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Power Draw, What We Know, How It Will Work!


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#361 Ace Selin

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Posted 18 August 2016 - 01:42 AM

Russ tweeted:
[color=#292F33]
Russ Bullock[color=#B1BBC3]@[/color]russ_bullock 4h
[/color]
[color=#292F33]

Unless something unexpected happens we are planing on having the PTS Thursday 3pm Pacific




Russ Bullock[color=#B1BBC3]@[/color]russ_bullock 4h

My thoughts after playing Energy Draw today is that it's very subtle.




Russ Bullock[color=#B1BBC3]@[/color]russ_bullock 4h

For players that generally have 2-3 weapon groups they work through you may not even be affected




Russ Bullock[color=#B1BBC3]@[/color]russ_bullock 4h4 hours ago

Post on PTS will go live with the PTS at 3pm is my understanding



[/color]

#362 L3mming2

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Posted 18 August 2016 - 01:46 AM

View PostQuaamik, on 17 August 2016 - 05:06 PM, said:

Personally, I think this is going to suck, and suck worse for clans.

Clan weapons in general have higher damage per shot, but take more time to deal damage and deliver less pinpoint. So any damage output based limiting mechanic hurts them more. Examples:

assume 30 point damage limit

IS AC 10 vs Clan AC 10
- Both deliver 10 damage per "shot"
- Assuming space and weight required are there, 3 of either could be carried.
- IS gets a 30 point pinpoint out to 450 m
- Clan gets a 30 point "burst" that typically spreads across 2 components out to 540 m

IS ERLL vs Clan ERLL
- 9 dmg / 8 heat vs 11 damage / 10 heat
- IS can fire 3 for 27 points, delivered over 1.25 seconds out to 675 m
- Clan can fire 2, for 22 points, delivered over 1.5 seconds out to 740 m

IS LPL vs Clan LPL
- 11 dmg / 7 heat vs 13 dmg / 10 heat
- IS can fire 2 for 22 points, delivered in 0.67 seconds out to 365 m
- Clan can fire 2, for 26 points, delivered in 1.12 seconds out to 600 m

IS ML vs Clan ERML vs Clan ERSL (Closest range match)
- 5 dmg / 4 heat / 270 range vs 7 dmg / 6 heat / 405 range vs 5 dmg / 3 heat / 200 range
- IS can fire 6 MLs for 30 damage delivered over 0.90 seconds out to 270 m
- Clan can fire 4 ERMLs for 28 damage delivered over 1.15 seconds out to 405 m
- Clan can fire 6 ERSLs for 30 damage delivered over 1.0 seconds out to 200 m
- Clan ERSL does have a slightly shorter time between shots.


there is only 1 IS mech that can carry 3 AC10's http://mwo.smurfy-ne...3168bd2079f4fa1

the ilya murmoret and its underarmored and very slow if it douse.. so IS 3 AC10's are a bit of a usless comparison... the clans have 2 chassys that can do it (and do it well) and soon they will have a 3d one...

#363 AnTi90d

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Posted 18 August 2016 - 01:56 AM

View PostAce Selin, on 18 August 2016 - 01:42 AM, said:

Russ tweeted:

Russ Bullock ‏@russ_bullock 4h

My thoughts after playing Energy Draw today is that it's very subtle.



I'm convinced that this guy was either dropped on his head, as a child.. or he has a serious mental disability.


Posted Image



Also, since these guys fail at giving any real info out until it's going live.. here is the PTS download so you can have it ready before the PTS goes live.

Test Server Installer

Just download and install that. The update should roll out later today.

Edited by AnTi90d, 18 August 2016 - 02:14 AM.


#364 A Shoddy Rental Mech

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Posted 18 August 2016 - 02:14 AM

View PostAce Selin, on 18 August 2016 - 01:42 AM, said:

Russ tweeted

Russ Bullock[color=#B1BBC3]@[/color]russ_bullock 4h

My thoughts after playing Energy Draw today is that it's very subtle.



I thought power draw was THE NEXT BIG THING that would have players returning in droves, filling the buckets, fixing faction warfare, restoring balance to "THE FORCE".

#365 Wintersdark

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Posted 18 August 2016 - 02:20 AM

View PostThe Nerf Bat, on 18 August 2016 - 02:14 AM, said:


I thought power draw was THE NEXT BIG THING that would have players returning in droves, filling the buckets, fixing faction warfare, restoring balance to "THE FORCE".

They never said that.

It's just a replacement for Ghost Heat 1.0 that ideally will streamline the system and make it more accessible to new players, while being less avoidable.

GH2 is just that. It's going to change builds, certainly, but in the long run it's going to do largely what GH does.

Edited by Wintersdark, 18 August 2016 - 02:21 AM.


#366 Kirkland Langue

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Posted 18 August 2016 - 05:20 AM

At least they aren't spending as much time on it as I expected and feared.

I say skip the public testing and just push live. Let's move on to the next bit of drama.

#367 Bud Crue

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Posted 18 August 2016 - 05:29 AM

View PostKirkland Langue, on 18 August 2016 - 05:20 AM, said:

At least they aren't spending as much time on it as I expected and feared.

I say skip the public testing and just push live. Let's move on to the next bit of drama.


Doing the above would be "the next bit of drama".

