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Addressing the current High Alpha Damage Meta


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#481 Stinger554

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Posted 13 June 2018 - 10:59 AM

View PostTarogato, on 13 June 2018 - 10:45 AM, said:

Much preferable. I can't imagine it would be that incredibly difficult to have two sets of weapon.xml available on both the client and server, and a trigger to load the secondary one for beta tests when necessary.

Asking people to install an entire duplicate of the entire 20GB game is what keeps the PTS inundated with tumbleweeds.

Yeah having a separate mode inside the live game with increased rewards will be a better way to test weapon changes than a PTS. Might still have problems with population but to a lesser degree.

#482 Nightbird

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Posted 13 June 2018 - 11:05 AM

Sorry if I miscommunicated, I meant that all players that played during LIVE TESTING would be participating in the test. There wouldn't be a separate mode. If you hate the changes, don't play for 2 days. If you like them or don't care, enjoy 2x cbills and xp.

Edited by Nightbird, 13 June 2018 - 11:06 AM.


#483 Stinger554

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Posted 13 June 2018 - 11:20 AM

View PostNightbird, on 13 June 2018 - 11:05 AM, said:

Sorry if I miscommunicated, I meant that all players that played during LIVE TESTING would be participating in the test. There wouldn't be a separate mode. If you hate the changes, don't play for 2 days. If you like them or don't care, enjoy 2x cbills and xp.

I mean I'd be fine with that for the most part, but it probably needs to not be a forced thing; with large incentives for sure but not forced.

Cutting off people for 2 days isn't a good idea no matter the actual size of the playerbase that's cutoff.

Edited by Stinger554, 13 June 2018 - 11:21 AM.


#484 Nightbird

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Posted 13 June 2018 - 11:26 AM

Only very few people would not be willing to test changes, especially those that are candidates to be future mechanics after slight tweaks.

#485 Brauer

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Posted 13 June 2018 - 11:43 AM

View PostNightbird, on 13 June 2018 - 11:26 AM, said:

Only very few people would not be willing to test changes, especially those that are candidates to be future mechanics after slight tweaks.


I think this might depend on how the community perceives the changes. If a change was seen very negatively it might drive people away. Folks low on c-bills might also have trouble participating if prior builds were made invalid/unplayable. I think an opt-in system is safest, but see the argument for a global test as it would likely have higher participation than any opt-in feature.

#486 Nightbird

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Posted 13 June 2018 - 11:46 AM

PTS is opt-in, very few people use it. Adding another mode within regular MWO is not worth the trouble though.

#487 Stinger554

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Posted 13 June 2018 - 11:51 AM

View PostNightbird, on 13 June 2018 - 11:46 AM, said:

PTS is opt-in, very few people use it. Adding another mode within regular MWO is not worth the trouble though.

PTS also requires you to download practically the entire game again and you don't get anything out of it. A new game mode does not and would open up the testing environment to more people than just hosting a PTS server.

Edited by Stinger554, 13 June 2018 - 11:51 AM.


#488 Nightbird

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Posted 13 June 2018 - 11:56 AM

Too much backend trouble, not can't, won't.

#489 Reno Blade

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Posted 13 June 2018 - 12:24 PM

TL;DR:
Weapons need to be harder to master like the cUAC20, MRM40 with a long burst to make skill matter more than building alpha one-click mechs.
Step1: Longer bursts/duration for the stronger weapons to bring strong weapons "down" to the weaker weapons.
Step2: Ghost Heat (Heat Scale) grouping of Large+Med lasers together to bring total alpha down without nerfing weapons and spread the weapon fire
Step3: More Heat for all Gauss (+2-3) to make them less perfect for Laser+Gauss, to bring Laser+AC closer
And then you have already a much better baseline.


Details below also take into consideration that a too strong nerf to Laser/Gauss could get the PPC/AC meta back too high as the PPFLD was/is usually easy to hit with.

Quoting from another post:

View PostReno Blade, on 10 June 2018 - 01:34 AM, said:

When we had the PPC meta, I was saying that it's too easy to hit with PPCs.
Then PPCs (and some ACs) got velocity nerfs and they are much harder to play with, without a lot of practice and concentration.
So imho these are in a good spot in regards to difficulty.

cUAC20 with a 5 bullet burst are difficult to use to get all 5 shots on target and even more so on the same location.
Imho, this is great.

