Jump to content

Addressing the current High Alpha Damage Meta


845 replies to this topic

#301 SmokedJag

    Member

  • PipPipPipPipPipPip
  • 384 posts

Posted 12 June 2018 - 03:39 AM

I am skipping the intermediate sniping pages. SIAP.

View PostChris Lowrey, on 08 June 2018 - 10:58 AM, said:

So as Paul stated in his overview post found here, we will be looking to directly address the current state of clan Alphas and bring them closer into alignment with the capabilities on the Inner Sphere side of the tech factions. The current trends of sustainable Alphas on the clan side reaching up to 94 damage when the IS typically cap out at around 60-65 effective damage without serious build concessions is too great of a divide to have fully slanted into the corner of a single faction and we will be taking steps to bring them closer into alignment.



You are broadening the problem beyond what it is. Very few Clan 'Mechs can run double Gauss + lasers + heatsinks to use them (as you are correctly discarding gimmick builds). This is due to hardpoint or tonnage limitations or both. List of 'Mechs that *can* run and back up double Gauss:

Night Gyr
Supernova Boiler (max achievable Alpha without ghost heat is 76 but it can handle the Gauss comfortably).
Mad Cat Mk.II - 1
Mad Cat Mk. II Deathstrike
Blood Asp
Dire Wolf
Kodiak 3 (no one uses it for this, but it's possible)

Clan heavies can't run this setup and most Clan assaults are not designed for it. The Night Gyr is also borderline as the most it can tease out is 83 damage and that requires getting pretty gimmicky. It still can work with 4 tons clear for Gauss ammo though so I included it.

Single Gauss + lasers fits in the acceptable damage range already. So it's not worth discussing.

That's it. So the question isn't even so much as "are Clan assaults a problem" as "are these specific Clan assaults a problem played this way?"

It's relevant that only heavyweight Clan assaults can do this because of the possible changes you propose.

Quote

[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.
Changes that target more de-synchronized fire will keep the overall damage outputs and performance values of the Clan weapons at their current state, but will require players to break up their fire to optimally use. This can further play into the asymmetry between the two tech factions by allowing the Clans to keep their higher baseline values, but require a higher amount of trigger discipline skill to keep the reticle on target across multiple shots to make the most out of their damage output.



Because these loadouts only fit on Clan assaults, there is a problem making them take more face time to deliver them. Clan assaults are not designed to tank. The Dire Whale is quite fragile if just standing there, which is a fine tradeoff for it having the ability to two-shot assaults or kill lighter/damaged 'Mechs outright. That's what the Dire Wolf has always been in BT/MW. Difficult to use, God help you if you face tank it. It will remain a really bad idea to do this regardless, just worsening quality of life a little for Dire Wolfs (which are hardly OP because of their other shortcomings).

The Boiler can't achieve a truly high spike build either, although it can be in 75+ band much more comfortably than the Night Gyr.

Excluding the KDK-3 build no one runs, the remaining offenders (MkII, Blood Asp) are 90 tonners with no defensive quirks. While they are much better laid out than a Dire Wolf, they're still no Annihilator. Requiring more exposure would nerf them without compensation which is a problem because two are pay-only 'Mechs. While both can kind of stand a nerf of some kind, this is difficult to achieve by nerfing weapons as I will go into below.

I'll also note that PGI was responsible for the design of the most dangerous weapon boat offender - the Deathstrike. Sure it comes with UAC but the potential for Dire Wolf+ firepower in-line with the cockpit was obvious.

Quote

[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.
[color=#FFA500]Option 2: [/color]
  • 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.
[color=#FFA500]Option 3: [/color]
  • The Clan Gauss Rifle and all Clan Large Class Lasers are linked into the same heat penalty group.


Nerfing Clan Gauss hurts *all* Clan 'Mechs that build around a Gauss, which is a lot of them, all of which deal alpha strikes in the "acceptable" range as-is. This is nerfing things that aren't the problem.

Linking lasers with Gauss will not work because probably the best way of playing these things to begin with is the Gauss slugs being "beam riders." Fire laser and Gauss triggers at same time, discharging the lasers and charging the Gauss, then fire the Gauss slugs into the laser burn. Funny thing is that while it isn't intended for this, the Gauss charge guarantees you won't trip ghost heat with the lasers. So if this change was made it would not impact these builds at all.

Quote

[color=#FFA500]Clan Lasers:[/color]

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
[color=#FFA500]Option 2: [/color]
  • 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.


