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I Don't Think Boating & Alphastriking Is Unavoidable

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#81 Hotthedd

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Posted 22 August 2016 - 08:05 PM

View PostGas Guzzler, on 22 August 2016 - 08:01 PM, said:


There is zero reason that mechanics in the books should have any bearing on MechWarrior, or that MechWarrior has to follow the mechanics of the books.

After all, how would MechWarrior follow the books when the books don't even follow each other. Different authors write combat differently, some include alpha strikes frequently, some include smaller sizes of firing groups and all treat pilot accuracy extremely different. There is no "standard" for mech combat in the lore, its purely author and plot based, and it was never intended to drive the mechanics of a computer game.

Actually there is much more reason for the game to follow the lore than there is for the game to ignore it.

#82 Quicksilver Aberration

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Posted 22 August 2016 - 08:21 PM

View PostHotthedd, on 22 August 2016 - 07:23 PM, said:

The books ARE the lore.

As far as I'm concerned, it is fluff, a device to make combat seem more interesting because it has more tension in the play by play aspect but it is not something that is consistent throughout the depiction and something that isn't actually specifically stated in the rules. If there is gameplay reason to keep it out then it doesn't have to be there, which there is gameplay reasoning as I've stated about balance and strategies but also in the context of DPS vs burst damage having less contrast in chain fire oriented environment making them more homogenous.

Edited by Quicksilver Kalasa, 22 August 2016 - 08:22 PM.


#83 LordNothing

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Posted 22 August 2016 - 08:49 PM

the books are essentially a retcon stew, and ive only read about 8 of them.

Edited by LordNothing, 22 August 2016 - 08:49 PM.


#84 Slepnir

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Posted 22 August 2016 - 09:11 PM

Ah this old topic, mw4 used sized hardpoints with some success. but the real balance was the way TT did it. ammo for heavy balistic weapons, heat sinks as ammo for energy weapons.
With the front loaded heat dissipation was its own control for munchkin boating.

the proper heat scale system starts punishment when heat goes above about 20% causing reduction in speed, loss of targeting sensors, chance of ammo explosions, and overidable shutdowns, 100% overheat shutdown is not avoidable.

there was a reason why the warhawk in MW4 would explode if you fired all 4 erppc at once.
it's also the reason mechs usually carry diverse weapons groups as they are not all supposed to be
able to fire them all at once.

#85 FupDup

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Posted 22 August 2016 - 09:17 PM

View PostSlepnir, on 22 August 2016 - 09:11 PM, said:

Ah this old topic, mw4 used sized hardpoints with some success. but the real balance was the way TT did it. ammo for heavy balistic weapons, heat sinks as ammo for energy weapons.
With the front loaded heat dissipation was its own control for munchkin boating.

the proper heat scale system starts punishment when heat goes above about 20% causing reduction in speed, loss of targeting sensors, chance of ammo explosions, and overidable shutdowns, 100% overheat shutdown is not avoidable.

there was a reason why the warhawk in MW4 would explode if you fired all 4 erppc at once.
it's also the reason mechs usually carry diverse weapons groups as they are not all supposed to be
able to fire them all at once.

Actually, TT's "frontloaded" heat dissipation made "munchin" builds very easy to make. It's an easy math equation to set up, weapon heat per turn minus cooling per turn, set it up so that your total heat per turn is somewhere around 2-3ish for any one of your range brackets (mechs with only one bracket, aka boats, also count for this rule).

For the 4 ERPPC example, there is a canon TT mech called the Hellstar that can alpha them every turn without generating a single point of heat.

Edited by FupDup, 22 August 2016 - 09:18 PM.


