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What Would Make Ed An Acceptable Improvement To Gh1?

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#1 Duke Nedo

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Posted 28 October 2016 - 01:13 AM

I've been following some ED threads lately and there seem to be a lot of strong feelings about the PTS implementation of ED involved. What I am interested in is if there is any hope of salvaging any of the positive aspects of an ED system instead of throwing everything away as a package of garbage just because the PTS implementation is bad.

So I am asking, what would make ED acceptable?

My view is that ED is indeed a power bar in a power bar (nicely put by Kin3ticX in another thread), and as such I think it would work just fine to explain why heat becomes exponential when shooting lots of energy weapons simultaneously. To me that's a way to visualize what is now going on in the HUD in the underlying Ghost Heat Mk 1 tables. I welcome that part of it. It may look a bit confusing, but I think having to go to the smurfy web site and read the tables to figure out why your heat got exponential is much worse. Imo this works fine for Energy weapons because they are typically balanced vs heat anyways. This aspect of the ED-principle I like, I think it's about time to "normalize" combinations of lasers. I.e. not have 7 ML produce GH while 6 ML + 3 LPL does not produce GH. Yes, this is a nerf to E-boats, but please read on.

The problems start when they also pull in Ballistics and Missiles under the same roof, and base that roof on damage alone. Traditionally these weapons are "balanced" by their weight which more or less works out for all mechs (allowing them to juggle heat vs pod space) except the biggest assaults that can boat enough of them to "break the system", especially clans with their lighter ballistics. The worst offender weapon is Gauss with 15 damage per heat, where a limit of 2 simultaneous are therefore hard coded. The dual AC20 was instead given extreme ghost heat which I think is not the best solution. I don't believe ED is alone can solve this, and that's where I think PTS ED went wrong. The three different weapon groups (E, B, M) needs their own "resource" or system to result in diminishing returns when boating a single type, anything else will promote boating a single weapon as has been pointed out a billion times. This doesn't mean that ED as a principle is cannot be an improvement over GH1 - but ED should not be considered the magic bullet to alone control all damage output!

So my stand point is: don't scrap ED as a concept, but also don't over estimate what it should resolve.

Extreme ballistics boating needs to be reined in (especially if ED normalizes ghost heat across E weapons) but by it's own mechanism. Be it some implementation of recoil, convergence, weapon jams or whatever. Something that gives diminishing returns, but not heat and not energy.

Missiles are somewhere in between and are to a large extent also controlled by heat, but we'd still need some form of diminishing returns for boating. Control it by missile spread for example, or introduce global tube restrictions or whatever you fancy.

Now, there should be some spill-over between the mechanisms, but not too much. Just enough to for example not make PPC+ballistics the perfect workaround, but not too much so that single type boating is buffed. There are many possibilities to be creative here. What I think is a good example is using a short (0.3s-ish recoil as a spill-over between ballistics and lasers). Gauss could consume Energy draw while charging, and thereby allow you to hold that charge for as long as you wish at the cost of energy) etc etc.

A final point I'd like to stress is the need to tweak the ED parameters themselves and NOT START TO MESS WITH WEAPON BALANCE. For example, a flat ED roof of 30 is bound to be a horrible idea. If it puts restrictions on heavier mechs, then heavies and assaults will end up having the same restricted offensive capabilities, thus obsoleting assaults. We can't have that so for the sake of argument we could consider be something like:

Lights: 20
Mediums: 25
Heavies: 30
Assaults: 35

Now, a big potential I see with ED here is that ED can be used as a balance parameter that doesn't break any build rules. You can tweak the ED of individual weapons, and even more attractive, you can buff weaker mechs by giving them a ED capacity quirk. Say normal 80-85-tonners have 35 ED capacity, give the Awesome 40 because it's a brick for example.

So, what I would like to be a take home message here is that there are opportunities lost if the whole concept is just trashed. I feel the same way about Information Warfare. It had some good bits and pieces that were lost to us because the PTS implementation was not good enough. It's all in the implementation!

