Addressing the current High Alpha Damage Meta
#421
Posted 12 June 2018 - 03:57 PM
Secondly, until the system for determining player skill is addressed, any changes made are ultimately futile. You can have the best balanced game in the industry, but if your match-maker is being fed garbage data about your players' skill the game is still going to be a lop-sided chunderthrust that no one finds satisfying. The upward bias of the PSR system results in all players with a win/loss ratio of 1 or greater getting to Tier 1 (eventually). That makes it useless as a metric to base match-making on, resulting in supposedly 'high Tier' games that are actually filled with players that have been carried by friends or over-performing team-mates/meta-builds matched against the best of the best, a game play situation that neither side finds acceptable or fun.
Lastly, as long as there is no interest by the devs and outright hostility from the community in using heat as anything other than a binary 'can I alpha or not/oops I'm dead' system, an entire axis of balance levers is missing from the equation. That such a system of ramping penalties existed in all previous versions of MechWarrior seems not to matter to those who roundly poo-poo any attempt at discussion on the topic, it is as verboten as cone of fire and lobby-based matches. Why? I can only conclude that those who dismiss it out of hand, as has happened numerous times in this very thread, don't want anything to interfere with their big and repeated alphas, and therefore engaging them in any kind of discussion is simply a waste of time.
TL;DR : Fix pin-point, fix PSR, make heat matter, then we can talk about weapon balance.
#422
Posted 12 June 2018 - 04:26 PM
Vxheous, on 12 June 2018 - 03:44 PM, said:
Yes, but those Mechs you "paid for" (are leasing) are continually being nerfed into something that is not even close to what you originally "paid for". I was being melodramatic and I do not seriously believe that PGI would get rid of a large percentage of Mechs and half of the tech in the game. My point is that apparently no one can agree on what these weapons should be able to do. I mean PGI has to try to balance between lore, realism and gamers' unrealistic expectations.
Edited by Ed Steele, 12 June 2018 - 04:26 PM.
#423
Posted 12 June 2018 - 04:41 PM
I can live with current weapons state but seeing this all the time sucks...
Get ready to see it as much as I see it, I'll post everywhere until you fix! Get it?
That way you'll also get sick of it and maybe fix!
#424
Posted 12 June 2018 - 04:55 PM
Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
[color=orange]Base Direction[/color]
To streamline discussion on the topic, it's best to think of solutions that we will be looking into following two overall approaches that we can take when looking at individual changes:
- Changes that result in Desynced fire as the optimal method of fire to reward the clans overall higher damage outputs.
- Reduction in baseline Damage output to something that is much better aligned to what the Inner Sphere is capable of keeping up with.
If not that, then we must consider bringing the overall damage values of those said weapon systems into greater alignment with the up-front damage per-ton output on the Inner Sphere side. As these two directions form the root of what the individual changes would encompass, we are open to hearing opinions on the ideal direction for bringing this particular issue into line.
[color=#ffa500]Options[/color]
What is described bellow are some of the options we are considering for addressing this. These are all individual things being explored, and should not be seen as an "all or nothing" series of changes so much as what options we have on the table to address the above points. We are divulging these things to spur discussion on the matter and monitor what is considered the best way forward to address this particular issue. Based on feedback received, we will more then likely only integrate either a single larger change to a single item, or a series of smaller changes across multiple items depending on community feedback on overall direction.
[color=#FFA500]Clan Gauss Rifles[/color]
The 3 less tons needed to equip Clan Gauss rifles need to come with meaningful give and take compared to their heavier IS equivalents. Off of two clan Gauss rifles, the 6 saved tons over their IS counterparts is often plenty of tonnage to compliment the weapons with payloads that their IS counterparts are often strapped to compete with. This will be adjusted to offer fairer give and take between the two tech base's rifles.
[color=#FFA500]Option 1: [/color]
- Upfront damage reduced to something more in-line for the tonnage invested in the weapon, Other attributes adjusted to keep the same current DPS.
