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Gauss Balancing


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#1 Erebus Alpha

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Posted 22 July 2017 - 08:47 PM

Let's face it, ever since the charge-mechanic hit, the gauss rifle has little to nothing going for it, unless you're deliberately stacking it with PPC's to try and wring as much alpha damage as you can from a long-range sniper build.

Suddenly, it occurred to me how to buff the gauss, and make it useful again, without touching any of the PPC/Gauss meta:

Ammo efficiency. Buff the amount of ammunition per ton for gauss weapons.

Autocannons use a chemical reaction to propel bits of matter at the bad guys. But gauss rifles use electrical power from a nuclear fusion reaction. Instead of using several hundred pounds of chemical propellant, gauss weapons use just a few grams of nuclear fuel.

Technically speaking, it's impossible to justify gauss weapons not having a tremendous advantage in the number of projectiles that they can carry.

I would suggest doubling or tripling the number of projectiles that each ton of gauss ammunition yields. This would give gauss a clear advantage over autocannons: More points of damage for fewer tons of ammo, while still maintaining the steep learning curve and low DPS.

Gauss weapons themselves are already heavy enough to offset this advantage, and it would give players a legitimate reason to endure the gauss rifle's cantankerous charge mechanic and ridiculous tonnage requirements.

Edited by Falconer Sword, 23 July 2017 - 12:42 AM.


#2 Erebus Alpha

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Posted 23 July 2017 - 02:02 AM

I have no idea why the gauss is so ridiculously heat-efficient. The Gauss is primarily an electrical weapon, like lasers and PPC's, but it generates none of the waste heat typically associated with devouring scary amounts of electrical power.

Fortunately, games don't have to have anything to do with realism. If MWO was realistic, lasers of all sizes would do what flamers currently do. PPC's would short out electronics instead of doing damage. And because there are few things as terrifying as a near-100% efficient electromagnetic rifle powered by a giant fusion reactor, Gauss rifles would probably make cover explode.

Regardless of the physics (or lack thereof) going on with the gauss, the gameplay advantage it presents in low heat generation is minimal, primarily because it's competing against weapons like the AC-10 that are already ridiculously heat-efficient. The AC-10's ammunition does 50% more damage per ton than the gauss, the weapon does 33% more DPS, it has no charge-up time, it generates only 3 heat, and it's two tons lighter. None of this is even slightly worth a faster projectile speed, or having to compensate slightly more for ballistic projectile arc, or its improved range.

(Yes, the AC-10 with its shorter range should outperform the gauss, but not by this massive of a margin.)

It's also interesting that you mention the density of gauss ammo. Mass (tonnage) and volume (crits) are some of the physical constants that MWO and Battletech appear to respect. So by all means, let's do the math. Damage (energy delivered) divided by projectile speed should give us a clue about the mass of the projectile:

Gauss: 15/2000 = 0.0075
AC-10: 10/950 = 0.0105

...Whoops, AC-10 projectiles are 40% heavier than gauss projectiles. That's also ignoring the mass of the propellant it took to accelerate it to that speed, and the mass that the autocannon ejects as a spent shell.

If the AC-10 projectiles can weigh 40% more and simultaneously 50% less, then why does it cost 100 tons instead of 50 tons to drop a 100 ton mech in FW? Dropships need to be crewed by the math-defying engineering team that built the first AC-10.

To clarify though, gauss ammo doesn't need to be lighter because of math, realism, or physics. (Although it is certainly easy to make that case.) It needs to be lighter because the weapon is cripplingly inefficient at making things dead. I cannot even remember the last time I died from a gauss-wielder. Gauss has no DPS for sustained staying power, the weapon is egregiously heavy, and match-winning pure gauss builds are borderline extinct because it takes 4 tons of ammo and perfect accuracy to put a mere 600 points of damage on the scoreboard.

The last of those three points - requiring four tons of ammo just to put a mere 600 points of damage on the scoreboard - is crazy-broken. If it only took two tons of ammo to do that, Gauss might just become decent at sustained long-range poking. MWO lacks a sustainability-midpoint between autocannons and ER lasers/ERPPC's, and science suggests that the gauss should excel in that niche. Gauss doesn't currently excel at anything else, aside from devouring tonnage better spent on heat sinks.

The heavy gauss suffers even more terribly from this. Its ammo inflicts a laughable 125 damage per ton, for a weapon that weighs almost as much as a Locust, and has a pathetic optimum range of 180 meters.

Edited by Falconer Sword, 23 July 2017 - 02:52 AM.


#3 Alexandra Hekmatyar

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Posted 23 July 2017 - 05:17 AM

I would love if the range nerfs would be reversed.

#4 Koniving

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Posted 23 July 2017 - 12:34 PM

View PostFalconer Sword, on 22 July 2017 - 08:47 PM, said:

Let's face it, ever since the charge-mechanic hit, the gauss rifle has little to nothing going for it, unless you're deliberately stacking it with PPC's to try and wring as much alpha damage as you can from a long-range sniper build.

Suddenly, it occurred to me how to buff the gauss, and make it useful again, without touching any of the PPC/Gauss meta:

Ammo efficiency. Buff the amount of ammunition per ton for gauss weapons.

Autocannons use a chemical reaction to propel bits of matter at the bad guys. But gauss rifles use electrical power from a nuclear fusion reaction. Instead of using several hundred pounds of chemical propellant, gauss weapons use just a few grams of nuclear fuel.

