High Alphas What Is The Solution
#221
Posted 07 November 2015 - 04:24 PM
I'm however lacy, so I'll just link to a thread I've made.
http://mwomercs.com/...29#entry4810229
#222
Posted 07 November 2015 - 04:57 PM
Duke Nedo, on 07 November 2015 - 04:17 AM, said:
.......
It's not an easy fix. Ideally you'd like builds on variants with only energy hardpoints to be viable, while at the same time not being overpowered when combined with 1-2 Gauss on a larger chassi. I believe a combination of mechanics are needed and I think energy drain could be part of it, perhaps together with a mild recoil for ballistics (to make them combine less efficiently with lasers being fired simultaneously), plus Wanderers suggestion about locking convergence on your locked target range (instead of the PTS range nerfs for unlocked shooting) and why not also adjustments to heat limits and dissipation. I just don't believe that changing heat alone will do the job.
The only real viable chassis for GR+lasers are Clan mech, primarily the Timberwolf model, as most have the speed/weight due to Clan XL engines, and even with each base variant switch out pods.
Though IS has more mechs, most are not as viable as the current preferred crop due to weapon placement, lack of hardpoints and type of hardpoints, as well as the need to utilize IS-XL engine for speed and weight savings, making them glass mechs.
The basis of all of that though is the Heatscale. The PTS has reduced the capacity of the C-DHS, though imho the capacity should be based simply on the # of heatsinks, regardless of type. That setting simply reduces the number of alphas in a time span. The next stamp would be to add at least 2 lower thresholds where the mech's speed/agility is reduced, forcing the player to consider whether or not to fire a full alpha it chain fire to prevent a drop in the mech's performance.
And the PTS reducing the percentage of the cooling/threshold skills, again the original version played into MW4-noheat servers. I am not sure if it should continue to be part of a mechwarrior's skill tree.
As for CoF, or something more similar to Masc/jumping jitter, base it at least on the speed of the mech with a condition: the effect would not be reduced until after a cooldown period at a lower speed.
#223
Posted 07 November 2015 - 07:06 PM
Just to be sure, my suggestion has no bloom in it at all. It is, precisely, your shots go where you put them. It just puts them into different places according to where they are mounted.
I've written a few examples above, but here's the basics:
Reticle looks like this
[oxXxo]
The "o" are where the LA/RA hit, respectively. The small "x"s are where the LT/RT hit, respectively. The bid "X" is where your CT(and maybe missiles) hit.
That would absolutely reconcile pinpoint accuracy with breaking up alpha strike. It would also absolutely require great skill to do "sweep shots" and get all weapons to hit the same place.
I would still combine this with heat changes. I really like the idea of removing base heat capacity and leaving it all up to heatsinks!
#224
Posted 08 November 2015 - 03:34 AM
Duke Nedo, on 07 November 2015 - 12:57 AM, said:
What tears? Only with heat restrictions, such a build will be only capable of producing one alpha, after which that mech will become disfunctional. Considering the present situation, nobody is going to cry over a 100 ton, underarmored, underarmed mech, that is only capable of dealing 50 damage before overheating and dying, unless we're talking about the authors themselves.
40 PPFLD caused tears, Ghost Heat was implemented. Right now we have larger alphas, ghost heat doesnt neglect them. Summary: Ghost heat was a mistake, and large alphas we have now is allowed by oversized heat capacity. The problem with alpha-strikes is not that they exist, but that they are became a staple combat method, because they're not limited enough. Oversized heat capaciy allows several consecutive medium alphas and one ridiculous laser-based alpha strike, that doesn't overheats you.
The problem I see with your support for power pool, is that it's only reasonable if aimed to remove alpha-strikes entirely. Like Ghost Heat, it's a completely new mechanic, that will produce tears both from new players and battletech fans, that nobody will be able to customize, only to assert for few particular cases, where heat system does not and actually never were supposed to.
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Hence why I also suggested restoring IS DHS critical slots to 2. Besides, 30 heatsinks is still 2xGauss tonnage and 60 crit slots of mech's capacity used. The capability itself does not suddenly means anything, and it's about IS/Clan balance. Right now, Clanners do not really need to equip nearly as many, coz they do not make that much difference anyway. 30 base heat capacity we have now is like having 21 nerfed external DHS on each mech, that doesnt give you any dissipation, but also doesnt takes up any tonnage or space.
