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Pts - Energy Draw Sept 1


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#1 Paul Inouye

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Posted 01 September 2016 - 02:47 PM

A new updat to the PTS client to include the following:

PTS Changelog 9/2
  • Clan UAC/20 energy consumption corrected to intended value. (18)
  • Second UAC shot no longer causes energy draw in the event of a weapon jam.



    Weapon Tuning:
    • Clan ER-PPC cooldown duration increased to 6.8 seconds (from 6)
    • IS ER-PPC heat generation reduced to 13.5 (from 15)
PTS Changelog 9/1



We closely examined Long Range play based on feedback from both PTS’. While we are happy that long range play did not run the board like it did in PTS1, we feel that in PTS2 it was a little too restrictive. This paired with feedback that the increased ED values to direct fire weapons last patch complicated overall visibility of what people were able to do has lead us to dial back the ED draw values on single damage projectile weapons back to a 1/1 ratio. With Duration based weapons reduced to a 0.9/1 Damage to ED ratio to ensure that there is still differences between full damage single projectile weapons, and duration based weapons per the extensive feedback we received during PTS1.

We have also made a series of other changes to weapons based on feedback and data that we observed during both PTS sessions.
  • Weapon Value Changes:
    • Autocannons:
      • AC/2
        • Energy Consumption decreased to 2 Energy total (from 2.4)
      • AC/5
        • Energy Consumption decreased to 5 Energy total (from 6)
      • AC/10
        • Energy Consumption decreased to10 Energy total (from 12)
      • AC/20
        • Energy Consumption decreased to 20 Energy total (from 24)
      • CAC/2
        • Energy Consumption decreased to 2 Energy total (from 2.4)
      • CAC/5
        • Energy Consumption decreased to 5 Energy total (from 6)
      • CAC/10
        • Energy Consumption decreased to 9 Energy total (from 10)
      • CAC/20
        • Energy Consumption decreased to 18 Energy total (from 20)
  • Ultra Autocannons:
    • Global UAC jam time increased to 8 seconds (From 5 Seconds.)
    • UAC/5
      • Jam chance reduced to 12% (From 15%)
      • Energy Consumption decreased to 5 Energy total (from 6)
    • C UAC/2
      • Jam chance reduced to 7% (From 14%)
      • Energy Consumption decreased to 2 Energy total (from 2.4)
    • C UAC/5
      • Energy Consumption decreased to 5 Energy total (from 6)
    • C UAC/10
      • Jam chance increased to 17% (from 15%)
      • Energy Consumption decreased to 9 (from 10)
    • C UAC/20
      • Jam chance increased to 20% (From 15%)
      • Energy Consumption decreased to 18 (From 20)



The Ultra AC’s double tap mechanic has made the UAC hit pretty consistently above its competitors for quite a bit. Especially on the clan side where it is a flat DPS upgrade for nothing compared to other AC weapons. With the global weapon’s cooldown, the double tap mechanic has become a bit too good to ignore under the current PTS data. As it was leading to an average DPS increase of above 50% in the case of the UAC 10 and 20 classes.

We have altered the stats on the UAC’s to bring them a bit more in line with where they should be. Most will still provide a solid DPS upgrade on average, but will be a bit less extreme to what you see currently. This change also gave us an opportunity to balance the scales across the entire AC line so you no longer see the extreme gulf of DPS differences between low caliber and high caliber UAC’s, as well as providing the IS UAC a slightly better jam chance rate to account for its increase in tonnage compared to standard AC’s.
  • PPCs
    • PPC:
      • Energy Consumption decreased to 10 Energy total (from 12)
      • Cooldown Duration lowered to 5s (from 5.25)
    • ER PPC:
      • Energy Consumption decreased to 10 total (from 12)
      • Cooldown Duration lowered to 5s (from 5.25)
      • Heat generation reduced to 13.5(from 15) Added per the 9/2 hotfix
    • C ER PPC:
      • Splash damage removed
      • Damage increased to 15 (from 10)
      • Cooldown Duration increased to 6 (from 5.25) This has been altered to 6.8 per the 9/2 hotfix.



