

If Ghost Heat Allows 6Cmpl + 2 Clpl, Then The Following Should Be Allowed:
#41
Posted 17 December 2015 - 07:42 PM
#42
Posted 17 December 2015 - 07:44 PM
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power draw is just a repackaged form of ghost heat. its terrible for all the same reasons ghost heat is terrible.
#43
Posted 17 December 2015 - 07:49 PM
Khobai, on 17 December 2015 - 07:44 PM, said:
The point is to curb big alphas, and Power Draw system can do it better since it can include ballistics with low heat, such as Gauss.
Also, when implemented along with Forced Chain-fire, the Power Draw system is much more friendly to newbies than GH ever will be.
And unlike under Ghost Heat, the Forced Chain-fire will help everyone to fire their weapons at precise intervals without the aid of macros. I macro-d my 6LL STK-4N, to fire at 3 by 3 at precisely 0.5 second in between, and the result is like night and day. It will make things fair for everyone.
Edited by El Bandito, 17 December 2015 - 07:53 PM.
#44
Posted 17 December 2015 - 07:50 PM
kapusta11, on 17 December 2015 - 10:32 AM, said:
Cap clam ERML and MPL at 5
Put all IS medium and large lasers in the same GH penalty group and cap it at 6
Done.
The max you can get for clans is 2x LPL (since individual penalty stays) + 3x ERML. Well technically 3xMPL offer more damage but they don't sync well in burn duration and range with LPLs
The max you can get for IS is 3x LPL + 3x ML. Of course lesser loadouts like 2x LPL + 4x ML are still an option
My six LL stalker is giddy with the thought of the carnage about to ensue or my direwhale with however many LPL I can fit on it. Not very well thought through
#45
Posted 17 December 2015 - 07:52 PM
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Gauss already got curbed. Last thing it needs is another nerf.
#46
Posted 17 December 2015 - 07:58 PM
#47
Posted 17 December 2015 - 08:14 PM
Khobai, on 17 December 2015 - 07:52 PM, said:
You are thinking too small. If Power Draw is implemented, then Gauss nerfs can be reverted--the whole reason Gauss was nerfed in the first place was because GH couldn't do **** against it. Power Draw system can help with balancing far more the GH ever could do.
Edited by El Bandito, 17 December 2015 - 08:16 PM.
#48
Posted 17 December 2015 - 10:23 PM
Khobai, on 17 December 2015 - 07:44 PM, said:
power draw is just a repackaged form of ghost heat. its terrible for all the same reasons ghost heat is terrible.
Actually, if you bothered to read the suggestion on how to implement power draw, you will realize that its fundamentally different.
A power draw system stops big alphas by putting a hard limit on what sort of weapons and how many of them can be fired at once. It will force you to chain fire some of your weapons.
Ghost heat still allows you to game the system by mixing up your payload in a manner that doesn't break the weapon group rules. This is what many players are already doing which is why big alphas still happen.
Edited by ChewBaka, 17 December 2015 - 10:24 PM.
#49
Posted 17 December 2015 - 10:42 PM
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which is different from ghost heat how? because thats what ghost heat does... forces you to chain fire your weapons. the only difference with power draw is that all weapons are basically in the same ghost heat group, making it more oppressive, and harder to circumvent. But ultimately both are horrible systems that seek to artificially limit how many weapons you can fire simultaneously.
disallowing alphastrikes is ridiculous. And thats exactly what a power draw system would do. it would eliminate alphastriking from the very game that coined the term "alphastrike". alphastriking IS battletech and getting rid of it eliminates one of the fundamental concepts of the game.
alphastriking isnt the root cause of the problem so it makes no sense to implement systems which treat it as such. The root cause of the problem is perfect aim/convergence; when all of a mech's weapons are allowed to hit the same location and utterly obliterate that single hit location. the problem is a lack of damage distribution mechanics and damage not being spread evenly enough across the hit locations of mechs.
alphastriking in battletech was perfectly balanced due to the fact that each weapon rolled a randomized hit location. But MWO skips that randomized hit location step and allows players to place all that damage in any one location of their choosing. And that right there is what causes the breakdown of the whole system. Im not advocating anything as ridiculous as random hit locations, but I do feel the game needs to implement more mechanics that help distribute damage across different hit locations (burst fire ACs, splash damage PPCs, longer burn times and lower damage on lasers, etc...). Thats a much better and more intuitive way to balance weapons that doesnt eliminate one of the very premises the game is based on (alphastriking).
Edited by Khobai, 17 December 2015 - 11:05 PM.
#50
Posted 17 December 2015 - 10:47 PM
#51
Posted 17 December 2015 - 10:50 PM
Merit Lef, on 17 December 2015 - 07:42 PM, said:
Not all alphas are created equal.
Small lasers VS Large Lasers VS Gauss VS SRMs
6 ERSmalls is 30 damage, at 200M op
3 isLPLs is 33 damage, at 365M
2Gauss is 30 at 660M
3SRM6s is 36 damage, at 270M
You'll note the two middle ones are far more effective than the top or bottom options, and that the SRMs are the least effective of the bunch, despite having the highest damage.
#52
Posted 17 December 2015 - 10:59 PM
#53
Posted 17 December 2015 - 10:59 PM
Khobai, on 17 December 2015 - 10:42 PM, said:
disallowing alphastrikes is ridiculous. And thats exactly what a power draw system would do. it would eliminate alphastriking from the game that coined the term alphastrike. alphastriking IS battletech and getting rid of it eliminates one of the fundamental concepts of the game.
You are putting too much stock on Alpha Strikes. Know that in your so highly valued Battle Tech lore, Alpha Striking was the rare occasion, rather than the norm, like what we have now. Even if PGi removes big alpha strikes from the game, I guarantee you MWO will still go on without a hitch. Probably for the better. I personally embrace longer TTK.
Sure, there are alternatives such as CoF and delayed convergence, but they are out of PGI's programming league.
Edited by El Bandito, 17 December 2015 - 11:09 PM.
#54
Posted 17 December 2015 - 11:07 PM
Imo, all the issues are not for the big alpha, or the heat, or whatever... BUT: instant pinpoint magic convergence.
Sadly PGI refuses to solve this, so....
edit: on a side note, despite ghost heat, ttk is never been so short like in this period