You really should've looked up my suggestions at this point. It's weird how you're arguing against a position, having not a clue about it. It's like next door to your first post.
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This guy has an alpha of 77 damage @ 40 heat and 21 DHS.
http://mwo.smurfy-ne...e4e0903c4f0c280
This guy has an alpha of 49 @ 29 heat and 16 DHS.
Everything with Gauss and Energy will still be able to produce big alphas, while battlemechs with E only hardpoints will be at a disadvantage. Omnis will more or less always be able to conform to B+E alphas.
Eveyrone will be able to produce alphas accordingly to the amount of heatsinks they've equipped. Producing big alphas would instantly take out said mech out of combat state, as another alpha will overheat them long before laser burn is completed.
Timber Wolf example you've brought up is completely viable and balanced build. Placing that alpha will be very hard considering placement and differences in weapons used. Again, heat cap nerf will limit that loadout to one alpha, at which point second alpha will overheat it.
Same with DireWolf - one alpha, and a Left Torso screaming "I'm here! Shoot me to eliminate half of my firepower". After that, overheat and destruction.
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It will have the intended results. At this point I'm not sure if you're aware of the overall idea of BATTLETECH weapon disparity. Whenever you equip one weapon or another, you also embracing a limitation, that accomodates it.
When you take Energy weapon, you also take the heat burden, for perpetual ammo-independent performance and lower tonnage requirements.
When you take Missile weapon, you also take the factor of unreliability and damage spread, for higher damage/ton values and average tonnage/heat restrictions.
Finally, for each Ballistic weapon, you're also taking up the very large portion of your mech's tonnage and internal space with limited explosive ammunition, that restricts your potential damage output to a certain value, for a more focused damage and higher DPS. And when you're taking the Gauss, you're also equipping the most fragile weapon in the game, that will screw you over if exploded, with charge-up mechanic and lower DPS, for a highest effective range of pin-point damage.
That's the nature of BATTLETECH. Everything has it's own trade-offs. Nothing is bound to a single convoluted system, and there's no linear dependencies. Every weapon looks at tonnage, critspace and heat differently and has additional balancing limitations. The idea of mech' customization is to combine these powers and limitations into something effective.
And, as of now, heat limitations are extremely weak and incentivize the use of Energy weapons over anything else. They do not incentivize prolonged combat, due to nerfed dissipation, so the game is mostly about alpha-strikes now, and the fact, that you can equip enormous amounts of Energy weapons without too much relevance to Ghost heat, only magnifies the efficiency of Lasers.
Edited by DivineEvil, 08 November 2015 - 03:43 AM.
#225
Posted 08 November 2015 - 05:03 AM
DivineEvil, on 08 November 2015 - 03:34 AM, said:
This is not battletech. If you for a moment think that heat balances everything.... good luck.
In Mwo you have Boating and you have pin point accuracy and free customization, and real time. There isn't a drawback for everything, especially for the heavier mechs. Something else to consider is that the huge alphas now are not FLD.
Again, not defending ghost heat in its current implementation, just saying that balancing everything by heat is utopia.
Out.
#226
Posted 08 November 2015 - 05:08 AM
2) Delayed Convergence
3) Burst fire ACs
#227
Posted 08 November 2015 - 05:34 AM
Duke Nedo, on 08 November 2015 - 05:03 AM, said:
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Edited by DivineEvil, 08 November 2015 - 05:39 AM.
#228
Posted 08 November 2015 - 06:28 AM
SethAbercromby, on 08 November 2015 - 05:08 AM, said:
2) Delayed Convergence
3) Burst fire ACs
1) Yes. Heat sinks and heat pumps do not magically increase temperature thresholds of matter, only increase the speed at which the excess heat can be removed. Thermodynamics 101.
2) Unfortunately PGI has strongly stated that this is out. The claim is that delayed convergence mechanics increase the data stream too much for the servers to handle.
Please note: This is different than each shot hitting a different pixel, the servers already handle that in the instances of partially blocked shots, chain-fire, etc.
PGI needs to choose another method.
3) YES! I would add MGs to the mix as well. For full PPFLD there is the Gauss Rifle (which could be fixed by either a global cool down, longer recycle rate, decreased short range damage (due to incomplete separation of the sabot), and/or the inability to fire more than one at a time. PGI could also introduce slug ammo for the LB-X. This would make Ballistics the most versatile of weapons class. Ammo per ton would need to be increased with these changes, however.
