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Why Are Alpha Strikes Currently An Issue?


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#101 xe N on

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Posted 08 May 2016 - 03:20 AM

There is a much easier solution:

- at constant HPS and DPS:
- decrease damage
- increase cooldown

Edited by xe N on, 08 May 2016 - 03:21 AM.


#102 Lykaon

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Posted 08 May 2016 - 05:15 AM

View PostGyrok, on 07 May 2016 - 09:36 AM, said:

Why do you think alpha strikes are currently an issue?

What would you do to change them, and why?

My thoughts run to the issue being with the extremely short duration of IS lasers meaning mechs can put 58 damage onto a single component faster than someone can twist to spread that damage.

I think if the egregiously short burn duration was mitigated, it would become less painful to take a laser alpha. They *are* supposed to be DoT...the clan lasers are clearly nearly twice the burn time, why should IS lasers be half the burn for 90% of the damage?



Half the burn time with 90% the damage?

Inner Sphere ER large laser: 9 damage 8 heat 1.25 second burn 5 tons 2 crits

Clan ER large laser: 11 damage 10 heat 1.5 second burn duration 4 tons 1 crit

One quarter of a second is the difference in burn time. And this is consistent across all the laser pairings ER small is .25 longer ER medium is .25 longer.

Now here is the thing. A laser applies damage evenly across the entire duration of it's burn.So if we determine how much damage is applied in one tenth of a second who's lasers apply damage quicker?

However when quirks come into the mix things start to alter to be closer to your statement.

Some light mechs have up to 20% laser duration reduction quirks thankfully they are locusts and spiders so basically not overwhelmingly potent.

Medium mechs with laser duration are generaly 15% on the high end with the Arrow hero having 20%

Heavy mechs rarely exceed 10-15% same with Assaults.

So let's look at a 20% reduction in er large laser duration for an Inner Sphere weapon.

base duration 1.25 seconds 20% of that is .25 seconds reducing the total I.S. ER Large Laser burn duration to 1 second.

Half of 1.5 (clan ER Lrg Laser burn duration) is .75 not 1.0

Also 90% of 11 is 9.9 and not 9.


But let's go with your idea and nerf only Inner Sphere laser durations now Clan lasers are doing it just like they are right now.

So we nerf all lasers,now we see ballistics doing it like they are right now.

SO we nerf ballistics.

Now we have large volley SRMs etc...

A smoother approach would be to redress all weapon cool down timers with an eye towards what is a desireable amount of TTK along with what is too long to expect a player to wait for a weapon to cycle after firing.

#103 oldradagast

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Posted 08 May 2016 - 05:47 AM

The problem isn't really "alpha strikes." Nobody is terrified of an alpha strike of LRM's, for example. Most people aren't that scared of an alpha strike of SRM's or a few big AC's - they can work very well, but you need to be in medium to close range. The problem is long range, precision meta, where you can immediately apply a pile of effective damage onto a single mech component at range. Hitscan weapons, like lasers, have perfect or near perfect precision - sure the target can twist away damage, but you do get all the initial damage on target, which is a good start. There is some precision loss with ballistic weapons (including PPC's) but against slow targets, such as a mech reversing out of harm's way, you're basically going to tear components off of them.

I'm not sure PGI fully understands this. The game doesn't need a hard cap on damage you can fire at once (not all damage is created equal in range or precision) or some magic system that prevents you from firing all your weapons at once. What it needs is some reduction in the overwhelming effectiveness of the long-range precision meta. I'm not talking about a huge, random cone of fire, making lasers worthless, etc. But something intelligent that passes testing and makes sense needs to be done, IMHO. Unfortunately, I'm not sure if PGI sees the problem for what it is - it's not "alpha strikes" really.

Edited by oldradagast, 08 May 2016 - 05:48 AM.