Technically speaking, it's impossible to justify gauss weapons not having a tremendous advantage in the number of projectiles that they can carry.

In how MWO has implemented Auto Rifles (notice I did NOT say Autocannons) versus Gauss Rifles, I completely agree with you.
For starters, both the Gauss and the Auto Rifles (yep, I did it again) have inflated ammunition numbers.

Now where PGI ****** up is ignoring the source material. Autocannons (notice I didn't say Auto Rifles) are "gigantic machine guns" akin to those being used to fight aircraft.
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They are not based on tank cannons unlike what PGI seems to think.
Each "round" from the tabletop represents a magazine or cassette, a mass amount of ammunition to be fed into the firing chamber over time.
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It is not exactly like this, but however you picture it, the magazine/cassette exchanging process is generally automatic (an exception that is noteworthy is the Victor, whose right arm must lock in a downward position to reload and if it is hit during reloading it could jam, requiring it to begin reloading the mech's left hand through pushing the magazine out of a port in the right chest plate before inserting it into the top of the arm, taking almost twice as long to reload).

Keep in mind while it says 40 to 120mm, it was written in 1986 and this has since been updated to 25 to 203mm, with 203mm being extremely rare (the only example being the Ebon Jaguar, which had to be stationary and braced to fire it), and 185mm being the biggest bore the IS ever uses (mounted on the Komiyaba Type VII chassis Hunchback 4G with a big shell doing about 5 damage and 4 big shells fired over several seconds, not to be confused with the Crucis Type V chassis Hunchback 4Gs made after 3028, those use a 120mm Kali-Yama Big Bore which is more like a 12 shot/mag 3 round per 3/4th second burst fire.)

EDIT! This video was missing, I put it back in!


This is a 25mm autocannon. The LB-2Xs are typically stated to be 25mm.

AC/2s run from 30 to 90mm (though I only seen examples going up to 80mm).
AC/5s run from 40 to 120mm.
AC/10s run from 80 to 120mm and basically just shoot twice as fast as AC/5s, reducing their long distance accuracy.
(UAC/5 does the same thing with a lot less material and a weaker barrel, so when firing on "Ultra" mode which is basically a second firing rate setting you'd stress the firing chamber, the feed, and heat up the barrel until something, somewhere gives out. You are NOT supposed to be able to unjam a UAC without getting out of the mech and using special tools depending on how the jam occurred, but a feed or firing chamber jam can be done by a single person and equipment that can be held in two suitcases weighing 9 and 13 lbs respectively, within a time frame of about one hour. Barrel melting would take special equipment or another mech with hand actuators and a spare barrel. If the jam resulted in an explosion....that's a whole different story.)
AC/20 runs from 30mm to 185mm for IS, unknown minimum to 203mm for Clan.

By ACs for these calibers, I'm including standard ACs, UACs and LB-Xs, this doesn't include RACs.

So 6 uses per ton for an AC/20 is 6 full cassettes of ammunition with anywhere from 4 to 100 shots each, so each box + the ammo inside weighs 333 lbs, if you fail to factor in that the ammo bin holding the 'ton' of ammo also has weight and takes it out of that ton.

Meanwhile a Gauss Rifle, which is supposed to have 8 shots per ton, has an approximate weight of 250 lbs per shot if you again fail to factor in the ammo bin storing these shots.

For fun, the Long Tom which PGI made into a tactical ******* nuclear weapon...

is 10 uses per ton, meaning its shells only weigh 200 lbs if you forgo the fact that again, the ammo bin and space associated in the mech storing them takes about 1/8th of the actual ton. Another chunk of that ton is factored into part of the automatic feeding system for the mech's weapon that the ammo is associated with (though a big chunk of the actual weapon's weight also factors into that).
(Side note: Long Tom, even if it catches the full 18 mechs possible in tabletop, tops out at 270 damage. That's it. In MWO PGI capped damage to a single target at 1360 damage.)

Anyway.. Rant aside... there's a whole lot of reason for it to be the way it is in terms of ammo.

....There is NO reason for the weapons to be depicted how they are. Gauss Rifles rip holes through mechs and almost always net internal component damage. ACs are spray weapons. Lasers evidently vary between 'zap' and 'peeeeew' weapons (note this is written before actual pulse lasers.)
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And few weapons were Front Loaded Damage. Among them were: PPCs, Gauss Rifles, and Missiles. Everything else was more of a Damage Over Time mechanic.

Sadly... we're never gonna get the proper thing here.
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But if you ever wondered why an AC/20's range sucks... its because it's a giant machine gun spraying up to 100 bullets over several seconds against targets that not only walk and twist, but dodge, block and hug obstacles like infantry in cover. (Mechs can also climb buildings like King Kong; thing is mechs top out in height around 14.4 meters, shorter than most of MWO's 55+ tonners...and the buildings need to be reinforced structures.)

Edit: Got a little too into that.
The reason I said Auto Rifles before, is Battletech has ballistic weapons based on Tank Cannons called "Mech Rifles". Basically tank cannons similar to the Abrams M1A1 Battle Tank. In fact, that's a "Light Rifle."... and is completely worthless against modern battlemech and vehicle armor with a BAR of 7 or higher (Barrier Armor Rating; Mechs have a BAR of 10).
They fell out of favor about 400 years ago because autocannons simply could lay down the damage faster with significantly higher amounts of ammo stores since autocannons use HEAP shells in sizes similar to those fired out of IFVs (Infantry Fighting Vehicles).. Shells sized appropriately for tanks took up too much room, too much weight, and needed really thick ammunition bins to help keep the ammo from going boom -- which this extra thickness basically gave it the same likelihood to explode as any other thinner and lighter ammo bin.)

