GotShotALot, on 22 August 2016 - 08:20 AM, said:
You might want to keep in mind that the 'least adjustable' game variable is the player.
Having a game mechanic that favors/rewards 'diverse, multi-ranged' builds is similar to saying 'we plan to benefit people with 4+ button gaming mice, enhanced keyboards, etc.'
Various other mechanics could easily disadvantage different segments of the player base. If you want to change the base mechanics, keep in mind that it should be accessible to the wider majority of players.
I'm not suggesting that my idea would be better for everyone. However, I think it's just false to say "Well, boating and alphastrikes are both inevitable. It's just the nature of any FPS game where you can equip different weapons". A lot of people on the MWO forum have a tendency to look at the status quo and say it's inevitable.
2012: Well, dual gauss is always going to be OP. It's inevitable.
2013: The Raven 3L with Streaks is always going to be OP. It's inevitable.
2014: PPC is always going to be OP due to pinpoint damage.
2015: Laservomit is always going to be OP due to instant hitscan damage.
That's the issue I'm trying to deal with here. Looking at a game with an infinite number of variables and saying that these things can't be changed, because the MWO meta is like a law of nature.
Gas Guzzler, on 22 August 2016 - 10:25 AM, said:
My intentionally vague advice to a forum colleague of mine in this thread is:
Don't try to argue with a brick wall, it will always come up with some obscure reason why your point isn't valid even if it is perfectly valid.
You're wrong.
Quicksilver Kalasa, on 22 August 2016 - 07:33 AM, said:
You don't need to increase cooldowns if you are increasing heat (and yes, you would need to do this on ballistics too) nor would you have to alter DPS. All you are doing is decreasing the number of weapons that can realistically be used at the same time making it much harder to specialize due to seriously diminishing returns while single weapons would be doubly effective compared to what they are now. The big problem would be ballistics because heat doesn't control them as well as it would need to with this (Dakka Mauler would be essentially be doing double the damage and double the heat).
I think cooldowns need to be adjusted in order to deal with ballistics. As long as all weapons have the same effect (i.e. they just do "damage", they're not armour penetrating, incendiary, explosive, etc) you need to assign some attributes that create artificial synergy. Heat is one way, but I don't think it's enough. I think the model needs at least 2 dimensions to create synergy between so many different weapons.
El Bandito, on 22 August 2016 - 06:53 AM, said:
Compared to stock weapon of course. One simply should not be able to fit a pair of Gauss Rifles in a machine gun slot in CPLT-K2, for example. AC2 is fine, but Gauss? Nope.
And replacing 4 MGs on the Warhammer with 4 AC5s... <sigh>
Widowmaker1981, on 22 August 2016 - 12:44 AM, said:
I think in order for builds like you describe in the OP (LRM+AC+LASER+SRM) to actually be an optimal way to build a mech, it would have to be forced by mechanics to such an extent that there would no longer be any meaningful customisation, which would kill most of what i like about the game.
That's an interesting point, but keep in mind that hardpoints still come into play. For example, the Shadow Hawk doesn't have enough energy hardpoints to combine PPCs, large lasers, medium lasers and small lasers. But the Black Knight does. And indeed, the Black Knight comes stock with all those weapons. So while the Shadow Hawk needs to use all 4 weapon groups to be effective at all ranges, the Black Knight can just equip 4 different kinds of energy weapons.
And I think you'd still have to make a call about which range to prioritize. For example, the CPLT-K2 has 14 tons of long/medium range weapons, and 4 tons of short range weapons. But another mech might have a single large laser for long range, and an AC20 + SRMs for short range.
Widowmaker1981, on 22 August 2016 - 12:44 AM, said:
I think you understand it wont happen, but i think you fail to understand that the game you want is NOT what many others want.
No, that's irrelevant to this discussion. I am simply arguing that the status quo is not set in stone. The idea that alphastrikes and boating are inevitable is false. Not everyone would want the alternative, and not everyone likes the status quo either, but that doesn't matter. This is just a thought experiment about the degree to which the developers can change the way people play the game and build mechs.
Widowmaker1981, on 22 August 2016 - 12:44 AM, said:
Boating is always going to be the most optimal thing to do, in the absence of mechanisms to prevent it - due to ranges, firing profiles etc. Ghost heat prevents boating because the penalties are stiff, and as such it encourages what people call 'avoidance builds' but i can sensible, synergistic, mixed builds (2xPPC + 2xAC5, etc). But people don't like it, because it is arbitrary. Well, guess what? You cannot prevent boating without arbitrary mechanics.
That's the statement I disagree with, and that's the point of this thread. To argue against your point of view.
PhoenixFire55, on 22 August 2016 - 12:24 AM, said:
Its been discussed hundreds of times already. The problem is not boating and/or alpha-striking. The problem is...
People have different objections depending on their preference. Some people say TTK is the problem, other people say TTK is fine. Some people want a more complex game, other people don't. So I'm not going to discuss what the REAL problem with MWO is. I'm just here to argue against the idea that boating and alphastrikes are inevitable.
Yosharian, on 22 August 2016 - 04:48 AM, said:
Alistair, stop, just stop.
It's PGI.
It's all good, this is just a thought experiment
Ibrandul Mike, on 22 August 2016 - 06:03 AM, said:
Depending on the definition of boating some mechs would not be able to function anymore. The Black Knight for example has only energy hardpoints. Therefore if you define boating as taking weapons of one type (energy for example) it is by definition unable to do anything but boating. There is no chance for diversity. Of course you can just say that boating is taking one specific weapon and only use that. But that would not change so much. ER Medium Laser and Large Pulse Laser would still be a viable combination. As would be PPCs and ER Large Lasers for example. Taking only the big groups (Lasers; Autocannons; Missiles, even if split in long range and short range) wouldn't help either.
I wouldn't count the Black Knight as a boat. It has PPCs (medium / long range, pinpoint damage), large lasers (medium / long range, hitscan), medium lasers (short range) and small lasers (very short range). Implementing the idea in the OP would give a situation where you would never consider firing the PPCs below a certain range (e.g. 270 meters) because it would be so incredibly heat inefficient compared to just firing medium lasers and small lasers. And alphastriking would almost certainly lead to disaster, except as a last resort.
PPCs are difficult though. A lot of mechs in Battletech combine PPCs and lasers, and there's simply no good reason to do that in MWO, most of the time. Because PPCs are super hot, so it makes no sense to pair them up with lasers, which are also super hot.
In my opinion (and I've said this for a while), the best way to balance PPCs for MWO would be to make them a hybrid ballistic weapon. Which is to say: long cooldown, relatively low heat. Just like combining lasers with a gauss rifle (long cooldown, low heat), the PPC would be a good addition to lasers, but would have too low DPS to be the only long range weapon, except on quirked mechs.
There are plenty of mechs in Battletech that combine PPCs with lasers, and those builds are largely useless in MWO, because the PPC is just too damn hot. So people either run PPC + ballistics or lasers + ballistics. People take the iconic Warhammer, rip the PPCs out and replace the MGs with AC5s. This is why.