions. Look at DotA 2; no two characters are the same, the map is asymmetrical, the teams are equal in size, and yet that game is pretty well-balanced when not playing all-pick because they've engineered it such that everything has a counter.

So, with all due respect, I don't think it's as impossible to balance MWO using the equipment as you make it out to be. At the very least, I believe it's a solid place to start. :)


Well, I did say "futile", not "impossible". ;)

#30 Y E O N N E

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Posted 31 May 2015 - 01:41 PM

View PostMystere, on 31 May 2015 - 01:12 PM, said:


But isn't that the real goal, instead of "perfect balance"?



That's always the goal. We don't have "good enough" right now, and there are multiple ways to get "good enough," including overuse of a convoluted quirk system if you want to spend that much effort to individually tune 200+ 'Mechs. ;)

Quote

I assume you liking my other post means we both somewhat agree on this.

Well, it's either that or you're also a Hari Seldon fan.


Both, actually. I'm aware of limitations in methodology and other obstacles to getting the game working fairly, and I loved Asimov's Foundation series.

Quote

Well, I did say "futile", not "impossible". ;)


Impossible is the "good enough" approximation of futile when applying the latter to a work. :P

#31 xWiredx

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Posted 31 May 2015 - 01:49 PM

A few things:

1) I generally like where OP is heading, but I don't think that I fully support OPs suggestions and think we could approach it differently
2) I don't want to spend the time OP did on doing PGIs work for them, so don't look at me for helpful suggestions
3) I -do- use the LB as a shotgun (on purpose) the way it is currently implemented with pretty good results so don't crap on it (1450dmg in an LB-50 DWF)
4) OP seriously did good work, this is definitely a better foundation than PGI has for analyzing the current weapons and balance issues, good job OP

#32 Pezzer

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Posted 31 May 2015 - 03:56 PM

The system that you have outlined forces each weight class to carry the same handful of combinations of weapons. As with all potential "fixes" to the current in-game balance, it is far from perfect. Ghost heat should still exist, PPCs are slow for a reason, certain Mechs are supposed to carry unusually heavy weapons for their size, etc. etc.

The worst part of the system you've outlined is that it incentivizes pure brawler/pure sniper gameplay only. Which means it incentivizes boating. Which turns this game into BoatWarrior Online once again thanks to the lack of ghost heat. It also makes fights less interesting as a whole, and encourages turtling to a new extreme depending on map size and availability of cover.

With the velocities that you've outlined, it mostly just encourages sniping again. PPCs and MagGauss backed by MLs would be the meta, with the occasional missile boat thrown in (but rarely so due to ECM).

That being said, your comments on laser damage impulse are incredibly important and your laser reworks alone should be looked at. I don't like the idea of fast PPCs, burst-fire ACs, and your ideas to "fix" the heat dissipation system in this game however. LRMs do not need a velocity buff, I don't know why anyone would EVER suggest such a thing. No more LRMageddon ffs. A better electronic warfare system is what this game needs, that will balance out missile in its' own passive way.

If I were to rework ACs, I'd make all ACs regular single-shot damage dealers with UACs firing in bursts but with more DPS. Lower jamming odds would be put in place to supplement this and make sure UACs actually have a damage per second advantage. LBXs should stay as they are with different ammo types being added that are heavier per ton (but come with added bonuses).

That being said, we all appreciate the feedback and information that you have posted. I like your suggestions in that they spark debate. But you need to understand that PGI has done some of the things they've done for a VERY good reason a good chunk of the time. Ghost heat, PPCs, LRMs, etc have all been nerfed because they used to be out of control. Also, quirks NEED to exist. They aren't indicative of a broken system, they're indicative of inherent TT-to-FPS crossover issues.

If all of the weapons in the game were perfectly balanced, would anyone EVER pilot a Wolverine over a Shadow Hawk? How about a Jenner over a Firestarter? The answer is no, they would not EVER do so, because these mechs have less effective hardpoints for their weight class and a worse set of hitboxes/mech shape. And/or one may have hand actuators while the other does not, greatly affecting the amount of damage that can be lobbed onto a target while moving at high speeds.