It's been said before (specifically with the unannounced laser change) but the problem with nerfing Clan lasers is that it nerfs everything besides the Gauss boats worse than it nerfs them. Because they're using double Gauss to begin with. Double Gauss is the best weapon system in the game and moreover it is the least impacted by laser ghost heat because, with it contributing no heat, you can still eat large penalties and stay running. For example, even after the PPC/Gauss heat merge, firing two Gauss lets you still fire 2xGauss/1PPC and stay running while the 'Mechs that don't have tonnage for more than 2xPPC and 1 Gauss can't use it because of the PPC baseline heat. Moreover, the 2xGauss pilot knows he can do this because he can fire ice cold alphas for his next exchange or two that still have to be respected because its 30 pinpoint damage.

Quote

[color=#ffa500]In Closing:[/color]

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.


I've got a more direct solution for going after gigaspike alphas - nerf the Deathstrike. Specifically, change the hardpoints in the torsos to 1E 1M/B and knock the Deathstrike back to a maximum laser alpha of 56. That solves two problems, the second being that the Deathstrike is flat-out superior P2W over the base MkII-1, rather than just different.

Dire Wolf doesn't need nerfs and can run so many different things it will still remain a bad idea to stare at. Blood Asp is too new to nerf and its weapon locations aren't as dangerous as the Deathstrike.

In general, I think the faction balance thing is also the wrong way to approach this. Faction Warfare is not played by most of the community bar events and isn't a focus of the Solaris 7 branding either. The top-tier Clan assaults are, for most players "just" the capstone item in the game, the expensive thing that is worth it once you've worked your way up to that. QP - and it is QP where these builds are used, Solaris disfavors them because you don't have time to cool off safely - should not be balanced around factions anymore than it is balanced around Solaris. Most top Solaris builds don't work well (if at all) in QP.

I suggest doing what most games do and when there's a specific standout problem vehicle/player weapon in FPS, nerf that.

Edited by SmokedJag, 12 June 2018 - 03:44 AM.


#302 D V Devnull

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,331 posts

Posted 12 June 2018 - 03:42 AM

View PostNUMBERZero1032, on 12 June 2018 - 03:23 AM, said:

<<<snip>>>
No.


Anyway, PGI, try un-nerfing agility again.
Consider that the best IS alpha can only be achieved via spreadfire weapons, but the clan alpha is achieved through pinpoint weapons. Un-nerfing agility allows mechs to spread the damage quicker from lasers. It increases the skill ceiling, even, and gives people something to learn and work on.

Nice try, but you missed some things...
  • Rotary ACs are NOT Spreadfire, even at range.
  • Neither are Heavy Gauss.
  • My instance with the LB-X ACs can't spreadfire because of distance to do the damage, and it will focus all on one point.
  • Even with slight spreadfire, but not much, MRMs at close range are going to do extreme damage all on one or two components, and that's even if someone twists away.
...and I will leave you with my thanks for the chance to drop the last puzzle pieces onto the thread. :)




As for this...

View PostEvonpire, on 12 June 2018 - 03:31 AM, said:

<<<snip>>>

I have never in my entire team in IS faction play experience seen build 1, 3, 4, 5, 6, 7. Big Alpha doesn't mean overpowered build, Direstar (Max Erppc direwolf for the uninitiated) for example isn't op but has a stupidly inflated alpha and will die after shooting it.

No IS medium pulses don't need changing, most medium lasers are fine it's heavy larges that could use some tweaking as it's damage for tonnage is nuts and it's heat nor range justifies that damage. Also by the way Heavy Guass is not overpowered I'm seeing most people say that it's op have never actually took a like at the weapon it has extremely high damage but has a extremely low range to justify that, meanwhile the hll does not have the range to justify its damage.

Also last note, please try some of those builds you'll change your mind.

(My English may not be too well I'm bilingual in French and English and sometimes its hard to keep track of both languages)

I'm guessing you haven't seen some of Baradul's builds, have you? Anyway, between their stuff and some other people, I've had the chance to run into, suffer from, and die by all those above variations or things extremely similar to them. :(

Also, if Clan Medium Lasers get nerfed to what PGI was thinking of, it WILL make I.S. Medium Pulse more powerful. It's a 36 Alpha with 6 of those. Clan Medium Lasers, nerfed down to sub-30 damage, will be stuck at 28 damage. That's an 8-point differential, and that racks up way too fast over a mere few shots. So knocking down I.S. Medium Pulse to 5 before GH Triggering would be needed to balance that out, given the 'Tanky State' of I.S. Mechs. :huh:



~D. V. "Pardon me, all... A rest for my mind is now needed." Devnull





[One Tiny Edit by Post Author for a minor typo.]

