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Utter Shock...


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#1 Marmon Rzohr

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Posted 24 August 2016 - 03:40 AM

So about that PTS update...

I'm not joking about the shock thing. Not a single change made things better. NOT A SINGLE ONE. (Ok maybe the flat heat penalty increase was not so bad, but it would be a positive change if other things were adjusted, as it is, it's just much worse.)

Every change on the PTS. Every single one made things worse.

The pool of good builds has been reduced even further. Ballistics have been nerfed ... ?
Gauss rifles.... ?

The AC10 and AC2 have been nerfed ??! Why ?

At this point I'd like to make a more constructive comment and say this:

- We need more build variety. Not less. By making many builds worse, and not changing others the number of powerful alternatives for a single role is smaller. Furthermore, excessive restrictions to weapon configurations and DPS variations mean it is very easy to min-max, which is also bad for build variety.

- Reasoning that "people will just have to chainfire/stagger their fire" is not well rounded. Given that practical gameplay revolves around exchanging damage with other mechs, time spend giving damage is time spent taking damage. That is why there exist a consideration between alpha damage and DPS. If you have alpha damage you can trade well in a short engagement, if you have DPS you trade well in a long engagement. If alpha damage is very restricted, the mech with more DPS will win the trade every time. This an especially large problem when considering the balance of weight classes.

In other words, alpha damage is not the "beast that haunts MWO", in fact it is your only tool when fighting a big assault mech with twice your DPS, for instance. Or your only tool to hold back an advancing enemy that is numerically superior. Etc.

Excessive alpha damage, on the other hand is a problem, but barring 45+ laser alphas, the 4xUAC10 double taps, 2xGauss, 2xPPC and arguably a couple of other builds there is no point in restricting it needlessly.

- It is my opinion that changes on the PTS now are overly restrictive and are pushing gameplay in a wrong direction that most players (even ones that are right now saluting the PTS changes) will not like.

Thank you for reading if you have taken the time to do so and commenting if you choose to.
Cheers.

Edited by Marmon Rzohr, 24 August 2016 - 03:41 AM.


#2 Greyhart

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Posted 24 August 2016 - 04:11 AM

I've not tested so can't comment but I think there is a fundamental question that needs to be addressed:

Should alpha striking have the same DPS as controlled fire (someone putting out constant damage over the same time period).

Say you are running 2 LL and lets say the heat is completely dissipated from those LL in the same time as the cooldown 3.25sec (I am not doing the math here its an example). If you alpha then damage is done and you can twist or get in cover. If you stagger the shots you have a lower heat spike but no real saving on heat, however you have more face time and bigger risk.

over the fixed period the damage and heat is the same but controlled fire is at a disadvantage. Logically therefore alpha striking is the only way to go.

If you want to encourage damage over time rather than one single packet of damage (alpha strike) then alpha strikes need to do less damage over the time than controlled fire.

alphas have other advantages than just damage. Gives time to hide. more reliably puts damage in the same place so less spread. massive burst of damage puts people off pressing forward and encourages the person using alpha strikes.

ah! I hear you say: Heat would build up with alphaing making it less damage over a long engagement. alphas dump the damage as quickly as possible leading to shorter engagements and is more reliable in dumping that damage into a single section again reducing the time of engagement.

As I consider it simply dumping more heat into a binary system of shutdown if you reach 100% doesn't really address that fundamental question. Should alpha strikes deal same damage as controlled fire over a set time.

#3 Reno Blade

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Posted 24 August 2016 - 04:31 AM

View PostMarmon Rzohr, on 24 August 2016 - 03:40 AM, said:

...

- Reasoning that "people will just have to chainfire/stagger their fire" is not well rounded. Given that practical gameplay revolves around exchanging damage with other mechs, time spend giving damage is time spent taking damage. That is why there exist a consideration between alpha damage and DPS. If you have alpha damage you can trade well in a short engagement, if you have DPS you trade well in a long engagement. If alpha damage is very restricted, the mech with more DPS will win the trade every time. This an especially large problem when considering the balance of weight classes.

In other words, alpha damage is not the "beast that haunts MWO", in fact it is your only tool when fighting a big assault mech with twice your DPS, for instance. Or your only tool to hold back an advancing enemy that is numerically superior. Etc.

Excessive alpha damage, on the other hand is a problem, but barring 45+ laser alphas, the 4xUAC10 double taps, 2xGauss, 2xPPC and arguably a couple of other builds there is no point in restricting it needlessly.

- It is my opinion that changes on the PTS now are overly restrictive and are pushing gameplay in a wrong direction that most players (even ones that are right now saluting the PTS changes) will not like.