#86 Slepnir

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Posted 23 August 2016 - 02:49 AM

And there it goes.. you missed the entire point Fup

As a hells horse player I also think the hellstar is a thing of beauty. however the same rule applies. the reason why the hellstar doesn't explode and the warhawk does is the fact that the hellstar was built from the ground up to do one job and it pays for via required heat sinks. a whopping 30 double heat sinks with an XL380 in a 95 ton chassi

The reality is that most mechs do not have the required hardpoints and/or free tonnage in MWO to boat with a proper TT heat scale system and not suffer the progressive penalty system from heat damage. they cannot pay the cost in balance of armor, speed and heat dissipation(or ammo considering the MWO fire rates) that people currently play with non-penalty heat system up to 100%

When you see alpha strike builds in game now that have a heat efficiency rating below 1.5 don't work with the TT system because they will be suffering major internal damage every time they fire big alphas.

A fine example of that is a cauldron born B- it is outfitted with so many different weapons for a variety of environments (heat generation of 60 on TT) but it could never fire them all at once (heat dissipation of 26 0_o )

Edited by Slepnir, 23 August 2016 - 02:50 AM.


#87 PhoenixFire55

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Posted 23 August 2016 - 03:44 AM

Heh ... all I can say reading through this ... I'm really looking forward to HBS BT.

Edited by PhoenixFire55, 23 August 2016 - 03:44 AM.


#88 AmazingOnionMan

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Posted 23 August 2016 - 04:03 AM

I'm no gamedesigner, but I can't help thinking that if PGI sat down and decreased the mechs' heat capacity, culled the hardpoint inflation, added sized hardpoints and spent a few months in the PTS tweaking weapon heat and cooldowns to their respective damage output and effectiveness, they'd end up with a much better result than they will with the energy draw.

#89 Sjorpha

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Posted 23 August 2016 - 04:29 AM

View PostAlistair Winter, on 21 August 2016 - 11:37 PM, said:

TL;DR - I think it's possible to stop boating and alpha striking from being the norm by making really radical changes to balance, manipulating certain values by orders of magnitude. This is a theoretical discussion, not intended as constructive problem solving for how to fix MWO.


I also think it is possible, but I don't think it's a good idea.

IMO specialization of mech builds, focusing on a specific job at a specific range, is a good thing for the game. It should be embraced rather than seen as a problem. Boating and alpha striking is part of that specialization, you build a mech for a specific role/range and bring a weapon load out that is optimized for that range.

Making up teams of different compositions of specialized builds, brawlers, snipers, jumpsnipers, laser vomit and so on requires different tactics and counter tactics depending on what the two teams bring, this way of creating strategies is the whole point of competitive play.

The only thing wrong with alpha striking is if the volleys become too large and sustainable and make TTK too low, which is what the current efforts at energy draw is about. But that isn't a way to really reduce alpha striking, it just means you'll build your mech around fewer weapons and better heat efficiency, but you'll still be alpha striking and boating in most cases, and there is nothing wrong with that.

I don't understand why so many people treat this like it's a given fact that tightly focused builds are a bad thing.

If everyone had weapons to be effective at every range the game would be much more boring. That should not be promoted, it's much better that being competitive requires you to focus builds on a special range and role.

Specialization is naturally more competitive, that you can't change without ridiculously convoluted game rules (like the ones suggested in this OP). Look at animals, all specializing on their way to thrive. Look at humans specializing in different professions, the way to excel is to focus on being good at something. This competitive logic is the whole reason behind all the diversity we see in nature and society.

It's exactly the same in games, the way to create diversity and interesting strategy is precisely to embrace extreme specialization and competitive logic. Try to fight against it and you inevitably make you game bland and boring.

Edited by Sjorpha, 23 August 2016 - 04:45 AM.


#90 Widowmaker1981

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Posted 23 August 2016 - 04:35 AM

View PostSjorpha, on 23 August 2016 - 04:29 AM, said:


I don't understand why so many people treat this like it's a given fact that tightly focused builds are a bad thing.



Because in a world where tightly focused, specialised builds are allowed, the special snowflake idiot lore builds with zero weapon synergy are way below par. They want the least efficient mech builds to be competitive, and that means preventing the efficient ways of building.

#91 Hit the Deck

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Posted 23 August 2016 - 04:54 AM

View PostSjorpha, on 23 August 2016 - 04:29 AM, said:

I don't understand why so many people treat this like it's a given fact that tightly focused builds are a bad thing.