Edited by D V Devnull, 12 June 2018 - 03:51 AM.


#303 HammerMaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 2,516 posts
  • LocationNew Hampshire, USA

Posted 12 June 2018 - 03:43 AM

You've fallen down the rabbit hole of clan balance. Plagued by power creep. Your mistake of making 3050 rather than 3039 still haunts you. The solutions presented to you by BattleTech veterans (5v8,recoil, bloom reticule) were blown off or unable to be implemented. So you came up with much hated "creative"(terrible) solutions(ghost heat, charge up). So now I don't use your garbage Gauss. A new hated mechanic you will band-aid in.
How bad do you want to dilute BattleTech more?
It's gone too far!
So to you sir I ask:
You're kidding right?

Edited by HammerMaster, 13 June 2018 - 11:09 PM.


#304 Noguchi-san

    Member

  • PipPipPipPipPip
  • Bad Company
  • 102 posts

Posted 12 June 2018 - 03:46 AM

View PostFuzzyNZ, on 12 June 2018 - 03:28 AM, said:

Finally! I like the idea!!

Thank you Chris and Paul - keep up the good work!!


How much did you just get paid for that comment? Posted Image

#305 SneekiBreeki

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 358 posts
  • LocationI came here to laugh at you.(^・ω・^)

Posted 12 June 2018 - 03:50 AM

View PostD V Devnull, on 12 June 2018 - 03:42 AM, said:


As for this...

I'm guessing you haven't seen some of Baradul's builds, have you? Anyway, between their stuff and someone other people, I've had the chance to run into, suffer from, and die by all those above variations or things extremely similar to them. Posted Image

~D. V. "Pardon me, all... A rest for my mind is now needed." Devnull


>Implying that Baradul's builds are good, nice one HAHAHAHAHAHA

Edited by SneekiBreeki, 12 June 2018 - 03:51 AM.


#306 Evonpire

    Rookie

  • The Hawk
  • The Hawk
  • 8 posts

Posted 12 June 2018 - 03:50 AM

View PostD V Devnull, on 12 June 2018 - 03:42 AM, said:

Nice try, but you missed some things...
  • Rotary ACs are NOT Spreadfire, even at range.
  • Neither are Heavy Gauss.
  • My instance with the LB-X ACs can't spreadfire because of distance to do the damage, and it will focus all on one point.
  • Even with slight spreadfire, but not much, MRMs at close range are going to do extreme damage all on one or two components, and that's even if someone twists away.
...and I will leave you with my thanks for the chance to drop the last puzzle pieces onto the thread. Posted Image






As for this...

I'm guessing you haven't seen some of Baradul's builds, have you? Anyway, between their stuff and someone other people, I've had the chance to run into, suffer from, and die by all those above variations or things extremely similar to them. Posted Image

Also, if Clan Medium Lasers get nerfed to what PGI was thinking of, it WILL make I.S. Medium Pulse more powerful. It's a 36 Alpha with 6 of those. Clan Medium Lasers, nerfed down to sub-30 damage, will be stuck at 28 damage. That's an 8-point differential, and that racks up way too fast over a mere few shots. So knocking down I.S. Medium Pulse to 5 before GH Triggering would be needed to balance that out, given the 'Tanky State' of I.S. Mechs. Posted Image



~D. V. "Pardon me, all... A rest for my mind is now needed." Devnull


My Friend, medium pulses are supposed to have a better damage than ermeds, but have the trade off of low range and higher heat, er meds will still have this advantage.

#307 NUMBERZero1032

    Member

  • PipPipPipPipPip
  • The Wrath
  • The Wrath
  • 148 posts
  • LocationArizona

Posted 12 June 2018 - 03:51 AM

View PostD V Devnull, on 12 June 2018 - 03:42 AM, said:

I've had the chance to run into, suffer from, and die by all those above variations or things extremely similar to them. :(


Sad.