ACs are easier to use with single bullets, beside the damn slow velocity.
I would prefere if the difficulty comes from the burst (spreading damage) and the velocity is increased.
But having std ACs also using burst would make them very similar, so the question remain how IS/Clan could be different, or how the uACs could be changed.
Just saying Clan have 1 more bullet than IS, or longer time between bullets is what we currently have.

Some option floating around was to have 100% jam chance, but the jam-duration is the same as the cooldown (e.g. 4s cd and 4s jam).
That way you would have 2x cooldown with double tap, or normal cd without and have the same DPS than normal ACs (besides the longer burst duration maybe).

I think the 20s could use some cd, heat and velocity buffs, but need burst to compensate.
It would be easier to hit with and use in a build (e.g. brawling) but need more skill to get all damage on the target, similar to the MRMs.

So overall, longer bursts and longer beam duration is the key change we need before we can think of any "buff".

Pulse lasers on the other hand need a different role by just halfing (or even lower) the cooldown.


And the detailed proposal changes including buffs and nerfs much more close to a baseline balance than the suggested community panel:

View PostReno Blade, on 09 June 2018 - 08:24 AM, said:

Updating the values with a stronger focus on the Clan vs IS balance.

The whole table can also be found directly on Google docs for better access:
https://docs.google....UXElpK4lnCQd_M/

Overall Balance of Clans compared to IS:
Advantages
+ More Range
+ More DMG
+ Less Slots (smaller sizes) (unchangeable)
+ Less Weight (lower tonnage) (unchangeable)
Downsides
- More Heat
- More Cooldown (longer)
- More Duration (longer)
- Less Ammo / ton (~120dmg/ton vs ~180/ton)

Claners are better Mechwarriors, so their skill will compensate for more difficult weapon handling (longer duration and higher heat)
Cooldown + Duration and heat balance out the Range and DMG advantage overall
Ammo balances out the Size and Tonnage advantage of ammo-based weapon


Overall Weapon concepts:
Spoiler


Ghost Heat Changes:
On Top of that, there should be smaller changes to GH until we get something better:
- Med+Large Lasers share the same GH group
- Large lasers max increased to 3

This is directly aimed to reduce laser vomit while at the same time increasing the build options (especially for combination of larges)

Images of the Weapon groups with background colors from low(red) to high (green) to compare weapon stats
Changes have different font color:
Buffs = Blue font
Nerfs = Red font

https://docs.google....UXElpK4lnCQd_M/

Energy:
Posted Image

Ballistics:
Posted Image

Missiles (IS):
Posted Image

Missiles (Clan):
Posted Image


#490 Draven Knightfall

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Posted 13 June 2018 - 01:31 PM

If you really want to differentiate the 3 tons between Clan and IS Gauss, remove the charge time from IS. Have them always ready to fire when not reloading. Use that 3 extra tons to justify it. It even makes sense lore-wise, stupid IS can't plan their weapon firing patterns as well as Clan can, who can use that 3 extra tons for more weapons. That makes a whole lot more sense than anything presented. If IS Gauss ends up too strong, take some points off the damage and range. Different factions, different weapons and the like. Clan Gauss isn't actually a problem except for a couple mechs, and you can quirk that out. You can quirk penalties on outlier mechs for some of these balance issues. That'd save you from sweeping unintended changes whenever you adjust a weapon.

You're approaching lasers all wrong. There are a lot of pro's to lasers:
-near-instant damage, full damage is limited only by exposure window (controllable)
-high degree of difficulty avoiding or spreading damage (engine de-sync saw to that)
-high damage potential on their own, even with small amounts
-no ammo
-no travel time
-point-and-click
-ranges to compete with every other weapon system
-consumables are particularly effective for lasers over other systems

Here are the cons lasers have that are unique to them:
-

The solutions presented don't really address many of those points in a good way. Ballistics have slow travel lines, and smaller mechs can completely outrun shots. Even the slowest mechs have a fair shot at shielding. PPC's the same way. Missiles have even more disadvantages. Lasers are simply better in every way.

