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Addressing the current High Alpha Damage Meta


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#541 thievingmagpi

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Posted 14 June 2018 - 05:32 AM

View PostENOVA, on 14 June 2018 - 05:10 AM, said:

Dear developers.
Here is my suggestion how to reduce the number of laservomits.

Option: if mech' lose a part during a fight and/or his structure was damaged, then it is sent for repair and mech can not be taken for a long period of time.

Trial mechs are not affected by this.
Plus, leave or just slightly nerf clans but keep them strong.
P.S.: many players simply do not have such a large number of laservomits to just keep choosing them. People more likely will choose another mechs AFTER EVERY match. No same mechs/leservomits-only anymore.
Posted Image



Pugs are already terrified of their own shadow. Great idea encouraging them to hide more.



#542 Grim 13

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Posted 14 June 2018 - 05:43 AM

View PostENOVA, on 14 June 2018 - 05:10 AM, said:

Dear developers.
Here is my suggestion how to reduce the number of laservomits.

Option: if mech' lose a part during a fight and/or his structure was damaged, then it is sent for repair and mech can not be taken for a long period of time.

Trial mechs are not affected by this.
Plus, leave or just slightly nerf clans but keep them strong.
P.S.: many players simply do not have such a large number of laservomits to just keep choosing them. People more likely will choose another mechs AFTER EVERY match. No same mechs/leservomits-only anymore.
Posted Image


Oh geez this is wrong on so many levels... where do I even begin...

#1 You underestimate just how many replica laser vomit builds a veteran of the game can afford
#2 This would completely kill (the already dead) Faction play, as non veteran teams would run out of 'Mechs that are worth using after a couple of matches and why risk running into a stacked team when you're stuck using trial 'Mechs?
#3 You overestimate the impact of laser vomit in QP (the only place where your idea is even remotely viable), and are willing to screw everyone out of the 'Mech they like using because of one build archetype
#4 New players would lose their shiny new toys after 1 or 2 matches and would need to revert back to the same 'Mechs they had to grind with to get new ones, steepening the learning curve and driving them away from playing the game etc. etc.

#543 El Bandito

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Posted 14 June 2018 - 05:55 AM

View PostENOVA, on 14 June 2018 - 05:10 AM, said:

Dear developers.
Here is my suggestion how to reduce the number of laservomits.

Option: if mech' lose a part during a fight and/or his structure was damaged, then it is sent for repair and mech can not be taken for a long period of time.

Trial mechs are not affected by this.
Plus, leave or just slightly nerf clans but keep them strong.
P.S.: many players simply do not have such a large number of laservomits to just keep choosing them. People more likely will choose another mechs AFTER EVERY match. No same mechs/leservomits-only anymore.
Posted Image



Please do not introduce mobile game mechanics in MWO. It wasn't fun there, it won't be fun here.

#544 wolvhound

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Posted 14 June 2018 - 06:07 AM

hey clanners new meta....piranhas
piranhas everywhere
just flood the faction play with them. entire drop decks full

#545 Noguchi-san

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Posted 14 June 2018 - 06:08 AM

View Postwolvhound, on 14 June 2018 - 06:07 AM, said:

hey clanners new meta....piranhas
piranhas everywhere
just flood the faction play with them. entire drop decks full


160 min TONs. 3 PIR and a KDK3. OK.

#546 Brauer

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Posted 14 June 2018 - 06:23 AM

View PostENOVA, on 14 June 2018 - 05:10 AM, said:

Dear developers.
As an alternative, here is my suggestion how to reduce the number of laservomits.

Option: if mech' lose a part during a fight and/or his structure was damaged, then it is sent for repair and mech can not be taken for a period of time (like 1 hour or so).

Trial mechs are not affected by this.
Plus, leave or just slightly nerf clans but keep them strong.
P.S.: many players simply do not have such a large number of laservomits to just keep choosing them. People more likely will choose another mechs AFTER EVERY match. No same mechs/leservomits-only anymore.
Posted Image


In addition to the concerns already mentioned I would add that skilling mechs up would become such a pain that it would take a ridiculous amount of time and strongly discourage people from getting new mechs if they didn't have XP for them already. Skilling up a new mech would mean taking a 10-20% weaker build out, with a potentially non-optimized build (if you are experimenting). This results in a higher chance you will take damage that activates the "repair cooldown penalty", and making it take longer in real time to skill a mech.

Also, if you think peek and poke is an epidemic now wait until people are severely punished for taking damage by this cooldown penalty, nobody would dare show themselves!