Additional note:
Gauss Rifle firepower.
When the Gauss Rifles were "reinvented" in the IS in the 3037 (first test models) to 3040 (when they became fielded as part of normal production), there was an instance where Draconis Combine (re-inventors of the Gauss Rifle) choose the Hunchback to mount their new weapon. Specifically, the new Crucis Type V chassis Hunchback 4G, due to being dissatisfied with the 120mm Kali-Yama Big Bore's lack of per shot umph, required burst fire and longer face time compared to the Tomodzuru AC/20's "single shot/squeeze" 4 shot/20 damage weapon, which could fire, twist, fire, twist, etc. over the duration of the magazine and enjoyed a longer accurate range than most AC/20s provided the mech wasn't moving [since the body swayed while walking and jostled when running].

So, the Dracs used the 'new' Crucis Type V Hunchback 4G "classic" built by Kali-Yama Weapons Industries (any wonder they replaced the main gun?) and introduced the Hunchback 4G Gauss Prototype.
It effectively worked solely because Gauss Rifles were new and incredibly powerful over long range, delivering immense damage and punching holes directly through 'Mechs at unseen ranges (remember that mechs are not taller than 14.4 meters until 3070, and even then the super behemoth assault mechs of 150 tons are still shorter than MWO's Atlas. Yeah. Anyway... The Hunchbacks had the problem that even while stationary and braced, the Hunchbacks had issues with falling over due to the force of firing. Consider this for a minute.
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Enter: The Hollander. The only mech under 60 tons capable of reliably firing a standard Gauss Rifle due to a special leg design.
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Take note of the size of the Gauss Rifle. This mech might be 35 tons, but it is as tall as the Hunchback while squatting (keep in mind the Hunchback is a particularly short 'Mech, similar in size to Battletech's Commando just a lot bulkier).
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I really like this fanart version by Shinypants (Alan B).
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So think about that for a minute. No mech under 50 tons can 'easily' and reliably equip a standard Gauss Rifle without specially designed legs. That's a LOT of power... For just 15 damage. But this is because one shot makes 15 damage. In Battletech, short of Gauss Rifles and PPCs (and certain missiles), no other weapon can do even 10 damage in a single shot (save for Long Tom; that's 270 damage over a wide area). The closest thing that exists that can do that is the Heavy Mech Rifle, which can only do 6 damage in a single shot against 'Mech armor, or 9 damage against structure / Vehicles/Units (including commercial armored security mechs) with a Barrier Armor Rating of 7 or less.

For those interested in the differences between the Crucis Type V Hunchback 4G and the old Komiyaba Type VII Hunchback 4G, hit the spoiler to see the Komiyaba Type VII.
Spoiler

Edited by Koniving, 24 July 2017 - 06:21 AM.


#5 ShaydedReD

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Posted 23 July 2017 - 09:50 PM

Nicely done. If there was a BT college you could teach it and I would go.

#6 Koniving

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Posted 24 July 2017 - 06:25 AM

View PostShaydedReD, on 23 July 2017 - 09:50 PM, said:

Nicely done. If there was a BT college you could teach it and I would go.

Thank you.

Added missing video demonstrating a 25mm Autocannon. Notice how small it is.
Added Crucis Type V Hunchback and Komiyaba Type VII Hunchback; both due to having mentioned them and also because of the Gauss Rifle prototype in the Crucis Type V description; notice that a 50 ton mech cannot handle firing a Gauss Rifle!!!

Added Hollander to show what was required to make it possible for a 35 tonner to wield one.

(Grid Iron would be a terrible mech in lore, since every Gauss Rifle shot fired would need a piloting skill roll to see if the mech falls over even while stationary and braced!!!!)

#7 MovinTarget

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Posted 24 July 2017 - 12:46 PM

I get what you are saying about auto cannon/rifle differences and I admit I wasn't able to absorb all the info you labored to put into that post...

...but didn't prior MW titles make the same "mistakes"? Is this not a perpetuation of a perception rather than a brand new misconception?

My piont being that if the weapon behavior is somewhat ingrained visually in the minds of the MW game players, then its not really (entirely) PGI's fault for continuing an expected behavior...

Sure, they could have corrected the usage, but I honestly think AC's spraying worse than they do now would make them darn near unusable.

Edited by MovinTarget, 24 July 2017 - 01:15 PM.


#8 Koniving

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Posted 24 July 2017 - 08:27 PM

View PostMovinTarget, on 24 July 2017 - 12:46 PM, said:

I get what you are saying about auto cannon/rifle differences and I admit I wasn't able to absorb all the info you labored to put into that post...

...but didn't prior MW titles make the same "mistakes"? Is this not a perpetuation of a perception rather than a brand new misconception?

My piont being that if the weapon behavior is somewhat ingrained visually in the minds of the MW game players, then its not really (entirely) PGI's fault for continuing an expected behavior...

Sure, they could have corrected the usage, but I honestly think AC's spraying worse than they do now would make them darn near unusable.