#308 SneekiBreeki

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 358 posts
  • LocationI came here to laugh at you.(^・ω・^)

Posted 12 June 2018 - 03:52 AM

^Indeed, looks like someone needs quite the dose of GIT GUD

#309 Evonpire

    Rookie

  • The Hawk
  • The Hawk
  • 8 posts

Posted 12 June 2018 - 03:55 AM

View PostD V Devnull, on 12 June 2018 - 03:42 AM, said:

As for this...

I'm guessing you haven't seen some of Baradul's builds, have you? Anyway, between their stuff and some other people, I've had the chance to run into, suffer from, and die by all those above variations or things extremely similar to them.


This more sounds like everything that kills me is op problem also, no offence my friend.

#310 Guile Votoms

    Member

  • PipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 239 posts

Posted 12 June 2018 - 03:55 AM

[Redacted]

Edited by draiocht, 13 June 2018 - 02:00 PM.
inappropriate language, unconstructive


#311 D V Devnull

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,331 posts

Posted 12 June 2018 - 04:02 AM

View PostEvonpire, on 12 June 2018 - 03:50 AM, said:

My Friend, medium pulses are supposed to have a better damage than ermeds, but have the trade off of low range and higher heat, er meds will still have this advantage.

Yes, but... PGI is trying to normalize around a 30-damage cap... I.S. Medium Pulse would still have to pay by 1 on that criteria alone. Posted Image


View PostNUMBERZero1032, on 12 June 2018 - 03:51 AM, said:

Sad.

View PostSneekiBreeki, on 12 June 2018 - 03:52 AM, said:

^Indeed, looks like someone needs quite the dose of GIT GUD

Oh, I've already been learning since those experiences. It just takes time, like any other NORMAL human. Posted Image


View PostGuile Votoms, on 12 June 2018 - 03:55 AM, said:

[Redacted]

No junk posted here. I want to see proper balance with disparate tech bases still having their own shapes. Heck, I even just noticed that one damage number I noted in my first post to this thread is 10 points too high. Excuse me while I go fix that. Posted Image


~D. V. "Trying to keep this discussion civil..." Devnull

Edited by draiocht, 13 June 2018 - 02:01 PM.
Quote Clean-Up


#312 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 12 June 2018 - 04:02 AM

View PostD V Devnull, on 12 June 2018 - 03:00 AM, said:

Okay, first off... 15 pages, 4 days, AND NO FRONT PAGE NEWS ANNOUNCEMENT... Why wasn't this made visible there for discussion right from the start? I don't have time to sit through reading that kind of amount racked up in an extremely short time, dangit! :angry:

Ya know what... I'm just gonna stick my thoughts below, sectionally separated by horizontal bars. Oh, and CAPS/bold in order to make things more easy to take notes on. -_-




Anyway, I've looked at your options, PGI Staff... I hate to say it, but they MISSED some INNER SPHERE designs which get away with IGNORING Ghost Heat...
  • King Crab and a STAGGERING 100 ALPHA that it CAN do. Try 2 Gauss, 3 Large Pulse, and 4 MRM 10, to start.
  • Annihilator and an 80+ ALPHA that it CAN do. Try 2 LB20-X, 2 LB10-X, and at least 4+ Medium Lasers.
  • Annihilator OR Mauler, also with a DEADLY 96 ALPHA that it CAN do. Try 2 Heavy Gauss, and 6 Medium Pulse Lasers.
  • Fafnir and a MINIMUM 90 ALPHA that it CAN do. Try 2 Heavy Gauss, 2 MRM 10 (or Larger), and 4 Medium Lasers.
  • HighLander and a MINIMUM 84 ALPHA that it CAN do. Try 3 MRM 20, and 4 Medium Pulse Lasers
  • Anything INNER SPHERE with 3 ROTARY AC2, including the Dragon and RoughNeck, blowing WELL BEYOND A 90 ALPHA as well.
  • RoughNeck and a POSSIBLE UNHOLY 138 ALPHA that it MIGHT do. Try 3 Rotary AC2, with 4 MRM 10 to do the seasoning. (YEOWCH!!!)
  • Anything INNER SPHERE with 2 ROTARY AC5, such as the BushWacker, WarHammer, and/or Thanatos, blowing WAY OUT PAST THE 100 ALPHA LINE, DEFINITELY FURTHER INCREASED BY ANY WEAPON.
...and given time, I COULD CRANK OUT A LOT MORE EXAMPLES. This leaves me to ask, albeit that close range for the Inner Sphere (balanced by I.S. Armor, Clan Range, and Heat already present against Clans) is occasionally needed... Where is this 35-point disparity that you're talking about? I DO NOT SEE IT, PERIOD. The Inner Sphere has the Tech, Armor, and Power already to more than wreck the Clans... and with UNUSUAL EASE. &lt;_&lt;