If you really want to tone down laser vomit, you'd have to nerf damage and range pretty much down the line until you get to smalls. I think small lasers have been hit hard enough. Mechs capable of boating lasers were designed as surgical mechs to put damage in weak spots, or open up weak spots. Bring that back. Lasers can be strong, but they need to be weak in other areas. Right now lasers are strong across the board. Your solutions keep them strong across the board, just slightly less so.

Quite frankly, ammo bearing weapons should be stronger than lasers by default. They carry more risk and should be more rewarding. You should feel good about managing your ammo well, protecting areas from internal ammo explosions, and pulling off well timed shots instead of thinking "if I were boating, I'd be doing this better." They also give mechs that do boat lasers a reason to search for weak spots and crit them out. Since you're worried about power creep, go the other way from the community balancing sheet. Take some power, range and damage, from lasers to bring them more in line and possibly give a few other weapons velocity and range adjustments. Probably increase burn time for regular lasers and heavy to give pulse relevance again. You have to re-introduce risk to lasers. Re-sync engines too. The game felt demonstrably better before de-sync movement wise. Being able to twist more of the alphas away would go miles to bringing high alpha's in line. Try to remember you're making a mechwarrior game in a mechwarrior universe. You're not making slightly slower CoD. You seem to have been pushing for the latter ever since you decided missiles shouldn't be terribly effective years ago. Lastly, if CASE is too much protection, reduce the protection by % increments until it feels right. They don't have to be ammo nullifiers.

High alphas can and should have a place in the game. They just can't come without risk like they do currently.

#491 Marius Evander

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Posted 13 June 2018 - 02:15 PM

Geeze I go on holiday for a week and a new important thread is hidden away in a different subforum to the past few important threads.

Whenever you start a thread like this, where ever you want to post it pgi, make a damned post in announcements linking to "please refer to _____ to view new pgi forum post" Hell most companies had "track company staff posts" options on their websites in the late 1990's.......

My input to this topic is very straightforward.....

STOP NERFING ENTIRE WEAPONS BECAUSE OF A FEW CHASSIS BEING ABLE TO BOAT THEM, NEG QUIRK THE INDIVIDUAL OFFENDING CHASSIS.

ALL YOUR WEAPON NERFS DO IS MAKE THE OFFENDING OP MECH/BUILD BALANCED, AND KILL 20 OTHER MECHS TO DO IT.

eg kdk-3 4 UAC-5 or 10 , killed uac's for 65 ton mechs that could take 2.

Eg. 12 small pulse boats. killed the weapon for lights that could take 6.

you want increased TTK you're going to have to buff armor or agility, and whatever you do the top end players will still kill seals faster than seals that dont twist can kill things, unless you lock our torsos.

NO THAT IS NOT A SUGGESTION . DO NOT LOCK OUR TORSOS.

This thread doesn't have enough images.

Posted Image

Thats better.

Im exhausted, I dont know why they call spending 7 days with 2 small kids, a nagging wife and the kids grandparents a "holiday" more like a week in hell. i need a holiday from my holiday.

#492 Hierarch

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Posted 13 June 2018 - 02:46 PM

No nerfs till DHG gets as much ghost heat as dual ac20's

#493 Tarl Cabot

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Posted 13 June 2018 - 03:30 PM

View PostTarogato, on 13 June 2018 - 08:38 AM, said:

snip

One problem: IS weapons and tech are balanced around having inferior engines. You give IS the equivalent of cXL and they will mop the floor with clanners. Not only would this necessitate a rebalance of most weapons and quirks in the game, but it would also make the Light Engine completely obsolete. (the only way you don't make the LFE obsolete is if you give such a high penalty for torso loss on IS XL that it is unplayable once you'd lost a torso... such as a 80% speed reduction and 60% heat penalty.)

Explain? UNTIL an isXL loses one SIDE torso, it is already equivalent to cXL with the exception it is taking up one extra slot per side torso. So you are saying that if isXL is able to SURVIVE the loss of the first side torso most weapons would have be rebalance around that change, seriously? Clan battlemechs are able to fit cDHS where IS battlemechs can not, and for every two isDHS three cDHS will fit. Then IS Endo/Ferro takes up 14 slots each vs Clans 7 slots for each and still receives better savings.