I agree with you that putting 'Mechs/builds in specific roles in a good idea for a competitive game, but I don't care if this game is competitive or not. A good gameplay is still the most important, it just doesn't have to be competitive.

I just want the 'Mechs themselves to look cool. Besides, warmachines which pack more than one purpose weapons are way cooler (and they are almost always depicted that way in fiction).

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#92 Hotthedd

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Posted 23 August 2016 - 04:58 AM

View PostQuicksilver Kalasa, on 22 August 2016 - 08:21 PM, said:

As far as I'm concerned, it is fluff, a device to make combat seem more interesting because it has more tension in the play by play aspect but it is not something that is consistent throughout the depiction and something that isn't actually specifically stated in the rules. If there is gameplay reason to keep it out then it doesn't have to be there, which there is gameplay reasoning as I've stated about balance and strategies but also in the context of DPS vs burst damage having less contrast in chain fire oriented environment making them more homogenous.

In the rules, a player had to roll for each shot fired in a 10 second turn. That implies that each shot was fired separately.
I have no problem with Alpha/group fire, I just believe there should be a trade-off in accuracy so that either play style is effective. As it is now, MW:O does not have that and both PGI and many players recognize that as a problem.

#93 Alistair Winter

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Posted 23 August 2016 - 05:20 AM

View PostWidowmaker1981, on 23 August 2016 - 04:35 AM, said:

Because in a world where tightly focused, specialised builds are allowed, the special snowflake idiot lore builds with zero weapon synergy are way below par. They want the least efficient mech builds to be competitive, and that means preventing the efficient ways of building.

I wish it was easier to have a purely academic discussion about games, with no real world consequences or implications, just for fun, without people on the internet feeling the need to make these kinds of childish, derogatory remarks.

"Special snowflake idiot lore builds"? Really, guy?

View PostSjorpha, on 23 August 2016 - 04:29 AM, said:

Making up teams of different compositions of specialized builds, brawlers, snipers, jumpsnipers, laser vomit and so on requires different tactics and counter tactics depending on what the two teams bring, this way of creating strategies is the whole point of competitive play.

I can see how rewarding versatility at the expense of specialization seems like it would make the game less interesting. But I don't think it's necessarily the case. Indeed, if you take specialization too far, it can also lead to predictable gameplay.

If you look at a game like Starcraft, there are going to be some meat-and-potato units that are very versatile. And if you look at MMORPGs, you also have some characters that are versatile (like Paladins, Shamans, Jedi, etc). Their versatility does not subtract from the complexity of the game, in my opinion. If every unit in Starcraft was highly specialized, like if you only had Siege Tanks and Carriers and those kinds of units, it wouldn't necessarily make the game more interesting. Versatile units make the whole force more versatily and give it extra adaptability, which means you can adjust the plan on the spot according to enemy actions.

Or if you want to make comparisons with competitive sports instead of video games and tabletop games, look at MMA, for example. MMA fights aren't necessarily more complex when two fighters are specialists. It sometimes comes down to a grappling specialist trying to take his opponent down, while the opponent is a boxer who wants to stay on his feet and box. Those fights aren't necessarily more interesting than fights where both fighters have a number of different tools and have to figure out how to put them together.

Your national hero, Alexander Gustafsson fighting Jon Jones. Gustaffson was a boxer, everyone expected him to box with Jon Jones. But Gustafsson had worked on his wrestling, you see. He didn't have a lot of wrestling moves, but he knew how to get that high crotch single leg takedown that he learned from training with Phil Davis, the american wrestler. So when he fought Jon Jones, instead of just boxing, he actually took Jon Jones down (and was the first guy to do so, IIRC), and it made the whole fight not just more entertaining, but more complex. Gustafsson's versatility made the fight more interesting, because now Jon Jones suddenly had to worry about this unexpected threat.

I know, apples and oranges. But I feel like other games and sports have room for versatility without making the game bland and uninteresting, and so does MWO.