Now PGI Staff, on top of this, you speak of restricting through Ghost Heat on Clan Lasers. If you do that, you ALSO need to RESTRICT INNER SPHERE MEDIUM PULSE LASERS. Or, you ALSO NEED to Buff Cooldown/Heat on Clan Lasers, without changing their Damage Value under the restricted Ghost Heat states. Otherwise the Inner Sphere gets away constantly with options that punch out a RATHER NASTY ALPHA just from Laser Weaponry alone, and with impunity! :(




PGI Staff, I hope you have read this far. If anything, I can present you with a NEW OPTION. That is to...
  • DOUBLE ALL ARMOR VALUES on all Mechs. (This is an 'ONLINE Non-RPG MMO' and Armor/Structure [collectively &quot;Health&quot;] is something people tend to whine over when the experience is uncomfortable due to being unforgiving.)
  • Narrow LRM/ATM Spread by at least 0.2 and MRM/SRM Spread by 0.1, possibly further. It combos properly with the Armor Increase, as it doesn't leave Missile Weapons underpowered.
  • Increase Missile Health by 20%, preventing a 3+ AMS Setup from being 100% denying of damage to opponents.
  • Re-Extend the LRM/MRM BaseLine Range by 50 Meters. This will deal with Hiding Snipers causing Unbalanced Problems on the battlefields.
  • Extend SRM Range by 50 Meters, I.S. SSRM Range by 75 Meters, Clan SSRM Range by 40 Meters, and ATM Range by 100 Meters.
...but ALL of these changes must be implemented together in one go. Particularly in the 1st item's case, they WILL end the &quot;Time To Kill&quot; Issues that people keep whining over. They WILL provide Missile Users with better ability to Support their teammates as they should. Plus, they MOST DEFINITELY put a Nerf on ALL OTHER WEAPONS into being FULLY BALANCED for both TTK and Alpha Potential. As a finisher, they also force more TeamWork if a side is going to Play Better and Win Together. :huh:





With that, I have posted all that was on my mind about this topic. I have BOTH some Clan and some Inner Sphere Mechs, and play with ALL of them. At some point in the future, I plan to grab another I.S. Loyalty or Merc Contract, as I first started out there. I don't want to see the Clans left feeling like Weak Paper Sheets, but Nerfing their Ballistics/Energy would cause exactly that problem, where buffing BOTH I.S. &amp; Clan Missiles would have a Positive Balancing Effect. I don't know if anything close to these thoughts above have been mentioned, but if they have, then my apologies for the duplicate notes. To PGI's Staff, and ANYONE ELSE who reads this, I frankly hope the rest of you have a nice day, and that no changes that would be glaringly and determinately unbalancing (even in the opinion of a Casual-Class Player) happens to MWO while going forward from here. B)

~Mr. D. V. &quot;Frankly seeing no reason to Nerf Energy/Ballistics on the Clan Side of these matters/issues...&quot; Devnull





(p.s.: This post took several hours to write... These thoughts are NOT a cheap shot in the dark, and a lot of things had to be checked over at least three times.)





[Single Edit by Post Author to ONLY attach a Quote at the top of the post.]



Is this a joke?

#313 D V Devnull

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,331 posts

Posted 12 June 2018 - 04:12 AM

View Postthievingmagpi, on 12 June 2018 - 04:02 AM, said:

Is this a joke?

If it were, I wouldn't have posted all that. I would have posted something instead that Matt Newman enjoys, a Meme Image. Maybe you could try plugging my thoughts through tables of facts, like those over at Smurfy's MWO MechLab, which gets its' info from MWO itself. I actually use them as my primary reference, and they're frankly pretty darn 'on the ball'. The only thing missing is price data on the Newest Mechs and Civil War Tech. -_-

~D. V. "No jokes here, sorry." Devnull

#314 NUMBERZero1032

    Member

  • PipPipPipPipPip
  • The Wrath
  • The Wrath
  • 148 posts
  • LocationArizona

Posted 12 June 2018 - 04:14 AM

View PostD V Devnull, on 12 June 2018 - 03:42 AM, said:

[*]Rotary ACs are NOT Spreadfire, even at range.

Explain the shot spread value for RACs in the game code, as seen in the community balance sheet.