Mw2 did 20 shots for uac20. 10 shots for uac10. 5 for uac5. 2 for uac2.
Mw3 did a burst fire effect that sounded like 4 shots for all uacs and acs.
Haven't played 4.
Mech assault made them into spray guns.
Mech commander 1 and 2 made them burst fire.

#9 Koniving

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Posted 24 July 2017 - 08:31 PM

If the weapons were set to ratings of 1x damage per 10 seconds regardless of firing rate (can even balance Ac with uacs as bt did with rapid fire Ac rules. Basically jam and boom chances.)

Would it be that bad?

#10 Khobai

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Posted 24 July 2017 - 08:47 PM

Yes it would be terrible waiting 10 seconds to fire your weapons

its be like YAWNNN and get bored and just alt-f4 while my **** was on cooldown

#11 Karl Streiger

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Posted 25 July 2017 - 04:09 AM

View PostKhobai, on 24 July 2017 - 08:47 PM, said:

Yes it would be terrible waiting 10 seconds to fire your weapons

its be like YAWNNN and get bored and just alt-f4 while my **** was on cooldown

he did not say 10seconds wait time - he said damage in 10 seconds... sound similar but is complete different reading.

in other words -your ER large laser fire once each 8seconds - your Large Laser once every 5 seconds and the Medium Laser once every 3 seconds - the only difference to the current is that the MLAS would not deal 15 dmg in 3shots but 5 in 3 shots - the large laser 8 in 2 shots and the ERL 8 in 1 shot - with some tweaking of burn duration you would allow a complete new level of balance optimisation.
Not to mention that the cooldown skills start to become important (sry 15% faster cooldown on a weapon that fires 1 shot every second is already something you don't need)


same methode can be applied to gauss rifles.
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HGR 1 arrow for full 25 damage
isGauss 3 arrow for full 15 damage
clGauss 4 arrow for full 15 damage
light fauss 3 arrow for full 8 damage

tech geek mention - the Gauss Rifle is smoothbore so you need fins for stabilisation, and the length (size) of the Gauss Rifle is proportional to the magnetic field strength and indirect proportional to the cross area (the bigger the caliber the shorter the accelerator - of course more weight means less speed and more speed = more energy = bigger accelerator or stronger magnetic field Posted Image (those arrows are based on 30T magnetic field and a ~ 6m accelerator)

Edited by Karl Streiger, 25 July 2017 - 04:17 AM.


#12 Koniving

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Posted 25 July 2017 - 11:11 AM

View PostKhobai, on 24 July 2017 - 08:47 PM, said:

Yes it would be terrible waiting 10 seconds to fire your weapons

its be like YAWNNN and get bored and just alt-f4 while my **** was on cooldown

Karl's got the idea. His own timings to sort of homogenize balance, but effectively the right idea.

I personally would set it up to also take advantage of the fact that there are more than 66 brand variants of Inner Sphere standard medium laser, over 40 of which with unique firing descriptions.
That's a total of at least 40 different weapons in just "medium lasers". More than 18 different AC/20s. More than 31 different AC/5s. More than 9 different standard Gauss Rifles.

Similar to how many games don't just have "Pistol, Shotgun, Assault Rifle."
They have dozens of pistols, about a dozen shotguns, a lot of assault rifles and then continue on to have carbine assault rifles and extended barrel assault/sharpshooter rifle hybrids.


Take the L85.
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I personally own the L85 and L85 Carbine (as airsoft guns; got rid of what real guns I had after having a baby).

So even within a single weapon class, you could have different companies competing to give their brandname version of the weapon an edge. Some could be made generally available to a variety of similar mechs and some can be very specifically associated in order to help provide an edge for some underperforming chassis.

With that damage over time (at any firing rate we want), we then balance things accordingly.
First off, 1x armor and structure. This allows the weapons to remain effective and to feel good, even visceral at times. This also eliminates certain balance issues like "Must have XL to compete" and "Double heatsinks mandatory."

Since you're firing to meet your weapon/damage class, an AC/10 generates 3 heat for the entire duration of fire. Not up 15 heat like in MWO for 10 seconds, (no skill tree, firing from 0, 2.5, 5, 7.5, and 10) but 3 heat. That's it. No need to boat heatsinks if you're carrying several AC/2s. Hell you wouldn't even need doubles. Gone is the "I'm IS I must have an XL or I don't stand a chance; oh no my side torso waaahh."

Since we're balancing using lore rather than straight tabletop rules (we're using those as a base, not the end all), you can then go a bit further. ACs almost universally have a maximum range of 2,000+ meters, it even says so up above in one of the pictures I shared. (And if not, tell me and I'll find the one that does). So, sure your AC/20 and its spray has a optimum long range of 270 meters against targets of about 12 meters tall, obviously larger targets will be easier to hit and smaller ones harder. Add to this that your AC/20 'could' go out to 2,000 meters just...very inaccurately due to recoil and other factors such as bullet drop. Against really light threats like infantry that won't matter too much, after all you are firing HEAP rounds so they pierce through the skin of the armor and then inject a high explosive charge that will blast off a fraction of the armor. In the ground it makes little booms. Lots of little booms. Sure, somebody sporting 4 AC/5s is definitely gonna range you in accuracy, but you'd still be able to make the exchange with virtually no loss in actual damage. Just accuracy.