- The Clan Gauss rifle is given a recoil effect similar to, but not as intense as, the Heavy Gauss rifle. No other attributes are changed.
- The Clan Gauss Rifle and all Clan Large Class Lasers are linked into the same heat penalty group.
The upfront damage of Clan lasers, and the ease of access the clans have at supplementing their fire with heavy upfront damage, at decent ranges, for minimal tonnage directly contributes not just to those Alpha's at the top, but a general lopsidedness in most build performance throughout the entire clan / IS lineup and often sees the Clan 'Mechs with access to a large number of energy hard points consistently outperform equivalent 'Mechs on the IS side. While the popular adage sees the belief that only a handful of 'mechs consist as "problem" 'Mechs, the reality is that as a whole, the overall performance of even an average clan 'Mech can put up are often consistently higher then what the average IS 'Mech can put up provided they have access to a certain number of energy hardpoints. This will be a change that is targeted to either raise the skill cap needed to utilized mass Clan laser fire, or will be reduced to a level that does not completely overshadow the IS equivalent weapons.
[color=#FFA500]Option 1: [/color]
- Upfront damage is reduced to IS equivalent levels. Superior range values are kept.
- Instead of superior upfront damage, we can reduce the cool-downs, heat, and other attributes to move the natural boosted per-turn damage that the Clan weapons are historically known for in the fiction, as a higher rate of fire leaving them overall where they are now, but shifting the added damage perks away from Boosted Alpha strikes and more towards higher overall DPS. Keeping closer alpha damage
- Clan Laser's heat scale triggers set to 30 damage caps similar to their IS counterparts. All other weapon attributes remain unaffected.
- This will keep the superior damage for the weapons as it is now, but mass lasers will come with a higher skill ceiling in order to effectively utilize the entire payload in combat.
As stated above, we will not be looking to integrate everything at once, but instead focus on player feedback, concerns, and opinions, and move forward for addressing this particular issue. If the community can produce an alternative solution that meets the same intended goals of reducing Clan upfront damage alpha from its current 94 damage peak, to instead peak off closer to the 60-65 damage peak the IS reaches without serious build concessions, as outlined in Paul's overview post, then we are open to implementing that solution provided its technical feasibility.
Additionally, while we know that many like to utilize other forms of social media to express feedback, in this instance we request that the primary discussion for this topic be centralized within this thread as there will be multiple eyes on these discussion topics.
These are all TRASH ideas to bring about balance. All you need to do is implement mech heat-scale penalties (modifiers, what-ever you want to call them). Things like 50% heat slow your mech down, and 75% heat slows down your weapons recycle time. And all of a sudden, you don't need to worry about tweaking ghost heat (an already terrible band-aid fix) and adding other shallow "balance" changes like recoil to gauss rifles. The heat-scale system adds DEPTH to the game-play, which is a good thing.
Nevermind the fact that people have been advocating for a heat-scale system for mechs to be added into the game for years. Seriously just do it already.
#425
Posted 12 June 2018 - 05:19 PM
#426
Posted 12 June 2018 - 05:28 PM
Yeonne Greene, on 12 June 2018 - 05:19 PM, said:
I have to disagree: how can you draw that conclusion when you don't know how a heat-scale system would ACTUALLY operate in-game?
#427
Posted 12 June 2018 - 05:52 PM
xUnbreakablex, on 11 June 2018 - 01:50 PM, said:
Lore - From a lore perspective this makes no sense as clan tech has always been superior to IS tech.
CW - have you looked at the map? It has not moved much for a reason. Clan tech is lacking severly. We are limited in our effective builds to combat the Inner Sphere Surrats to that which works.
Clan Gauss - Do not touch it. Stop it right now. It is fine as is. The Freebirths have so much flexability with light gauss, gauss, and heavy gauss. Take a kodiak with dual gauss and an annihilator with dual heavy gauss and there is no competition, the heavy gauss wins every time. The range is what makes the weapon semi-useful, although you will probably never see it used in competitive play because the slow rate of fire makes other equally heavy weapons (see UAC20's), much better. If you have to nerf bat it, add the recoil. realistically, leave it alone. My counter argument is IS gets to fire 3 large lasers with a duration much shorter then our large lasers, faster cooldown, and seemingly almost greater range, and that will mess up any mech with guass.