#229
Posted 08 November 2015 - 06:50 AM
Hotthedd, on 08 November 2015 - 06:28 AM, said:
Please note: This is different than each shot hitting a different pixel, the servers already handle that in the instances of partially blocked shots, chain-fire, etc.
PGI needs to choose another method.
I don't think delayed convergence would add too much over the already existing data stream. At it's most basic point it would be an object of focus all weapons are perfectly converged on. The only difference would be that this point of focus can only move a limited distance towards the target you've got in your cross-hairs.
To give arm weapons an additional incentive with this system I'd suggest a convergence speed of 200m/s while torso weapons only offer 150m/s. Arms would converge a 500m difference in 2.5 seconds, torso weapons would need more than 3.
The advantage of this system would be that convergence mechanics wouldn't need to change too drastically and patient aiming and preparation are rewarded with being able to land pinpoint shots, allowing for high risk and return for snipers at long range at the risk of being terribly converged when ambushed at close range, something that would probably put a few interesting changes into the meta.
Hotthedd, on 08 November 2015 - 06:28 AM, said:
I disagree, having less pinpointed weapons would significantly increase the time to kill already and changing Gauss and PPCs to not work well together either would also detract from Pinpoint potential, again resulting in more damage being spread out and increasing the time it takes to kill an enemy 'Mech.
An energy draw mechanic would put a fairly hard lock onto those weapons. The rules wold be fairly simple:
- You can only fire one PPC at a time
- You can only charge one Gauss at a time
- After firing a PPC, you cannot fire another or charge a Gauss for 0.5 seconds
- While Charging a Gauss you cannot fire a PPC
- After firing a Gauss, you cannot fire a PPC or charge another Gauss for 0.5 seconds
Technically, this would make the Gauss charge redundant in that it would be no longer in sync with any other weapon for focused PPFLD.
#230
Posted 08 November 2015 - 07:12 AM
SethAbercromby, on 08 November 2015 - 06:50 AM, said:
I don't think delayed convergence would add too much over the already existing data stream. At it's most basic point it would be an object of focus all weapons are perfectly converged on. The only difference would be that this point of focus can only move a limited distance towards the target you've got in your cross-hairs.
To give arm weapons an additional incentive with this system I'd suggest a convergence speed of 200m/s while torso weapons only offer 150m/s. Arms would converge a 500m difference in 2.5 seconds, torso weapons would need more than 3.
The advantage of this system would be that convergence mechanics wouldn't need to change too drastically and patient aiming and preparation are rewarded with being able to land pinpoint shots, allowing for high risk and return for snipers at long range at the risk of being terribly converged when ambushed at close range, something that would probably put a few interesting changes into the meta.
I wasn't disagreeing, I was merely stating the reasons PGI gave that it was removed.
SethAbercromby, on 08 November 2015 - 06:50 AM, said:
I disagree, having less pinpointed weapons would significantly increase the time to kill already and changing Gauss and PPCs to not work well together either would also detract from Pinpoint potential, again resulting in more damage being spread out and increasing the time it takes to kill an enemy 'Mech.
Which is exactly the point. Nobody can complain about being hit with ONE gauss rifle slug.
TTK is too low. Pinpoint precise Alpha strikes are inconsistent with the BT universe and with physics. Pinpoint precise single weapons are no problem.
SethAbercromby, on 08 November 2015 - 06:50 AM, said:
- You can only fire one PPC at a time
- You can only charge one Gauss at a time
- After firing a PPC, you cannot fire another or charge a Gauss for 0.5 seconds
- While Charging a Gauss you cannot fire a PPC
- After firing a Gauss, you cannot fire a PPC or charge another Gauss for 0.5 seconds
Technically, this would make the Gauss charge redundant in that it would be no longer in sync with any other weapon for focused PPFLD.
The only problem I would have with this is that it has nothing to do with BattleTech, however from a purely video game standpoint it is a workable solution.
#231
Posted 08 November 2015 - 07:24 AM
Hotthedd, on 08 November 2015 - 07:12 AM, said:
Technically, that rule exists in lore, it was just never really used much further. You need to consider that TT turns simulate a period of 10 seconds and PPCs and Gauss' are simply assumed to be out of sync through heavy energy draw. However, since all weapons had trouble hitting similar spots, even with a parallel-mount on the same arm, this was primarily used in the books to explain how an Awesome could fire all 3 of it's PPCs without instantly overheating.