Anyway without going too far into that, we setup the variants to compete with each other. Different brands would favor different things, for example some brands might favor higher accurate ranges, others might favor higher firing rates or quicker reloading/recharging ("cooldown") times to get an edge, others might favor raw power or punch to try which puts more umph into each shot up to making them nearly single shot. Each would then have a draw back to balance them out as I believe in 'give and take' rather than 'gimme more'.

So examples of the drawbacks: Accuracy in this would be a better automatic adjustment to range between established player-set "brackets", where other weapons would only have play within those brackets. The cost might be that it may be stuck to zero in within say the long range bracket and wouldn't be able to zero in a close range bracket, but could be any number of costs depending on how the manufacturer tweaked the weapon. For faster firing rate/faster reloading the cost could be a shorter barrel, reducing long range accuracy. due in part to the shorter barrel and potentially higher recoil, or a manufacturer might instead have sacrificed the quality of the cooling jacket or perhaps it was achieved by leaving the weapon linkage somewhat exposed to enemy fire. I don't have an easy one to point to for a harder hit per shot, but will cover this in the next example.

In order to achieve what is mentioned above, one would need to set a baseline for weapons. We would then take this baseline and begin tweaking by adding "Benefit" and balancing with "Cost." The advantage and disadvantage of that brand.

As an example of a tweaked system, lets use the Donal PPC. Here, it is noted for a long barrel and blocky chamber. Now consider that the Battletech PC game is making the Donal PPC a weapon with a higher punch. Lets assume then that if PPCs are single shot, its long barrel gives it more accuracy and blocky chamber gives it more power. There's our rewards. So how do we balance this? Well, the Accurate Weapon quirk costs 1 point per 5 units of damage, so assuming that our PPC, rounded up so if our weapon has amplified damage of 2 for 12, that's 3 points cost for the accurate weapon quirk. A poor cooling jacket gives us a single point rebate and exposed weapon linkage gives us an additional 2 point rebate, balancing that out. The extra damage can come at the cost of a longer delay before firing (a trait I would like to be PPC/Gauss Exclusive) or a longer cooldown time.

So how would we balance the weapons against other weapons. Well first lets look at our baseline. In Karl's example of medium lasers, he gave a baseline of 3 shots. I personally use this as my own baseline pretty often because in terms of damage, it falls in line with what the Marauder's AC/5 is literally described as achieving, 1.67 damage per shot. The difference is that canonically a Marauder can nail those 3 shots in about a second while the medium laser would be considerably more spread over time to get it. Then under Rapid Fire Autocannons (used both to give higher value to autocannons and to allow them to 'compete' with UACs at the cost of their higher risks for the reward of doubling their damage rating), the Marauder could achievethis result once every 5 seconds with a single second's duration of fire (for its 8 tons, now 2 heat) while the single medium laser is nailing 1.67 damage per shot, once every 3 seconds or so.

Thus, you have a baseline value of an AC/5 versus an IS medium laser. In general ACs might be more spray and burst weaponry, but the damage delivery is quick followed by magazine changing times while lasers fire and cool more often for less impact per firing with the advantage of less spread (canonical lasers typically fire for 0.1 to 0.2 seconds). This keeps light mechs very competitive with their laser weaponry since they won't have to "focus" and "Facetime" and instead can utilize hit and run tactics without having to stare at their targets. It also makes autocannons very competitive since the damage delivery for its class is rapid and visceral, making them feel powerful with a wait time of about 4 seconds after firing (sound familiar? Not the yawn fest you envisioned, is it?) depending on the weapon brand and type.

This brings us into further variants. For example Autocannons that in lore which are not cassette ("Changing mags, cover me!") fed but instead fully automatic chain fed ("Bring the chain gun!"), such as the King Crab example from the Hangar Queen's Gambit - [spoiler](won't get into it, but its a hypothetical situation where you facing a King Crab; he is guarding something you need to get to. He fired, you entered cover. His claws closed; an action that King Crabs do when changing reloading. You need to move, but what if he's bluffing? What if he's not? The problem with the scenario is it doesn't matter, it isn't a King Crab 000 which has Deathgiver 120mm AC/20s but instead is a King Crab 0000 [it is specifically said that they are visually identical and impossible to tell apart until it fires] sporting Imperator D 80mm belt-fed autocannons, it never has to stop to reload although the damage isn't delivered nearly as quickly.)
- which won't deliver damage as rapidly as autocannons with cassettes but overtime these weapons can eventually do about 2.25 to 2.5* the rated damage over their counter parts doing 2* the rated damage, with identical base risks and the additional risk of requiring face time and 'fire control' (similar to MWO's RACs; hold it too long and the weapon will overheat, etc. so you need to fire in bursts. No 'revving up' nonsense though since these would still be regular autocannons). The general real advantage though is that they are available to fire any time you need them, no 'down time' which can outweigh the facetime issues in given situations.
Similarly, lasers in the above description also have variations that fire for 1 to 2 seconds. The disadvantage is obvious, spread potential and facetime. The advantages could include that the duration could be front loaded compared to the several shots across 10 seconds of other standard lasers, this "long Beam" type could deliver the full damage within that 1 to 2 seconds, giving it an edge comparable to a single rating of a cassette-loaded AC of immediate damage delivery within that same time frame (and as such could be compatible with them at the obvious cost that it would have the long cooldown time of 8 to 9 seconds. Perhaps the laser's duration doesn't have to be fired all at once but could be 'on' and 'off' and then 'on' again (likely with a delay to avoid issues like MWO's infinite flamer bug) when you need it, with a 1 second beamtime if you do it all at once, but could net up to 2 seconds total in a firing cycle depending on how you 'play' the cooldown/overheat bar (similar again to MWO's RAC bar; which in the hypothetical thread I describe how funny it was that it was very similar to my idea of a "Weapon Heat" stage of a 3 stage heat system).