Therein lies the whole point.

If everyone is ABLE TO then everyone NEEDS to build around biggest alphas because everyone is equally doing this (to reduce face time and increase killing power per shot).
If you are now receiving penalties if you alpha too much, then everyone will have to spread the damage.
This also means that everyone will take less risk with the increased face-time and this is getting closer to DPS fight than the Burst-fire fight of Alpha builds.

So the point is: Reduce alpha efficiencies (shared between all weapons) to make gameplay less one-shot style.

I think it will be a big improvement if all Alphas are equally affected and most people will build their mechs with multiple groups instead of one big alpha group.
Being able to trade more than 1-2 shots will increase the lifespan of all mechs.
=> Longer lifespan = more time to fight (compared to walking time and queue waiting) = more fun playing !

#4 davoodoo

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Posted 24 August 2016 - 04:42 AM

View PostReno Blade, on 24 August 2016 - 04:31 AM, said:

If everyone is ABLE TO then everyone NEEDS to build around biggest alphas because everyone is equally doing this (to reduce face time and increase killing power per shot).

Yeah, thats assuming 1v1.

But you forget theres whole team, if you fire and hide youre safe, if everyone needs to spread dmg you giving whole enemy time to aim at you and still blow you to pieces in second, becasue 12x30=360 dmg...

#5 Marmon Rzohr

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Posted 24 August 2016 - 04:43 AM

View PostGreyhart, on 24 August 2016 - 04:11 AM, said:

I've not tested so can't comment but I think there is a fundamental question that needs to be addressed:

Should alpha striking have the same DPS as controlled fire (someone putting out constant damage over the same time period).

Say you are running 2 LL and lets say the heat is completely dissipated from those LL in the same time as the cooldown 3.25sec (I am not doing the math here its an example). If you alpha then damage is done and you can twist or get in cover. If you stagger the shots you have a lower heat spike but no real saving on heat, however you have more face time and bigger risk.

over the fixed period the damage and heat is the same but controlled fire is at a disadvantage. Logically therefore alpha striking is the only way to go.

If you want to encourage damage over time rather than one single packet of damage (alpha strike) then alpha strikes need to do less damage over the time than controlled fire.

alphas have other advantages than just damage. Gives time to hide. more reliably puts damage in the same place so less spread. massive burst of damage puts people off pressing forward and encourages the person using alpha strikes.

ah! I hear you say: Heat would build up with alphaing making it less damage over a long engagement. alphas dump the damage as quickly as possible leading to shorter engagements and is more reliable in dumping that damage into a single section again reducing the time of engagement.

As I consider it simply dumping more heat into a binary system of shutdown if you reach 100% doesn't really address that fundamental question. Should alpha strikes deal same damage as controlled fire over a set time.


No, and it does do not.

The fundamental difference is in burst damage (instantly or over ~one second) and damage dealt over time (times over 1.5, 2 seconds and upwards).

The situation you describe does not really exist in practice (but will, curiously, be more likely to happen with the ED system).

The idea is that you either build a mech for alpha damage or DPS or some compromise of the two. Weapons that allow stacking into large alpha strikes are heat inefficient and low-DPS ones. You can never get the same alpha with AC5s as you can with lasers, that's why AC5s have a huge DPS and sustained DPS advantage. SRMs give you both alpha and decent DPS, but have a low speed, spread damage and are usable only in short ranges.

Your comparison doesn't really tell you much. You have to imagine fighting a fight between let's say a 2xUAC5, 2xUAC10, 1xCERPPC Kodiak and a 2xCERPPC, 2xGauss Kodiak. Same mech. Same tonnage. If they trade shot for shot, the GaussPeep is gonna win with it's 50 alpha damage, but if the engagements are longer (for instance if the UACKodiak can double tap the enemy mech with it's ACs or even just fire twice) the UACKodiak is going to win.

There are obviously more considerations to each battle (range, peeking profile, the Gauss explosion, damage spread etc), but it's telling for our discussion.

Now if you tell the Kodiak player "you can't fire more than 40 alpha damage", he's obviously going to bin his GaussPPC build and go for the other one because if he has to fire his 50 alpha damage over 2 seconds instead of right away, he is definitely going to lose. Not only that, the other build gets even more advantageous if you can get an even longer engagement.


Obviously, if alpha damage goes to high, then DPS become less relevant as peeking around the wrong corner gets you crippled by enemy alpha damage, and you want to be able to return the favor so you build the same way. That's why alphas DO need to be controlled for fun gameplay.