#232
Posted 08 November 2015 - 07:36 AM
SethAbercromby, on 08 November 2015 - 07:24 AM, said:
Technically, that rule exists in lore, it was just never really used much further. You need to consider that TT turns simulate a period of 10 seconds and PPCs and Gauss' are simply assumed to be out of sync through heavy energy draw. However, since all weapons had trouble hitting similar spots, even with a parallel-mount on the same arm, this was primarily used in the books to explain how an Awesome could fire all 3 of it's PPCs without instantly overheating.
Works for me.
Another solution that you touch on would be to have all weapons in MW:O do the TT values of damage and heat over 10 seconds. (For example: a gauss rifle could fire twice over ten seconds doing 7.5 damage and 0.5 heat per shot.)
#233
Posted 08 November 2015 - 08:00 AM
#234
Posted 08 November 2015 - 08:04 AM
SethAbercromby, on 08 November 2015 - 08:00 AM, said:
Oh, I have no illusions that PGI would ever do that. Honestly, I cannot believe they even considered that triple rate of pinpoint group fired weapons arrays would be an issue.
#235
Posted 08 November 2015 - 08:22 AM
Many of us even tested this and it slowed the ttk down made the game funnier per battle and made players actually use skill and tactics to win battles not just a Alpha Death Ball approach. But PGI and Devs are deaf and dense when it comes to players making core game suggestions and they wont implement anything they there self's don't want to play in MWO.
So basically MWO has resorted to a FPS game like COS point and shoot high damage alphas and yo don't need much skill or tactics to be good just good at hitting one spot on a mech chassis.
#236
Posted 08 November 2015 - 09:18 AM
SethAbercromby, on 08 November 2015 - 08:00 AM, said:
Convergence is problematic only for Lasers, and yet again it's the problem of how many you can land with alpha-strike without overheating; Right now it's so loose, that an ability to spread damage by torso-twisting or shielding it with a second arm isn't helping as it used to. If you consider proper heat limitations for laser-vomiters, convergence is not actually such a big deal, in my opinion. Besides, removing base heat capacity not only would remove the viability of laser-vomit, but will tone down
Edited by DivineEvil, 08 November 2015 - 09:41 AM.
#237
Posted 08 November 2015 - 09:34 AM
Just nerfing lasers will only push the player base to a different weapon, it doesn't solve the issue of being able to instantly aim multiple weapons to one component, which should be very difficult instead of super easy.
#238
Posted 08 November 2015 - 09:37 AM
DivineEvil, on 08 November 2015 - 09:18 AM, said:
The issue with double Gauss is that it still puts 30 points of damage into whatever it hits, even if that isn't the same as intended. That's why energy draw is such an often-suggested mechanic to help reigning it and the PPC in a little without needlessly punishing the use of multiple weapons of that type. Delayed convergence still rewards good use with all weapons, but also asks the user to keep their aim steady for a certain period of time for maximum effect, so snap-shots and jump-sniping would become a lot less effective and generally pull combat a little closer together where Medium Lasers and SRMs get to pull their weight..
#239
Posted 08 November 2015 - 10:32 AM
SethAbercromby, on 08 November 2015 - 09:37 AM, said:
When you require leading, then there's nothing that guarantees you hitting a single component. Leading requires you to aim at the point in front of the target, and depending on circumstances that can remove convergence entirely (if aiming off beyond the horizon). It also makes it possible for your target to change speed, which will make you miss completely. On fairly short range, on the other hand, you're exposing yourself to the potential critical explosion, which is the one most major drawback, that keeps Gauss away from being the best Ballistic weapon of them all.
At this point it's the question of specific case of Gauss balance, not the convergence in general. Some can argue for other weapons, but in the end there are other negative factors, especially the difference in projectile velocity, which makes other ballistic weapons to suffer from leading even more than a Gauss. Convergence is only a problem in theory, but in practice I can't imagine or recall out-of-the-blue situation where Ballistics felt over-board accurate.
Edited by DivineEvil, 08 November 2015 - 10:34 AM.
#240
Posted 08 November 2015 - 10:48 AM
Anecdotal evidence is anecdotal.
(Sorry, I only get to use them this often)
Seriously though, just because you think it's fine doesn't mean that it's actually good.
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