"But what, what about machine guns and AC/2s?" Well AC/2s wouldn't really have a terrible issue to be honest, while AC/5s go up to 120mm for 3 shots to get 5 damage at 1.67 damage/shot, AC/2s go up to 90mm and with a lot of math between variant descriptions, I concluded that 30mm is about 0.2 damage per shot (keep in mind this is NOT a linear progression as 185mm has to be 5 damage, 180mm has to be 4, 120mm has to be 1.25 to 1.67 depending on the weapon), so 90mm might be around 0.8 to 1 damage. Ultimately AC/2s will come out on top of their damage spectrum in even their front loaded versions, which helps to balance out that you will probably miss. I honestly wouldn't be surprised if less front loaded variants became more popular for ranged shooters as the overall damage could make up for the misses as opposed to the more "all or nothing" with the long firing delays of more front loaded versions.

On machine guns, I covered this extensively using the Burst Fire MG rule and the Weapon Heat Stage of my 3 stage heat system alongside my "tangible-risk" weapon overheat/jam system. The last just means you can see when you're getting to the risk of jamming and can choose to push it or to ease off. Anyway, MGs would be a bit of spray but reasonably front loaded due to a high rate of fire (MGs are typically described as 12.5mm, 50 caliber, etc. and go up to 20mm on the Heavy models). Of course, despite machine guns not generating any heat that the mech has to deal with for your average "1 to 3 damage" MG spurt, Burst Fire MGs can deliver up to 3x damage but generates heat in the process that your mech does have to deal with. There's also many instances (long before this ruleset)where BT lore and TROs mention machine guns "overheating" and "Jamming" where this rule solidifies it as not just being a quirk issue. So, MGs could deliver damage "reasonably" fast but the weapons themselves could overheat quickly. Firing enough continuously to overheat the weapons wouldn't do anything to your heat, but if you "burst fired" as a tangible human skill, riding up to high weapon heat ut stopping before the threshold and do this repeatedly, you could net double to triple damage potential before the weapon does overheat either out of human error or hitting the damage cap (which is where the overheting would be unavoidable due to its limit and the weapon's own heat generation). So there is that.

Still sound like a yawn fest?

(Side note: Karl's got a very reasonable idea though I personally would still opt for single shot Gauss Rifles with some but very few multi-shot/damage variants [partly to give a need for backup weapons in between firings and to keep Gauss spam down enough to allow mechs to try and move up when they are otherwise surpressed by Gauss fire and partly to keep up with the supremely powerful punch that makes the weapon so valuable and worth the risks]. Afterall, Gauss Rifles put large holes "clean through" 'Mechs. Meaning it goes in, goes through, and comes out. This becomes possible with another addition, "Sub-hitboxes." Where hitboxes are divided into smaller hitboxes, and the overall health of the section's main hitbox is then divided into percentages among its sub-hitboxes. This allows for targeted equipment damage, such as specifically aiming for that Atlas's AC/20 to try and disable it, or going very specifically for an engine section, an ammo bin, etc. A Gauss Rifle is likely to blow clean through and take something with it depending on where it hit. This also means that the "Full" 15 damage of the Gauss Rifle won't actually hit 'you', just what it takes to make that shot go clean through. The merit then becomes its ability to keep going and do damage to other mechs, which has been described in both a William H. Keith novel and a Stackpole novel.. Imagine that perfect moment leading to a double headshot, or how quickly "Deathballs" would stop being a thing if you could wreck multiple mechs with a single shot that goes through them?

The subhitbox system has an additional set of merits, too. Higher percentages of armor where it would seem logical, such as armored shoulder plates on the Awesome, Mauler and Griffin. You'd see mechs actually act like mechs should when trying to spread damage by focusing it towards those high armor points. Whats more is that this would actually make "laser vomit" and "bullet puke" builds pretty worthless, as sure you can laser vomit a crap load of lasers... but if the mech's 42 armor points for a side torso (Atlas) is spread across multiple parts [say 6 parts front, 3 parts back for a total of 9 parts] that's about 4 to 5 armor per part... even with lasers doing 1.67 or 4 damage each (to keep it simple), vomiting them together is a huge waste that nets little valuable result since you'd only destroy that one tiny section of the side torso and all the rest of that potential damage goes nowhere without transferring. Plus he's still got that side torso, even if you did obliterate the inner structure within that one section and potentially the equipment allocated to that one section. He's gonna laugh it off and then hammer you.

Who needs ghost heat?

#13 Erebus Alpha

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Posted 25 July 2017 - 04:46 PM

View PostKoniving, on 23 July 2017 - 12:34 PM, said:

Anyway.. Rant aside... there's a whole lot of reason for it to be the way it is in terms of ammo.

I see very little in your post that supports your hypothesis. In fact, I see data that directly confirms my theory: If a chemical firearm and a fusion-powered electromagnetic cannon do even vaguely similar amounts of damage, the one that uses electromagnets and nuclear fusion is always going to run out of ammunition last.

