Sandpit, on 05 January 2016 - 10:11 AM, said:
balancing against boating is handled by ghost heat.
Now your opinion on ghost heat or the number of a weapon needed to trigger ghost heat are a different conversation all the way around but irrelevant to that being the mechanic used to balance boating in MWO.
Ghost heat doesn't fix it, and doesn't even address weapon synergies of dissimilar weapons.
Not to mention it violates your:
Sandpit, on 04 January 2016 - 03:31 PM, said:
A player should be able to look at a large laser and know "it does x heat, x damage, and has x range" and that's it. Nothing more. Now a player, especially new players, have to do a LOT of math, research, etc. to determine the "optimal" mech for a specific weapon loadout beyond simply looking at it's hardpoints.
Quirks are infinitely more intuitive and understandable than Ghost heat. They are simple percentages or additions that are presented to you in the interface. Clear, concise, and in the interface. Everything ghost heat isn't.
Sandpit, on 05 January 2016 - 10:11 AM, said:
Again, you balance a weapon based on it's place against other weapon systems, then you use quirks, ghost heat, etc. to balance the individual "exploits" of those weapons and mitigate the min/max boating and builds.
Point being, you can't balance like you're discussing because if you nerf a weapon based on the boating output, you wind up completely ruining that weapon when it isn't boated.
Point being you are completely wrong. Boating MPLs a problem on mech X? Mech X gets a negative MPL quirk.
Has *zero* effect on every other mech in the game. Focused, addresses the root problem scope of the change is limited to one chassis (or if the problem exists on a few chassis you can apply if there also) and has zero unintended consequence on the weapon or any other mech in the game.
Sandpit, on 05 January 2016 - 10:11 AM, said:
That's just one example of why trying to balance like that is a bad idea. We've seen it here in the past. Ok great, now (insert weapon here) is balanced when you boar 5 of them, but what about the builds which only use one?
So your bad example that doesn't prove anything is great?
How about a real example using your "solution". Pre-quirks.
PPC/Gauss meta and the Dragon Slayer. Ghost heat doesn't do anything since they are different weapon types. The best solution seems to be desync the speeds of the PPC and the Gauss by reducing the PPC speeds.
Fixes that problem.
Creates two new ones both unintentional consequences:
1 ) New PPC speed is synced with AC5.
2 ) PPC usage in general goes down because it's no longer as good at long range due to the velocity nerf.
New Meta PPC / AC 5
Further Desync the speeds by dropping the PPC speeds even further.
Fixes the problem.
Unintential consequence:
PPCs practically removed from the game. Usage goes to near zero.
And that's where we are at today. Unless the mechs have velocity quirks, PPC and ERPPC is pratically non-existant.
Quirk Fix:
Dragon Slayer
-50% PPC velocity.
Problem solved. Zero unintended consequence. Everyone else can continue to use PPCs
Simple, far less testing required.
Other mechs that have the same capability? Get creative, maybe apply the velocity nerf to the gauss.
3 LPLs a problem? Easy - negative quirk the mechs that can run 3 LPLs with either duration nerfs, increased heat gen, or increase cooldown. And you can do each solution as it fits the host chassis - e.g. on an assault make the duration longer so it can't twist away if it want's to do the damage. A heavy increase the heat gen, etc.
Sandpit, on 05 January 2016 - 10:11 AM, said:
A weapon balance is based on that individual weapon, not "what if" scenarios

And yet, all you provide is "what if"...
Here is your fundamental problem.
Weapon balance in MWO isnt *game* balance. If all the weapons are balanced to each other, then what you are left with is a handful of mechs that have the optimum hardpoints and dozens or hundreds of variants that are garbage. A fact you continue to ignore.
In MWO - the mechs *ARE* the weapons, the chassis need to be balanced to get *GAME* balance. Individual weapon balance is important, more inportant in an FPS where players are limited to one or two weapons.
The mechs are weapon plaforms. The collection of their hardpoints (up to 19 weapons at a time) is what make them useful or not, it's not just the individual weapons.
So yes, you can play spreadsheet warrior and normalize the weapons. It won't balance the game because the mech chassis won't be balanced - it will be a matter of which mech has the optimum hardpoints. Until you can recognize that there isn't any point continuing this discussion.
Edited by MrJeffers, 05 January 2016 - 06:24 PM.