Jump to content

Gameplay Complexity Improvements To Overcome Laser-Vomit Meta


2 replies to this topic

#1 PewPew

    Member

  • PipPipPipPipPipPip
  • 403 posts
  • LocationUS - East

Posted 21 June 2016 - 02:18 PM

I think the reason why the developers are struggling to make the game more interesting and to shape the meta into what they envisioned is because the game lacks complexity. The solutions thus far to fix gameplay issues have been to disincentivize players doing what they naturally want to do by nerfing what they are gravitating towards.

Why make the game simpler when you can actually achieve the goal of a richer meta game by
making it more complex? Here's my suggestion for one feature regarding non-laser weapons in the form of patch notes

Ballistic and missile weapons cause targets to slow depending on weapon and weight of mech

AC20 projectile slows target for 1.75 seconds for 70/45/20 percent of max speed, depending on class light/medium/heavy or assault, reduced to 30/20/10 with improved gyro

AC10 projectile slows target for 1 second for 25/15/10 percent of max speed of light/medium/heavy or assault mechs, 15/10/5 with improved gyro (IG)

AC5 projectile slows target for 0.5 seconds for 15/10/5 percent of max speed of light/medium/heavy or assault mechs, 0/0/0 with IG

AC2 projectile slows target for 0.2 seconds for 10/5/0 percent of max speed of light/medium/heavy or assault mechs 0/0/0 with IG

C-AC projectiles slow target for 0.2 seconds for 40/30/15 percent of max speed, 0/0/0 with IG
(Adjustments to be made here depending on salvo durations or relative projectile size).

LRM20 salvo slows for 0.5 seconds for 50/25/12 percent, 0.25 seconds with IG
LRM15 salvo slows for 0.5 seconds for 40/20/10 percent, 0.25 seconds with IG
LRM10 salvo slows for 0.5 seconds for 30/15/8 percent, 0.25 seconds with IG
LRM5 salvo slows for 0.5 seconds for 10/5/0 percent, 0.25 seconds with IG

C-LRM individual projectiles slow target for 0.1 second for 20/10/3 percent of max speed, 10/5/0 with IG

SRM6 salvo slows for 2.5 seconds for 30/20/10 percent, 2 seconds 20/10/5 with IG
SRM4 salvo slows for 2 seconds for 25/10/5 percent, 1.5 seconds 20/8/3 with IG
SRM2 salvo slows for 1.5 seconds for 25/10/5 percent, 1 second 20/8/3 with IG

Mech gyros now compensate for continued impacts

Cockpits now have an LED indicator that tells the pilot when the gyro is stressed (indicating mech is in a slowed state). LED remains on 1 second after the mech is in a slowed state.

Mechs that that are in gyro-stress for 3 seconds or more (LED is red for 3 seconds) will begin adapting by having the gyros compensate.

Gyro compensation (indicated by yellow LED indicator) makes mechs immune to slow effects, but reduces max speed by 10/5/2 percent based on the chassis class being light/medium/heavy or assault.

Gyro compensation can be overridden (for instances where you find cover and no longer want to be slowed).

Gyros will reset to normal after a 2 second period of being unhindered by slow effects.

Desired effects:

It will make weapon choice considerations be more than just "How do I maximize my numerical damage?"

It will make the tactical options more complex.

It will change team and individual weapon compositions.

It will make less-used weapons more useful.

AC10 projectile slows target for 1 second for 25/15/10 percent of max speed of light/medium/heavy mechs

#2 Firewuff

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,204 posts
  • LocationMelbourne

Posted 22 June 2016 - 07:58 PM

that would cause mechs to carry 1 balistic and more lasers. its massively disadvantages lights where speed is their main protection etc. a 0.25 second slowdown equates to 3-5 seconds as the mech re-accellerates until its hit again.

totally unworkable.

Also more complexity in rules does not = more variety, its often the exact opposite as there are only a small number of sweet spots. some of the most varied and complex games have the least rules. basic chaos and game theory show this.

#3 Nik Reaper

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,273 posts

Posted 22 June 2016 - 11:24 PM

Also as Russ said if we have a power draw system with a soft cap at 30 points of dmg before extra heat, the question will become what combination does 30 damage for the lowest heat as fast as possible with low recycle so you could deliver those 30 again faster, or what combination can you equip in a different group to fire 0.5 sec after the first.

If you can no longer do ~50 damage alpha of lasers with out a penalty then it's not as hard to go for 30 damage of lasers ~2LPL + 2 medL ( IS 2 damage over probly a small penalty ) and then go for a ballistic or missile combo for better sustain dps, though I can see a number of mechs using same laser builds as now just splitting it in to two valleys.

What AC's really need is special ammo for them to make sense as even in BT they are just cheaper then larger lasers and PPCs while being too heavy for the benefits of low heat , right up to the point when they use AP ammo ( part of the dmg goes directly to structure ) and precision ammo ( for MWO bullets fly faster with less drop-of ), heck even incendiary ammo could be used to give the target a few points of heat per hit.

Edited by Nik Reaper, 22 June 2016 - 11:26 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users