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Shall We Discuss New Tech, And Legacy Tech™?

Balance

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#21 Mcgral18

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Posted 15 March 2017 - 06:45 AM

View PostBud Crue, on 15 March 2017 - 06:36 AM, said:


Assuming they are not smacked with super heat penalties or some crazy burn time negative.


This would ideally be done instead of the high burn times

GH limits should probably stay (within reasonable limits)
4 or 5 HMLs, 2 HLLs is my guess
Maybe 6 HLLs to be in line with all other MLs, but it's a fair bit more damage

#22 Khobai

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Posted 15 March 2017 - 06:46 AM

clan heavy lasers are pointless. period.

ghost heat and weak double heatsinks will never allow you to fire enough heavy lasers to justify their existence in the game.

so literally their only advantage will be on clan mechs that are starved for energy hardpoints... and thats so situational that adding them to the game in the first place is stupid.

what they SHOULD add is clan ER pulses. with more crits, heat, and longer cooldown to balance the longer range of the pulse lasers. clans deserve a long range pulse thats balanced.

Edited by Khobai, 15 March 2017 - 06:52 AM.


#23 Widowmaker1981

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Posted 15 March 2017 - 07:00 AM

View PostKhobai, on 15 March 2017 - 06:46 AM, said:

clan heavy lasers are pointless. period.

ghost heat and weak double heatsinks will never allow you to fire enough heavy lasers to justify their existence in the game.

so literally their only advantage will be on clan mechs that are starved for energy hardpoints... and thats so situational that adding them to the game in the first place is stupid.

what they SHOULD add is clan ER pulses. with more crits, heat, and longer cooldown to balance the longer range of the pulse lasers. clans deserve a long range pulse thats balanced.


That is absolute speculation. We cannot and will not know if they are good/bad/indifferent until we see ingame range, heat, damage and duration values. Its pointless to speculate until then.

I think they should be low range, lowish duration (0.8 - 1.0s or so) very high damage per ton and appalling damage per heat (i.e. extreme heat)

Edited by Widowmaker1981, 15 March 2017 - 07:00 AM.


#24 Khobai

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Posted 15 March 2017 - 07:05 AM

Quote

I think they should be low range, lowish duration (0.8 - 1.0s or so) very high damage per ton and appalling damage per heat (i.e. extreme heat)


so why wouldnt I just use an erppc?

which is very long range, instant duration, decent damage per ton, and appalling heat?

again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.

there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.

And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.

Edited by Khobai, 15 March 2017 - 07:13 AM.


#25 Hit the Deck

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Posted 15 March 2017 - 07:24 AM

View PostMcgral18, on 15 March 2017 - 06:45 AM, said:

This would ideally be done instead of the high burn times
...

Don't you want to simulate the to hit penalty? And you know where this is going to.

#26 Mcgral18

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Posted 15 March 2017 - 07:25 AM

View PostKhobai, on 15 March 2017 - 07:05 AM, said:


so why wouldnt I just use an erppc?

which is very long range, instant duration, decent damage per ton, and appalling heat?

again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.

there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.

And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.


Almost twice the damage for the same tonnage should provide nice benefit in itself
ER pulses sound Terribad, from what I've read
Obscene heat for little to no benefit, and they couldn't compete with Gauss PPC at range, why bother having them?

#27 Ultimax

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Posted 15 March 2017 - 07:35 AM

My gut reaction is that Light XLs will be a straight improvement to mechs that currently run STD engines due to their hitboxes.

You might see some Assaults that can "get away with" an XL also switch to Light XLs for a more balanced loadout.


Any other mech already using XL now for any competitive/meta loadout will be making, at best, a side grade - as you will need to either sacrifice a lot of speed or a lot of firepower (or some portion of both) to make up for the new tonnage cost.

IS Heavies & Mediums would really struggle to make up that tonnage difference.


Speaking, of, does anyone have a handy conversion chart for MWO engine weights vs. TT engine weights?

#28 Widowmaker1981

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Posted 15 March 2017 - 07:46 AM

View PostKhobai, on 15 March 2017 - 07:05 AM, said:


so why wouldnt I just use an erppc?

which is very long range, instant duration, decent damage per ton, and appalling heat?

again.. heavy lasers are pointless. erppcs already do the same thing better. which is why heavy lasers were pointless in tabletop too.

there is really no middleground for heavy large laser in between er med lasers/large pulses and erppcs. its going to end up being worse than one or the other either way.