Lasers - ok i got a little chuckle out of this. "often sees the Clan 'Mechs with access to a large number of energy hard points consistently outperform equivalent 'Mechs on the IS side." do you even play clan? or CW at all? Competitive drops? I have had entire teams decimated by IS stalkers, battlemasters, and Thunderbolts boating ER large lasers which fire almost as far as clan ER lasers, with a shorter duration and cooldown, and the icing on the cake is they can fire 3 where as we can only fire 2. That third laser means they get 27 damage (not counting any damage bonus quirks) to our 22. Lets not forget that most IS Mechs have bonus armor, structure, and weapon quirks which can easily give them an advantage over an omnimech.
If you reduce clan laser damage to IS levels you will basically be taking lasers out of the game for clans. You will see a shift to more missiles and dakka. Why? Because who wants to shoot 2 er large lasers for 18 damage so you dont incur a heat penalty (which is already greater than IS counterparts) while the IS nukes you with 3 lasers for 27 damage in a shorter duration.
If you cap weapon group fire damage to lasers to 30, you will also see a shift to most likely pulse, dakka, and missiles. Why would i want a capped 30 point alpha with a longer burn time when i can just poke out with a uac 20 and 10 and rip off 60 damage and go back into cover. otherwise i'll need to expose for far too long to get my full weapon volley off and end up getting cored before i can get back into cover.
In Conclusion - do not nerf clan stuff, its already bad enough as it is. If you do I would like to hear your thoughts on how you plan to balance the fact that clan can only fire 2 er larges while the IS gets 3, and how 27 damage will always be superior to your proposed 18 for clans.
This seems pretty spot on. The only thing I'd like to add is if they go ahead with the reducing overall damage, then do it ACROSS THE BOARD, to everything. If the damage potential is out of hand then change it all from the ground up. But if damage values continue to creep towards 1:1 Clan/IS than IS quirks need to be completely removed.
#428
Posted 12 June 2018 - 05:52 PM
DeadMetal89, on 12 June 2018 - 05:28 PM, said:
Because there is a certain amount of heat you can generate before any penalties. Where you set that is going to govern the size of your alphas and how much max DPS you can realistically output within a given time window. I don't need to know what the penalties are if my goal is to avoid them.
#429
Posted 12 June 2018 - 05:54 PM
Of course for my listing it was meant to include all of it, just one one item or another. Ghost heat linking may still be needed but that one big alpha would still allow the mech to move normally without repercussion while it is cooling down. And the current double armor was due to PGI making a MAJOR cut in the cooldown timers across the board because it was taking too long to fire ones weapons to kill mechs then the mechs were dying too fast...... And IS components ARE bulkier and heavier than Clan tech, thus improving how the isXL operates would allow people to squeeze in a few more items, especially since they can not generally take advantage weight savings for Endo/Ferro for non-lights like Clan battlemechs can.
Of course, I would like to hear Chris' thoughts on what he would LIKE to do with numbers, even though Russ keeps saying he has to REIN in things and keep it on a short lease.
Yeonne Greene, on 12 June 2018 - 05:52 PM, said:
Because there is a certain amount of heat you can generate before any penalties. Where you set that is going to govern the size of your alphas and how much max DPS you can realistically output within a given time window. I don't need to know what the penalties are if my goal is to avoid them.
And right now the only penalty is actual SELF damage if hitting that alpha or continuing firing once you approach 100% then the decision to shutdown and suffer some SELF damage while being an ACTUAL sitting target or hit the override, self damage but not be a sitting target. Whereas a more fleshed out HS with movement penalties, a player can decide if temporary having a drop in speed is worth it the heat at that time without incurring actual SELF damage or truly being a sitting duck. Sorta of like the Skill Tree. Once a person realize what they need from it, they change up the tree from their default cookie cutter setup. I know I have made many changes to my mechs based on what I really want out of them.