As for the penalties, cXL loses 20% of the engine shield vs isXL 25% shielding. LFE also loses 20% engine shielding but is heavier.

cXL penalty keeps 20% movement with heat penalty reduced from 40% to 30% Engine Heat Sink Efficiency
isXL penalty 25% movement and 35% reduction to Engine Heat Sink Efficiency
LFE 15% movement penalty and 25% reduction to Engine Heat Sink Efficiency (due to being heavier than XL engines) Others will pipe in that it would have no penalties but I would disagree. There should be non-lethal penalties but lesser degree than cXL.

Edit.

Hmm, cXL..
Do Clan weapons/components weigh more, take up more slots, have shorter range and do less damage than IS weapons/components? Does Clan tech have several weapon systems that have a minimum range where NO damage is generated? Hai, tis rhetorical. Would armor/is quirks have to be revised? For the most part they were not put there to allow isXL mech side torso to last for a few more seconds. With the new patch notes a few more Clan mechs, which use a survivable cXL are getting armor quirks or an increase in them, and/or switching internal to armor quirks.

When the tech line is not equivalent to each other, using portions of the TT rules and not others instead of using them as flavor (no dice roll for each weapon/each location, etc, etc) There will be generally be severe imbalances. There is no 10vs12 or asymmetric matching but the FP (chuckles) weight difference is still in effective for over a year now, and only recently has the gap been closed some. Partially due to primarily faction select for units but the tech disparate sure did not help things.

Edited by Tarl Cabot, 13 June 2018 - 04:12 PM.


#494 Sereglach

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Posted 13 June 2018 - 03:32 PM

Overall, I've always been in favor of nerfing the over-performers and buffing the under-performers (particularly one severe under-performer that's near-and-dear to me). The baseline balancing option is a solid way to go. Rather frustratingly, some of us have been offering options for some baseline balancing approaches, for years, that have received very little -if any- attention. However, for what it's worth, I do sincerely appreciate PGI opening up this relatively more direct line of communication to the player base on weapon balance.

Here are some of the things I'd personally like to see. Some are direct things listed in Chris and Paul's respective posts, and some are other things I think desperately need to be addressed.

1. Alphas have been a massive problem for ages. Just a few years ago it wasn't 60+ damage, but 30+ damage that was the problem. The introduction of clan-tech blew the old problem out of the water. Then quirks and skill tree have added some survivability buffer, making the "intolerable" damage value a bit higher than it was before. However, regardless of the damage values involved, I'm all for seeing the damage broken up rather than turning the game into a DPS race. In that scenario, an extreme high-damage Alpha could still be done, but it becomes the last-ditch effort and risky maneuver that it was in lore. A stricter reliance on weapon group firing also has the advantage of bringing more parity between boating builds and mixed builds . . . allowing bracket firing and staggered groups to both be viable engagement options over the course of a fight.

2. As for breaking up damage, Ghost-Heat/Heat-Scale has always felt like an awkward and manipulable system that attempts to break up damage, but can easily be gamed to still put out massive damage. After all, with all of the various Ghost Heat rules in place we still have the problem we have. While still in need of refinement focused on the system and not the various weapons, I think the Energy Draw system was a much more straightforward, intuitive, and readable system for the average player to utilize. Even if PGI doesn't revive the exact concept of Energy Draw, any system that's going to solve the problem, through penalization of constant Alpha-firing, needs to take the fundamentals of that system into consideration. The solution needs to transcend individual weapon systems or weapon types.

3. Personally, while I'm not for completely turning all weapons into a DPS race, there's plenty of room to push certain weapons in that direction. Pulse Lasers, for example, currently have very little difference between themselves and standard or ER lasers. All this does is allow people to get a higher Alpha with more pinpoint potential via shorter beam durations. However, if we keep very short durations while drastically lowering cooldown, up-front damage, and heat per shot, then we can remove 7 weapons (S, M, and L pulse for IS and Clan, as well as Clan micro pulse) from the high Alpha plague. Just throwing out some rough values, but cutting damage by 50-60% while cutting heat and cooldown by 60-75% gives you something that fits the lore of the weapon (rapid fire pinpoint laser pulses) and curbs Alpha Damage from a large group of weapons. It also adds more variety to the energy spectrum.

