

Addressing the current High Alpha Damage Meta
#121
Posted 11 June 2018 - 04:14 PM
I may have laughed hard at the absurdity of that suggestion but it looks like Chris wants it to be a thing.
#122
Posted 11 June 2018 - 04:15 PM
Jatix, on 11 June 2018 - 03:24 PM, said:
It's not uncommon for veteran players to find newer player's perspectives (in any game) to be myopic, so I'm not offended at all.
I'm not particularly concerned with how fun the game used to be/not be, as I find the game plenty fun right now. I prefer that not change, so I just wanted to give my feedback "vote" while I still had the opportunity. They're welcome to consider it or not, as I'll be voting with my wallet later.
#123
Posted 11 June 2018 - 04:17 PM
I'm on the side that says half the heat value from 30-15 and utilize the heat sinks.
I always thought this game should be played by using staggered weapon systems, because the current system is best utilized by maximizing the alpha and then ducking behind cover to cool down
the lower heat value system would hopefully make more people stagger weapon fire and or chain fire to keep heat levels down, which might not change the time to kill but would make the brawl and other forms of fighting more engaging
I mean, I have been waiting for a dakka meta for so long and then you give it to us in the form of machine guns..... thanks
Edited by System Belmont the Mech Slayer, 11 June 2018 - 04:17 PM.
#124
Posted 11 June 2018 - 04:23 PM
#125
Posted 11 June 2018 - 04:26 PM
It was a great evening before I decided to check what's new in MWO. Then I saw this thread. And now I'm upset, like seriously, in a bad mood, about the fact that in a month or so MWO will become slightly worse then it is now and nothing can be done about it.
And all that on top of being so much disgusted by May's patchnotes that I logged in maybe once or twice since then. Like why the hell do I have to worry they'll break something in each new patch? I came for fun, and though I did have fun, I'm also getting so much frustration that I feel its a net loss.
#126
Posted 11 June 2018 - 04:29 PM
Oh btw i'm supporting the community balance proposal and i shall repeat what many a member have already posted here: make it so, set it up on a PTS at least but for the love of god almighty or whatever you believe in stop nerfing everything into utter usefulness and stop making everything so boring and unfun to play.
#127
Posted 11 June 2018 - 04:29 PM
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#128
Posted 11 June 2018 - 04:31 PM
#129
Posted 11 June 2018 - 04:34 PM
Adjust upward the Ghost heat cap for IS energy weapons so they can reach the similar alpha per single weapon type to Clans.
IS v Clan retains that interesting Asym nature because they still have to invest more tonnage and heat to get the alpha, but they can at least compete for the stopping power without penalties.
No ghost heat on:
- 3x IS ERPPC / SNPPC / PPC
- 8x IS ML / ERML
- 7x IS MPL
'But power creep!'
Clan laser vomit has reigned over this game for a long time now - Allowing IS mechs to reach higher alphas won't change that fact one bit.
They'll still have a multitude of asym things holding them back: Limited hardpoints to take advantage of the increased caps. More tonnage investment required, coupled with the fact that IS endo and FF are inferior to clan. Much higher heat even once GH is removed, coupled with substandard IS DHS.
One more: Consider allowing 3x IS Gauss to charge simultaneously O_O
In short, theres a lot of artificial mechanics in the game right now that are holding the IS back, ease off on those sanctions and allow IS mechs more diversity in their builds so they can better compete with Clans
One thing I'd like to see / hear was happening - a 'mutation' style of design iteration.
Every month a radical design change is selected and pushed out either to live / PTS / internal servers and playtested.
One day a month you try something completely different. If you're doing it live or on PTS then incentivise people playing on this day also exclude this day from the leaderboard stats.
The ideas can come from anyone in the design team / community and are selected by a voting process within PGI. The vetting of ideas is for the most part mandated by what is easily achievable (changing number values for example)
Examples
- What happens if you halve heat capacity?
- What happens if you increase the Damage of all IS lasers by one point?
- What happens if you remove ghost heat altogether? (Direstar style mayhem - but bearable for a day and good data)
- What happens if you double armour?
- What happens if you make the changes in my above post?
- What happens if you make lights half the size? (meds 66% scale, Heavies 84% scale) etc etc.
Rationale: You get to see the effect of large-scale changes in a large-scale test without the kind of risks that mean people freak out about your balance changes as they do now (it's only for one day) Also a small amount of 'little details' errors are tolerable.
You get to see the kinds of wacky outlier builds people will come up with to exploit the changes.
And last but most importantly you get the players on board with the changes that DON'T work - if you put up the mutation that the community has been calling for then we all get to see first hand why it doesn't work.