#104 Ultimax

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Posted 08 May 2016 - 06:04 AM

View Postmonk, on 07 May 2016 - 11:40 PM, said:

Alpha strikes are an issue because we can aim. In TT you rolled dice. A mouse (or your input device of choice) is simply a more accurate tool.



Yeah, and we have max double armor on every mech and many mechs right now with +30% to +50% extra structure.



This has come up repeatedly before, TT players have rose tinted glasses on when it comes to TTK.

They think their mechs lived longer, they didn't. The games just lasted a long time because it took a long time to resolve all of the dice rolls.


The actual abstracted combat (i.e. in game time from mech perspective) was probably a 3 to 8 minute firefight.

#105 Bishop Steiner

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Posted 08 May 2016 - 06:27 AM

View PostLucian Nostra, on 07 May 2016 - 10:02 AM, said:


Lets look back a few years at the poptart meta. The screaming, the tears the crying.. over what a 35 point alpha?

the size of the alpha was seldom the issue, at least for me.

The risk/reward ratio was totally skewed, with little if any downside. And it was incredibly easy to do (maybe not threading the eye of an atlas at 1000 meters on a snapshot like some of the top tier players, but the overall tactic.). Literally every match, from the top Comp to the lowest Underhive, was like...75% poptarts.

But it wasn't it's use by Comps that made it so aggravating (Though getting steamrolled by LORDs or SJR or 228 was never exactly "fun") but the trickle down version which left most matches the stationary poptarting that Plexi mocked in All Systems Nominal.

It made the game freaking BORING.

As for the 35 dmg threshold? 1v1 not an issue. But one reason the the tactic was so effective in team play was because it was never just one 1v1, but any time you moved, 4 or more enemy mechs all magically hitting the same location. Which just increased the turtle effect in game, where idiots sat there (and still do) and just wait for you to come steam roll em.


But the Poptart Meta and Current Alphastrike Meta have the same two issues at their core: Stupidly easy no effort aiming, exacerbated by the nature of focus fire.

#106 Gyrok

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Posted 08 May 2016 - 06:31 AM

View PostL3mming2, on 08 May 2016 - 02:59 AM, said:

lol
Posted Image

FFR (1,11) are if you look at win ratio behind CJF (1,67) and behind CSJ (1,44) aaaaaand behind house liao (1.13)...

so 4th =/= 2nd

so much sarcasm wile being so wrong when the numbers are in front of your eyes...

and now the stats of the 1st 20 freelance pilots (so no units merc ore otherwise to dilute the results)
Posted Image

Posted Image


here the clan w/l ratio is 0.62889 and the is w/l ratio is 0.56307.

so when there is no units involved the clans still have a significantly higher win rate...



FRR is second in total wins, and is +1 planets. Meaning, in all that combat against 3 different clans, they have not lost a world.

Yeah...terrible place to be right there...

Also, their K/D is higher than House Liaozy.

You are going to see what your Liaozy eyes want...so continuing to have this conversation is going to be pointless...as I know you are clueless and wrong, and you will argue with me because you are naturally argumentative.

View PostLykaon, on 08 May 2016 - 05:15 AM, said:



Half the burn time with 90% the damage?

Inner Sphere ER large laser: 9 damage 8 heat 1.25 second burn 5 tons 2 crits

Clan ER large laser: 11 damage 10 heat 1.5 second burn duration 4 tons 1 crit

One quarter of a second is the difference in burn time. And this is consistent across all the laser pairings ER small is .25 longer ER medium is .25 longer.

Now here is the thing. A laser applies damage evenly across the entire duration of it's burn.So if we determine how much damage is applied in one tenth of a second who's lasers apply damage quicker?

However when quirks come into the mix things start to alter to be closer to your statement.

Some light mechs have up to 20% laser duration reduction quirks thankfully they are locusts and spiders so basically not overwhelmingly potent.

Medium mechs with laser duration are generaly 15% on the high end with the Arrow hero having 20%

Heavy mechs rarely exceed 10-15% same with Assaults.