4. I think we could consider reticle shake for more than just Clan Gauss. Maybe consider reticle shake for ALL ballistics, and make it an additive value based on the size of the weapon(s) being fired. MGs can have nil reticle shake (they've already got bullet spread), AC2's have minor shake, and so on up until Gauss Rifles and HGRs have significant reticle shake. After all, ballistics -and namely Gauss- are THE main source of PPFLD in the game. Combine that with weapon groups that fire large quantities of mixed ballistics and lasers, and you have a potential solution for forcibly spreading massive Alpha Strikes over an enemy mech. It also gives the Screen Shake nodes of the skill tree another viable use.

-------------------------------------------------------------------------------------------------------------

As for specific weapons, I think you know which one I'm going to address. The Flamer. I do sincerely and cordially request some level of dialog with PGI over this weapon system. It's one of the absolute worst under-performers in the game right now. In fact, on Paul's balance chart, I imagine it as the one blue line that's FAR below everything else on the graph. Please, please fix this weapon system. The fact that it's in such a broken state that it is the ONLY weapon to have special rules between Solaris and Standard game modes just speaks to how desperately this weapon needs attention.

In it's current mechanics and values, 4.5 HDPS is difficult to balance on an individual weapon system . . . let alone the exponential scaling/acceleration that this HDPS has. The "free fire window" with "pseudo cooldowns" attempt to keep this in line, but do so in such a heavy-handed way as to eliminate the Crowd Control (CC) function of the weapon. On top of it, to attempt to balance the weapon's functionality, PGI has completely removed the physical damage capabilities. Then, even on top of that, PGI implemented different firing rules for Solaris to prevent the weapon from being usable in the one place it's current mechanics could possibly have been competitive. Which then also leaves the question, will Flamers have Standard or Solaris functionality in competitive mode, because vs. SHS the currently neutered Flamers might actually find a small window with which to create a "Flamergeddon 2.0".

Now, via this dialog and a desire to fix the lowest performing weapons in the game, is the prime time to fix the Flamer; and I don't think it'll take that much effort. Incrementally, you can first lower the initial HDPS by at least half. Afterwards you can restore the physical damage the weapon had before "Flamergeddon". Then, you can remove all the exponential mechanics, fire windows, and pseudo-cooldowns. Finally, we can look at tweaking and balancing the final baseline numbers until they feel solid. On the other hand, I think this is one weapon where doing all the changes at once -especially with a PTS iteration- will not cause cataclysmic shifts in MWO's gameplay or meta. Quite frankly, I think the best place for this weapon to sit at, given the gameplay mechanics and play-style of MWO, is right were Russ had talked about putting it back in 2013, which was making it the MG of the Energy weapons . . . modest and controllable DPS with added Utility (in this case moderate heat damage vs. the MG's crit bonuses).

While I understand that Chris and Paul wish to bring down the over-performing weapons before focusing too much attention on the under-performing ones, it would be sincerely appreciated if the poor little Flamer could receive the love and attention it deserves, making it a viable weapon of choice that actually competes with other weapons in its tonnage bracket.

Regardless, I hope we see more direct conversation from Chris and Paul towards the community over gameplay balance; and I think if we all work together we'll realize we all have the same goal of wanting to make MWO the best and most enjoyable experience that it can be. Thank you for your time and consideration; and I do sincerely hope for more dialog with PGI over balance as we move on (and of course personally over the Flamer . . . after all . . . it's my favorite).

#495 JC Daxion

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Posted 13 June 2018 - 03:45 PM

Bring back Power draw


I want clan and IS to be different, a lot of your options were basically about making them the same or at least similar. The idea of lower numbers of weapons at one time and spreading damage is exactly what power draw did.


The system needs a bit of tweaking, for example a 40 point energy limit, then +5 per level increase on a bell curve. (the first +5 would be extremely minimal as many combos hit between 40 and 44. ) but them a fairly heavy ramp up.

Large lasers 12

medium, 7

smalls 5

as a minor example, the clans lasers could have their energy boosted so firing the same amount of lasers would bring in a much higher heat count or they would need to be staggering them which is what you were talking about. They can still get decent alpha damages, but not with out capping out their heat in one shot which brings down DPS.

I really thought the old power draw system had a lot of potential, but it just needed a bit more power to play with, and the numbers tweaked. I hope this is thought about again.