On the other hand if you can't build an alpha strike big enough to trade with high DPS builds favorably in burst engagements (if for example all mechs have the same alpha cap, which is low), then there is no point in NOT building for DPS.

Finally, if you put armor into that equation, then you peeking in your medium mech to get quick shots and backing away is going to get you killed if that "quick shot" takes you 2 seconds to deliver, making it nearly impossible for you to outplay a heavier mech, unless you circle strafe them and they are potato and it's a 1v1.

I would love a MWO in which every mech heavier than a medium has like 3 different weapons like a PPC, an AC and some Small lasers or whatever. That would be great. But this type of change is not going to bring about such a meta. It's going to do the opposite and just kill a bunch of builds leaving us with the LPL disease.

View PostReno Blade, on 24 August 2016 - 04:31 AM, said:

Therein lies the whole point.

If everyone is ABLE TO then everyone NEEDS to build around biggest alphas because everyone is equally doing this (to reduce face time and increase killing power per shot).
If you are now receiving penalties if you alpha too much, then everyone will have to spread the damage.
This also means that everyone will take less risk with the increased face-time and this is getting closer to DPS fight than the Burst-fire fight of Alpha builds.

So the point is: Reduce alpha efficiencies (shared between all weapons) to make gameplay less one-shot style.

I think it will be a big improvement if all Alphas are equally affected and most people will build their mechs with multiple groups instead of one big alpha group.
Being able to trade more than 1-2 shots will increase the lifespan of all mechs.
=> Longer lifespan = more time to fight (compared to walking time and queue waiting) = more fun playing !


And that is my point.

If you make fights longer and favor DPS, you will lower build variety dramatically, you will also make build much simpler to min-max and design. And fights will be more face-tanky, boring and rushing will be even more prevalent.

Either that or bow down to the 3xLPL master race.

That's why, while alphas did need a nerf, this nerf is going too far. There needs to be a better balance.

Edited by Marmon Rzohr, 24 August 2016 - 04:55 AM.


#6 Reno Blade

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Posted 24 August 2016 - 04:48 AM

View Postdavoodoo, on 24 August 2016 - 04:42 AM, said:

Yeah, thats assuming 1v1.

But you forget theres whole team, if you fire and hide youre safe, if everyone needs to spread dmg you giving whole enemy time to aim at you and still blow you to pieces in second, becasue 12x30=360 dmg...

And how is that different to now? Now you can get 12x 50 dmg = 600dmg in 1 second.

The lower alpha will make it possible to survive such scenarios where you have 3-4 people shooting you, as you will "only" take about half as much damage in the same time and can spread the damage of following volleys (because the attackers need to space their shots)

#7 davoodoo

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Posted 24 August 2016 - 04:49 AM

View PostReno Blade, on 24 August 2016 - 04:48 AM, said:

And how is that different to now? Now you can get 12x 50 dmg = 600dmg in 1 second.

The lower alpha will make it possible to survive such scenarios where you have 3-4 people shooting you, as you will "only" take about half as much damage in the same time and can spread the damage of following volleys (because the attackers need to space their shots)

You fire and hide, 1.5s tops if you got laservomit.

you dont sit there flashing your weapon in 30 dmg groups, for over 3 seconds to deal 70 dmg.

The longer youll sit there the more attention youll get and more barrels pointed at you...

Edited by davoodoo, 24 August 2016 - 04:58 AM.


#8 kapusta11

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Posted 24 August 2016 - 04:50 AM

View PostMarmon Rzohr, on 24 August 2016 - 04:43 AM, said:

The idea is that you either build a mech for alpha damage or DPS or some compromise of the two. Weapons that allow stacking into large alpha strikes are heat inefficient and low-DPS ones. You can never get the same alpha with AC5s as you can with lasers, that's why AC5s have a huge DPS and sustained DPS advantage. SRMs give you both alpha and decent DPS, but have a low speed, spread damage and are usable only in short ranges.


This. Shame that so many people can't grasp the very basics of the game.

#9 Marmon Rzohr

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Posted 24 August 2016 - 05:03 AM

View Postdavoodoo, on 24 August 2016 - 04:49 AM, said:

You fire and hide, 1.5s tops if you got laservomit.

you dont sit there flashing your weapon in 30 dmg groups, for over 3 seconds to deal 70 dmg.

The longer youll sit there the more attention youll get and more barrels pointed at you...


Inb4 that's exactly what will happen in most PUG games and people win run in, chainfire, die even faster than before and there will be even more rushing in PUGs.