So let's look at a 20% reduction in er large laser duration for an Inner Sphere weapon.

base duration 1.25 seconds 20% of that is .25 seconds reducing the total I.S. ER Large Laser burn duration to 1 second.

Half of 1.5 (clan ER Lrg Laser burn duration) is .75 not 1.0

Also 90% of 11 is 9.9 and not 9.


But let's go with your idea and nerf only Inner Sphere laser durations now Clan lasers are doing it just like they are right now.

So we nerf all lasers,now we see ballistics doing it like they are right now.

SO we nerf ballistics.

Now we have large volley SRMs etc...

A smoother approach would be to redress all weapon cool down timers with an eye towards what is a desireable amount of TTK along with what is too long to expect a player to wait for a weapon to cycle after firing.


CLPL = 13 damage over 1.12 seconds

IS LPL = 11 damage over 0.67 seconds

90% damage, 50% burn time.

View PostUltimax, on 08 May 2016 - 06:04 AM, said:



Yeah, and we have max double armor on every mech and many mechs right now with +30% to +50% extra structure.



This has come up repeatedly before, TT players have rose tinted glasses on when it comes to TTK.

They think their mechs lived longer, they didn't. The games just lasted a long time because it took a long time to resolve all of the dice rolls.


The actual abstracted combat (i.e. in game time from mech perspective) was probably a 3 to 8 minute firefight.



This is truth, consider this....a 3 minute TT fight is literally 18 turns.

#107 Bishop Steiner

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Posted 08 May 2016 - 06:50 AM

View PostGyrok, on 08 May 2016 - 06:31 AM, said:



CLPL = 13 damage over 1.12 seconds

IS LPL = 11 damage over 0.67 seconds

90% damage, 50% burn time.





And IS LPL has an optimal range of 365m vs the CLPL at 600. While weighing a ton less. And then we have 7 vs 10 heat.
And despite all this the Clan LPL still delivers 2.97 dps vs the IS 2.81.

Tradeoffs.

Though IMO the IS LPL runs way too bloody cool. IS is definitely better suited for the brawling side, the Clans for LR.

Would kill for a weapon reset along with the rescale and quirks.

Would kill even more for inclusion of a proper functional heat scale with consequences, and cheerfully commit genocide for more in depth aiming mechanics, particularly one effected by things like the heat scale.

The issue is we are trying to take and RNG based, low hit rate TT game and make it into an FPS, while trying to cling to basic table top stuff on part of the mechanics...yet ignoring that without the high skill floor and some degree of randomness, the rest of the TT mechanics pretty much just don't work.

Mind you, no one who is remotely sane want's an unfettered RNG shooter. That said, there's a reason there are reticle sway and vary minor CoF mechanics in virtually every FPS ever made. Yet MWO decides to be the exception, and not coincidentally, has the worst focus fire issue of pretty much any game.

Fix the one, and some people will cry, some will leave. The others? The real "Pros"? Will adapt, like they do to everything and keep on dominating.

And by not doing these things, MWO has already cost itself a crapload of it's original playerbase.

Nothing will please everyone, but it's pretty dang obvious the road chosen ain't been working.

#108 MauttyKoray

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Posted 08 May 2016 - 07:17 AM

1. Convergence is an issue, not because you can 'move' or 'twist' to mitigate it, but because its there. Every weapon on a mech converges on a single point infallibly. Factors between the different weapon types mitigate this slightly. Lasers hit together but spread damage over time, ballistics and PPCs have travel time, and Missiles both have travel time and spread damage.

However, that's where issues come in between mechs that primarily have a majority of one hardpoint type and others that have a mix. Using the same weapon systems will be able to yield a more consistent result than those that have to juggle multiple weapons of varying type.

A build with 2LPL and 3ML has a difference in ranges, but all the weapons hit a single location and simply need to be kept on target. Meanwhile a build with 2UAC5 and 3ML has the issue of pinpoint lasers but then having to separately lead a target to use the ballistics. Thus the pure laser build has the advantage of putting out more pinpoint damage at a more consistent rate.

