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Give Lore Damage/heat A Test Server Chance

Balance

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#141 FupDup

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Posted 07 November 2017 - 08:23 PM

View PostYeonne Greene, on 07 November 2017 - 08:21 PM, said:

Is it better than what we have now? Honestly hard to say. The biggest problem we have now is that isERLL can't trade at the same ranges that cERLL can. The second problem is that the up-time on an IS ERLL boat is lower; the sustained output is currently a whole point less. I don't see how your version addresses either drawback.

Like I said earlier, the dissipation bonus on the isDHS isn't high enough to mean anything.

I thought that both faction DHS had 1.5 dissipation though? That's what Smurfys says at least.

#142 Y E O N N E

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Posted 07 November 2017 - 08:25 PM

View PostFupDup, on 07 November 2017 - 08:23 PM, said:

I thought that both faction DHS had 1.5 dissipation though? That's what Smurfys says at least.


Using Nightbird's stats for all calculations in this thread unless otherwise noted. Live server gives all DHS 0.15 per, while Nightbird's DHS provide what I indicated. IS get a bonus capacity slapped on equal to one quarter of the 'Mech weight.

#143 Nightbird

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Posted 07 November 2017 - 09:41 PM

View PostYeonne Greene, on 07 November 2017 - 08:21 PM, said:

Is it better than what we have now? Honestly hard to say. The biggest problem we have now is that isERLL can't trade at the same ranges that cERLL can. The second problem is that the up-time on an IS ERLL boat is lower; the sustained output is currently a whole point less. I don't see how your version addresses either drawback.

Like I said earlier, the dissipation bonus on the isDHS isn't high enough to mean anything.


I really appreciate your taking the time to do the heat calculations. I really do!

Here's why I think this is better than what we have today: Comparing 6 IS-ERLL at 30 tons to 6 C-ERLL at 24 tons
1. DPS: Clans, 8% more DPS
2. Alpha: Clans at 66 versus 54
3. Dmg/heat: Clans, since they can put the 6 saved tons into DHS

The only mech that can win with these disadvantages is the BLR due to superior weapon point locations.

Instead, with my suggestion, I think you will agree that for almost 3 seconds, 4 IS-ERLL trades blows with 6 C-ERLL. 6 IS-ERLL is too hot to be viable so we don't need to worry about excessive boating (heavier mechs would add gauss). I also think you'll agree that a long range pilot will disengage at this point to cool down, so the dps-over time-advantage to the Clan pilot can be reduced with positioning.

Here is where the meta change happens: IS mechs in the 60-70 ton range that could not snipe before, because they couldn't put enough damage downstream, now can snipe with firepower which trades blows with 6 C-ERLL for 3 seconds. True, they will only have 18-20 DHS(quickdraw, riflemen, catapult, thunderbolt, jaeger, warhammer), but they will have speed (>80) and even jump ability and can use it to establish battlefield control. They compare favorably to Hellbringers and Summoners with ERLLs or ERPPCs. This 'burst' firepower can normalize the battlefield in IS' favor. The math also works with the IS-ERPPC as a more pokey option to win trade.

Lastly, I realize heat capacity to alpha twice in a row will be an issue, but we can fix it so that these builds can alpha twice on neutral maps (increase base heat to 55?)

#144 Nightbird

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Posted 08 November 2017 - 01:35 PM

Updated poll to be simpler, you may need to change your vote since the choices for Q1 seem to be preserved.

Also, I don't plan to work on missiles, since it's not feasible to fix within MWO's current systems.

Thanks to everyone who participated!

#145 Y E O N N E

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Posted 08 November 2017 - 07:10 PM

View PostNightbird, on 07 November 2017 - 09:41 PM, said:


I really appreciate your taking the time to do the heat calculations. I really do!

Here's why I think this is better than what we have today: Comparing 6 IS-ERLL at 30 tons to 6 C-ERLL at 24 tons
1. DPS: Clans, 8% more DPS
2. Alpha: Clans at 66 versus 54
3. Dmg/heat: Clans, since they can put the 6 saved tons into DHS

The only mech that can win with these disadvantages is the BLR due to superior weapon point locations.

Instead, with my suggestion, I think you will agree that for almost 3 seconds, 4 IS-ERLL trades blows with 6 C-ERLL. 6 IS-ERLL is too hot to be viable so we don't need to worry about excessive boating (heavier mechs would add gauss). I also think you'll agree that a long range pilot will disengage at this point to cool down, so the dps-over time-advantage to the Clan pilot can be reduced with positioning.

Here is where the meta change happens: IS mechs in the 60-70 ton range that could not snipe before, because they couldn't put enough damage downstream, now can snipe with firepower which trades blows with 6 C-ERLL for 3 seconds. True, they will only have 18-20 DHS(quickdraw, riflemen, catapult, thunderbolt, jaeger, warhammer), but they will have speed (>80) and even jump ability and can use it to establish battlefield control. They compare favorably to Hellbringers and Summoners with ERLLs or ERPPCs. This 'burst' firepower can normalize the battlefield in IS' favor. The math also works with the IS-ERPPC as a more pokey option to win trade.