That or people will get so mad at the LPL poke and ERLL spam that those two will get nerfed and then we're in for the REAL show.

I mean with a few (probably large) tweaks this system might work out well. Heck we might even see mechs with both short and long range weapons. It just doesn't look good to me right now.

Edited by Marmon Rzohr, 24 August 2016 - 05:05 AM.


#10 Reno Blade

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Posted 24 August 2016 - 05:03 AM

View Postdavoodoo, on 24 August 2016 - 04:49 AM, said:

You fire and hide, 1.5s tops if you got laservomit.

you dont sit there flashing your weapon in 30 dmg groups, for over 3 seconds to deal 70 dmg.

The longer youll sit there the more attention youll get and more barrels pointed at you...

Will you stand still to stare at the enemy or will you move (and they will move)?
Your team will also have more time to assist you and you will have more time to run and twist to spread damge.

#11 Greyhart

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Posted 24 August 2016 - 05:09 AM

In face to face engagements how it generally goes is alpha until very hot (90%) then switch to chain fire and ride the shut off limit.

Why would you start by chain firing? heat from 0-99 is meaningless as there is no detriment to being at 99% heat.

#12 Marmon Rzohr

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Posted 24 August 2016 - 05:10 AM

View PostReno Blade, on 24 August 2016 - 05:03 AM, said:

Will you stand still to stare at the enemy or will you move (and they will move)?
Your team will also have more time to assist you and you will have more time to run and twist to spread damge.


Yeah but that's the ticket. If you are going to fire 30, take cover for the energy bar to fill and fire again, you might as well get 30 damage with more range or more DPS for the same amount of tonnage. Or even the same build with more heatsinks. It's very difficult to actually utilize the 20 energy/second fill rate and actually get let's say multiple 20, 25 or 30 damage weapon groups going because it takes 1.5 sec for that energy bar to fill to full and only lights have the agility to peek in such short windows. Meaning you will either not utilize your weapons above the limit or just stand and fire.

Hence you will either make a high DPS build and facetank or just go for 30 with the most range and cooling you can.

Edited by Marmon Rzohr, 24 August 2016 - 05:12 AM.


#13 davoodoo

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Posted 24 August 2016 - 05:15 AM

View PostMarmon Rzohr, on 24 August 2016 - 05:03 AM, said:

I mean with a few (probably large) tweaks this system might work out well. Heck we might even see mechs with both short and long range weapons. It just doesn't look good to me right now.

You mean like mixed builds with medlas we have on live??

View PostReno Blade, on 24 August 2016 - 05:03 AM, said:

Will you stand still to stare at the enemy or will you move (and they will move)?
Your team will also have more time to assist you and you will have more time to run and twist to spread damge.

No you will do 30 dmg and hide and then realise you could have taken locust for that purpose...

#14 Stone Wall

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Posted 25 August 2016 - 06:44 PM

View PostMarmon Rzohr, on 24 August 2016 - 04:43 AM, said:

And that is my point.

If you make fights longer and favor DPS, you will lower build variety dramatically, you will also make build much simpler to min-max and design. And fights will be more face-tanky, boring and rushing will be even more prevalent.

Either that or bow down to the 3xLPL master race.

That's why, while alphas did need a nerf, this nerf is going too far. There needs to be a better balance.


But this is how past MechWarrior games were and they were fun.

#15 Remover of Obstacles

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Posted 25 August 2016 - 06:48 PM

View PostMarmon Rzohr, on 24 August 2016 - 03:40 AM, said:

So about that PTS update...

I'm not joking about the shock thing. Not a single change made things better. NOT A SINGLE ONE. (Ok maybe the flat heat penalty increase was not so bad, but it would be a positive change if other things were adjusted, as it is, it's just much worse.)

Every change on the PTS. Every single one made things worse.

The pool of good builds has been reduced even further. Ballistics have been nerfed ... ?
Gauss rifles.... ?

The AC10 and AC2 have been nerfed ??! Why ?

At this point I'd like to make a more constructive comment and say this:

- We need more build variety. Not less.

Thank you for reading if you have taken the time to do so and commenting if you choose to.
Cheers.



Does make you wonder what the hell they are thinking and why they aren't spending time on things that matter.

Peeks at Faction Play Queue.... 12/16 on Terra Firma... 0/0 on all the other active planets...

Edited by Remover of Obstacles, 25 August 2016 - 06:50 PM.


#16 Khobai

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Posted 25 August 2016 - 06:55 PM

increasing weapon cooldown is a beneficial change

energy draw however is in no way beneficial. fixing the existing heatscale is what PGI actually needed to do.





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