The only way to mitigate THAT is to get close and thus reduce the total travel time of the ballistics, which is why close range fighting happens this these types of mixed builds so often. Even at the maximum range of the MLs on both builds, the pure laser build still has the advantage of full pinpoint while the ballistic mix has to worry about their travel time which will more than likely hit a different location on a mech, especially if moving.


2. MWO acts more like a FPS than a mech simulation shooter. Previous games still had pinpoint crosshairs, but this was compensated for input. MW4 the most recent had a small delay and stiff movement with the mech's torso when using a mouse to simulate the use of a joystick, which when used offered more immediate control over the mech's torso movement than a mouse did. This in turn lead to the mitigation of perfect accuracy and reduced torso twisting because you had to preemptively line up your shots in order to successfully hit with them.

I'd prefer we not return to those archaic days of sluggish response, but MWO's perfect crosshair personally bugs me a lot. Something along the lines of tying the pilot (and in turn the crosshair since its supposed to be a UI on your helmet or whatever) to the mech itself instead of your head floating in the air while your body bounces around would go a long way in making the game more tactical in nature. Not to the extreme of "I can't hit anything" but minor additions such as crosshair sway tied to movement (running would create sway, while walking speed would create little or none) and torso twisting at least causing a minor 'bloom'. No, not just to create RNG, but to simulate the compensation of the computer adjusting targeting range and accuracy after a quick movement. Minor twisting would do nothing, but something like a full speed twist from 100 degrees twisted to 30 degrees to the other side would create a small reticule bloom that would reduce fairly quickly and not be overly hampering in the first place.

3. Mechs, hardpoints, tonnage, all MASSIVE factors in the big alpha game. Mechs with a large number of hardpoints and available tonnage have a huge advantage in this, as they're able to load up on immense amounts of weaponry in combination that allow them to throw out massive damage numbers in one blow and then mitigate most if not nearly all of the returning fire by using cover and twisting. In comparison, mechs with low hardpoint numbers and low available tonnage suffer the most, while mech between these 2 extremes have varying success depending on the tonnage, number and type of hardpoints.

A good example (yes the tonnage is different but bear with me) of this are two iconic Clan heavies, the Timber Wolf and Summoner. The first has a ridiculously wide array of hardpoints and plenty of tonnage to back it up allowing not only for a variety of loadouts but also being able to load up on a large number of weapons that in combination hit hard. The summoner however is limited in both aspects and it can be seen from the limited number of effective builds it can bring (mostly missiles or smaller lasers). In contrast to that something like the Mad Dog can also be used in comparison to the Summoner, as it also is limited, but makes up for it by having an excess of hardpoints to fill with the lower tonnage weapons.


------------------------------------------------------

Those are the only 3 points I'll make for now, go nuts.

#109 Gyrok

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Posted 08 May 2016 - 07:32 AM

View PostBishop Steiner, on 08 May 2016 - 06:50 AM, said:

And IS LPL has an optimal range of 365m vs the CLPL at 600. While weighing a ton less. And then we have 7 vs 10 heat.
And despite all this the Clan LPL still delivers 2.97 dps vs the IS 2.81.

Tradeoffs.

Though IMO the IS LPL runs way too bloody cool. IS is definitely better suited for the brawling side, the Clans for LR.

Would kill for a weapon reset along with the rescale and quirks.

Would kill even more for inclusion of a proper functional heat scale with consequences, and cheerfully commit genocide for more in depth aiming mechanics, particularly one effected by things like the heat scale.

The issue is we are trying to take and RNG based, low hit rate TT game and make it into an FPS, while trying to cling to basic table top stuff on part of the mechanics...yet ignoring that without the high skill floor and some degree of randomness, the rest of the TT mechanics pretty much just don't work.