Posted Image
Could we have a constructive discussion about this?
____________________________________________________________
Edit: Suggestions made in the thread:
  • Tweaking should be focused around the ED variables them selves and not the weapon stats
  • A flat roof of 30 is not fair towards clan mechs (because higher damage/longer burn trade-off) and not fair vs assaults (because any limits imposed on heavies would be the same for assaults thereby making the firepower the same)
  • Ballistics could be punished by increased reload time instead of heat
  • Generally increase cooldown and remove stacking penalties for boating, allowing full alphas but less dps (I assume with long range weapons here?)
  • Change the way heat is applied (i.e. not instant heat penalty)
  • More extremely low ED values for weak weapons (i.e. freebies)
  • Limit alphas (high heat alphas only tho) with fixed low heat threshold and high dissipation instead (good old discussion)
  • Salvage the sounds/icons of the HUD integration on PTS1-5
  • Increase roof to 40, keep GH but make GH violation automatically max out ED visually and mechanistically

Edited by Duke Nedo, 31 October 2016 - 03:57 AM.


#2 Duke Nedo

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Posted 28 October 2016 - 09:29 AM

Too much text or too few insults? Or there's only interest in complete burial of every change?

#3 Kael Posavatz

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Posted 28 October 2016 - 10:57 AM

A couple of things are needed

1) Testing in a relevant environment. This means mixed-tech 12-v-12, homogenous-tech 4v4 (tonnage limited), and homogenous-tech 12-v-12 on FW maps. As it is with ED PTS no testing environment accurately simulates live-server play.

2) One of the goals of ED was simplification. The latter PTS have gotten away from this.

3) Effort needs to be made to increase PTS population. One thing PGI could do would not be to schedule live-server events at the same time. Another would be to give c-bills/GXP/MC/Colors/etc for playing on PTS (Make PTS the 'event' that is then accredited to live-servers, not track c-bill/xp earnings).

4) Testing variables should be focused primarily on ED instead of tinkering with weapons, heatsinks, and pretty much everything but ED. There have been a number of great suggestions for tinkering with the level of the ED bar, recharge rate, separate bars for different weapon systems. Not making ED a variable just means that we are testing weapon performance, not ED.

#4 Monkey Lover

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Posted 28 October 2016 - 11:01 AM

View PostDuke Nedo, on 28 October 2016 - 09:29 AM, said:

Too much text or too few insults? Or there's only interest in complete burial of every change?


Truth, I read atleast 50 posts on improving Ed so after the first page I stopped reading. You're never going to make people happy.

#5 DiabetesOverlord Wilford Brimley

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Posted 28 October 2016 - 11:19 AM

Stop using TT values, drop ghost heat, increase ammo and tweak ct armor. We don't need a new system we need the old system removed and system that was already in place tweaked.

Edited by DiabetesOverlord Wilford Brimley, 28 October 2016 - 11:20 AM.


#6 Johnny Z

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Posted 28 October 2016 - 11:21 AM

Well wasted breath either way. Some will shoot down anything related to this game or games in general.

This or the same people are trolling the Fallout 4 forums as well.

Edited by Johnny Z, 28 October 2016 - 11:22 AM.


#7 Mole

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Posted 28 October 2016 - 11:23 AM

If they upped the damage limit to somewhere around 40ish maybe I could get on board then. 30 damage is good enough for IS weaponry but 30 damage neuters clan 'mechs. The current damage limit legit wants to tell me that my Summoner with 4 Clan Medium Pulse Lasers and an LRM20 is OP and will need extra heat penalties to keep it in line. Really?

#8 Ex Atlas Overlord

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Posted 28 October 2016 - 11:30 AM

View PostDuke Nedo, on 28 October 2016 - 01:13 AM, said:

So I am asking, what would make ED acceptable?


ED opponents are mad that it manages to reign in loopholes and unbalanced clan tech that quirks and GH failed to do.

They will only accept a replacement for the current Quirk&GH system if the new system also has unbalanced aspects and loop holes they can take advantage of.

It's not about what's good for the game, it's about what's good for their ego.

#9 DiabetesOverlord Wilford Brimley

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Posted 28 October 2016 - 11:35 AM

View PostEx Atlas Overlord, on 28 October 2016 - 11:30 AM, said:


ED opponents are mad that it manages to reign in loopholes and unbalanced clan tech that quirks and GH failed to do.