View PostKoniving, on 23 July 2017 - 12:34 PM, said:

So 6 uses per ton for an AC/20 is 6 full cassettes of ammunition with anywhere from 4 to 100 shots each, so each box + the ammo inside weighs 333 lbs, if you fail to factor in that the ammo bin holding the 'ton' of ammo also has weight and takes it out of that ton.

Meanwhile a Gauss Rifle, which is supposed to have 8 shots per ton, has an approximate weight of 250 lbs per shot if you again fail to factor in the ammo bin storing these shots.

Of the 333 pounds of matter in this cassette, less than 333 pounds of it slams into the enemy.

Why?

Every gram of matter that composes the cassette and encases the projectiles is a gram of matter that is not being used to kill the enemy.

Every gram of extra matter used to reinforce an AC magazine and make it (somewhat) explosion-resistant is another gram of matter not being used to kill the enemy.

Every gram of matter in the shell casings is another gram that does not make the enemy dead.

Every gram of propellant used to accelerate the projectile is...you guessed it...another gram of matter that fails to slam into the enemy & kill them

Gauss rifles do not have this problem. When you shoot a 250 pound gauss slug at something, 250 pounds of matter crashes into them and ruins their day. And it was propelled, by proxy, by nuclear fusion.

AC ammo is HEAP ammo, and it contains chemicals that react on impact (AKA, explode) for extra damage. But compare this to a gauss rifle. Every joule of energy that it puts into the enemy comes out of a nuclear fusion reactor. Gram for gram, no chemical reaction can ever compete with that kind of output.

The only way it would be possible to justify the gauss rifle not delivering more joules of energy per ammunition ton (and more points of damage per ammunition ton) is if some part of the conversion process from nuclear fusion to kinetic energy is extremely wasteful and inefficient.

...Oh wait, the gauss rifle generates almost no waste heat.

In addition to having more shots per ton because they do not require propellant, gauss rifles should also be firing less total mass than autocannons (or at least less mass than the sum of a cassette's projectiles), because they travel faster, and the energy source is a lot more potent than burning chemicals. And apparently gauss rifles concentrate and focus their joules much better than autocannons, because they generate less waste heat. Every one of these things means that AC's should do less damage per ton of ammo, and gauss rifles should do more damage per ton of ammo.

Maybe gauss would be balanced, knocking over mechs without special legs, knocking over things that get hit by gauss (gotta love newton's 3rd law), making cover explode, and coring mechs before stripping armor. But none of those got included in MWO.

Pragmatically speaking, it's much more reasonable to ask for 20 shots per ton for the gauss, instead of a colossal redesign of the game's shooting mechanics.

Edited by Falconer Sword, 26 July 2017 - 12:29 AM.


#14 Karl Streiger

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Posted 26 July 2017 - 11:00 PM

OK - you have a minor issue - a common sign of sience fiction - the rules of thermodynamic will ruin your day.

You are correct when you have a ton of ammunition and accelerate them with a CoilGun you have a ton that will hit the target (Rail Guns would use a sabot but thats a different story)

However there are three issues that ruin you day - the first e=mc² - this is the thing about accelerator length - however before this is ruin your day the melting point of the projeticle is, not to mention the curie point.

So lets predict you want to have a final muzzle velocity of 19 MJ - you need to fire a ball /Sphere) because those have the best crossarea/length ratio - and you want a the w/l of 1 - the minimum caliber is 8cm - everything above will put to much waste heat in the projectile so it will loose its Curie Temp.

So the weight of 2.5kg - lets predict that the a 120mm APFSDS of the future when Gauss Rifles are available uses some ECT infused propellant - so that 120mm rod will also reach 19MJ - but the projectile alone would weight more not to mention sabot, and propellant.

However the rod will put his force on a small point, were your gauss will put less pressure on the material. So you need either a better proflile - w/l 1:10 or similar - or more energy but this would also mean bigger projectiles.
so for 19MJ it would be around a 4cm bolt with w/l of 1:10 - however the reduced cross area and the increased mass (3.6 kg) will make the accelerator longer again - and this have some practical limitations.

... so lets say we want the accelerator lenght not over exceed the 120/L40mm gun - and keep the magnetic field strength at 30T (its unbelievable high - i think 1-2 T are the norm today - could also be a problem with saturation but i don't have any clue about it yet)

So we end with a 6cm arrow 60cm long with a mass of 13kg - our 120mm APFSDS cartridge is around 20kg
This is not so a big saving.... isn't it?

However there is the third - waste heat of the system - hey I know our Gauss Rifles in MWO doesn't have waste heat - but that could only explained (other than the FASAnomics didn't have a clue) with extra coolant already as part of the weight per shot and extra radiators for the gauss rifle accelerator.

Even with 91% efficiency you pay waste heat for the working of the coils (0.855MJ) - and then its the discharge of the capacitors that put the energy in the coils and then its again the recharging of the capacitors - this is a lot of waste heat and you will pay more and more waste heat with each step

muzzle energy < input energy coil gun < input energy capacitors < input energy engine

So in the end the pure electric magnetic cannon just a nice alternative for the chemical electric enhanced cannon.

#15 The Basilisk

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Posted 27 July 2017 - 01:03 AM

View PostKarl Streiger, on 26 July 2017 - 11:00 PM, said:

OK - you have a minor issue - a common sign of sience fiction - the rules of thermodynamic will ruin your day.