View PostSjorpha, on 23 August 2016 - 04:29 AM, said:

I don't understand why so many people treat this like it's a given fact that tightly focused builds are a bad thing.
If everyone had weapons to be effective at every range the game would be much more boring. That should not be promoted, it's much better that being competitive requires you to focus builds on a special range and role.
Specialization is naturally more competitive, that you can't change without ridiculously convoluted game rules (like the ones suggested in this OP). Look at animals, all specializing on their way to thrive. Look at humans specializing in different professions, the way to excel is to focus on being good at something. This competitive logic is the whole reason behind all the diversity we see in nature and society.
It's exactly the same in games, the way to create diversity and interesting strategy is precisely to embrace extreme specialization and competitive logic. Try to fight against it and you inevitably make you game bland and boring.

But I'm not suggesting that every mech in the game should be versatile. For example, the AWS-8Q is an iconic PPC carrier and nobody wants to change that. The Nova is a laserboat, and nobody is arguing that it should also carry LRMs and AC2s. Battletech has lots of specialist mechs, that are only good at one thing.

I'm just saying that versatile mechs with diverse builds should have a bigger place in the game. It's not a binary situation, it's a sliding scale. You can do well with somewhat versatile builds even in the current build of the game, sure. I just want more of that. The role of medium mechs in lore is often to be the potato of the battlefield, the mech that can lay down long range fire if necessary or support the main force in a push or a flanking maneuver as necessary. They provide versatility, which makes them unpredictable. Those are good elements for a game, if you combine versatile units with specialists. I think MWO needs both. And while it does have both, I wish it had more versatile, diverse mechs and fewer specialists. Again though, it's not either one or the other. It's a sliding scale.

(The argument about animals and humans is quite irrelevant, by the way. But I would also say that it's not particularly accurate. The most powerful of all animals is the human. And what animal is more versatile than the human? Is it not our versatiltiy as a race that makes us so powerful? That we can design rockets, climb mountains and build bridges with our two hands? But that's neither here nor there, it's not relevant to this discussion about games)

#94 Widowmaker1981

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Posted 23 August 2016 - 06:05 AM

View PostAlistair Winter, on 23 August 2016 - 05:20 AM, said:

I wish it was easier to have a purely academic discussion about games, with no real world consequences or implications, just for fun, without people on the internet feeling the need to make these kinds of childish, derogatory remarks.

"Special snowflake idiot lore builds"? Really, guy?



Ok, my apologies on the wording - i guess my thing is i get annoyed because i feel people want to change the game so that mech building doesnt really have an impact on success in game, any build can work (because any build works in lore, apparently) - and i feel that the mechlab is part of the game as much as the actual drop, and want it to be possible to fail at mechlab, as well as succeed.

Logically speaking, a properly thought out, specialised weapon load out should be more effective than a build that is able to operate in several different envelopes/engagement types, but poorly in each one - because in any given engagement envelope it is outmatched by the respective specialist, and the specialist can simply stay concealed and not fight when outside its envelope - driving / positioning skill can negate the disadvantage of the specialist, and nothing can negate the disadvantage of the generalist (because no amount of skill can increase firepower output magically). As such, in my opinion, attempting for force a situation where generalists thrive is a bad thing, because it is counter to the way things should work.

#95 Quicksilver Aberration

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Posted 23 August 2016 - 06:37 AM

View PostHotthedd, on 23 August 2016 - 04:58 AM, said:

In the rules, a player had to roll for each shot fired in a 10 second turn. That implies that each shot was fired separately.

It implies nothing of the sort, I could say they had to roll for each shot because they had some sort of CoF when shooting off there weapons, there is no implication of sequence, it is an abstraction for a reason.

Now you could argue that it still implies they had a level of inaccuracy when firing weapons, but then you must think about the medium, how do you make the TT game without RNG levels of accuracy in a way that makes sense and without people just saying I'm gonna hit this mech in this area and as long as it's in range it gets hit?



Also, Hit the Deck, I find it funny that you displayed a Timber Wolf firing all of its long range weapons at once (aka a long range alpha).