They will only accept a replacement for the current Quirk&GH system if the new system also has unbalanced aspects and loop holes they can take advantage of.

It's not about what's good for the game, it's about what's good for their ego.

Haven't played since feb dude and the "meta" was never the cause! The lack of content and depth is the cause. ED is nether of those and whoever made it should feel bad.

Again why are people trying to stick to TT numbers? The only thing battletech in the game is the mech names.

#10 Dr Wubs

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Posted 28 October 2016 - 11:50 AM

As you say, 3 different weapon systems need their own balancing/modification. What that points to is iterative weapon balance mentioned so many times by...I forget who is the leader of the iteratives, but he's right.

ED is a gimmicky way to try and do them all in one swipe.

GH was a one swipe attempt to handle complaints about OP builds. It changed which builds were OP. Then came the complaints about OP builds that escaped GH. Do you really think that ED is going to result in a game state where no one is complaining about OP builds? If the answer is yes, then I find that incredibly short-sighted. If the answer is no, you're just talking about moving from one problem to another.

And the more time put into ED is the less time put into all of the other things I'd much rather have than a merry-go-round of which builds are OP.

Other games address balance through a long process of nerfing and buffing. That seems to be the industry standard. That's all we need. We get jack diddley for development in this game as it is. Reinventing the wheel is a distraction from more substantive improvements, more substantive improvements that might actually be fun instead of divisive.

#11 Ex Atlas Overlord

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Posted 28 October 2016 - 11:51 AM

View PostDiabetesOverlord Wilford Brimley, on 28 October 2016 - 11:35 AM, said:

Again why are people trying to stick to TT numbers? The only thing battletech in the game is the mech names.


Because TT was unbalanced and broken, and that's exactly what they want.

#12 Johnny Z

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Posted 28 October 2016 - 11:59 AM

View PostEx Atlas Overlord, on 28 October 2016 - 11:30 AM, said:



ED opponents are mad that it manages to reign in loopholes and unbalanced clan tech that quirks and GH failed to do.

They will only accept a replacement for the current Quirk&GH system if the new system also has unbalanced aspects and loop holes they can take advantage of.

It's not about what's good for the game, it's about what's good for their ego.


I doubt they have much of an ego if they are using easy mode mechs. My ego precludes me from using easy mode.

Why? Because I'm better than that. :)

Edited by Johnny Z, 28 October 2016 - 12:00 PM.


#13 Ex Atlas Overlord

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Posted 28 October 2016 - 12:02 PM

View PostJohnny Z, on 28 October 2016 - 11:59 AM, said:

I doubt they have much of an ego if they are using easy mode mechs. My ego precludes me from using easy mode.

Why? Because I'm better than that. Posted Image


Not all ego's are created equal.

Some hold themselves to higher standards in spite of the outcome, some debase themselves chasing an outcome.

#14 Novakaine

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Posted 28 October 2016 - 12:10 PM

I've seen they are going cry tooth and nail to protect thier little wagon.
Plain and simple.

Edited by Novakaine, 28 October 2016 - 12:11 PM.


#15 Mole

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Posted 28 October 2016 - 12:22 PM

If they were going to implement something like Energy Draw then they really needed to take into account the vast difference in damage that IS tech and Clan tech has. And they just didn't. They wanted to give us a flat rate "30" for both sides which, honestly 30 damage is fine for IS because 6 medium lasers equals 30 damage. IS 'mechs that break this damage threshold through grouping of more than one type of weapon can easily avoid penalty by grouping their weapons differently. But Clan 'mechs? They tried to implement a system that tells me that firing more than 4 Clan ER Medium Lasers is overpowered and will be hitting what is already a hot as hell weapon with even more penalty heat. People want to whine and moan about how unbalanced clan and IS tech is right now but honestly? I think it's pretty good. I play both clan tech and IS tech while there are clear differences between the two I never feel like I am at a clear advantage or disadvantage over the other. My IS 'mechs kill clanners just fine and my Clan 'mechs kill freebirths just fine. The only thing I can even think of that could be argued in my mind as clans having a clear advantage over IS is the fact that their XL engines can survive a side torso getting blown off. Clans are not OP (Though there are a couple of clan 'mechs that currently are, but that's not because they benefit from clan tech. I feel like they'd be just as OP if we switched their tech base.). IS is not OP. They are different but roughly do not offer clear advantage over the other. That's the way I see it. So ED as it was proposed would neuter clan 'mechs that I don't feel are OP and leave a whole lot of already well-performing IS 'mechs completely alone.