You are correct when you have a ton of ammunition and accelerate them with a CoilGun you have a ton that will hit the target (Rail Guns would use a sabot but thats a different story)

However there are three issues that ruin you day - the first e=mc² - this is the thing about accelerator length - however before this is ruin your day the melting point of the projeticle is, not to mention the curie point.

So lets predict you want to have a final muzzle velocity of 19 MJ - you need to fire a ball /Sphere) because those have the best crossarea/length ratio - and you want a the w/l of 1 - the minimum caliber is 8cm - everything above will put to much waste heat in the projectile so it will loose its Curie Temp.

So the weight of 2.5kg - lets predict that the a 120mm APFSDS of the future when Gauss Rifles are available uses some ECT infused propellant - so that 120mm rod will also reach 19MJ - but the projectile alone would weight more not to mention sabot, and propellant.

However the rod will put his force on a small point, were your gauss will put less pressure on the material. So you need either a better proflile - w/l 1:10 or similar - or more energy but this would also mean bigger projectiles.
so for 19MJ it would be around a 4cm bolt with w/l of 1:10 - however the reduced cross area and the increased mass (3.6 kg) will make the accelerator longer again - and this have some practical limitations.

... so lets say we want the accelerator lenght not over exceed the 120/L40mm gun - and keep the magnetic field strength at 30T (its unbelievable high - i think 1-2 T are the norm today - could also be a problem with saturation but i don't have any clue about it yet)

So we end with a 6cm arrow 60cm long with a mass of 13kg - our 120mm APFSDS cartridge is around 20kg
This is not so a big saving.... isn't it?

However there is the third - waste heat of the system - hey I know our Gauss Rifles in MWO doesn't have waste heat - but that could only explained (other than the FASAnomics didn't have a clue) with extra coolant already as part of the weight per shot and extra radiators for the gauss rifle accelerator.

Even with 91% efficiency you pay waste heat for the working of the coils (0.855MJ) - and then its the discharge of the capacitors that put the energy in the coils and then its again the recharging of the capacitors - this is a lot of waste heat and you will pay more and more waste heat with each step

muzzle energy < input energy coil gun < input energy capacitors < input energy engine

So in the end the pure electric magnetic cannon just a nice alternative for the chemical electric enhanced cannon.


Long story short translation from what Karls trys to say Posted Image

There is a thing called destructive force, impact force or simply effecting energy delivered to the target.

Lets us leave the nature of this energy aside for the moment (heat/kinetic of PPC or Laser, Kinetic/shapedcharge for ACs, shaped charge for missiles or pure kinetic for Gauss impactors) in the end you focus an as high as possible ammount of energy onto a region as smal as possible.

So the construction of the weapon and the "not damaging parts" of a weapon like cooling gear (lasers and PPCs consist 2/3rds of their weight or more of cooling gear and infrastructure), ammo feeds, ammo bins, CASE, realy are not comparable.

Why you ask ?

Because you now have to take the nature of their damaging propertys into account.

And that would be difficult since even among the laser family there are lots of different concepts available that make the respective weapon more a heat (cutting) or a kinetic (short high energy pulse explosions) weapon.

Same goes for flash guns (real life application) wich use an atmosphere attuned pulse laser to ionize a channel of air in fron of the weapon using it to guide a flash of electric energy through it.
The result can be (depending on pulse duration and energy of that pulse an explosion of superheated material at the end of the ion stream or an melting efect through continued heat delivery or an electric field effect doing less physical but more electronics dmg.

So any statement saying a Gauss rifle (wich IS NOT an railgun dear Karl ... so no darts here...it is a multy stage Coil gun) has to be more ammo effective than an autocannon completely forgoes the weapons nature and exact function.
f.e. the Battletech Gauss Rifles are described as propelling a polished basketball sized projectile at 5x sonic speed.
Thats not much speed for an magnetic accellerator but lots of mass.

So in fact the Gauss rifle does something quite ineffective...it uses lots of ammomass instead of lots of energy to create the effecting impact energy. (you know speed * mass=Impulse and Gauss takes Mass over speed)

Edited by The Basilisk, 27 July 2017 - 01:06 AM.


#16 Karl Streiger

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Posted 27 July 2017 - 02:12 AM

View PostThe Basilisk, on 27 July 2017 - 01:03 AM, said:


So any statement saying a Gauss rifle (wich IS NOT an railgun dear Karl ... so no darts here...it is a multy stage Coil gun) has to be more ammo effective than an autocannon completely forgoes the weapons nature and exact function.
f.e. the Battletech Gauss Rifles are described as propelling a polished basketball sized projectile at 5x sonic speed.
Thats not much speed for an magnetic accellerator but lots of mass.

So in fact the Gauss rifle does something quite ineffective...it uses lots of ammomass instead of lots of energy to create the effecting impact energy. (you know speed * mass=Impulse and Gauss takes Mass over speed)

hey hey - i know don't dare to say i don't know.
(although the picture of the naval gauss look like rail guns to me)
Posted Image

but the Gauss propells a "bolt" not a sphere (melone, basketball) (although a flatten sphere would be the best projectile for acceleration)
first reason:
art
Posted ImagePosted Image
second reason:
external ballistic
an because you don't have riffling because a rotating projectile will screw your magnetic field - i added fins non magnetic - (because microwave oven and fork stuff) ceramic technobabble material (high heat resistance)

Edited by Karl Streiger, 27 July 2017 - 02:12 AM.






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