Along with some cooldown tuning on the IS PPCs, with the reduction of the ED value of the PPC, we felt like it was a good time to test giving the clan PPC its full 15 damage. With a 50% increase to its pin point damage, this needs to come with a further cooldown increase to the Clan ER PPC to keep its overall DPS in line with other long ranged weapons.

Please be aware that this is subject to change in the final release based on data we acquire through this test.
  • Lasers
    • Small Laser
      • Energy Consumption decreased to 2.7 (from 3)
    • Medium Laser
      • Energy Consumption decreased to 4.5 (from 5)
    • Small Pulse Laser
      • Energy Consumption decreased to 3.6 (from 4)
    • Medium Pulse Laser
      • Energy Consumption decreased to 5.4 (from 6)
    • C Small Pulse laser
      • Energy Consumption decreased to 5.4 (from 6)
    • C Medium Pulse Laser
      • Energy Consumption decreased to 7.2 (from 8)
    • C ER Small Laser
      • Energy Consumption decreased to 4.5 (from 5)
    • C ER Medium Laser
      • Energy Consumption decreased to 6.3 (from 7)



As mentioned earlier, Duration based weapons have been re-configured with a .9 to 1 Damage to draw ratio in order to differentiate them from direct damage projectile weapons. Many of these weapons have been performing just below the threshold for where we would like them to be, so we hope this slight boost better defines them against one another. Although there are some in this group that we are keeping a very close eye on.
  • Large Lasers
    • Large Laser
      • Damage decreased to 8 (from 9)
      • Duration increased to 1.15 (from 1)
      • Energy Consumption decreased to 7.2 ( from 9)
    • ER Large Laser
      • Damage decreased to 8 (from 9)
      • Duration increased to 1.3 (from 1.25)
      • Energy Consumption decreased to 7.2 (from 9)
    • Large Pulse Laser
      • Damage decreased to 9 (from 10)
      • Duration increased to 0.8 (from 0.67)
      • Energy Consumption decreased to 8.1 (from 10)
    • C ER Large Laser
      • Damage decreased to 10 (from 11)
      • Energy Consumption decreased to 9 (from 11)
    • C Large Pulse Laser
      • Damage decreased to 11 (from 13)
      • Duration increased to 1.2 ( from 1.12)
      • Energy Consumption decreased to 9.9



The reduction in ED of beam based weapons combined with testing data pointing to many Large laser class weapons performing above the curb under the context of ED has had us re-evaluate the entire Large laser line for this test. We would like to stress that these stats are not final and are for testing purposes at this time.
  • Gauss Rifle ( IS and Clan)
    • Energy Consumption decreased to 18 (from 20)



We are rolling back a little bit of the Gauss’ ED from the previous PTS to be consistent with the roll back in the other direct damage weapons, but we will be monitoring this change closely, as we do not wish to see it return to being a weapon that is taken to simply offset the effects of the heat penalties.

#2 Deathlike

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Posted 01 September 2016 - 03:01 PM

UAC jam duration makes no sense. They all have the same values (the length of time specifically), so it hurts more for a lower caliber/class UAC than it does a bigger version. That needs to be changed. A CUAC2 should not have the same 5s wait than a CUAC20. It's as simple as that.

The IS large laser gets an unwanted nerf more than anything else listed here. The IS ERLL is no better. That's just awful considering the alternative options.

#3 Tank Boy Ken

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Posted 01 September 2016 - 03:05 PM

Just eyeballing it: Looks like good changes. Will patch/check on the PTS tommorow.

#4 Monkey Lover

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Posted 01 September 2016 - 03:15 PM

Its nice to see uac2 down to 7% but clans now get 15 pin point dmg, 6 ton ,2 slot weapon? Lol really?

Edited by Monkey Lover, 01 September 2016 - 03:16 PM.


#5 Moonlight Grimoire

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Posted 01 September 2016 - 03:19 PM

View PostDeathlike, on 01 September 2016 - 03:01 PM, said:

UAC jam duration makes no sense. They all have the same values (the length of time specifically), so it hurts more for a lower caliber/class UAC than it does a bigger version. That needs to be changed. A CUAC2 should not have the same 5s wait than a CUAC20. It's as simple as that.

