Revis Volek, on 17 February 2016 - 11:27 PM, said:
OH man, Well please sir, hand out some lessons from your cloud of judgment and tell us how you would do it BETTER since you have it allll figured out already.
Why arent you working at PGI again?
I have little coding or video game development/design knowledge or experience, however I can do intermediate math and simple problem solving couple with common sense.
You want a TT realtime translation? Sure...
NOTE: This is to all the people who always say you can't translate TT to realtime, or make that stupid excuse about 'firing your weapons only once every 10 seconds' crap.
Let's use PGIs own current weapon stats, however re-translated from TT values for a realtime setting. (BT uses 10 seconds to measure a 'turn' so we'll use that) I won't say ANY of these are perfect/usable as is , but as I stated I'm going straight off PGIs existing weapon stats and simply modifying them to reflect the TT.
I must also note that these changes would A| Spread damage more, and B| Probably require a return to closer to TT armor values as well as C| A rebalance of the ammo/tonnage ratio. I'm not gonna touch these honestly, everything I'm providing is a 'proof of' sort of thing and in no way a full working balance overhaul.
(ONLY IS WEAPONS USED FOR EXAMPLE)
AC2 - (10.08s) 14 shots over 10 seconds = about 0.143 damage per shot
Would need a major rework to make effective/not silly, probably change to a 1 sec cooldown to at least make each shot 0.2 damage. The weapon would basically turn into a machine gun AC. /shrugs
AC5 - (9.96s) 6 shots over 10 seconds = about 0.83 damage per shot
Modifying this to 1.5 second cooldown (used 30 seconds/3 turns for rounded number) would shift the damage to 0.75 (higher fire rate = lower damage per shot) for a more uniform damage. Alternatively a 1.75 second cooldown would be 0.875 damage and place it at a median cooldown between the AC2 and 10. (my preference is the 1.5 cooldown)
AC10 - 4 shots over 10 seconds = 2.5 damage per shot
Pretty simple and straight forward.
AC20 - (5shots/20s used) 2.5 shots over 10 seconds (20 damage) = 8 damage per shot
Another simple one.
The trick at this point would be differentiating the UACs and ACs. I've never liked the current mechanic personally and always thought standard ACs should have used the burst mechanic with UACs doing a bit less single shot damage but with the ability to refire at chance of a jam. But, that's nothing to do with this.
Continuing on with Lasers! (Using TT damage values, will also do MWOs for comparison where applicable.)
ERLL - (8dmg/turn) 3 shots over 10.25\s (1.025 turns) - 2.73 damage per shot, 0.218 damage/0.1 seconds
- MWO (9dmg) - 3.075 damage per shot, 0.246 damage/0.1 seconds
LL - (8dmg/turn) 3 shots over 9.5\s (.95 turns) - 2.53 damage per shot, 0.253 damage/0.1 seconds
- MWO (9dmg) - 2.85 damage per shot, 0.285 damage/0.1 seconds
ML - (5dmg/turn) 4 shots over 12.6 seconds (1.26 turns) - 1.575 per shot, 0.175 damage/0.1 seconds
- MWO - same
SL - (3dmg/turn) 4 shots over 9.75 seconds (.975 turns) - 0.731 per shot, 0.0974 damage/0.1 seconds
- MWO - same
Pulses have really annoying duration...makes the damage calculations awkward.
LPL - (9dmg/turn) 4 shots over 12.43 seconds (1.243 turns) - 2.796 damage per shot, 0.417 damage/0.1 seconds
- MWO (11dmg) - 3.418 damage per shot, 0.51 damage/0.1 seconds
MPL - (6dmg/turn) 4 shots over 11.4 seconds (1.14 turns) - 1.71 damage per shot, 0.285 damage/0.1 seconds
- MWO - same
SPL - (3dmg/turn) 5 shots over 11.5 seconds (1.15 turns) - 0.69 damage per shot, 0.138 damage/0.1 seconds
- MWO (4dmg) - 0.92 damage per shot, 0.153 damage/0.1 seconds
These numbers all seem ridiculously tiny, but remember that changing armor/internal structure back to lower numbers would have to be used as a starting point for these damage numbers. In contrast something like an LL does 24 damage over roughly 10 seconds now, versus the just over 8 damage in the same amount of time. Working on finally having a decent heat management system after this would go a long way as well as tweaking laser heat and balancing ammo/ton to make them a valuable but expensive weapon for tonnage and promote mixed builds over pure laser/ballistic boats. Afterwards the minor tweaking of armor values, 1.25x or 1.5x, would be able to manipulate the TTK further with additional ammo tweaks afterwards to cover any outlying weapons.
Edited by MauttyKoray, 18 February 2016 - 02:34 AM.