#315 SneekiBreeki

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 358 posts
  • LocationI came here to laugh at you.(^・ω・^)

Posted 12 June 2018 - 04:18 AM

View PostNUMBERZero1032, on 12 June 2018 - 04:14 AM, said:

Explain the shot spread value for RACs in the game code, as seen in the community balance sheet.

[redacted]

Edited by Tina Benoit, 20 June 2018 - 02:56 PM.
nonconstructive


#316 Johnathan Tanner

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 899 posts
  • LocationCurrently dodging the pugs war crimes tribunal

Posted 12 June 2018 - 04:19 AM

View PostNUMBERZero1032, on 12 June 2018 - 04:14 AM, said:

the community balance sheet.

Has been completly rejected by pgi for balance purposes.

#317 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,478 posts
  • LocationSweden

Posted 12 June 2018 - 04:19 AM

This is a great initiative Chris.

The 94 alpha thing though, it's a bit hyperbolic. What should be looked at is how high the problematic alphas are for competitive builds, and it's not 94. The highest gaussvomit build currently seeing widespread use and that can be fired with some degree of sustainability is the Deathstrike 2cerll + 2 gauss + 4 cermlas for 80 pinpoint alpha at around 4-500 meters.

So that's the realistic case in point here, and please note that this, THE most relevant case of peak clan alpha, would have remained completely untouched by your previously proposed ghost heat changes as it doesn't break any of those limits. This was one of the prime reasons for the ridicule you recieved of that suggestion, as it gave the impression that you wasn't really aware of how the high alpha mechs were built in the first place.

Just like King crab max alpha troll builds and brawl range spread alphas aren't really relevant to the discussion neither is this 94 point alpha since it doesn't really go on any reasonably good mech build.

Yes 80 pinpoint at 400+ meters is very high, I agree with that. 60 -70 would be a more reasonable number at that range. I'm ok with alphas approaching 80 at 300 and less meters and for spread weapons though.

We are already seeing a lot of high DPS low alpha builds favored above alpha monsters in quickplay and Faction Play. The 2UAC10+2UAC5 MKII-B is already as good or better than the deathstrike alpha striker in a lot of scenarios.

The tradeoff between unsustainable high alphas and sustainable low alphas is a great thing for diversity of gameplay and one of the things that is great about MWO. Don't stare yourself blind at the maximum possible alphas and don't remove this tradeoff from the game.

Edited by Sjorpha, 12 June 2018 - 04:24 AM.


#318 Natural Predator

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 690 posts

Posted 12 June 2018 - 04:32 AM

View PostChris Lowrey, on 08 June 2018 - 10:58 AM, said:

So as Paul stated in his overview post found here, we will be looking to directly address the current state of clan Alphas and bring them closer into alignment with the capabilities on the Inner Sphere side of the tech factions. The current trends of sustainable Alphas on the clan side reaching up to 94 damage when the IS typically cap out at around 60-65 effective damage without serious build concessions is too great of a divide to have fully slanted into the corner of a single faction and we will be taking steps to bring them closer into alignment.

[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.
Changes that target more de-synchronized fire will keep the overall damage outputs and performance values of the Clan weapons at their current state, but will require players to break up their fire to optimally use. This can further play into the asymmetry between the two tech factions by allowing the Clans to keep their higher baseline values, but require a higher amount of trigger discipline skill to keep the reticle on target across multiple shots to make the most out of their damage output.



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 &quot;all or nothing&quot; 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.
[color=#FFA500]Option 2: [/color]
  • 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.
[color=#FFA500]Option 3: [/color]
  • The Clan Gauss Rifle and all Clan Large Class Lasers are linked into the same heat penalty group.
[color=#FFA500]Clan Lasers:[/color]


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 &quot;problem&quot; '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
[color=#FFA500]Option 2: [/color]
  • 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.
[color=#ffa500]In Closing:[/color]


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.