The IS large laser gets an unwanted nerf more than anything else listed here. The IS ERLL is no better. That's just awful considering the alternative options.


While global change to UAC Jam time feels a bit heavy handed, apparently the jam time across all UAC's was previously the exact same at 5s. So it isn't as huge of a change, however, I do feel a UAC's jam time should be proportional if not equal to cooldown of the weapon, it is more logical than a UAC2 taking the same time as a UAC20. Then again I also feel UAC's should only get the chance to shoot a second time during the cooldown and not as many times as the pilot can manage before rolling a jam.

As for laser damage getting knocked down? It is now Tabletop Values instead of over inflated damage with little to no increase in heat. This is good for trying to balance at a baseline. While I am not happy about SPL's and SL's getting a draw reduction, I still feel overall this is all very much a step in the right direction over PTS 2. Now, time to patch and test.

Edited by Moonlight Grimoire, 01 September 2016 - 03:20 PM.


#6 Jman5

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Posted 01 September 2016 - 03:20 PM

Those PPC buffs are making me nervous.

#7 Tarl Cabot

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Posted 01 September 2016 - 03:20 PM

View PostDeathlike, on 01 September 2016 - 03:01 PM, said:

UAC jam duration makes no sense. They all have the same values (the length of time specifically), so it hurts more for a lower caliber/class UAC than it does a bigger version. That needs to be changed. A CUAC2 should not have the same 5s wait than a CUAC20. It's as simple as that.

The IS large laser gets an unwanted nerf more than anything else listed here. The IS ERLL is no better. That's just awful considering the alternative options.


Part of the data they are looking may not take into consideration the weapon quirks for the mechs being used. (reviewing to make sure quirks are still active on test, brb..)

#8 Gas Guzzler

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Posted 01 September 2016 - 03:23 PM

Interesting.

First thoughts are the UAC jamming adjustments may have been a little unnecessary. Interesting set with the laser changes... the damage nerfs I wasn't expecting but might be okay alongside other changes.

And... hold jeebus 15 damage Clan ER PPCs!!

Posted Image

#9 Zoeff

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Posted 01 September 2016 - 03:23 PM

View PostPaul Inouye, on 01 September 2016 - 02:47 PM, said:


    • C ER PPC:
      • Splash damage removed
      • Damage increased to 15 (from 10)
      • Cooldown Duration increased to 6 (from 5.25)

First the Gauss charge is removed, now this?! O__O

#10 AnTi90d

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Posted 01 September 2016 - 03:24 PM

The ED system discourages build diversity.

Discouraging build diversity leads to less viable playstyles.

Less viable playstyles leads to less enjoyable matches in MWO.

Less enjoyable matches in MWO leads to less players in MWO.

..I guess I'll play the hell out of MWO until they destroy it with this system when they shove it into the live server, against the wishes of ~45% of the playerbase.


The whole Energy Draw concept..



Posted Image


Edited by AnTi90d, 01 September 2016 - 03:25 PM.


#11 Gas Guzzler

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Posted 01 September 2016 - 03:24 PM

View PostJman5, on 01 September 2016 - 03:20 PM, said:

Those PPC buffs are making me nervous.


The non-Clan ones??? why? 5 second cooldown...

#12 ScarecrowES

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Posted 01 September 2016 - 03:24 PM

So... Lasers see a massive buff, UACs are made worse, and nerfs to ballistics slightly rolled back. As if people weren't flocking to laser vomit already.

#13 SpiralFace

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Posted 01 September 2016 - 03:25 PM

View PostMonkey Lover, on 01 September 2016 - 03:15 PM, said:

Its nice to see uac2 down to 7% but clans now get 15 pin point dmg, 6 ton ,2 slot weapon? Lol really?


They did stress in the notes that it was to test. I'm sure it was because many people where calling for the full 15 over the splash damage when the splash damage was factored into their meter value. Its a full second extra cooldown time over the IS PPC's which gives it almost Gauss rifle level cool-down times for about the same damage its always done. Just now a bit more focused.

Not to mention that it still keeps its Energy value at 15, which means its still going to heavily penalize you if you try to pair anything else with two of them. Even if it is doing more pin-point damage.