#96 ImperialKnight

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Posted 23 August 2016 - 06:43 AM

the nature of this shooter ALWAYS favours frontloading damage. which means alpha striking and popping back into cover will always be superior to chainfire and exposing yourself. it's just a matter of how much alpha there is

the energy draw system just lowers the amount of upfront damage potential. so instead of insane 60 laser vomit alphas, the limit is lowered to 30.

if the current energy draw system is implemented, the meta will simply shift to whatever mech that can most efficiently deliver 30 points of alphastrike, preferably PPFLD. or which ever mech that can continuously deliver 10 energy/s worth of damage over time if we're talking about ballistics.

#97 Hotthedd

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Posted 23 August 2016 - 06:53 AM

View PostQuicksilver Kalasa, on 23 August 2016 - 06:37 AM, said:

It implies nothing of the sort, I could say they had to roll for each shot because they had some sort of CoF when shooting off there weapons, there is no implication of sequence, it is an abstraction for a reason.

Well, the fact that you could (at a to-hit penalty) fire at differnt targets during that turn certainly implies that to me. However, for the sake of argument, we obviously agree that each weapon was at least aimed separately, hence the to-hit rolls and location rolls.

View PostQuicksilver Kalasa, on 23 August 2016 - 06:37 AM, said:

Now you could argue that it still implies they had a level of inaccuracy when firing weapons, but then you must think about the medium, how do you make the TT game without RNG levels of accuracy in a way that makes sense and without people just saying I'm gonna hit this mech in this area and as long as it's in range it gets hit?

They DO have a level of inaccuracy when firing weapons, there is no implication there.
As far as the medium, I believe I have addressed that issue: Reticle bloom based on the # of weapons fired simultaneously. Like TT, it is not a RNG. (2d6 is a probability generator. There is not an equal chance to roll a 3 or a 7) and a player controlled CoF likewise is not random.

#98 Hotthedd

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Posted 23 August 2016 - 06:59 AM

View Postknightsljx, on 23 August 2016 - 06:43 AM, said:

the nature of this shooter ALWAYS favours frontloading damage. which means alpha striking and popping back into cover will always be superior to chainfire and exposing yourself. it's just a matter of how much alpha there is

As long as that Alpha is guaranteed to hit the same spot, you are correct.

View Postknightsljx, on 23 August 2016 - 06:43 AM, said:

the energy draw system just lowers the amount of upfront damage potential. so instead of insane 60 laser vomit alphas, the limit is lowered to 30.

Unfortunately that is not the case. 30+ point alphas are still permitted, but with a negligible penalty (heat) that with the binary heat scale, really does not address the issue.

View Postknightsljx, on 23 August 2016 - 06:43 AM, said:

if the current energy draw system is implemented, the meta will simply shift to whatever mech that can most efficiently deliver 30 points of alphastrike, preferably PPFLD. or which ever mech that can continuously deliver 10 energy/s worth of damage over time if we're talking about ballistics.

It might limit it to 30 points if the penalties were stiffer, but 99% heat in MW:O is no different than 0% heat.

#99 Quicksilver Aberration

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Posted 23 August 2016 - 07:16 AM

View PostHotthedd, on 23 August 2016 - 06:53 AM, said:

As far as the medium, I believe I have addressed that issue:

I think you missed my point, I was talking about the TT medium not how to translate the RNG into MWO. RNG aiming is needed to make TT work because it simplifies aiming, that was the point in my question. If you were making TT rules and you couldn't use probability aiming, how would you do it in such a way that it makes sense?

Edited by Quicksilver Kalasa, 23 August 2016 - 07:17 AM.


#100 Quicksilver Aberration

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Posted 23 August 2016 - 07:23 AM

View PostAlistair Winter, on 23 August 2016 - 05:20 AM, said:

And while it does have both, I wish it had more versatile, diverse mechs and fewer specialists.

When you say versatile, do you mean versatile like the Timby which can have builds for a variety of uses (can be a brawler or a quasi-jumptart) or do you mean running a solid bracket build?

Edited by Quicksilver Kalasa, 23 August 2016 - 07:23 AM.






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