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Shall We Discuss New Tech, And Legacy Tech™?

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#41 Miodog

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Posted 15 March 2017 - 11:46 AM

Thank you Mcgral18 for the write up.

#42 Mcgral18

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Posted 15 March 2017 - 11:57 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?


https://www.reddit.c...hts_in_mwo_for/

There's a list of LFE weights, but you can check out SSW or any other traditional TT mech builder. It lists out the components.
Cockpit+Gyro+Engine make up the MWO weight

#43 Magnus Santini

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Posted 15 March 2017 - 12:38 PM

Adding my thanks to McGral for analyzing all these new weapons which are not exactly self-explanatory to non TT players.

#44 MischiefSC

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Posted 15 March 2017 - 12:53 PM

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.


I'm still irked about CXL vs IS XL - the real problem here is that neither the LFE or IS XL is as good as CXL, but now IS needs to buy an even more expensive version of the XL that's not as good as the CXL for the same price.

Other than that?

I think there's a lot of potential here for good changes without serious power creep.

There's some real concern though of ways to screw this up so I think we're all a bit nervous to see what actually gets released. I'm willing to be hopeful but again, so much potential to bugger this up.

#45 Mcgral18

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Posted 15 March 2017 - 01:00 PM

View PostMischiefSC, on 15 March 2017 - 12:53 PM, said:


I'm still irked about CXL vs IS XL - the real problem here is that neither the LFE or IS XL is as good as CXL, but now IS needs to buy an even more expensive version of the XL that's not as good as the CXL for the same price.

Other than that?

I think there's a lot of potential here for good changes without serious power creep.

There's some real concern though of ways to screw this up so I think we're all a bit nervous to see what actually gets released. I'm willing to be hopeful but again, so much potential to bugger this up.


There is some benefit that the LFE is less expensive
The more X, the higher the price


Yeah, there will be issues, I have no doubt

#46 Hit the Deck

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Posted 15 March 2017 - 01:46 PM

View PostMischiefSC, on 15 March 2017 - 12:53 PM, said:

I'm still irked about CXL vs IS XL - the real problem here is that neither the LFE or IS XL is as good as CXL, but now IS needs to buy an even more expensive version of the XL that's not as good as the CXL for the same price.
....

XXL would be the most expensive as McGral said.

There are unbalanced things which are baked into the game like Clan Ferro/Endo taking only half the space compared to the IS version. You can certainly balance these things by introducing some values into them like buffing the isEndo so it gives bonus structure to your isMechs, but that seems ugly.

A more elegant way to balance is simply to ignore the TRO/lore values and assign new properties to items or even create your own system specific to the game like in MW4, MechCommander, or MechAssault.

#47 Felicitatem Parco

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Posted 15 March 2017 - 01:51 PM

Why would the heavier Inner Sphere UACs have burst fire? The clan versions have bust fire not because they are UACs, but because they are lighter and consume fewer crits.

The IS UACs will all be larger and heavier than the Clan versions, so they should not be penalized like the clan versions. Maybe 2 shots for the UAC/20... But making them into burst weapons with long jam cooldowns while also heaver and larger than clan versions would stink big-time.

Edited by Prosperity Park, 15 March 2017 - 01:53 PM.


#48 Felicitatem Parco

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Posted 15 March 2017 - 02:17 PM

View PostHit the Deck, on 15 March 2017 - 01:46 PM, said:

XXL would be the most expensive as McGral said.

There are unbalanced things which are baked into the game like Clan Ferro/Endo taking only half the space compared to the IS version. You can certainly balance these things by introducing some values into them like buffing the isEndo so it gi

A more elegant way to balance is simply to ignore the TRO/lore values and assign new properties to items or even create your own system specific to the game like in MW4, MechCommander, or MechAssault.


What?! Take care of the inherent balance problems of an intentionally imbalanced game with decades-old rules? Heresy!

#49 Mcgral18

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Posted 15 March 2017 - 02:21 PM

View PostProsperity Park, on 15 March 2017 - 01:51 PM, said:

Why would the heavier Inner Sphere UACs have burst fire? The clan versions have bust fire not because they are UACs, but because they are lighter and consume fewer crits.

The IS UACs will all be larger and heavier than the Clan versions, so they should not be penalized like the clan versions. Maybe 2 shots for the UAC/20... But making them into burst weapons with long jam cooldowns while also heaver and larger than clan versions would stink big-time.


Largely because of the normal ACs
They can also be buffed, and the 10 and 20 Ultra series both be at 2 shells, but frontloading it all doesn't strike me as a good idea

It's no fun to be insta-gibbed (not that it would compare to the SupaHunchDakkaBear...but we shouldn't revisit that )

The UAC5 does have both a lower jam chance, ever so marginally
17% VS 15%
6s VS 6.5s

That gulf should probably be made larger...but I imagine all Spheroid UACs would follow suit with that line of thought.
Ever so marginally increased stats, for the significant tonnage and Crit slot deficiencies

Edited by Mcgral18, 15 March 2017 - 02:22 PM.