In the end though, PGI attempt to satisfy the players with an overall damage drop in alphas will not go well. Reducing actual weapon damage itself is ehh.. while increasing the base armor reducing how quickly a big alpha strips the armor./internal structure.
I would also like to see a rescale of the Assaults down, ie reduce the volume difference between lights and assaults., but I can wish!!
Edited by Tarl Cabot, 12 June 2018 - 06:04 PM.
#430
Posted 12 June 2018 - 06:07 PM
Tarl Cabot, on 12 June 2018 - 05:54 PM, said:
None of this is relevant to my point.
If we have a heat-scale, penalties will start after X% of heat generated. You are going to tune your alphas and your DPS so that you can ride the line and stay just below X% if level 1 is a harsh penalty (i.e. HUD shuts down) and ride just above X% if level 1 is a soft penalty (i.e. loss of top speed). If the biggest alpha you can afford at X% is roughly 30, then the meta will be exactly as on the ED PTS. If it's bigger, then it edges the game closer to what we already have. There is no "ideal point", either, because the meta becomes 30 point poptarts and dakka if X% gets over 30 but not high enough to allow a laser volley capable of stopping a 'Mech.
#431
Posted 12 June 2018 - 06:08 PM
AgentIce, on 11 June 2018 - 01:30 PM, said:
Both sides can Alpha their entire loadout with no consequence.
All mechs get 30 heat cap for no reason other then the TT rules have a ~30 point system of increasing penalties for overheating.
Cut the heat cap in half.
only 15 points base + 1 per heatsink. And only 1 per SHS or DHS.
I've been a proponent of this line of action for a very long time.
Quote
- Starting Heat Containment, reduce value from 30 down to 14, raise Dissipation.
- Consider idea of Heatsinks raising 1.0 Capacity each, with further Dissipation compensation.
- Convert Alpha Strike Keybind into Target Interlock Circuit toggle, for storing multiple Weapon Group combos.
- Idea being able to have specifically assigned Weapon Groups to certain Keys and being able to swap what weapons are available to fire with said keybinds.
- An addition would be to see more articulation with Arm Actuators and TIC, so that there can be cases of raising and extending arms up wit different TIC combos similar to Missile Door toggles.
- Idea being able to have specifically assigned Weapon Groups to certain Keys and being able to swap what weapons are available to fire with said keybinds.
- Convergence Firing Variables - currently we can fire any weapon group and have perfect convergence on the fly.
- The idea here is using the TIC and existing Fixed equipment Sensors to have a role in how weapons fire into our crosshairs at various Ranges.
- Sure weapons have gimbals and a range profile, the interplay here would be that there would be more Spread in Weapons Fire, and Players would be able to set Targeting Range preferences on preferred engagement range.
- A player wants to poke at long range, and so the Techs have optimized the Mech and Targeting systems for that, so that at tighter fighting ranges, there'd be a need to compensate, such as setting a TIC setting and even going into Skill point investments having a role here.
- Weapons that have larger energy draw could have slower convergence, have spread due to taxing the Mech to pinpoint all weapons. A weapon like the Gauss holds this charge in itself, thus why it causes damage to the mech wielding the weapon system.
- The idea here is using the TIC and existing Fixed equipment Sensors to have a role in how weapons fire into our crosshairs at various Ranges.
- PSR Tiers - Increase the number of tiers and relabel them. For example, have seven to nine Tiers, and have a different means of climbing up and down the Tier Ladder and/or rate Climb.
- Idea being that if there can be increased separation from the Top to brand new players, and being at 8v8 in Quick Play, could allow for a different sense in how that system works, using essentially what already exists with the current numbers there are for various track-able statistics.
I hope something further can be considered, and so we'll see how this vote goes and what more can be done for MWO in the future.
Edited by Nothing Whatsoever, 12 June 2018 - 06:26 PM.
#432
Posted 12 June 2018 - 06:21 PM
What about the SIDE EFFECTS of Excessive boating of ANY weapons type?