#496 Y E O N N E

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Posted 13 June 2018 - 04:08 PM

View PostDeadMetal89, on 13 June 2018 - 03:29 AM, said:

What's wrong with governing how big alphas are; isn't the point of these balance changes to start limiting damage potential? The energy draw system is not analogous to this proposed heat-scale so you can't make such comparisons (so there goes your argument right out the window).

Again: limiting the potential alpha strike damage before heat-scale penalties is a good thing. How is a player optimizing their build for a certain amount of upfront damage before it hits the heat-scale effects a bad thing? You'd have a mech that's good for DPS, but lacking in the PPFLD department; isn't this what balance is trying to accomplish?


Right now, you can choose between a hot, high-powered punch or a lower-powered punch with superior heat management. Alpha vs. DPS. With heat-scale penalties in place, the former option loses too many tactical options as it triggers penalties for doing the one thing it can do. Because of that, your alpha-oriented builds now only offer alphas similar to what you could get before with the DPS builds; it is then not worth it to take the alpha build and instead you should just always take the DPS build. This removes the meaningful choice of alpha vs. DPS and, therefore, removes depth from the game.

The end-result is just zerg rushing at the other team and the one with higher DPS wins. It's very silly.

Quote

The matter of fact is you don't know how a heat-scale system would work in-game (never mind how players would adapt their play to such a system) without actually testing it in the game.


The fact is that the details do not matter. The only thing that matters is that I have to treat some percentage less than 100% as if it was 100%. This is not a complicated system, it's an extremely simple and straight-forward one.


View PostTarl Cabot, on 13 June 2018 - 03:36 AM, said:


Not necessarily true. At 100%+ is the final governor, be it internal damage, regardless of shutdown or override and keep moving/more damage. Using 3 soft HS thresholds @ 40-60-80% or 50-70-90% or two HS thresholds 50-75%, etc no self damage is being inflicted.

Take the Heavy Lasers, most people want to fire and move/twist but people are willing to suffer the long burn times to inflict higher damage. Now add a more functional heatscale. Said player has to decide at any moment if firing an alpha of heavy lasers, or would heavy laser/smaller lasers the better choice due to how his speed/agility will be affected?

No, just adding a more functional heatscale should NOT be the only item but there should be more soft thresholds in between lets do it til we actually can not (damage-shutdown).


That's why I say "first tactically unacceptable penalty". A HUD shut-down is not acceptable. A loss in top speed is probably acceptable. But as long as you have an unacceptable penalty at some point lower than 100%, I'm going to build around it. If your threshold before an unacceptable penalty is at 75% or so, then you don't really change the game much from current because trading 'Mechs don't move much and because the 'Mechs will drop below that penalty threshold almost as soon as they reach it. If you set it at around 50%, then you get my scenario above.

And there really isn't much of a gradient between, because the heat generated is stepped according to the number of guns. It's not a smooth curve I can adjust. That creates something of a binary switch governing whether I take the 2PPC+AC/10 or the laser volley, because I need a very high laser volley to make it worth something over the PPFLD.

#497 C337Skymaster

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Posted 13 June 2018 - 04:27 PM

View PostC337Skymaster, on 13 June 2018 - 03:18 PM, said:

As a lore-monger, it rubs me the wrong way to change anything that was laid out in the lore (even if it does make sense, balance-wise). What I would rather, instead, is adopt some of the lore-based rules that would achieve the same balance.

For example: crit splitting. It's supposed to be a thing, that if a large weapon was too big for the space that it's in, it could split two crit slots to the component next closest to the CT (so in an arm, it would split into the side torso, and in a side torso, it would split into the center torso). There's a lore build for the Atlas: AS7-S2, which has a Light 300 engine and a Heavy Gauss Rifle in the side torso. Two of the rifle's crit slots are in the CT. Another lore build is the Bushwacker-L1, which has an LBX-20 in the arm, WITH lower-arm and hand actuators. Again: two crit slots from the LBX are in the side torso. I feel like they should be able to code this without too much trouble.

I've long been advocating for a heat change that, while radical, would have a giant impact on large alpha strikes without affecting viable builds, and wouldn't generate "ghost" heat out of thin air, but would have a logical and understandable heat scaling: Rather than tying ghost heat to damage done, they should simply reduce the heat capacity of all 'mechs to 1/3 of what it currently is, then increase heat sink efficiency by 3. 'Mechs would not be able to fire all of their weapons at once, but would cool off significantly faster, forcing chain fire, increasing face time, and spreading damage more evenly over a target. It's less heavy handed than locking all weapon groups to chain fire and simply abolishing group fire as an option... If you read any of the Battletech books, or play Battletech the computer game, that seems to be lore-faithful... Nothing in the lore actually group-fires except Machine Gun arrays.