So, this is great for taking the early initiative and this is very good for trading 1v1. But, after that point, you can't really control the map with it. The gaps in your fire are too big and allow the enemy to move up and pressure; even if you space it out so you can shorten the gaps, the firepower you spit out during each isn't enough to dissuade said pushes. Meanwhile, the Clan one is more or less identical to what it is now, trading longer burn for shorter cooldown. More heat, yeah, but it's only 20% more than current vs. 50% extra for the IS, and it dissipates even faster than on live. So Clan ERLL cover remains about the same as now, IS use just two or three ERLL to try and scratch it out.

It will be like the DRG-1C, only it can't stay engaged for as long for the same tonnage because even just two with 21 DHS only gives you a hair over 8.5 seconds of up-time for 9 DPS while today's DRG-1C gets over 31 seconds for 6.5 DPS. Translation: 72 damage before overheat vs. 201.5. If I pace my two Nightbird-style ERLL to have a total cycle time of 2.5 seconds (1 sec for burn, 1.5 sec for firing) for 6.4 DPS, I still only get 16 seconds of up-time. This offers very poor map control.

What your ERLL is really going to be contesting with that 2.78 second double tap cycle time is Clan Laser+Gauss combos, and it might do okay there, but I dunno about going to 96% heat cap for a double-tap equivalent to a single Clan burst that only puts the Clan 'Mech around 70-80%; especially when the LPL does the same thing for more damage and less heat. Ironically, you've turned the ERLL into the poke weapon and the ERPPC into the sustain weapon, even if it's only just because the ERPPC forces a longer cool-down.

As an aside, I am fairly certain that cranking out three volleys with 3x LPL in the span of 3.76 seconds is going to be OP. That's still less time than it takes a 'Mech to expose, fire, and retreat. May even be able to get a fourth in with a cool-shot. A wall of Battlemasters, Stalkers, Dragons, etc. armed with three LPL is going to be impenetrable at mid-range, the burst output is just way too high.

Quote

Lastly, I realize heat capacity to alpha twice in a row will be an issue, but we can fix it so that these builds can alpha twice on neutral maps (increase base heat to 55?)


I would honestly rather increase the dissipation bonus a little bit further. Dissipation makes each point of capacity more valuable by making it harder to reach.

Edited by Yeonne Greene, 08 November 2017 - 07:11 PM.


#146 Nightbird

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Posted 08 November 2017 - 08:05 PM

My goal was to show that asymmetric balance with lore damage/heat was possible. With ERLL, I gave IS DPS and damage/tick, with Clans retaining alpha and sustained DPS. Is balance achieved? It's hard to know without some play testing. IS can get a bit more damage/tick, or Clans can get a little less dps, or IS can get some more dissipation, or Clan can get a bit more burn time. Balance is achievable, and we didn't need to talk about changing damage or heat, and the faction variants of this weapon will play very differently. Clans will want to play overwatch with their superior sustain, but IS can trade successfully against them in short intervals. IS will be relocating all the time, and Clans will not want to lose by a thousand cuts, so they would have to PUSH INTO IS. Guess what never happens today? IS controlling the engagement :)

#147 Nightbird

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Posted 08 November 2017 - 08:25 PM

P.S. I know I didn't reply to your very well thought out post. It's because I'm not able to mentally simulate all the scenarios and find the perfect middle ground. I think it has to be tested extensively, play styles will evolve, it could take weeks to figure out the new 'meta'. This is as far as I can go basically, when it comes to theory crafting :) Hopefully I've created some scenarios where you can say... I wish I could have that IS weapon on my Clan mech!

#148 Y E O N N E

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Posted 08 November 2017 - 09:25 PM

View PostNightbird, on 08 November 2017 - 08:05 PM, said:

My goal was to show that asymmetric balance with lore damage/heat was possible. With ERLL, I gave IS DPS and damage/tick, with Clans retaining alpha and sustained DPS. Is balance achieved? It's hard to know without some play testing. IS can get a bit more damage/tick, or Clans can get a little less dps, or IS can get some more dissipation, or Clan can get a bit more burn time. Balance is achievable, and we didn't need to talk about changing damage or heat, and the faction variants of this weapon will play very differently. Clans will want to play overwatch with their superior sustain, but IS can trade successfully against them in short intervals. IS will be relocating all the time, and


I don't think that was ever in question, at least not by me. As I said way back, I am just not sure I would enjoy that resulting interactions necessitated by locking in heat and damage as well as weight and size. I much prefer to have specific niches in mind for a class of weapon and leave everything else tunable, especially given the context of the hardpoint system.