#368 FrozenAnt

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Posted 18 August 2016 - 05:41 AM

View PostJohnny Z, on 17 August 2016 - 02:57 PM, said:

I actually play the Commando and Urbanmech, some of the "weakest" mechs in the game, also other weight classes with challenging mechs. Balance has never been better. Room for improvement but its looking great.


You absolutely right, balance right now is pretty good. I don't play regularly above 55 tons, and my all time favorite chassis are phoenix hawks and centurions. But to me this isn't about balance. The power draw system isn't trying to balance anything. It's trying to increase TTK.

If you wanted to balance things you modify and tweak the individual components. Or similar group of components. Like all AC's have a chance misfire, or to many fired lasers causes massive heat spikes, some missiles malfunction and fizzle out (NOT SOLUTIONS JUST EXAMPLES). PGI decided to do quirks as a balancing thing.

In my eyes the purpose of power draw is to increase the amount of time it takes 1 mech to kill another by having them slow down combat much like ghost heat, across "all" weight classes. But here comes the odd part. 1 light mech vs 1 assault mech. What is the TTK?
For the light mech it can be a really really long time
For the Assault mech to kill the light 1-3 half placed alphas.

So it's going to let the light mech live longer?

Why is the light mech dueling it out with the assault mech in the first place? Let the assault mechs duel assault mechs and let them have their high alphas and high armor. That's a good TTK. let the oxide duke it out with the cheeta and that's a good TTK.

Not spreading out the 12 mechs across the map and having 1 singular death ball is what is causing the problem not alphas

#369 Gentleman Reaper

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Posted 18 August 2016 - 07:09 AM

View PostAnTi90d, on 18 August 2016 - 01:56 AM, said:


I'm convinced that this guy was either dropped on his head, as a child.. or he has a serious mental disability.


Posted Image




Also, since these guys fail at giving any real info out until it's going live.. here is the PTS download so you can have it ready before the PTS goes live.

Test Server Installer

Just download and install that. The update should roll out later today.


With your opinion on Power Draw I just can't take you seriously...

#370 Savage Wolf

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Posted 18 August 2016 - 08:57 AM

View PostGas Guzzler, on 11 August 2016 - 09:41 AM, said:

ACs are already "meta", Energy Draw, even if it does apply to ballistics, is just going to enforce their dominance. Remember, an array of U/AC5s does not require any sort of large alpha to be as good as they are now, so Energy Draw is going to do nothing to bring them down, but is going to slam weapons like lasers that require that up front damage to be competitive.


And then you would actually make a lot of chain-firing lasers and missiles viable too. And U/ACs are usually not in the meta because of jamming.

View PostNarcissistic Martyr, on 11 August 2016 - 09:47 AM, said:

Obviously you balance ballistics in other ways. Recoil effects for example. Also I believe that the more sim like mwo becomes the more levers you have to balance problematic weapons and mechs and thus the easier it is to gradually move outliers towards the middle.


Recoil effects? Unless you are talking about the rotary autocannon that doesn't really apply. You just shoot in short bursts. Like we already do for the most part.

No, ACs need to be balanced just like all the other weapons and so of course it's gonna be part of energy draw.

#371 Savage Wolf

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Posted 18 August 2016 - 09:03 AM

View PostSteel Claws, on 17 August 2016 - 07:08 PM, said:

My two cents on this is that PGI is trying to fix a problem that really don't exist anymore. Everything has too much heat or been nerfed too much to fire huge alphas anymore. I see a lot more mechs that do damage over time in game than with huge alphas. Yes there are still a few that run big alpha mechs but they are far from a problem.

Then there is the whole idea that big alphas are the bane of the mech world. I would point out that the 2 CUC 10, 2 CUAC 5 Kodi or Dire Whale has just a 30 point alpha and then the recharge times stagger fire. Two of the most dangerous builds and this heat draw model wouldn't affect them in the slightest. Lets not forget the 6 ERSL lights. In a battle one on one I pick them over an Assault with a 50 point alpha every time.

And what of the mechs that come stock with a bigger alpha than 30. There are several.

Basically all that they will do is piss off some more players and thin the already shrinking player base while making the game too frustrating to play for many. Mechs like the Dakka Kodi are going to be harder to stop and harder to deal with and even more people will switch to these penalty free builds that are already kings of the court. And it will all be because a small minority think there I a problem and even if there is, this isn't the answer. My prediction is that it will only make things worse.


Heat scale did little to balance between weapon types used simultaneously and was very confusing to new players and is just generally complex. Energy draw is simply trying to do the same thing but more consistently and easier to understand. No doubt balance needs to found again, but at least then with a more future proof system but in terms of new players and weapons.

#372 Quicksilver Aberration

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Posted 18 August 2016 - 09:04 AM

View PostSavage Wolf, on 18 August 2016 - 08:57 AM, said:

And then you would actually make a lot of chain-firing lasers and missiles viable too. And U/ACs are usually not in the meta because of jamming.

Chain firing laser won't be viable because they are too hot to deliver solid DPS compared to dakka, chain firing lurms, let alone lurms won't be meta either because DPS builds still wreck them as fast alpha mechs.

UACs are most certainly in the meta despite jamming, though on the IS side they are often combined with regular ACs so the jamming is less of an issue.

Edited by Quicksilver Kalasa, 18 August 2016 - 09:04 AM.






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