#16 lagartx3

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Posted 28 October 2016 - 01:17 PM

View PostDuke Nedo, on 28 October 2016 - 01:13 AM, said:

Extreme ballistics boating needs to be reined in (especially if ED normalizes ghost heat across E weapons) but by it's own mechanism. Be it some implementation of recoil, convergence, weapon jams or whatever. Something that gives diminishing returns, but not heat and not energy.

Could we have a constructive discussion about this?

im not at home rigth now, so i wont go searching for the post to quote it, but if im not mistaken, there was a MechWarrior proposing a system that i believe he called something like rearm capacity, or reload capacity, wich was supposed to limit the amount of rounds that can be loaded into ballistic and Misile weapons depending on the weigth of the shells for the Ballistic, and ammount of tubes for the misiles.

i do believe that he had some really convincing arguments, but as always, people complained, CryWarriors cryed, and the post was doomed to be sink.

i didnt saw the thread aymore after maybe 2 or 3 days

#17 MrJeffers

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Posted 28 October 2016 - 01:33 PM

View PostEx Atlas Overlord, on 28 October 2016 - 11:30 AM, said:


ED opponents are mad that it manages to reign in loopholes and unbalanced clan tech that quirks and GH failed to do.

They will only accept a replacement for the current Quirk&GH system if the new system also has unbalanced aspects and loop holes they can take advantage of.

It's not about what's good for the game, it's about what's good for their ego.


BW, is that you?


Seriously though - ED creates *more* problems than it solves, as has been explained ad infinitum in countless other threads. It has nothing to do with ego and everything to do with damage being the "energy" balance point. It for all intents and purposes treats all weapons the same (yes, they changed it to be different for missiles/LBX which only creates a more convoluted system than GH) based on damage, and doesn't account for anything else like range, cooldown, tonnage requirements to carry, etc.

It would turn MWO into vanilla warrior online as there literally would be one or two builds on a chassis that actually work well in the new system. You can argue that is the case now, but there are a lot of viable options in mixing weapons and on different chassis that all disappear with ED and the number of options that replace them is significantly less.

Edited by MrJeffers, 28 October 2016 - 01:35 PM.


#18 Duke Nedo

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Posted 28 October 2016 - 02:02 PM

View PostEx Atlas Overlord, on 28 October 2016 - 11:30 AM, said:


ED opponents are mad that it manages to reign in loopholes and unbalanced clan tech that quirks and GH failed to do.

They will only accept a replacement for the current Quirk&GH system if the new system also has unbalanced aspects and loop holes they can take advantage of.

It's not about what's good for the game, it's about what's good for their ego.


I don't think so, the "opponents of ED" has a very strong case against the PTS version of ED. I totally support that, the PTS implementation is horrible. However, the principle of using ED to replace ghost heat for energy weapons is not horrible at all. It only becomes horrible when everything is put under the same flat 30 damage roof.

View PostDr Wubs, on 28 October 2016 - 11:50 AM, said:

As you say, 3 different weapon systems need their own balancing/modification. What that points to is iterative weapon balance mentioned so many times by...I forget who is the leader of the iteratives, but he's right.

ED is a gimmicky way to try and do them all in one swipe.

GH was a one swipe attempt to handle complaints about OP builds. It changed which builds were OP. Then came the complaints about OP builds that escaped GH. Do you really think that ED is going to result in a game state where no one is complaining about OP builds? If the answer is yes, then I find that incredibly short-sighted. If the answer is no, you're just talking about moving from one problem to another.

