cazidin, on 08 February 2016 - 04:01 PM, said:
Greetings Mechwarriors. Today I ask all of you a simple question. Why do I see so many against perfect weapon convergence? Yes, lasers offer a high alpha but most can be countered with good twisting/armor rolling and if perfect convergence were removed that'd affect mixed loadouts aswell.
So, you might say "just make it so that weapons only converge when you have a lock!" to that I have but two simple words. GHOST RANGE. Never forget.
(For those of you at home unaware of the TERRIBLE GHOST RANGE! here's a brief description. In the last PTR for the Quirkening II GHOST RANGE was a mechanic that PGI had hoped would crush the laser meta.
If you didn't have a lock on your target the effective range of your lasers were halved so you'd deal less damage even if within the otherwise optimal range. It was going to be tied to the shelved Info War changes.)
While Ghost Range and a variable COF/Press R to Converge behave differently they very similar purposes and the latter would be met with equally if not greater negative reception if implemented.
Personally, I'd prefer a better heat scale with real penalties and true DHS.
Why MWO has issues:
1. No true heatscale.
2. SHS/DHS need to be reworked and fixed.
3. Weapons in MWO deal INSANE amounts of damage compared to their TT counterparts (Don't cry wolf, keep reading, I'm serious.)
By this I mean, 'A turn in Battletech is measured as a 10 second period of time.' That sounds like nothing right? Well, now think about it. Our IS AC20 do the entire 20 damage in a single shot, not over 10 seconds. Our lasers do full damage in one shot, not over 10 seconds, the missiles can do all their damage in one shot, less than 10 seconds, etc.
Now lets use the AC20 as an example, big gun of awesome destruction. The cooldown is 4 seconds so that's a bit 'odd'. We'll use a double turn from Tabletop to compensate and take that 4 seconds into account. 20 Seconds in Battletech = 2 AC20 rounds, or 40 damage. An AC20 in MWO can fire 5 times in 20 seconds (each shot and its cooldown period, a 6th would start a new count of 20 seconds). So for a 20 second period of time the AC20 in MWO is actually doing 100 (ONE HUNDRED damage! Or roughly 3x that of the Battletech tabletop equivalent.
Pretty crazy right? This is the reason why we need crazy buffed up armor values to compensate.
If you don't know how the AC ratings work, basically the AC's number is the amount of damage its supposed to do within a 10 second period of time. In lore there isn't just a single AC per class, but instead numerous manufacturers with different sorts of ACs, so they're categorized by this.
So let's play with the number, and compensate MWO's realtime style to align with the Battletech TT value and lore of ACs. If the AC20 does 40 damage in 20 seconds, and the AC20 of MWO fires 5 times in that allotted period, you end up with 6 damage, yes you read correctly. By basing the weapons off the Tabletop without DIRECTLY translating it you end up with the AC20 doing 6 damage per shot, not 20.
Gauss Rifle is next, now lets also assume this is prior to the 'charge' mechanic and the cooldown is only 5 seconds, that's 2 shots every 10 seconds, which means that the TT damage value for a Gauss rifle actually translates to a 7.5 damage shot in MWO.
Some other ballistic weapons:
AC2 - This one's got a weird cooldown, of 0.72 seconds, which means i have to go all the way to 90 seconds to get a number divisible by both. So an AC2 in TT = 18 damage at 90 seconds, this would result in the MWO AC2 to do 0.144 damage every shot.
AC10/LB 10-X AC - 2.5 damage per shot (4 shots per 10 seconds) which then translates to .25 damage per pellet (10 pellets per shot)
Lets
Its really not hard to figure out but I've seen so many people complain about TT values and 10 second cooldowns 'blah blah blah' that it makes me want to smack them with a basic math book repeatedly.