Mind you, no one who is remotely sane want's an unfettered RNG shooter. That said, there's a reason there are reticle sway and vary minor CoF mechanics in virtually every FPS ever made. Yet MWO decides to be the exception, and not coincidentally, has the worst focus fire issue of pretty much any game.

Fix the one, and some people will cry, some will leave. The others? The real "Pros"? Will adapt, like they do to everything and keep on dominating.

And by not doing these things, MWO has already cost itself a crapload of it's original playerbase.

Nothing will please everyone, but it's pretty dang obvious the road chosen ain't been working.


Please review Aresye's post on page 4 to see why range is irrelevant. 3 IS LPLs still out trade 2 CLPLs because duration > range.

#110 Alan Davion

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Posted 08 May 2016 - 08:02 AM

View Postmonk, on 07 May 2016 - 11:40 PM, said:

Alpha strikes are an issue because we can aim. In TT you rolled dice. A mouse (or your input device of choice) is simply a more accurate tool. While some effort was made to mitigate this, the measures were not sufficient in the current power growth. The problem is the incentive to shoot anything besides the CT is in most cases very small. (Sure, sometimes legs, sometimes a specific part of a mech based on the core design of the mechs' hard points, etc.) Additionally, to date, most of the suggestions have been either outright disregarded as too complicated for the game populace or viewed as technically non-viable. So here's something simple that in theory would help improve the reason to shoot something other than just the CT, while naturally increasing TTK, tactical options in a battle, and mitigate the value of the insane alphas that currently exist. Specific numbers would probably need tweaking, but the core functionality should remain viable.

- Double the max armor for each mech, but assign these new possible points as follows: CT max armor increases 50% and each of the side torso max armor values increase 25%. Each point of armor still weighs the same as in the current system (32 points of armor per ton). Using max torso armor will potentially give incentive to shoot other parts of a mech before eliminating it from the field. Taking off an arm or weapon system may be a better tactic than simply dumping alpha after alpha into the CT. Additionally, mechs with many torso based weapons will become further differentiated from those with arm based weaponry while not becoming outright superior.

- Double ammo per ton for all ammo based weapons. Because an increase in armor affects ammo based weaponry uniquely, there will need more ammunition per ton for those systems to stay viable.

- Increase burn times or cooldown of all weaponry by 30%. This will allow for players to rotate and spread damage more effectively and increase the options a player has when engaging. Lasers will require longer time for max damage. Pulse lasers will make sense in that they are extra hot for more immediate and less spread damage. Ammo based weapons will provide quick burst, but will have longer cooldowns between shots. Weapon systems are further differentiated while no system becomes the clear go to winner. Lasers = Damage over time (DOT) with ability to adjust aim. Pulse lasers = Hotter but faster DOT which can still be aim corrected. AC = burst with longer cooldowns and no target correction. Clan AC = dot burst with longer cooldowns and moderate target correction. Missiles remain mostly the same (they need their own specific fixes).


Mechs already have doubled armor/structure over their TT values. Are you saying they need to be doubled again?

#111 L3mming2

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Posted 08 May 2016 - 08:17 AM

View PostGyrok, on 08 May 2016 - 06:31 AM, said:



FRR is second in total wins, and is +1 planets. Meaning, in all that combat against 3 different clans, they have not lost a world.

Yeah...terrible place to be right there...

Also, their K/D is higher than House Liaozy.

You are going to see what your Liaozy eyes want...so continuing to have this conversation is going to be pointless...as I know you are clueless and wrong, and you will argue with me because you are naturally argumentative.



CLPL = 13 damage over 1.12 seconds

IS LPL = 11 damage over 0.67 seconds

90% damage, 50% burn time.




This is truth, consider this....a 3 minute TT fight is literally 18 turns.


lol, ignoring all the evidence, not even trying to present counter evidence, and insulting ppl that dont agrea with you... i can see where this is going.. and i am the "clueless" one...

the only reason i'm liao now is that there merc contract had the best bonus at that time.. i play all factions clan and IS. the reason why i am putting in the effort to show the stats is in the hope you understand your crusade for the underpowered clans is not baked up by the reality...