#14 FupDup

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Posted 01 September 2016 - 03:25 PM

View PostScarecrowES, on 01 September 2016 - 03:24 PM, said:

So... Lasers see a massive buff...

You missed the part about large-class lasers.

#15 ScarecrowES

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Posted 01 September 2016 - 03:26 PM

View PostJman5, on 01 September 2016 - 03:20 PM, said:

Those PPC buffs are making me nervous.


Still no reason to take a PPC over an LPL, especially with the energy consumption reduction on lasers.

View PostFupDup, on 01 September 2016 - 03:25 PM, said:

You missed the part about large-class lasers.


A tiny damage reduction but a MASSIVE reduction in consumption. You can now fire proportionately more of them than you could before, even if their damage is a teensy bit less each.

#16 Cy Mitchell

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Posted 01 September 2016 - 03:26 PM

Looks like some changes in the right direction.

Not so sure about the 8 seconds global jam on all UACs. 8 seconds is a long time to be without your primary damage dealer if you are running one UAC20 with some small lasers to back it up especially with a 20% chance of jamming. I can understand the increased jam rates if you are running multiple ballistics. It even makes sense because the re-loader would be working harder to reload all the weapons. However, running just one large UAC on a Heavy, Medium or Light is going to be an iffy proposition with those jam rates and that cool down. Gauss or AC may be the better choice now.

I will patch and start doing some testing and post my feedback over the next few days..

#17 L3mming2

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Posted 01 September 2016 - 03:28 PM

liking what i see, will have to test it beffore i give my verdict, the only thing i miss is a decrease in penalty from ED (from 1 to 0.75 ore 0.8)

#18 FupDup

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Posted 01 September 2016 - 03:30 PM

View PostSpiralFace, on 01 September 2016 - 03:25 PM, said:


They did stress in the notes that it was to test. I'm sure it was because many people where calling for the full 15 over the splash damage when the splash damage was factored into their meter value. Its a full second extra cooldown time over the IS PPC's which gives it almost Gauss rifle level cool-down times for about the same damage its always done. Just now a bit more focused.

Not to mention that it still keeps its Energy value at 15, which means its still going to heavily penalize you if you try to pair anything else with two of them. Even if it is doing more pin-point damage.

Let's compare the PPC damage over time for both factions.

IS [ER]PPC: 10 damage / 5 second reload = 2.0 DPS

Clan ERPPC: 15 damage (now fully direct) / 6 second reload = 2.5 DPS


The Clan ERPPC has 25% more DPS than either Inner Sphere PPC variant, while having 50% more alpha strike damage.


The part about "not combining well with other guns" doesn't matter that much, because Power Draw forces you to limit your alpha strike damage anyways. You can spend your extra weight on lots of heatsinks, which ERPPCs are very hungry for...

View PostScarecrowES, on 01 September 2016 - 03:26 PM, said:

A tiny damage reduction but a MASSIVE reduction in consumption. You can now fire proportionately more of them than you could before, even if their damage is a teensy bit less each.

You missed the beam duration nerfs.

Also, lower Power Draw consumption only helps boats. Mechs that only use a few of the weapons are penalized.

#19 ScarecrowES

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Posted 01 September 2016 - 03:32 PM

View PostFupDup, on 01 September 2016 - 03:30 PM, said:

You missed the beam duration nerfs.

Also, lower Power Draw consumption only helps boats. Mechs that only use a few of the weapons are penalized.


I didn't miss the duration nerfs... they just don't really mean much at that size - it's a negligible increase. And yeah, it doesn't help mixed builds very much, if at all... but nothing about ED helps mixed builds. Everyone is boating now anyway, and this is a direct buff to boats.

IS LPL was 30 damage for 30 draw... now it's 27 damage for 24 draw. I think we can safely draw 2 over the limit and fire 4x LPL without too much concern, so 36 damage for 32 draw plus 2 extra heat.

Should we not expect to see even MORE LPL boats now?

Edited by ScarecrowES, 01 September 2016 - 03:34 PM.


#20 Tibbnak

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Posted 01 September 2016 - 03:33 PM

Maybe this time Russ's dart will land on the server ini config that will truly perfect his minimal effort bandaid?





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