This makes the game more than just about Aim and build. Piloting and heat management would become a REAL thing.
Ballistics
***********
So. Shouldn't ALL ballistics have some sort of recoil. Obviously an AC2 or machine gun would be pretty minimal.
But it would seem that torso mounted ballistics, missiles (although a bit more gentle), and PPCs (you are firing charged particles which do technically have mass...more so that just light) should cause a noticeable and cumulative recoil? (The more you fire at one time the harder to control?)
Arm mounted weapons would have same, but the arms would soak up some of that. That discourages over use of high torso mounts. And just might make mechs with High Arm mounts popular.
It should be HARD to keep dual UAC20's on target if firing both at the same time. Same with Heavy Gauss, or Gauss.
Machine gun boating? Great....Ammo feeds can JAM.
Energy Weapons,
*********************
PPCs and Lasers should cause issues with power draw, heat etc.
For example: high heat levels should cause problems with targeting computer (ie your crosshairs) and come with risk of damaging weapons systems. Ie...you fry circuitry. If power transformers can blow (and they do) then a capacitor can do the same thing. (and they do). Same thing with Power draw. Thus there comes a risk with firing to many energy weps simultaneously. Lets say 30 points of damage worth of power. That's 2 Clan ERPPC. 3 IS PPC/ERPPC. We'll round off to 3 Large Laser/Large Pulse, and 6 IS medium/medium Pulse Lasers, and 5 Clan Medium/medium Pulse lasers. And however many small/small pulse lasers... More than that, you can damage a weapon, or even all the weapons of that type in a certain section. (Ie all energy in left arm, or right torso) as you blew out a capacitor or maybe at high heat levels you can blow out some heat sinks.
(I personally would like ammo explosions, but don't think folks would go for that).
Want to talk missiles?
**************************
Personally, I think that having excessively large numbers of missiles in the air should cause targeting issues. Those LRMS are NOT active homers. They are at best semi-active homers, and require a signal from the targeting mech to track. And when you have LRM 60 mechs with 120 missiles in the air (very possible ) it would seem like , you just shouldn't be able to get a lock until at least 1 volley hits. Or maybe the number should be more like 90. Streaks are obviously bit different but with their current targeting of different components that doesn't seem quite as severe.
PGI always focuses on directly nerfing damage or heat on a per weapon instance. Never thinks about the SIDE EFFECTS of excessive energy, missile, or ballistic boating. What I am proposing would force players to lower alphas and use them sparingly or otherwise REALLY JACK UP THEIR MECH for the rest of a match. And it would make some playstyles more challenging if you continue to try and boat.
Just sayin'.
Edited by TheSteelRhino, 12 June 2018 - 06:27 PM.
#433
Posted 12 June 2018 - 06:24 PM
#434
Posted 12 June 2018 - 06:46 PM
Yeonne Greene, on 12 June 2018 - 05:52 PM, said:
Because there is a certain amount of heat you can generate before any penalties. Where you set that is going to govern the size of your alphas and how much max DPS you can realistically output within a given time window. I don't need to know what the penalties are if my goal is to avoid them.
ALL of that up there supports my side of the argument: the heat-scale would be a factor in players deciding how much weaponry they fire in terms of DPS and PPFLD. That's the point of the heat-scale. I still don't see how adding a heat-scale penalty/modifier system would be more detrimental than beneficial in the context of balance and added depth.
There's really no point in making all of these assumptions that a heat-scale would be bad for the game when we don't even have solid proposal for such a system (never mind data to back up those claims).
#435
Posted 12 June 2018 - 07:49 PM
DeadMetal89, on 12 June 2018 - 06:46 PM, said:
It's detrimental because whatever point you set the first heat penalty at governs how big the alphas can be, meaning you don't need to invest in more guns once you hit that point, you just invest in more heatsinks. Only one side has hyper tonnage efficient weapons that can fit more than enough heatsinks to completely offset the higher base heat on them. That's what happened during the Energy Draw PTS; Clan DHS boating was the new meta. Even with ballistics, to get a given amount of firepower the IS had to sacrifice more DHS.