Edited by L3mming2, 08 May 2016 - 08:27 AM.


#112 Gyrok

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Posted 08 May 2016 - 08:24 AM

View PostL3mming2, on 08 May 2016 - 08:17 AM, said:


lol, ignoring all the evidence, not even trying to present counter evidence, and insulting ppl that dont agrea with you... i can see where this is going.. and i am the "clueless" one...


No, I pointed out the holes in your argument. You have no point, and no leg to stand on...I can also see where this is going...as you are not going to drop it, and I do not have the energy to explain something to someone who will not view it objectively anyway.

Since you are not going to look at this objectively, I am not going to waste my time. Capisce? The evidence is there, I have pointed you toward it, and you are pulling out some Community Warfare BS that means nothing to anyone. That shows me you are either ignorant, or trolling, or have a preconceived ideal about Clans OP.

Either way, I do not have the time or the patience to be bothered with the conversation that will follow. Whether you like that or not is unimportant. I am going to ignore you unless you come up with something constructive, or objective.

#113 L3mming2

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Posted 08 May 2016 - 08:33 AM

View PostGyrok, on 08 May 2016 - 08:24 AM, said:


No, I pointed out the holes in your argument. You have no point, and no leg to stand on...I can also see where this is going...as you are not going to drop it, and I do not have the energy to explain something to someone who will not view it objectively anyway.

Since you are not going to look at this objectively, I am not going to waste my time. Capisce? The evidence is there, I have pointed you toward it, and you are pulling out some Community Warfare BS that means nothing to anyone. That shows me you are either ignorant, or trolling, or have a preconceived ideal about Clans OP.

Either way, I do not have the time or the patience to be bothered with the conversation that will follow. Whether you like that or not is unimportant. I am going to ignore you unless you come up with something constructive, or objective.


yes you said merc units make the FW stats unrelaible, so i used the stats of freelance pilots... did you bother to look at those?

#114 Lucian Nostra

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Posted 08 May 2016 - 10:09 AM

View PostBishop Steiner, on 08 May 2016 - 06:27 AM, said:

the size of the alpha was seldom the issue, at least for me.

The risk/reward ratio was totally skewed, with little if any downside. And it was incredibly easy to do (maybe not threading the eye of an atlas at 1000 meters on a snapshot like some of the top tier players, but the overall tactic.). Literally every match, from the top Comp to the lowest Underhive, was like...75% poptarts.

But it wasn't it's use by Comps that made it so aggravating (Though getting steamrolled by LORDs or SJR or 228 was never exactly "fun") but the trickle down version which left most matches the stationary poptarting that Plexi mocked in All Systems Nominal.

It made the game freaking BORING.

As for the 35 dmg threshold? 1v1 not an issue. But one reason the the tactic was so effective in team play was because it was never just one 1v1, but any time you moved, 4 or more enemy mechs all magically hitting the same location. Which just increased the turtle effect in game, where idiots sat there (and still do) and just wait for you to come steam roll em.


But the Poptart Meta and Current Alphastrike Meta have the same two issues at their core: Stupidly easy no effort aiming, exacerbated by the nature of focus fire.


you realize that all of your gripes about pop-tarting hold true for the current alpha meta? except now the counter to the alpha meta is... the alpha meta?

Least against poptarts you could force a brawl, get in and kick their teeth in as they where very weak in a brawl or again counter pop-tart. now it's just alpha alpha alpha. Less skill, less tactics less everything vs poptarting (but mooore damage)

#115 Novakaine

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Posted 08 May 2016 - 10:46 AM

Lol Gyrok.

#116 Gyrok

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Posted 08 May 2016 - 12:11 PM

View PostL3mming2, on 08 May 2016 - 08:33 AM, said:


yes you said merc units make the FW stats unrelaible, so i used the stats of freelance pilots... did you bother to look at those?