And again ER pulses is what clans SHOULD get. It would give us back the long range on our pulses but in a way thats balanced by extra crits, heat, and longer beam durations/cooldowns.


Maybe for people who are bad at aiming with projectiles? i dont know, it is hard to see a niche for them, its true (and anything that includes short range and overly long duration can just die in a fire and never be used).

ATMs on the other hand might start off WTFBBQ OP though, if they work how im guessing (3 damage per missile, 270m range, triple range, scaling down to 0 at 810m, homing) .. because an ATM 12 is suddenly a 36 damage homing faceraper. Maybe streak bone targeting? But that would make them suck.. so heres hoping not.

#29 Metus regem

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Posted 15 March 2017 - 07:46 AM

View PostUltimax, on 15 March 2017 - 07:35 AM, said:

Speaking, of, does anyone have a handy conversion chart for MWO engine weights vs. TT engine weights?



Page 49 of the BT tech manual... Has all engine weights from 10 to 400. That's for ICE/FE (Fuel Cell)/Fission/SFE/LFE/XL

Gyros are done by taking the engine rating / 100 rounded to the nearest full ton, always round up. For Gyro weight modifiers, see page 50 of the Tech manual

Standard Cockpits weigh 3t, see page 52.


So a 250 series XL weigh 6.5t + 3t (gyro rounded to nearest full ton, always round up) + 3t cockpit = 12.5t

MWO 250 series XL weight 12.5t

Edit:

So as you can see, they do sink up, once you factor in the Gyro and Cockpit weights...

It's a big chart and would take a while to transcribe all of it, but looking at the info I provided, someone with more time could to the extrapolations to get the Gyro weights out of the MWO engine sizes as well as knowing they need to pull 3t for the cockpit as well.

Edited by Metus regem, 15 March 2017 - 08:03 AM.


#30 Pariah Devalis

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Posted 15 March 2017 - 08:10 AM

View PostYeonne Greene, on 14 March 2017 - 11:56 PM, said:


Missing the point.

It's a 13-ton, 7-slot weapon. The most any Heavy 'Mech can reasonably bring is two and there won't be much room for anything else left over after ammo. It's self-limiting already. There's no need to split it up further. Now if you want to say it should have a longer base cool-down, say 3 instead of 2.5 seconds, I'll be right there with you.


Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.

Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.

Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.

At least you guys have a front loaded, pinpoint option. Jesus.

Edited by Pariah Devalis, 15 March 2017 - 08:13 AM.


#31 Metus regem

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Posted 15 March 2017 - 08:15 AM

View PostPariah Devalis, on 15 March 2017 - 08:10 AM, said:


Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.

Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.

Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.

At least you guys have a front loaded, pinpoint option other than Gauss Rifle or cERPPC's. Jesus.



FTFY

#32 Pariah Devalis

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Posted 15 March 2017 - 08:18 AM

View PostMetus regem, on 15 March 2017 - 08:15 AM, said:



FTFY


Thanks! :P

#33 Y E O N N E

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Posted 15 March 2017 - 08:54 AM

View PostPariah Devalis, on 15 March 2017 - 08:10 AM, said:


Wait... So... OK. Your are arguing "the most one could take is two on a heavy mech." You also argued increased jam chance. You also argued it is a worse UAC5.

Guess what. Same deal with CLAN UAC10s. In fact, most of the Clan heavies, and a couple Assaults, can only actually pack ONE. It works for us. It will work for you. Stop saying the sky is falling. Look at thew damage potential. I want the game to have balanced weapon systems on EITHER side of the tech line. Not clearly OP ones. You have the option for double the damage output in a 13 ton weapon, vs taking TWO UAC5 which is way heavier. It is weight savings. It is potential damage output that far and away exceeds the damage output of any one AC5, and beats out the UAC5 twice over.

Stop whining when faced with a reasonable balance direction. You sound like those terrible Clan pilots who think the sky is falling because the tech gap is being closed significantly, here.

At least you guys have a front loaded, pinpoint option. Jesus.


And you sound like sour grapes over your preferred faction not quite fitting how you want to play. The reasonable balance direction was giving the IS FLD to offset the costs, which you are trying your damned hardest to undo. The sky isn't falling just because you might have to deal with 20+20; you have been dealing with it for years. You are drumming up a bogeyman that doesn't exist simply over a case of envy.