And the more time put into ED is the less time put into all of the other things I'd much rather have than a merry-go-round of which builds are OP.

Other games address balance through a long process of nerfing and buffing. That seems to be the industry standard. That's all we need. We get jack diddley for development in this game as it is. Reinventing the wheel is a distraction from more substantive improvements, more substantive improvements that might actually be fun instead of divisive.


Yes and no sort of. I don't think ED is a magic bullet to fix all things, but I do think ED could be a way to integrate ghost heat into the HUD and rationalize the way diminishing returns for Energy weapons work. Ideally I would not like to change balance, just make ghost heat comprehensive and more consistent.

Additional layers are needed for ballistics for sure, ED can't do that job, but to be honest, neither can ghost heat really. Gauss are hardcoded at 2 simultaneous shots and AC20 was given extreme ghost heat. Others are to some extent balanced by weight alone, but KDK-3 breaks that system by being a 100 tonner clan battlemech with 4 high B-mounts.

Most of the criticism I have read about the PTS ED is apart from the blunder of trying to control all damage output with only one parameter, is that the ED variables themselves were not balanced. If you play around with individual ED capacity for different mech chassi, and reduce the recharge rate a lot you can get pretty close to the performance of the current GH system, just more integrated and comprehensive than smurfy-tables.... so my gospel here is not chasing the perfect balance, it's use to good bits from the ED principle (not the ED PTS implementation!) and improve the rest.

View PostMrJeffers, on 28 October 2016 - 01:33 PM, said:


BW, is that you?


Seriously though - ED creates *more* problems than it solves, as has been explained ad infinitum in countless other threads. It has nothing to do with ego and everything to do with damage being the "energy" balance point. It for all intents and purposes treats all weapons the same (yes, they changed it to be different for missiles/LBX which only creates a more convoluted system than GH) based on damage, and doesn't account for anything else like range, cooldown, tonnage requirements to carry, etc.

It would turn MWO into vanilla warrior online as there literally would be one or two builds on a chassis that actually work well in the new system. You can argue that is the case now, but there are a lot of viable options in mixing weapons and on different chassis that all disappear with ED and the number of options that replace them is significantly less.


All you write here refers to the PTS implementation of ED which is horrible. I try to look beyond that in the OP.

#19 MrJeffers

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Posted 28 October 2016 - 02:17 PM

View PostDuke Nedo, on 28 October 2016 - 02:02 PM, said:


All you write here refers to the PTS implementation of ED which is horrible. I try to look beyond that in the OP.


It's still a fundamental flaw in the system. To get around that you need to get into the convoluted steps of Weapon A only counts as .75 damage to ED scale, Weapon B is .3 damage to ED scale, Weapon C is .5 damage to ED scale, etc. It very quickly becomes unmanageable and even less intuitive than GH.

Yes, LESS intuitive than one of the least intuitive mechanics I have seen in a game. There isn't a fix for that dilemma. Splitting it into semi-linked weapon pools by weapon type only further exacerbates the problems, it doesn't make it better.


The argument against just doing weapon tuning like increasing cool downs is that it doesn't eliminate that big first strike, but then need more time before you are effective again. But so what, that method *does* work, look what happened on the live servers when Gauss cooldowns went to 6 seconds - they became practically extinct overnight.

Reducing damage per weapon is something else that people have mentioned, like normalizing the damage to TT's 10 second turns. E.g. Gauss would be like 5 (or 7.5 depending on your point of view) damage per shot because it can fire roughly three times in a 10 second window (first shot + 2 cool down periods).

These, and many more suggestions, all working with the existing systems and requiring nothing more than editing XML values are far better solutions than ED.

Edited by MrJeffers, 28 October 2016 - 04:36 PM.


#20 Novakaine

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Posted 28 October 2016 - 02:18 PM

Overpowered Clan mechs is one of the main reasons FW has all but died.
Not the only reason but right there in the top 3.
ED was simply meant to level the playing field somewhat.
If it was up to me, I'd let the Clans be exactly what they're supposed to be - overpowered.
But it would be 2 Clan Stars vs 1 IS Battlemech company.
But I'm sure people would even poo-poo on that one also.





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