#50 Hit the Deck

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Posted 15 March 2017 - 02:24 PM

View PostProsperity Park, on 15 March 2017 - 02:17 PM, said:

What?! Take care of the inherent balance problems of an intentionally imbalanced game with decades-old rules? Heresy!

To be fair, they have modified the rules and even introduced new ones like the hardpoint system. But those are not enough to make the TT game into an FPS PvP game.

#51 Mcgral18

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Posted 15 March 2017 - 10:44 PM

View PostRestosIII, on 14 March 2017 - 10:53 PM, said:

Just realized something about stealth armor. What if while active it removes the HUD scrambling on enemy mechs when you get close? Would make ECM mechs even scarier for people without seismic.


I'm not sure they'd go that far

Besides, it's only a 90M bubble at this point
Then again, you might be on Forest, or a Night map...
If that affects Thermal vision, I'm going to be upset and ask for Mag vision


View PostEl Bandito, on 15 March 2017 - 02:37 AM, said:

Rocket Launchers are gonna be very popular in 1v1 duels due to its low weight/slot requirements.

And that's all I am gonna say about that.


I'm wondering if they should be Dead-Fire warheads at 3 damage apiece...that would be too far, probably
But, maybe more than 1 damage.


Or highly accurate (low spread) Stream fire?
Small potential, but well applied

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

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.


Well, some robots come stock with them
There's also some unfortunate Omnis stuck with them
But it's not a Clam STD, it's just a STD engine. They're universal. Like SHS, and probably, Soon™, TCs (though, someone was saying isTCs should perform, better, because of the heavier and larger equipment. Less opportunity for big TCs, and it's true)

#52 Duke Nedo

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Posted 16 March 2017 - 02:16 AM

View PostMcgral18, on 15 March 2017 - 10:44 PM, said:

TCs (though, someone was saying isTCs should perform, better, because of the heavier and larger equipment. Less opportunity for big TCs, and it's true)


This here feels like a dangerous route to pursue. I believe in that heavier IS equipment should be better by their own right. If you instead start to buff TCs of the same weight as the clan versions, then mechs that's build around heavier IS equipment tax gets an extra bonus from TCs compared to mechs that don't build around the heavier stuff.

For example mechs using IS LPL or ERLL, weapons that I think are potent enough for their weight thanks to short durations (quirked ERLL that is, perhaps UAC5 is a better example) even compared to clan weapons.

Edited by Duke Nedo, 16 March 2017 - 03:41 AM.


#53 Kmieciu

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Posted 16 March 2017 - 02:43 AM

View PostPromessa, on 15 March 2017 - 01:09 PM, said:

On the PPC's, yeah ghost heat is gonna be a problem. The way ghost heat works, you couldn't give lights a ghost heat of 3 and regulars 2 because things get really weird when you mix them. The same thing is true of heavy lasers. If They give heavy meds a GH of 4, are you gonna be able to shoot 6 medium pulses in the same alpha strike? This would work better with (and I hate to say it) an energy draw system.

That is exactly what I thought. The current heatscale mechanic is not able to handle new weapon types:

-If light PPCs get a separate Ghost Heat group (i predict 4 to get the max 20 alpha strike), then players will use 4LPPC+2PPC for a 40 damage pinpoint alpha.
-If light PPCs get added to the current PPC Ghost Heat grup, then they will be useless (10 max alpha lol).
-If the PPC GHost heat group gets increased to 4 then people will ignore LPPC and boat 4 normal PPC, like in the old days.

Say what you will about Energy draw, it was "future proof". Adding new weapons would not brake it.

Edited by Kmieciu, 16 March 2017 - 02:46 AM.


#54 Duke Nedo

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Posted 16 March 2017 - 03:18 AM

View PostKmieciu, on 16 March 2017 - 02:43 AM, said:

That is exactly what I thought. The current heatscale mechanic is not able to handle new weapon types:

-If light PPCs get a separate Ghost Heat group (i predict 4 to get the max 20 alpha strike), then players will use 4LPPC+2PPC for a 40 damage pinpoint alpha.
-If light PPCs get added to the current PPC Ghost Heat grup, then they will be useless (10 max alpha lol).
-If the PPC GHost heat group gets increased to 4 then people will ignore LPPC and boat 4 normal PPC, like in the old days.

Say what you will about Energy draw, it was "future proof". Adding new weapons would not brake it.


Aye, absolutely. This is the reason I did some advocating of Energy Draw as a principle. Too bad that PGI went ahead and tried to implement it all wrong, leading it into a dead end.

What they needed to have done (it was suggested too), was to separate "energy ghost heat" from "ballistics ghost heat" and "missiles ghost heat", probably counting PPCs as "ballistics ghost heat". I don't have any good names for it, but energy draw works perfectly for Lasers. No problem there. The problems only start when you put other stuff into the mix, then you start promoting boating de majora.

They could have come up with some kind of Energy draw for lasers combined with a max Reload capacity for ballistics (and missiles, i.e. in other words ghost cooldown) or use ghost spread for missiles. That would have the potential to actually work.