Edited by Stefka Kerensky, 17 December 2015 - 11:08 PM.
#55
Posted 17 December 2015 - 11:09 PM
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wut? alphastriking wasnt rare at all. quite a few mech designs were built around the premise of alphastriking every turn. like the awesome for example.
a three PPC build was balanced in tabletop because each of those PPCs had to roll its own hit location which split up the damage. But in MWO those three PPCs all hit the same location (which led to PPCs getting horribly nerfed). thats a HUGE difference when it comes to lethality.
Again thats where the fundamental breakdown occurs. Its convergence of all a mech's weapons onto a location of the players choosing thats causing most of the problems.
Besides theres no guarantee that power drain will entirely fix the problem, since ultimately its just another bandaid that ignores the underlying cause of the problem in favor of a quick fix.
Edited by Khobai, 17 December 2015 - 11:21 PM.
#56
Posted 17 December 2015 - 11:24 PM
Khobai, on 17 December 2015 - 11:09 PM, said:
a three PPC build was balanced in tabletop because each of those PPCs had to roll its own hit location which split up the damage. But in MWO those three PPCs all hit the same location (which led to PPCs getting horribly nerfed). that is a HUGE difference when it comes to lethality.
Again thats where the fundamental breakdown occurs. Its convergence of all a mech's weapons onto a location of the players choosing thats causing most of the problems.
As I mentioned above, implementing satisfactory convergence mechanics is beyond PGI capabilities for now. Also, Awesome is a fringe case--most mechs were not designed to carry, must less fire 3 PPCs in the first place. Lastly, even with the full customization we have in MWO, firing 3 PPCs was not problematic until people had put additional Gauss Rifle on top of those three, once the Highlanders came out. Hence the introduction of Ghost Heat, PPC nerfs and Gauss charge. With Power Draw system, those would not have been an issue.
#57
Posted 17 December 2015 - 11:27 PM
It simply breaks the armor system.
#58
Posted 17 December 2015 - 11:52 PM
Inveramsay, on 17 December 2015 - 07:50 PM, said:
Right, as if I haven't said that individual weapon penalty should stay...

#59
Posted 18 December 2015 - 12:05 AM
and while we're at it, 4 LRM10s(40 missiles) just like 2 LRM20s(40 missiles) with no ghost heat.
#60
Posted 18 December 2015 - 12:34 AM
2) Reduce ghost heat cap on C-ERML and C-MPL to 5
3) Link Gauss to PPC ghost heat
4) Buff PPCs back to decent velocity levels.
5) Stop complaining about ghost heat, it does its job fine.
6) Accept that you will sometimes get killed, and have a beer to get over it.
7) Profit.
Edited by Widowmaker1981, 18 December 2015 - 12:36 AM.
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