You go throw a pair of UAC/10 onto an Ebon Jag, and let me know how much room you have left over. Now go do the same on an XL325 Firebrand. Actually, I'll save you the effort: 8.5 vs 3.3 tons, and that is without the heatsinks being counted in the Ebon or with any armor tinkering for either. Yes, I can buy 3 more tons by dropping to a 300, but you see? That's already a trade-off. I also won't be able to fit any heatsinks to keep whatever number of ERML cool, so there's another tradeoff. And that XL kills the 'Mech when it goes, so there is yet another tradeoff. Pull the durability quirks or whatever to make the build a bit of a glass cannn (it already is), but the gun is supposed to be more lethal for its cost which, for the whole package, is greater than the cUAC/10. Hell, it's greater than a cUAC/20. The guaranteed 10 damage does not, by itself, justify requiring four more tons over the UAC/5; it isn't even enough for anybody to take the standard, single-shot AC/10 over the standard 5. I can just as easily take those weight savings for guaranteed damage out of a brace of ERML or some supplemental PPCs. If I were to swap out my 6xML and twin UAC/5 for twin-burst UAC/10 on my RFL, it would be a downgrade in average DPS, surge DPS, and range. I get nothing out of it. That's what you are afraid of?

Edited by Yeonne Greene, 15 March 2017 - 08:58 AM.


#34 Bishop Steiner

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Posted 15 March 2017 - 08:58 AM

View PostMcgral18, on 14 March 2017 - 10:49 PM, said:

It has come
The FutureTech™ announcement we've been waiting for
https://mwomercs.com/civil-war-update

It delivered most of what we'd expected, with a handful of items missing, and some happy surprises

How about we have a in depth look at which might have an impact on the game, base entirely on wild speculation!

Spheroid LBx family:
Spoiler


Spheroid UAC family:
Spoiler




Spheroid ER laser family:
Spoiler



Spheroid Streak family:
Spoiler



Spheroid Gauss family:
Spoiler



Spheroid Rotary AC family
Spoiler


Spheroid and Clam Machine Gun Family
Spoiler



Spheroid MRM family
Spoiler



Rocket Launcher family
Spoiler


Spheroid PPC family
Spoiler



Spheroid Light Engine
Spoiler



Spheroid Light Ferro Fibrous Armor
Spoiler



Spheroid Stealth Armor
Spoiler


Spheroid Targeting Computers
Spoiler



Laser AMS (Clam & Spheroid)
Spoiler


Clam Micro Lasers
Spoiler


Clam Heavy Laser family
Spoiler



Light Clam equipment?!
Spoiler



Clam Advanced Tactical Missiles
Spoiler


That took awhile...
TL:DR

Legacy Tech™ wise, the STD engine is my biggest concern, but the isSL family also has some issues
SL could be given a shorter range, and significantly shorter cooldown. Make it DPS instead of poke-y (but again, that's then the SPL niche)

STD is easy to fix:
Give the Engine quirks
That simple
Make it more durable, have better agility (with the decoupling of Engine Size, Engine Type could have an effect instead)
And, if all else fails, give it more cooling. Energy Boat might appreciate it, as would Brawlers.



LBx family has the issue of being bad. That's less of a LegacyTech™ issue and more a fundamental problem with the weapon system


UACs do have the potential of drowning out the isACs
That can be fixed by giving the ACs better stats in a non-damage fashion. Such as velocity. If they were 50% faster (random number) they could hit more reliably, and thus be more accurate instead of just brute forcing the damage out.
Can be applied to cACs as well as isACs. Both will be in a not-great place VS UACs


isNormal Laser family could likely use a heat decrease with the coming of isER lasers.
Remember the Slunchening of 2012? Most probably don't, but they still retain the 200% heat nerf, and the +1 heat to the isML as well.
Those could be reduced to 1 & 3


Gauss, I feel the normal Gauss would still remain the most powerful, without Stat Fudging. All could be made useful, IMO


RACs shouldn't eliminate the burst potential of large UACs, but the DPS role could see a shift away from normal ACs

MGs may have identity issues if damage and range are the only differences

MRMs could either replace SRMs entirely, or never compare. Progressive velocity was one suggestion, if it's a PGI programming possibility.

