SamsungNinja, on 27 August 2016 - 07:55 PM, said:
I have to take exception with the OP. If you're talking Sniper Rifles, that's high alpha. If you're talking SMGs and ARs... that's chain-firing, son.
Are you firing all of your equipped weapons at once? If so, it is by definition an Alpha strike.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
So no, not every shooter is balanced around high alpha. Most shooters are balanced around a diversity of damage outputs types that are balanced around effective DPS. A sniper rifle with a longer reload time is fine because it should average out to roughly similar DPS. SMGs have higher RoF because they do less damage per shot. High risk/high reward vs. low risk/low reward.
MW:O does not have that balance, for two reasons:
1. There is no heat scale. 0% heat is effectively the same as 99% heat.
2. Instant perfect precise accurate convergence allows multiple weapons of the same type to basically be used as one mega weapon.
So, there is literally
no downside to Alpha/Group fire. Therefore, it is the
only way to play most builds.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
The problem isn't balancing alpha strikes, it's balancing DPS while keeping it interesting and varied across chassis types, weapon types, and tech without letting TTK drop too low.
Balancing around DPS makes no sense when DPS is not the optimum play style. Alpha/Group fire is always better.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
A high alpha is fine, provided that you have a longer downtime.
A longer downtime is good, but as long as you can deliver all of that damage to one spot, and still move as if you were at 0% heat, it is not enough of a trade-off.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
The issue C-UAC spam introduces is that it disrupts that balance tremendously. I say this as someone who actively abuses uses quack spam. That notwithstanding, I'm a fan of a flanker/striker gameplay, and tend to prefer builds where I can deliver my payload and gtfo before I take too much damage. Fast-moving and hard-hitting, but can't take many direct hits. That's my peanut butter and jelly, right there.
Fast moving
and Hard hitting
and with zero adverse effects from heat or accuracy is a combination that renders every other play style ineffective.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
I digress. MWO introduces another factor into the equation with heat. Heat is important to bring potential DPS down to the intended level of sustained DPS. High-DPS builds should, in theory, generate heat at either A) a steady rate or

in large spikes, depending on how those weapons are fired. In the case of alpha striking, it's the latter.
If spiking your heat does not also bring negative effects, then heat is really no longer a factor.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
The issue with quack spam is that it's both high DPS and low heat. It's not difficult to put together a quack spam build with 30dps and at least 30ish seconds of sustain. That's, assuming you never jam or miss a shot (and hitreg doesn't booty-hole your prospects), a potential for 900dmg in 30 seconds. You can't get to that without quack spam. I've been the first 'mech to die, 3mins into a match and still wound up with ~400 damage before.
And this is why group fire accuracy needs to be looked at.
SamsungNinja, on 27 August 2016 - 07:55 PM, said:
Granted, I'm ignoring factors like pinpoint vs. spread and things like beam, indirect fire, or lock-on weapon types. The fact that you almost never see C-ACs, and invariably see C-UACs pretty much says it all.
The cA/C vs. cUA/C issue isn't one because of any of those factors (which DO need to be looked at), it is because of raw damage, especially with group fire.