View PostAgentIce, on 11 June 2018 - 01:30 PM, said:

The biggest issue that has sabotaged all attempts at balance has been the huge heat capacity that mechs have.

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.


This. Actually, Agentice beat me to it on this thread. Thinking in more detail about the TT heat scale, that was the residual heat after heat sinks finished dissipating all heat generated during that turn, and it started having negative effects almost right away, from chances of ammo explosion, to decreasing your top speed, pilot injury, increased targeting difficulty, etc. Mechwarrior 3 and Mechwarrior 4 both incorporated the decreased speed associated with increased heat, which, in itself, would force a 'mech which just executed a high-heat alpha to remain in the open and subject to return fire for a significantly increased period of time.

View PostTranderas, on 11 June 2018 - 01:01 PM, said:

You don't seem to understand that the reason clan has higher alpha and marginally higher dps is to compensate for the fact that IS has armor quirks. It's not raw DPS vs DPS- it's dps as a percentage of a mech's health, and alpha vs sustain, and ability to deal damage that is effective vs trivial damage.

Your initial assumption- that clans have higher damage per heat than IS so clan is imbalanced- is flawed on these grounds. Therefore, any conclusion you make from it is also inherently flawed.



Actually, you have this backwards: Quirks did not exist until the Clans were introduced, therefore IS durability buffs exist because of Clan damage output. They also exist to attempt to bring parity to Clan and IS XL engine durability: IS side torsos were given the durability of a Clan CT of equal weight, then adjusted for hitbox size.

#498 Grim 13

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Posted 13 June 2018 - 04:29 PM

I love how you keep yammering on and on and on about Clans reaching up to 94 damage alpha and how that's a big no-no, while I'm aware of several IS 'Mechs that greatly exceed said 94 alpha and do so repeatably. If you have a problem with CHLL and CERML combos, just put them in the same heat penalty group, and if you do that, remove the ability to fire 2 HGauss at the same time. Heck the latter is gonna further your goal of higher 'Mech survivability.

Speaking of which, I see no problem with the Community Weapon Balance doc. if the survivability and weapon quirks that IS 'Mechs currently poses are addressed as well - can't bring weapons performance closer together and not do the same for 'Mech survivability. The only points in the doc. I have an issue with are the author's stance on CERML, considering that IS has their own ER Medium laser now and there are chassis' in every weight bracket capable of boating respectable amounts of them, the opinion that HPPC = best PPC, increase in CERLL cooldown for sake of DPS equivalence because IS can use 3 ERLL VS the Clans' 2 without hitting ghostheat and, finally, the increase of MinHeatPenalty for Snubbies from 3 to 4.

However, if you're super stuck on your own balancing ideas, I vote for:

- CGauss option 2
- CLaz0r option 1 (if you're also removing insane survivability quirks from IS 'Mechs)

#499 PocketYoda

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Posted 13 June 2018 - 04:32 PM

94 damage alphas on clans.. Seriously no wonder this game has issues.. Do not listen to these clan players bring their damage down to 60-65 akin to IS then the game will be playable..


Wtf at 94 damage alphas no wonder we are seeing death in seconds.

Edited by Samial, 13 June 2018 - 04:33 PM.


#500 Grim 13

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Posted 13 June 2018 - 04:45 PM

View PostSamial, on 13 June 2018 - 04:32 PM, said:

94 damage alphas on clans.. Seriously no wonder this game has issues.. Do not listen to these clan players bring their damage down to 60-65 akin to IS then the game will be playable..


Wtf at 94 damage alphas no wonder we are seeing death in seconds.


Don't acknowledge facts, listen to my faction preference based opinion! Nerf the other faction! Make the game easier for me and screw the opposition!
#MAKE IS GREAT AGAIN

Bro, the reason you're dying in "seconds" is called focus fire, you should really try it sometimes. You should also try torso twisting too.

If you were unaware that those big, bad clams can produce such alphas, then you are also unaware that there are IS builds can exceed it.





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