Jump to content

Addressing "boating" Under Energy Draw


9 replies to this topic

Poll: Addressing "boating" Under Energy Draw (26 member(s) have cast votes)

Is it necessary to address boating?

  1. Yes (10 votes [38.46%])

    Percentage of vote: 38.46%

  2. No, I am fine as it is now on PTS (16 votes [61.54%])

    Percentage of vote: 61.54%

Do you like suggested system?

  1. Yes, looks good! (6 votes [23.08%])

    Percentage of vote: 23.08%

  2. It has to be changed... (leave you comment pls) (7 votes [26.92%])

    Percentage of vote: 26.92%

  3. No, because...(leave you comment pls) (13 votes [50.00%])

    Percentage of vote: 50.00%

Vote Guests cannot vote

#1 AngrySpartan

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 349 posts

Posted 23 August 2016 - 04:19 PM

I have already suggested some tweaks to Energy Draw (hereinafter ED) in a separate topic. I am making it a different topic because this suggestion does not influence ED directly, but works on top of that to address “Boating”. This topic inspired by Fantastic Tuesday’s Ghost Heat 2.0 predictions video.

What I suggest is in no way lore friendly or make sense from a realism point of view, but gameplay comes before those to me. Please make yourself an explanation how it works if you like.

Summary:
  • Energy Draw does not address boating. It never meant to do this and it’s unlikely that it may be adjusted that way. Therefore, complementary system is required.
  • Boating is bad because it prevents gameplay diversity
  • Boating would be acceptable if there is a valid alternative. So far, mixed builds are not competitive with boating weapons.
Suggestions:
  • Aim of the suggested system is to make mixed (or bracket) builds competitive, while keeping “boats” viable.
  • In a nutshell I suggest to add cooldown penalty for continuous use of single weapon type to make boating less effective. Using 2nd or 3rd weapon type will relief those penalties to encourage using different weapon types.
  • Therefore, boating will became a burst fire gameplay style, whereas mixed build will keep sustainable DPS:
Posted Image
  • This system only adds additional cooldown after continuous fire of the same weapons. It does not change any cooldown, heat or other weapon attributes, but takes them as a given data. Therefore, it is completely independent from any other balancing mechanism; it will not affect weapon balance.
What is boating and why does it matter?


Spoiler

What I suggest:

Spoiler


Examples:
That may look complicated, so let me bring you an example with numbers (sorry for the bad drawing). I spend some time playing with figures and here are the results:

Example 1:
Spoiler


Example 2:
Spoiler


Example 3:

Spoiler


Please share your thoughts on that idea.

#2 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 23 August 2016 - 04:43 PM

FFS the last thing we need is another contrived arbitrary system on top of the contrived arbitrary systems we already have as bandaids.

#3 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 23 August 2016 - 04:46 PM

We already have mixed builds that are powerful, so long as the weapons have synergy.

Bracket builds comes down to the old specialize vs. generalize. This game's history shows that specialization is favored here. Bracket builds won't be able to compete unless you torture the game systems to make them better. Even the suggested system will be exploited, or create huge disparity between mechs.

You would have to completely break weapon synergy, and then we'd just have bracket builds. It would be like now, except I would find it boring by comparison.

#4 Jack Shayu Walker

    Member

  • PipPipPipPipPipPipPipPip
  • The God
  • The God
  • 1,451 posts

Posted 23 August 2016 - 04:57 PM

PPCs are getting the short end of the stick with the latest update, and it's due to their frequent boating during the previous version of this PTS. I think most of us can agree that Frontloaded, Long Ranged, Pinpoint alphas were a problem, but targeting the weapons DPS by reducing it's cooldown is the wrong solution IMO.

I suppose that PGI's line of thinking might be that the if the weapon cools to slow for a player's liking, the player should just mount more PPCs and or chainfire instead of alpha strike. The problem is that even when you're reducing the fire rate of the weapon, it's best chance for success is STILL usually to alpha strike.

To solve the boating issue PGI needs to target the PPCs alpha potential directly. IF they are still being boated, lay on more heat and energy draw penalties, don't reduce the weapon's fire rate. Single PPC mechs were what I got into MWO playing, and I really hate to see them suffering from a problem they didn't cause.

Edited by Jack Shayu Walker, 23 August 2016 - 04:57 PM.


#5 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 23 August 2016 - 05:12 PM

Cooldown nerfs are never very effective. They tried that during the PPC meta and it didn't work. Then they just hit it from every direction by implementing ghost heat, nerfing velocity, and raising the heat of PPcs to unwieldy levels. Turning it into a weapon only reliable on mechs with fat PPC quirks.


The simple choice is to implement ghost heat, but as Ghost Energy. So there's a penalty beyond a certain amount of the same weapon being used.

#6 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 24 August 2016 - 05:05 AM

View PostMechaBattler, on 23 August 2016 - 05:12 PM, said:

Cooldown nerfs are never very effective. They tried that during the PPC meta and it didn't work. Then they just hit it from every direction by implementing ghost heat, nerfing velocity, and raising the heat of PPcs to unwieldy levels. Turning it into a weapon only reliable on mechs with fat PPC quirks.


The simple choice is to implement ghost heat, but as Ghost Energy. So there's a penalty beyond a certain amount of the same weapon being used.


That would negate the whole point of going to energy draw, if you are going to do that may as well just stick with ghost heat.

#7 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 24 August 2016 - 03:55 PM

View PostLostdragon, on 24 August 2016 - 05:05 AM, said:

That would negate the whole point of going to energy draw, if you are going to do that may as well just stick with ghost heat.


No. Because it doesn't address alphas in general. Just boating. But if we combine the two. We get both. Perhaps with less of a penalty than ghost heat had. So as to keep some flexibility.

#8 TankBadger42

    Member

  • PipPipPip
  • Bridesmaid
  • Bridesmaid
  • 57 posts

Posted 24 August 2016 - 04:18 PM

I'm a newbie, but for me this PTS removes all flavor of weapon choice from the game.
Mid-range laser boat is best on live (if we forget about the KDK for a bit) and mid-range laser boat will gain from the loss of ghost heat and longer cooldowns (heat being the limiting factor, not cooldowns). Everything else loses, bar guass, which is silly and tasteless now.

Edited by TankBadger42, 24 August 2016 - 04:20 PM.


#9 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 24 August 2016 - 05:32 PM

View PostMechaBattler, on 24 August 2016 - 03:55 PM, said:


No. Because it doesn't address alphas in general. Just boating. But if we combine the two. We get both. Perhaps with less of a penalty than ghost heat had. So as to keep some flexibility.


Yes. Because boating is not really an issue, lots of mechs are boats in stock loadouts because it is efficient. Energy draw came about partially hecause PGI realized penalizing boating wasn't that effective or necessary. Boating is not mentioned once in the ED documentation, it is all about curbing alpha strikes, which impacts boating as much as anything elsem. TRying to create a bastardized hybrid of the two systems is an unnecessary complication on top of an unnecessary complication.

#10 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 24 August 2016 - 05:42 PM

It would be far better for the game if people just accepted that stock builds/mixed builds were designed for a completely different system. But MWO is not at all like TT. Never once have I ever thought "I better use my PPCs to hit that Commando at 270m because I will probably miss with my medium lasers". The realities that made a varied load out work in TT (range brackets and range modifiers) do not exist here in MWO.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users