#547 AccessTime

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Posted 14 June 2018 - 06:46 AM

For LASER vomit balancing, why not use the movement and accuracy heat penalties of the original game.
http://www.sarna.net...t_Effects_Table

You already have movement penalties in the game for leg loss, XL/UL engine torso loss, etc. These could be expanded to heat. Already have cockpit / reticle shake for getting hit with high-impact weapons, this or some form of weapon malfunction / misfire could be added (ie. chance that LASER fires for only half or third of the duration, and does that much less damage).

This would also fix the fact that the current most optimal way to play is the ride the top of the heat scale rather than the more balanced type of play you see in tabletop.

Edited by AccessTime, 14 June 2018 - 06:46 AM.


#548 Aleski

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Posted 14 June 2018 - 06:54 AM

Hey what about this : we remove the mad cat mark II from the game !! Problem solved Posted Image

Ok sorry, bad joke.

I was thinking about something completely different : rework completely the heat system.

First, remove ghost heat limit for energy weapon. It's really a band aid.

And now : A new heat system who work like that : it take a lot less heat to complete the heat bar (it adress the big alpha with energy, so you remove a lot of heat capacity) but the cooling system will work far more quickly.

It will add a completely new way to play with heat in the game and will need a lot of trigger discipline and management.

For example, rework the HS and DHS : they are not giving you more heat capacity, but give you more cooling efficiency. What about that fellows ?

#549 thievingmagpi

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Posted 14 June 2018 - 07:11 AM

New maps.

Qol.

Proper ui.

That way we're not clawing over each other to find excuses about things to ***** about and can actually enjoy the game

#550 wolvhound

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Posted 14 June 2018 - 07:15 AM

Or let innersphere use the madcat 2 after all it was made by diamond shark and sold to the innersphere as well

#551 Stinger554

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Posted 14 June 2018 - 08:01 AM

View Postlazorbeamz, on 13 June 2018 - 11:32 PM, said:

Thats wrong clan gauss has very small health and will explode as soon as your armor is stripped. Pretty much robbing your clan mech of any structure you got there remaining.

5 hp compared to 10 hp is negligible at best.

View PostP0607, on 13 June 2018 - 11:53 PM, said:


The thing is clan weapons SUPPOSED to be superior. I could say some clan mechs can't change their structure/armor type, but many of them have or can be equipped with the desired types. But to make it "fair" you can give them some disadvantages that would require you to alternate clan playstyle from is.



This is a FPSPvP environment what lore says or what canon says is completely worthless in regards to balancing the game. No weapons, equipment, etc, should be outright superior. There needs to be parity in order to have a balanced game.

You cannot force players to follow Zellbrigen. There is no practical way to do so and PGI has already said they won't do 10v12. So that's off the table entirely.

#552 Doomich

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Posted 14 June 2018 - 08:03 AM

Guys! What about "sub hardpoints"?
I mean - hardpoints may not support certain types of weapons.
So we can remove super one-shot alpha builds and bring back a variety of weapons into the game! Posted Image
And give to each mech more individuality!
It is not too difficult to create. And hardpoints can be indicated by additional colors, or icons, or hardpoint tier system..
huh?

Edited by Doomich, 14 June 2018 - 08:27 AM.


#553 Stinger554

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Posted 14 June 2018 - 08:05 AM

View PostGrim 13, on 14 June 2018 - 01:27 AM, said:

My 110 Alpha build is as sustainable as any Clan 94 Alpha dealer and is fast enough (57 km/h) considering the armor and firepower it brings, another 102.2 Alpha build I know of is also in the 50+ km/h range and can deal it's Alpha indefinitely, half of the alpha being pinpoint. That's without mentioning 2 different IS 'Mechs that have a relatively low alpha but can deliver 120 pinpoint damage in 4 seconds without having heat issues.

Oh and what builds are those?

102.2 divided by 2 = 51.2

51.2 < 94

Clan alpha does more efficient damage. Even compared to the not toasty 80 or 72 alphas.

BTW 57 is slow; which reinforces my point. Also is that 110 alpha pinpoint at 500 meters?

#554 Lion ElJonson

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Posted 14 June 2018 - 08:24 AM

I think, in terms of clan lasers, there is a light reduction in damage values and increase in cooldown, maybe some very light heat tweaks needed. Combination Gauss+Lasers is fine, but Gauss itself need to buff health, but small nerf in damage output.

#555 Throe

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Posted 14 June 2018 - 08:57 AM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:33 PM.


#556 Stinger554

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Posted 14 June 2018 - 09:14 AM

View PostThroe, on 14 June 2018 - 08:57 AM, said:

Weapon convergence limitations have been suggested many times and PGI keeps ignoring them.