Rocket Launchers could be better MRMs which fire once, or just bad


PPC family has a strange amount of overlap, and yet almost identical stats when mixing LPPCs and the other types. Snub does offer something new, no min range for 10 heat

Ferro is still Terribad, but now it only costs the same for sub 1/3 the result!

TCs won't marginalize anything, and would hopefully be identical to cTCs






So...what are you worried about getting replaced? Really, it seems many have space for individual roles, or worthlessness. Only the Luffy comes to really replace anything outright


And no, being able to mount a isLB20x or Heavy Gauss cannot be the SOLE role for the STD engine to exist
It competes with the cXL, remember that.

what reason does the STD Clan engine exist for?

Also, Zombie, Sword and Board, units that may not feel the slight boost in mobility is worth the added vulnerability (assuming ST loss penalties of some sort), some won't find the space, etc. It is a concern, not saying it isn't but it's not a universal upgrade.

#35 Hit the Deck

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Posted 15 March 2017 - 09:06 AM

View PostBishop Steiner, on 15 March 2017 - 08:58 AM, said:

what reason does the STD Clan engine exist for?
...

So you can use all of ST slots for weapons, e.g. Quad Gauss KDK-3.

Note that I didn't mention about its effectiveness, but that's one reason the STD is useful.

I'm not opposed to buffing the STD if that's not enough.

#36 Pariah Devalis

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Posted 15 March 2017 - 09:10 AM

View PostHit the Deck, on 15 March 2017 - 09:06 AM, said:

So you can use all of ST slots for weapons, e.g. Quad Gauss KDK-3.

Note that I didn't mention about its effectiveness, but that's one reason the STD is useful.

I'm not opposed to buffing the STD if that's not enough.


Frankly, I too would like to see Standard Engines come baked in with torso structure or armor quirks. You are giving up a lot of tonnage for the engine. Might as well make it a significantly more durable option than XL or LFE.

#37 Requiemking

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Posted 15 March 2017 - 09:36 AM

Has anyone thought about what those RLs will do for the Missile Locusts? I think it could be great fun to blow a Knockoff sky high with an RL80 Lolcust 3S.

#38 Tarogato

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Posted 15 March 2017 - 11:24 AM

View PostYeonne Greene, on 14 March 2017 - 11:28 PM, said:

View PostPariah Devalis, on 14 March 2017 - 11:03 PM, said:

What I hope is that PGI simply chops down the burst by one bullet as compared to the Clan UAC family. So UAC2/5 stays at one shell, 10 fires two 5-point shells, and the 20 fires three 6.666 damage shells.

You realize that turns the UAC/10 into a crappier UAC/5, right?


I think you misunderstood what he meant.

For a single tap:

cUAC2 = 2 damage divided into 1 shells
cUAC5 = 5 damage divided into 2 shells
cUAC10 = 10 damage divided into 3 shells
cUAC20 = 20 damage divided into 4 shells

IS UAC2 = 2 damage divided into 1 shells
IS UAC5 = 5 damage divided into 1 shells
IS UAC10 = 10 damage divided into 2 shells
IS UAC20 = 20 damage divided into 3 shells


So the IS UAC10 would be pretty nice. A double tap for 20 damage, a total of 4 shells. For only the cost of one ton compared to the AC10. I expect mechs like the WHM-6R to lean heavily on this weapon, it will be very effective. Something like 2x UAC10 (5 tons ammo) + 4x ERSL, LFE320. And the Murdermets could rock 3x UAC10 with 1000 damage worth of ammo. A slow XL engine, but 60 damage in 4-shell bursts every 2.25 seconds? Nasty. And the quad UAC5 Mauler can probably afford to bump one UAC5 up to a UAC10 for extra burst. Something like the HBK-4H will probably see a nice boost from this.

#39 Clanner Scum

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Posted 15 March 2017 - 11:25 AM

I just wish clans had access to RACs.

#40 Mystere

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Posted 15 March 2017 - 11:30 AM

View PostMcgral18, on 14 March 2017 - 10:49 PM, said:

...
So...what are you worried about getting replaced? Really, it seems many have space for individual roles, or worthlessness. Only the Luffy comes to really replace anything outright
...


I'll just quote myself from another thread, as that seems to also be relevant here:

View PostMystere, on 15 March 2017 - 10:33 AM, said:

You'd think they'd perform some kind of forward planning to avoid all of that [i.e. rebalancing every time new stuff drop in game], right?

But then again this is PGI we're talking about. Posted Image






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