EDIT: My reply is a bit messy and hard to read, I will work on that in a little bit. It's Sunday, I have nothing better to do than write a 10-page essay on why X balance won't work because of Y cause, etc. It will probably be later tonight though, I need to grind the challenge before writing some more.

Edited by Pezzer, 31 May 2015 - 04:07 PM.


#33 Y E O N N E

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Posted 31 May 2015 - 07:38 PM

I look forward to reading your detailed rationale! I'll save a lengthy rebuttal/consideration until then!

#34 Val_Z

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Posted 01 June 2015 - 01:36 AM

Hey man, as others have said, thanks for the time and effort.

I like a lot of your suggestions, but some others i don't. While i can certainly follow all the math, i simply don't have the time to do all that myself, so i will put aside my ideas for numbers on laser ranges and other valves etc, because i just can't back them up.

While TT is a great place to start, i have no issue deviating from it at all, as this is an MMO, and identical crossover from 1 to the other will never work.

I will say i prefer the LBX's as shotguns from a pure game play perspective, and don't want to see them turn into a single slug at all. If that means they needed reduced tonnage under your system to make them a viable choice as shotguns(and deviate from TT) then so be it.

Along the same lines, i am completely for all AC's being multiple slug weapons.

IMO, based on a reasonable amount of experience in the game (i counted close to 500 hours piloting mechs in my profile, not mentioning time reading forums and on smurfy and queing time), big alphas and large pinpoint damage turn this game from MWO into a bad CoD or battlefield clone.

So anything to lower alphas and stop weapon convergence is good.

However, i do NOT like the idea of lifting the heat cap with larger engines. I think it just turns into an engine race. There has to be a reason to take a smaller engine. I would almost like to see it the other way. Higher heat cap with slower engines. (You can rationalize it with any bit of made up fluff you like).

Bigger engine, normal heat cap, move quicker, be more agile, get better position.

Smaller engine, move slower, more tonnage for weapons and "slightly" higher heat cap to make use of them. Out paced by your group, not as agile.

To me, there is a big advantage to moving faster and being more agility. Don't then give them further advantage of a higher heat cap to make use of superior positions they can then enter.

Maybe it needs to get more complicated with taking into account mech archtype (light assualt etc), and size (ie tiny small huge etc).

It needs a mightier brain than mine to solve that one, but higher heat caps on faster engine is not the way IMO.

Thanks again for the work, and an enjoyable read on my part.

#35 Mcgral18

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Posted 15 September 2015 - 01:12 PM

You linked it, your fault for a Necro.



I'd prefer to balance what stats we have now, rather than move onto new tech. You also fail to mention Flamers, as Terribad as they are.
It also doesn't touch on the CoF that exists on the weapon systems, mainly the SRMs and MGs. Up to 12M for the former, static 3M for the latter.

For Lasers, I want to experiment on changing their Extended range. As you know, lasers are at 2x max. Alter that to 1.5x to start with on Clan lasers. Cuts the ERML to 608M and the cLPL to 900M.

Not that significant, but a start. The ERML would need a base range of 360 for the same 540 cap as isMLs, or adjust the range modifier further. From there, adjust damage or burn time.

I don't mind your isER laser versions either, although the cERML might be too powerful with that buff. 6 Dam 5 Heat would be my preference.

For MGs, buff to 1DPS is good, I'd say do more though. Cut the CoF on the cMG to 0.5 Spread, or a 1M CoF. Remove the CoF entirely on isMGs, for their doubled weight.


For SRMs, 2.5 damage for isSRMs is a good start, but I'd also bump up the Velocity. 500M/s is my starting suggestion, AC20 is at 650M/s for comparison.
Reduce the CoF as well. Less for cSRMs, perhaps less velocity as well, but a buff for both factions either way.
SRMs need to be able to outperform lasers at short range, as they can't be used at long range. IS better, simply because of the tonnage.

For the isSSRM2, there's an idea to, of course, put it to 2.5 damage per missile, but more critically, return the CT seeking tubes.