IIRC they did reply to those concerns at one point by stating that the current convergence was required to get HSR to work properly. Don't remember when that was though.

#557 Throe

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Posted 14 June 2018 - 09:27 AM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:33 PM.


#558 Jman5

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Posted 14 June 2018 - 09:28 AM

I wanted to reply here to a suggestion I made earlier on twitter:

Jman5:

Quote

With regards to your balance thread, have you guys considered changing heatsinks so they don't scale linearly? This way you don't break balance for smaller builds, but put soft limits on the excessive ones with 20+ double heatsinks.


Chris Lowrey:

Quote

The current system already does this to a degree with the internal / external heatsink system. Having it curve exponentially would present its own issues in communicating how that effectiveness degrades as you equip more heat sinks in the 'Mechlab.


I don't think communicating it would be any more difficult than how the game already communicates the fact that internal and external heatsinks provide different bonuses. The mechlab Heat Management value + documentation in the patch notes. Although, I think for the most part people understand how hot their mech is by experience more than anything else.

You could always add a graph to visually display its effect in the mechlab. Or some drop down list of all your heatsinks and their values.

Chris:

Quote

An additional consideration would also be how do critical hits in-game effect this curve? Are you locked into a certain effectiveness value per heat sink critical hit? or would the Impact scale with each component destruction?


I would just work them in reverse. If you lose heatsink #29 it wont make as big a difference than if you lose heatsinks #11.

Chris:

Quote

And another question I would throw out there: Is it the heat sinks that are the issue? Or the Weapons that excessive heatsinks enable? If you have an SRM boat that trys to maximize on his heatsinks, should he be punished by the same system meant to target another weapon system?


The problem again and again are the builds these excessive heatsink enable, but if you go around nerfing individual weapons you will be impacting all the other builds that may not be a problem. 1 laser isn't an issue. lots of lasers fired together are.

I think tackling it at the heatsink level is a good way to come at the problem of excessive damage instead of playing wack-a-mole constantly. I also think that this is less of a problem for other builds because they're simply not as tonnage efficient as laserboats. But regardless if you're building a missile boat with 80 damage and 25 heatsinks or whatever, I don't see why they shouldn't be reigned in as well.

Chris:

Quote

This isn't to say that changes to the heat systems are off limits. I'm more then willing to look into changes to it if we feel it would move things in a direction we would want. Which is why we where fine providing the Single heatsink buff this coming patch.

Its just something that we have to tread very carefully with since nearly every system in the game is tied to the heat system.


You can tune how the heatsinks scale as conservatively as you want to not unduly impact non-problem builds. You could make it so heatsinks work just fine up to 20, then start to taper off in effectiveness beyond that. You could make it 25 just to target a couple of builds. You could make it so only dissipation rate tapers off or even add a cap to the rate. The skies the limit here, but I do think the one common element that ties a lot of high-alpha builds together is that they usually have lots and lots of heatsinks.

Anything you do will have an impact on non-target builds. If you nerf guass you'll be nerfing some guy who runs around with a guass in his Cougar and nothing else. He's hardly breaking the game, but you could wind up ruining his build in the process of trying to fix the problematic ones. I think one of the nice things about this approach is that the scope of mechs effected is much more narrow. You're not going to break a Cougar with this change because a Cougar isn't going to equip 20 heatsinks.

Edited by Jman5, 14 June 2018 - 09:28 AM.


#559 Jay Leon Hart

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Posted 14 June 2018 - 09:32 AM

View PostGrim 13, on 13 June 2018 - 04:29 PM, said:

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.

Really? Greatly exceed a 94 pinpoint no GH Alpha, you say?

Best I can manage is 97
Moving 32.4kph
4 tons of ammo
220m optimal range
Explosive side torsos
Terrible cooling efficiency

Or I can go Clan...

Best I can manage is 108
Moving 48.6kph
6 tons of ammo
400m optimal range
Explosive arms
Terrible cooling efficiency (but significantly better than above)

What are these super-secret IS 'mechs and their builds that greatly exceed a 94 pinpoint no GH Alpha?

#560 Jay Leon Hart

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Posted 14 June 2018 - 09:43 AM

View PostDungeon 206, on 14 June 2018 - 03:40 AM, said:

the only reason why the 94pt clan alpha (which really is just the 2erLL 6erml 2Gauss Dire Wolf)

The 94 damage Clan Alpha is the 2 Gauss, 2 HLL, 4 ERML "Deathstrike build"
The 2 Gauss, 2 HLL, 6 ERML DWF is 108 damage





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