#130
Posted 11 June 2018 - 04:34 PM
For example laser weapons have many great traits, compared to missile and dakka they are relatively small and light, they are hit scan (rather than projectile) and have decent range and damage. Their big downside is the large heat generation, a large amount of laser vomit can struggle to keep up a good sustained dps making it weak to being pushed in.... unless you have a button which effectively allows you to mitigate or ignore this downside whenever you are feeling its effects.
imo heat is a large part of weapon balance, it is supposed to limit the damage potential of mechs, its supposed to help define weapon systems with how heat efficient they are. However things like coolshots undermine this system, a mech with two maximised coolshots is on average a lot more capable than one without. Large laser alphas are more of a big deal when they are able to flatten out their heat curve when they need to.
#131
Posted 11 June 2018 - 04:35 PM
Edited by draiocht, 13 June 2018 - 04:21 PM.
discussing moderation, replies removed
#132
Posted 11 June 2018 - 04:35 PM
Tangential discussion may be moved to other threads.
Thank you.[/mod]
#133
Posted 11 June 2018 - 04:38 PM
While I do believe Cross Tech would solve a lot of this games balance problems I know that the development team will never go for it. I don’t know why Cross Tech is always shot down given that this game is not canonical you can’t argue against it being against traditional lore!
Anyways I do not feel strongly about the clan nerfs in my opinion it makes greater sense to buff IS lasers in general and perhaps give Autocannons and SRMs the attention they desperately deserve and buff them as well and possibly as mentioned by another user in an earlier post grant an increase in performance to IS double heatsinks to better compare with their clan counterparts which are still vastly superior.
The constant nerf mentality isn’t the way the game should go we need to really look at what under performs and think about how to bring that weapon systems performance up rather than take an overperforming weapon system and bring its performance down.
And as others have stated in this forum it really is time to knock the dust off the Public Test Server and really let us break stuff in there to give you guys the developers some data and good feedback to go off of. These weapon updates or ideas that get changed next patch or rolled back before the patch even comes out (May Patch Clan Laser Nerfs) is not only irritating to the player base but it’s also wasting your development time that could be spent creating new content for future updates or collecting data from Public Tests.
In conclusion we need to look at both factions here not just The Clans. The Inner Sphere has been neglected for far too long (This coming from a primarily Clan player) I feel the documents proposed by Bear Claw Queenblade Bosw3r and a few others have done a very good job at addressing multiple problems within the games balance and should be strongly considered by the balance team at PGI as the first step into a better future for MWO!
Edited by Virtually Dark, 11 June 2018 - 04:40 PM.
#134
Posted 11 June 2018 - 04:41 PM
Clan Gauss Rifle
Option 1 : good for balancing dual or more gauss but hurts single gauss rifle builds more.
Keeping equivalent DPS will mean more exposure of said mech which are not as durable as the comparable IS mechs in general and would perhaps make them weaker if trading but stronger if able to attack from a side angle.
Option 2 : I don't find this mechanice overly effective as it's only necessary to shoot lasers 1st and then release the gauss rifle to avoid the shake. Granted I'm sure this allows for more time to torso twist or hide I'm not sure this will completely lower the overal alpha enough
Option 3 : I think it might help reduce combination of Clan Gauss and Large laser types but I beleive Gauss and medium is also a strong combo but nowhere as strong as this with the large lasers. Might be worth trying it.
Personnaly I think option 3 is more favorable and might combine it with option 2 which would force laser burns 1st giving some extra reaction time but I wonder if there's a way to simply circumvent option 3 by a slight burn delay.
On a side note I do find the clan gauss to be overly fragile for the 3 ton, 1 critical less but 50% of the HP. While I agree that the smaller weapon/component should have less health I feel this is a little bit too low. I'd like to see a slight increase of 2 to 3 HP on it if possible.
Clan Lasers
Option 1: This could be interesting however if it forces more face time the difference in durability between the two factions might show even more. I do like the idea of less burn time with the lesser damage and lesser heat.
Option 2: I feel this is potentially too harsh with the current damage values as it limits some weapons to 1 at a time increasing face time by quite a lot and might reduce the viability even more of some of the less well performing clan mechs.
of the 2 I'd prefer option to try option 1.
On another note there does appear to be a feeling that these combinations, the clan laser vomit, is one of the more versatile and friendlier means of dealing damage.
Large AC/UACs aren't very easy or fun to use due to low velocity of the bigger calibres and the very long jam times. That's not to say that massed low calibre ACs aren't effective but I don't like the idea of having to boat several "smaller" weapons of a type because the bigger ones feel to clunky due to jam and velocity.