So you've got 'Mechs that have to run hotter to get similar firepower having a harder time riding the line.
TL;DR: you will have to adjust more than just the heat system if you want heat penalties.
Quote
There's no point in discussing the specifics because they really don't matter. If heat penalties trigger at 30%, then we treat 30% like we treat 100% now. You can easily extrapolate the rest from that.
#436
Posted 12 June 2018 - 07:58 PM
Let's consider what such a sudden draw on the Power Delivery System (PDS) of a mech might actually do. Sure heat sinks help mitigate the amount of heat, but that has nothing to do with how much power the entire system can draw.
If your PDS is overloaded, it could temporarily affect mobility, top speed, HUD, ECM, Consumables or any number of other systems. Repeated abuse of your PDS might even cause permanent damage, resulting in a reduction in power output. This would manifest itself by reducing your per energy weapon damage output for the rest of the match. A positive side effect could even be shorter burn times to go along with reduced damage, possibly encouraging a shift to late game brawls.
Another alternative is to reduce range as the side affect. Just throwing out ideas.
The chance could go up with an energy alpha beyond a target damage threshold such as 30, or 40 or whatever is decided.
That way we don't take away the alpha, but if you are going to sit back and vomit 90+ and then duck into cover all game, you do so by pushing your mech past recommended design specifications.
This is more in line to pushing your ultra autocannons past their recommended design specs and getting jams.
Just trying to think outside the box...
#437
Posted 12 June 2018 - 08:08 PM
So its come to this PGI.
You could breath new life into the game at this point. By a massive amount of weapon changes. Make weapons that are useless, into weapons that are decent, if not awesome to use.
Instead, we get yet another heavy handed, and out of touch 'balance' update. I'm sure we're get a 'brand new whale pack' next week too!
You could literally draw a bunch of players back. Instead, you are driving what little playerbase away, by doing half brained passes like this..
Its a shame, I actually enjoyed this game at one point. Years ago. Before the bloat of skill trees, and weapon bloats.
Signed,
A former customer.
Edited by Velocikitty, 12 June 2018 - 08:11 PM.
#438
Posted 12 June 2018 - 08:36 PM
This opens up more options to all players. Clan and IS weapons can have different pro's and con's, giving players even more choice.
If you are looking for another money sink, charge some cbills to mount a weapon not from the mech's side.
#439
Posted 12 June 2018 - 08:43 PM
#440
Posted 12 June 2018 - 09:17 PM
Nightbird, on 12 June 2018 - 12:00 PM, said:
Capacitor: 30 pts fixed.
Recharge: 15pts/sec
Only lasers, PPC, gauss use energy
Lasers, PPC use 1 pt per damage, gauss uses .5pt per damage
Behavior:
Lasers draw evergy as it fires, cuts off if runs out of energy (45 damage alpha possible with 1sec laser duration)
PPCs only fire if there is enough pts in total
Gauss draws energy as it charges, needs 15pt for dual gauss, 25 for dual heavy gauss, if run out of capacitor energy can charge at reduced rate as regen
Changes needed:
Large lasers need faster cooldown, medium lasers need slower cooldown, balance DPS/ton
Remove ghost heat from all affected weapons
An example of clan gauss+vomit meta with this change:
If you have 2x C-Gauss and lasers, you can still charge your Gauss, which consumes 15pts over 0.75 seconds, at which point your capacitor will have regenerated to 27 pts, wait another 0.25 seconds for a full capacitor, and fire your gauss + vomit about 45 damage over a 1 second period for a total of 75 damage.
This is still a little higher than what IS can do, but a little less outrageously so. If the Night Star ever has its hands removed, it would be able to do IS gauss+vomit of 60 damage.
The major difference though, is that if you turn a corner and panic alpha, charging your gauss and vomiting at the same will choke your energy system, meaning your lasers get cut short and your gauss doesn't finish charging. This increases the skill needed to use this combo by a little.
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