#55 Metus regem

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Posted 16 March 2017 - 06:50 AM

View PostMischiefSC, on 15 March 2017 - 12:53 PM, said:


I'm still irked about CXL vs IS XL - the real problem here is that neither the LFE or IS XL is as good as CXL, but now IS needs to buy an even more expensive version of the XL that's not as good as the CXL for the same price.




Not even close... In ascending order of cost...

ICE (1250*Engine Rating*tonnage)/75
Fuel Cell (3500*Engine Rating*tonnage)/75
Standard Fusion Engine (5000*Engine Rating*tonnage)/75
Fission Engine (7500*Engine Rating*tonnage)/75
Compact Fusion Engine (10000*Engine Rating*tonnage)/75
Light Fusion Engine (15000*Engine Rating*tonnage)/75
Extra Light Fusion Engine (20000*Engine Rating*tonnage)/75
Extra Extra Light Fusion Engine (100000*Engine Rating*tonnage)/75

Looking at what I did, you can see that a LFE is 75% of the cost of a comparable XL engine....

#56 Hit the Deck

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Posted 16 March 2017 - 07:12 AM

View PostMetus regem, on 16 March 2017 - 06:50 AM, said:

Not even close... In ascending order of cost...
...
Standard Fusion Engine (5000*Engine Rating*tonnage)/75
Fission Engine (7500*Engine Rating*tonnage)/75
...

I didn't even know that they have fission engines, especially that they cost more than fusion engines!

#57 Y E O N N E

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Posted 16 March 2017 - 07:13 AM

View PostKmieciu, on 16 March 2017 - 02:43 AM, said:

That is exactly what I thought. The current heatscale mechanic is not able to handle new weapon types:

-If light PPCs get a separate Ghost Heat group (i predict 4 to get the max 20 alpha strike), then players will use 4LPPC+2PPC for a 40 damage pinpoint alpha.
-If light PPCs get added to the current PPC Ghost Heat grup, then they will be useless (10 max alpha lol).
-If the PPC GHost heat group gets increased to 4 then people will ignore LPPC and boat 4 normal PPC, like in the old days.

Say what you will about Energy draw, it was "future proof". Adding new weapons would not brake it.


I am not terribly worried about 40 FLD, not when the NTG and KDK already meet or exceed it. And they would use 2xHPPC and 2xLPPC to do it, not 4xLPPC and 2xPPC. Either way, though, it is scalding hot at 40 heat for the same damage, and the slot requirements for the guns and IS DHS will never let you cool that very well. Will be vulnerable to a push.

A good compromise, to me, would be a universal limit of 3 for the PPC family.

#58 Metus regem

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Posted 16 March 2017 - 07:21 AM

View PostHit the Deck, on 16 March 2017 - 07:12 AM, said:

I didn't even know that they have fission engines, especially that they cost more than fusion engines!



Not only that, but they come with less free Heat Sinks... Fission engines only get 5....

#59 Hit the Deck

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Posted 16 March 2017 - 07:22 AM

View PostYeonne Greene, on 16 March 2017 - 07:13 AM, said:

...
A good compromise, to me, would be a universal limit of 3 for the PPC family.

I so want this to happen (again) to the isPPC.

Edited by Hit the Deck, 16 March 2017 - 07:28 AM.


#60 Ultimax

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Posted 16 March 2017 - 07:34 AM

View PostPromessa, on 15 March 2017 - 01:09 PM, said:

On the PPC's, yeah ghost heat is gonna be a problem. The way ghost heat works, you couldn't give lights a ghost heat of 3 and regulars 2 because things get really weird when you mix them.


If they have different ranges, velocities and heat generated some of that will just work itself out as they aren't identical.

Most of the GH limits (at least originally) were around a cap of 30 damage (or under) on identical or near identical function weapons before you started to generate a penalty.

That system is a bit all over the place, especially now, but that's why we are able to combine 2x CLPL and 6x CERMLAS with no GH. Or why we can do 3x LPL and 6x MLAS, or why we can do 2x PPC + AC 10 or Gauss.

The combinations worked around the original limiter of the system (having nearly identical weapons boated for a single, clean super weapon).


View PostProsperity Park, on 15 March 2017 - 01:51 PM, said:

Why would the heavier Inner Sphere UACs have burst fire? The clan versions have bust fire not because they are UACs, but because they are lighter and consume fewer crits.


They arguably also have burst fire because of their damage output.

I really don't think you've given enough consideration to what will happen with 2x IS UAC 20 builds that fire 20 point shells, or triple/quad UAC 10s firing 10 point shells in succession.

I can tell you what would happen, after several weeks or months of absolute hilarity, the weapons themselves will get over-nerfed in some fashion.

It's much better to accept burst fire from the get go, a verion that takes into consideration the higher tonnage & crits of IS weapons, then it is to release something clearly overpowered and then watch it get slapped with a penalty that suddenly makes it unusable.

Edited by Ultimax, 16 March 2017 - 10:37 AM.






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