Edited by Vanguard836, 11 June 2018 - 04:49 PM.
#135
Posted 11 June 2018 - 04:43 PM
Paul Inouye, on 11 June 2018 - 01:09 PM, said:
With all due respect, Paul, there were literally laser nerfs along with LAMS buffs in this doc. While you may not agree with the buffing of certain weapon systems, those changes don't have to be implemented. It's pretty disingenuous for you to say all this doc will do is dramatically increase power creep. I noticed a few folks even here parrot that. That isn't right man.
For real though, what was the rationale for massively reducing everyone's agility? It makes TTK lower due to losing the ability to roll damage.
Edited by Kukulza, 11 June 2018 - 04:50 PM.
#136
Posted 11 June 2018 - 04:44 PM
Oh, and of course crippling agility on mechs in an attempt to balance them is terrible and unfun. Please reverse that and discontinue the practice.
#137
Posted 11 June 2018 - 04:45 PM
Well, I would definitely not touch the weapons output, IF you could increase the armor protection itself. That would help and certainly prevent the one shot-one kill, what we sometimes have and would help people to get into cover before the get killed in seconds.
Secondly, I would introduce the #rng effect in MWO. Meaning, as in WoT e.g., that you shoot and based on weapon specification there is a certain random factor, that the shot actually arrives within any part of the target reticle. This can be affected positively by skills you acquire and negatively by other effects like terrain, heat, etc.
In the tabletop and in MekHQ there is this random effect and totally changes the whole feel of the game. People could still be accurate but just read one book, any book and you'll see that even the best mech pilots can miss. Here, now I do not miss: I aim and fire and it hits.
#138
Posted 11 June 2018 - 04:48 PM
the reason for option 2 AND 3 is that one will affect the build that are tuned for the immediate alpha and the other will affect the more skill tuned builds where you fire the Gauss more towards the end of the laser burn.
Also... please re-attach torso twist and engine speed.
That said...
I feel like other Clan weapons need to be buffed. I use almost exclusively IS mechs and the simple reason for it is that the IS AC's and SRM's are junk and I prefer to play AC builds. Admittedly it's been a while since I used them (I just boat lasers on the clan side... sometimes with a gauss thrown in) but the AC's maybe need more velocity to account for the fact that they spread damage.
#139
Posted 11 June 2018 - 04:49 PM
#140
Posted 11 June 2018 - 04:50 PM
Weapon-specific balancing-in-a-void: Energy Rebalance 3.0,
I suggest looking into synchronising the damage-per-tick. The biggest problem with clan alpha is when the damage indicator is slow and your mech takes a while to twist, so the beam duration ends before you can shake it off. Increase beam durations proportional to the damage and laser weapon size/type.
IS ML 5 damage in 1 second? Then IS ERML 5 damage in 1.25 seconds (compensation for extra range) and clan ERML 7 damage in 1.75 seconds. IS MPL has improved DPT for costing more tonnage and having higher HPS, so deals 5 damage in 0.75 seconds? Then clan MPL deals 7 dmg in 1.05 seconds.
Different base values for uL, SL and LL: for example the IS LL could be set to 10 dmg in 1.5 seconds and adjustments are made from there for the separate weapon types. You may end up with an incredible beam duration of 3 seconds on the HLL, but that seems thematic for the absurdly hot and powerful weapon it's supposed to feel like. This also makes it feel unique as a 'Suppressing laser' that just keeps firing, and increases the skillcap to use, rather than being 'the better ERLL in quickplay'.
The final improvement is that PPCs will be relatively better when the lasers have more spreading to them, without needing to be changed.
In addition to this energy rebalance, you slap a cooldown nerf on the gausses so their DPS per Ton becomes terrible as compensation for the high Damage per Heat. Other DPS weapons can now effectively outtrade Gauss due to having better DPS and more tonnage for speed or loadout improvements. GG.
However, this requires a lot of testing and adjustments and frankly, there's a better idea that has been suggested many times before:
Lower the heat capacity. Either the base value of 30 should be reduced and/or changes to heat sink capacity gain.
As a result, no longer can people fire absurd amounts of lasers or other alpha at the same time. Of course, have a warning when mech alpha exceeds mech heat capacity.
This will shift balance in favor of gauss and other ballistic weaponry due to their superior damage/heat, so assess their power and increase gauss cooldown to reduce their DPS per ton, improving other AC performance. Inversely, PPCs are in a terrible spot as they're already too hot for their intended use as pinpoint alternative for lasers. Reduce PPC heat.
Edited by Excalibaard, 11 June 2018 - 04:59 PM.
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