Quote

Clans will not want to lose by a thousand cuts, so they would have to PUSH INTO IS. Guess what never happens today? IS controlling the engagement Posted Image


I'm trying to say, I think it's the IS that need to worry about dying to a thousand cuts, not the Clans. Nature of long range play is to shoot and hide until you've established initiative and then maintain exposure so you can keep it, covering back only when the incoming starts outpacing the outgoing again because you want to be able to shoot as soon as the other guy starts exposing. So the IS can seize the initiative, but they have to immediately cede it back because heat forces them to. From this point, now they are getting cut to death by less intense beams with greater battlefield presence.

What the IS have an edge on above 600 meters is actually nuking a target. Two 'Mechs with eight ERLL between them could gang up on a single target and kill or maim it very fast with combined output of 128 damage in less than 3 seconds. Could even get to 144 with 10 ERLL between them for a second more. So the IS MO on bigger maps is going to be to try and get the one or two ERLL boats they have to gang up on single targets while the rest of the team screens for them, covering against pushes. And that's assuming they do ERLL at all, it might be better to just spam ERPPC from more angles. I actually think it might be the IS doing the pushing, because they know they can burst down targets better once they've forced cover out of the equation.

View PostNightbird, on 08 November 2017 - 08:25 PM, said:

P.S. I know I didn't reply to your very well thought out post. It's because I'm not able to mentally simulate all the scenarios and find the perfect middle ground. I think it has to be tested extensively, play styles will evolve, it could take weeks to figure out the new 'meta'. This is as far as I can go basically, when it comes to theory crafting :) Hopefully I've created some scenarios where you can say... I wish I could have that IS weapon on my Clan mech!


I can say I would much rather be IS defending on Siege than Clan. Being compelled to run into guns that can burst you down that fast is going to be painful.

#149 Nightbird

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Posted 09 November 2017 - 06:33 AM

When I play a sniper, I usually only take damage when I choose to, i.e. when I expose myself. From that PoV, having high dmg/tick with ERLL and ERPPC ensures I win that trade. I think it would be impossible for a Clan sniper to maintain overwatch when he knows he will lose badly if an IS sniper pokes at him. At the same time, the IS sniper cannot put enough damage down to lay waste to a push. This is the trade off in my mind.

Calling anything IS weapons can do painful is an improvement Posted Image I mean bursting someone down is a far cry from the 78 damage alphas in 1.5s on Clan mechs today (or higher if gauss vomit)

Edited by Nightbird, 09 November 2017 - 06:37 AM.


#150 naterist

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Posted 13 December 2017 - 09:19 PM

bumping because OP knows what the **** hes talking about.

#151 Kin3ticX

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Posted 13 December 2017 - 10:25 PM

View Postnaterist, on 13 December 2017 - 09:19 PM, said:

bumping because OP knows what the **** hes talking about.


yeah guys we need lore damage and heat (we dont)

#152 Nightbird

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Posted 28 January 2018 - 04:46 PM

The amount of noise regarding balance is increasing so I'm bump this thread. Please see it as an alternative to making IS/Clan the same, since most people are asking for mixed tech which will just result in IS mechs with Clan internal equipment.

#153 Nightbird

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Posted 15 May 2018 - 11:52 AM

Bump for the energy draw part. Mix any number of energy weapons. Exceed the limit and you incurr GH. Make gauss use 10 energy or something. Change numbers to what you like. Applies to both IS and Clan.

#154 Imperius

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Posted 15 May 2018 - 02:48 PM

Stop using lore for a dice game when we play an FPS... for the love of god!

#155 Karl Streiger

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Posted 15 May 2018 - 10:48 PM

View PostImperius, on 15 May 2018 - 02:48 PM, said:

Stop using lore for a dice game when we play an FPS... for the love of god!

Sounds logical to me - but this is exactly what MWO is - a dice rolling game pressed into a FPS without proper translation.

#156 Nightbird

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Posted 16 May 2018 - 06:02 AM

Other than XL engine death and CASE, name one item that prrforms exactly as in lore or TT.

#157 Imperius

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Posted 16 May 2018 - 07:36 AM

View PostNightbird, on 16 May 2018 - 06:02 AM, said:

Other than XL engine death and CASE, name one item that prrforms exactly as in lore or TT.

The hit registration.

#158 Nightbird

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Posted 16 May 2018 - 11:25 AM

Do you sweep your lasers across every mech component when you shoot or something? Cuz that is TT.

#159 Nightbird

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Posted 28 June 2018 - 12:46 PM

Gonna bump this old thread, not to say that the numbers here are perfectly balanced, but that at least it gives flavor to IS and Clan equipment. The new pts announcement is going exactly what the OP is against, equipment with more and more similar stats and just a different sticker on top.

#160 Nightbird

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Posted 29 June 2018 - 06:47 AM

Last bump, homogeneity will lead to stagnation!!! Make Clan and IS unique piloting experiences!





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