That is... a pretty big buff, but it's only 5 damage per rack, so it's nothing amazing either. It can be blocked via STs and arms. Maybe insert a volley fire to spread them out (instead of 20-25 to one component, 10-12.5 which can be separated). Nothing significant, a tenth of a second at most (and since it's already locked and fired, you don't need to keep staring. Fire and forget.)


As for the Flamer, I have a simple suggestion for it. Bump it from 0.7 to 2.0. That's an easy .XML edit that doesn't touch the terrible attributes of the Flamer, but at least makes it able to kill something. Same DPS/ton as the MG (both factions).
I'd rather keep the factions the same at the moment, the Flamer being what it is, but heat attributes could be adjusted later. (Clan not transferring as much heat? IS Flamer not generating as much for the user?)
Fear the 28 DPS Nova? Unlikely, but it would amuse me.



My suggestions are mainly easy edits to the Weapons.XML file, which would ideally be tested. Unlikely, the Nerfinator being who he is...but I can dream.

#36 Y E O N N E

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Posted 15 September 2015 - 06:45 PM

View PostMcgral18, on 15 September 2015 - 01:12 PM, said:

You linked it, your fault for a Necro.


I linked it only to show that Yellonet's discovery has been discussed before. But, hey, I'm not one who usually says "OMG NECRO!"

I just want to say, first, that everything in the OP is obsolete.

I have updated tables for lasers, for starters. The tables in this thread were completely eyeballed. The new table actually takes the various characteristics and assigns different values to them based on what seems to be the most beneficial. Range and damage, for instance, have more value than cool-down. Tons are more valuable than slots. Tons and slots together are less valuable than the weapon performance traits together. So on and so forth. With in a variable, they are also not necessarily scored along a linear scale; the benefits of range are reduced the further you get from 500 meters, for instance, because of cover, speed, and increased target acquisition effort. Similarly, duration doesn't give you as much of a return the further you drop below 0.8 seconds since the likelihood the target can spread the damage also goes down due to inherent reaction time limitations, being distracted by other targets, etc.

The new table also has very clear, obvious trade-offs for each laser type. Shorter range begets higher DPS, lower damage begets lower heat, so on and so forth. I think it's a fairly good table, despite the fact that I think Variable Speed Pulse and Bombast lasers are totally superfluous.

Sneak peak:

Spoiler


I'm not against halving the max-range on lasers, that could be quite good. But I would also like to try a different mechanic, where lasers do less damage the closer they get as well as the farther they get. If we apply a sliding scale so that the effect is more pronounced with larger lasers, it gives the smaller weapons a clear-cut niche for close-quarters fighting since the penalty is less, though no laser should do 0 damage at grinding ranges. It also pays lip-service to the fact that a laser beam as powerful as these has to be diffused at the aperture, so as not to damage the gun, and be focused to some point x in the distance. It then starts diverging from that point, doing less damage again.

I haven't really solved ballistics yet. I thought I had a methodology for them, but it didn't work, so I'm starting again. I also don't know how I'm going to match utility values across weapon categories; just getting them matched within a category is a lot of work. Perhaps with damage-potential-per-ton?

Those are good suggestions for missiles, I'll play with it when I get to them. I would also suggest making LRMs have a very shallow, almost flat arc with a velocity closer to 800 m/s so that they can be used in a direct-fire capacity. That's supposed to be their primary mode of use, anyway.

Streaks, I'm not sure I like the CT-seeking tubes. It makes even SRM2 absolutely OP against lights and what of the larger Streaks? I think what I'd rather have is a multi-lock function; it locks each missile individually onto whatever part of the 'Mech you are pointing at as you hold the trigger, and it fires on release. This means a skilled attacked can try to hold on one location, while a skilled defender can rotate around to spread locks. On a tiny 'Mech like a Locust or a Firestarter, it's easy to spread locks around. In this way, we stop them from being OP against one class while simultaneously preventing them from being totally worthless against another. We wouldn't even have to buff the damage per missile, it could actually stay at 2, and even then we would probably have to lower it to 1.5 or so.

Flamer, I haven't gotten to at all.





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