You are listening to the wrong people about high alpha laser vomit. Is mechs are so quirked for brawling now that clanners have to bring high alpha and kite against is brawl. I spend nearly every moment I play in this game in faction play for both sides. I am telling you right now that without a large corresponding buff to clan mechs to compensate for breaking laser vomit you are effectively breaking clan vs is balance. Stop looking at quick play. Quick play is a bad arbiter to balance is vs clan

#319 CarloArmato

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 27 posts
  • LocationPavia - Italy

Posted 12 June 2018 - 04:37 AM

View PostD V Devnull, on 12 June 2018 - 03:00 AM, said:


Anyway, I've looked at your options, PGI Staff... I hate to say it, but they MISSED some INNER SPHERE designs which get away with IGNORING Ghost Heat...
  • King Crab and a STAGGERING 100 ALPHA that it CAN do. Try 2 Gauss, 3 Large Pulse, and 4 MRM 10, to start.
  • Annihilator and an 80+ ALPHA that it CAN do. Try 2 LB20-X, 2 LB10-X, and at least 4+ Medium Lasers.
  • Annihilator OR Mauler, also with a DEADLY 86 ALPHA that it CAN do. Try 2 Heavy Gauss, and 6 Medium Pulse Lasers.
  • Fafnir and a MINIMUM 90 ALPHA that it CAN do. Try 2 Heavy Gauss, 2 MRM 10 (or Larger), and 4 Medium Lasers.
  • HighLander and a MINIMUM 84 ALPHA that it CAN do. Try 3 MRM 20, and 4 Medium Pulse Lasers
  • Anything INNER SPHERE with 3 ROTARY AC2, including the Dragon and RoughNeck, blowing WELL BEYOND A 90 ALPHA as well.
  • RoughNeck and a POSSIBLE UNHOLY 138 ALPHA that it MIGHT do. Try 3 Rotary AC2, with 4 MRM 10 to do the seasoning. (YEOWCH!!!)
  • Anything INNER SPHERE with 2 ROTARY AC5, such as the BushWacker, WarHammer, and/or Thanatos, blowing WAY OUT PAST THE 100 ALPHA LINE, DEFINITELY FURTHER INCREASED BY ANY WEAPON.
...and given time, I COULD CRANK OUT A LOT MORE EXAMPLES. This leaves me to ask, albeit that close range for the Inner Sphere (balanced by I.S. Armor, Clan Range, and Heat already present against Clans) is occasionally needed... Where is this 35-point disparity that you're talking about? I DO NOT SEE IT, PERIOD. The Inner Sphere has the Tech, Armor, and Power already to more than wreck the Clans... and with UNUSUAL EASE. Posted Image





Dude, did you actually even TRIED to fit those builds?

I was curious to see how those build performed and only to fit the King Crab, and by simply maxing armor and mounting those weapons with no ammo and DHS the mech has only ~13 ton free and still an engine to fit... Oh, and I'm already using endo steel (+5 free tons). Smuprhy link here

So best case scenario you made that argument by bringing impossible, troll, unsustainable or unreliable DireStar-like builds... And MRMs and LBXs, which either does have duration and/or spreads damage over 100 meters.

Your argument is invalid.

In fact, the ONLY build I have ever seen in Pug or Solaris is the build number 2, but it's not even that great compared to dual Heavy Gauss and 6 Medium lasers annihilator because LBXs will spread the damage no matter how much you are skilled, while double heavy gauss can one-shot headshot you ~400 meters.

EDIT: also, alpha strike with RACs? What?

Edited by CarloArmato, 12 June 2018 - 04:43 AM.


#320 SmokedJag

    Member

  • PipPipPipPipPipPip
  • 384 posts

Posted 12 June 2018 - 04:44 AM

View PostCarloArmato, on 12 June 2018 - 04:37 AM, said:


Dude, did you actually even TRIED to fit those builds?

I was curious to see how those build performed and only to fit the King Crab, and by simply maxing armor and mounting those weapons with no ammo and DHS the mech has only ~13 ton free and still an engine to fit... Oh, and I'm already using endo steel (+5 free tons). Smuprhy link here

So best case scenario you made that argument by bringing impossible, troll, unsustainable or unreliable DireStar-like builds... And MRMs and LBXs, which either does have duration and/or spreads damage over 100 meters.

Your argument is invalid.

In fact, the ONLY build I have ever seen in Pug or Solaris is the build number 2, but it's not even that great compared to dual Heavy Gauss and 6 Medium lasers annihilator because LBXs will spread the damage no matter how much you are skilled, while double heavy gauss can one-shot headshot you ~400 meters.


LBX60 Annihilator is itself a gimmick and not a good one because the AC spam loadouts on ANH/DWF will (a) ban the two short range maps and then (B ) do match-deciding damage before it gets in range.

Edited by SmokedJag, 12 June 2018 - 04:45 AM.






8 user(s) are reading this topic

0 members, 8 guests, 0 anonymous users