Show me a freelance pilot that has an assigned faction in the stats tab...otherwise, the relevance is zero.

#117 L3mming2

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Posted 08 May 2016 - 01:18 PM

View PostGyrok, on 08 May 2016 - 12:11 PM, said:


Show me a freelance pilot that has an assigned faction in the stats tab...otherwise, the relevance is zero.


the w/l ratios of the freelance pilots are weighted according to there ISkills/clankils ratio

#118 Gyrok

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Posted 08 May 2016 - 01:25 PM

View PostL3mming2, on 08 May 2016 - 01:18 PM, said:


the w/l ratios of the freelance pilots are weighted according to there ISkills/clankils ratio


For all you know, those are clan pilots dropping against another clan, like the Ghost Bears that took a planet from Wolf because wolf did not care...could also be IS pilots in Liao dropping against Davion.

There is no relevance to be gleaned from Community Warfare...there is no pertinent balance factors in there at all...the best you can do is grasp at unidentified straws and hope you get an accurate picture.

#119 L3mming2

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Posted 08 May 2016 - 01:33 PM

View PostGyrok, on 08 May 2016 - 01:25 PM, said:


For all you know, those are clan pilots dropping against another clan, like the Ghost Bears that took a planet from Wolf because wolf did not care...could also be IS pilots in Liao dropping against Davion.

There is no relevance to be gleaned from Community Warfare...there is no pertinent balance factors in there at all...the best you can do is grasp at unidentified straws and hope you get an accurate picture.


yes and what you say would make the difference in w/l between is and clan smaller then realy is tnx for pointing it out..

#120 Nightmare1

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Posted 08 May 2016 - 01:34 PM

View PostGyrok, on 07 May 2016 - 09:36 AM, said:

Why do you think alpha strikes are currently an issue?


I don't personally find Alpha Strikes to be an issue. They aren't problematic at all with respect to ballistics and missiles. Regarding energy weapons, I know how to torso twist, so I can avoid taking too much fire. Energy weapons are hot enough that Alpha Striking can be somewhat chancy against a competent opponent.

A lot of pilots can't seem to wrap their minds around the concept of torso twisting though.


View PostGyrok, on 07 May 2016 - 09:36 AM, said:


What would you do to change them, and why?


Teach people to torso twist. That's really all they need.


View PostGyrok, on 07 May 2016 - 09:36 AM, said:


My thoughts run to the issue being with the extremely short duration of IS lasers meaning mechs can put 58 damage onto a single component faster than someone can twist to spread that damage.

I think if the egregiously short burn duration was mitigated, it would become less painful to take a laser alpha. They *are* supposed to be DoT...the clan lasers are clearly nearly twice the burn time, why should IS lasers be half the burn for 90% of the damage?


There's nothing wrong with the burn durations themselves. It's pilot error. People who are too stupid to torso twist now won't torso twist later when the burn duration is longer. Besides, you'd be nerfing Lights most heavily since they are very reliant on energy weapons and a fast-moving, strafing style of gameplay. Long burn durations would work against them. Medium Mechs would also take a hit.

Clan lasers are nearly twice the burn as a means of balancing them since they have higher damage, better range, and lighter tonnage.

I think PGI's Power Draw will be interesting. Hopefully, PGI will be smart enough to make it apply only to energy weapons. That would balance them better against ballistics and missiles and eliminate the high alpha problem for people who can't torso twist. Since the Power Draw would be based on engine size, lighter Mechs with bigger engines wouldn't suffer as much as they would if you were to simply boost the burn time. Case in point, if I have a Light Mech and a Medium Mech, each with an XL250, then the Lighter Mech will have more Power available to be Drawn by its energy weapons than the Medium since less energy is required to move the lighter Mech. The Medium Mech, despite having more tonnage available, finds its Power Draw more restrictive due to its greater weight. Hence, it's self-balancing.





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