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April Dev Vlog #1


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#201 Krasnopesky

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Posted 03 April 2021 - 03:53 AM

View PostSereglach, on 02 April 2021 - 10:06 PM, said:

LONG ago I was pushing for 1-2 DPS (1.5 is clearly a nice starting point). MW5 I think is 2 DPS and seems a bit OP, but that could be the 3025 setting for much of what I've seen. HPS and Heat DPS should be notably different, inflicting actual net heat damage over heat generated. At the time I was saying 1.0 Heat DPS and 0.5-0.75 HPS gain. Ironically, even after changes in the way the heatsinks work (leaning towards faster dissipation and lower heat caps) and looking at it's closest competitors, the Medium Laser for the IS and Small Laser for Clans, the numbers really wouldn't be much different.

However, for the sake of debating and looking at a quick glance of baseline data, here's a breakdown on a more current take:

IS Flamer, Medium Laser is the closest competitor:
With April changes the ML will have a DPS of 1.56 . . . I don't think asking for 1.4 - 1.6 is too much for the Flamer.

Clan Flamer, ER Small Laser is the closest competitor:
DPS isn't much different on the SL at 1.43 . . . 1.2-1.4 DPS seems reasonable for the Flamer, but whatever value it is should be less than the IS variant, seeing as it's a half ton instead of a full ton . . . if we're balancing via damage (more later).

HPS and Heat DPS could likely be the same across IS and Clan. The base 10 doubles seem to be dissipating approximately 2.3-2.4 HPS now. One Flamer should be a nuisance, two should just about defeat your opponent's base 10 DHS cooling, 3-4 should be dangerous, and 5-6 should be crippling for a short burst (the shooter won't be able to maintain it much longer than the heat damage they do); but if PGI really wants Ghost Heat in the picture then implement it for numbers over 6. However, fixed flat values balance themselves, in the case of the Flamer, because the shooter won't be able to keep heat on the target much longer than the opponent has 90% heat, and then both parties need to retreat to cool. This is even more hazardous for the shooter, as they CAN shut themselves down. Regardless, I'd personally shoot for 1.2 Heat DPS and 0.6 - 0.8 HPS gain.

Now, if you want to balance in a slightly different way, you could keep the DPS the same on both IS and Clan models, and instead make the Clan version less efficient at putting heat on target. It gives you an alternate method for compensating for the 50% lighter Clan Flamer that falls a bit more in line with how the upcoming April patch seems to be handling MGs . . . the IS getting more rounds per ton for their heavier base MGs, but the damage values being relatively the same. Higher HPS on the Clan Flamer would allow equal damage to the IS version, but the heavier IS version handling heat gen better. In this case both could be 1.4 DPS and inflict 1.2 Heat DPS, while the IS version generates 0.6 HPS and the Clan version generates 0.8 - 1.0 HPS.

Hope that helps. The Flamer has been my baby since first playing Battletech in the late 80's, with of course the Firestarter being my favorite mech; and while Flamers have always been decent (if not OP) weapons in other MW titles it's always been disappointing how Flamers have been in MWO. It'd be a glorious day to finally see that changed. Thank you for your time and consideration.


Thanks for that detailed post, it is great to have numbers to consider when reading feedback / suggestions.

Flamers as you noted were left as is, but they are a weapon I would like to look at in the future.

Edited by Krasnopesky, 03 April 2021 - 03:55 AM.


#202 Krasnopesky

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Posted 03 April 2021 - 03:59 AM

View PostMW Waldorf Statler, on 03 April 2021 - 12:53 AM, said:

aonother little Play with Weapons, buffs...nerfs ...a endless Playfield and waste of time and manpower ,and nothing news for the Game thats find more interest.Now the next Fans of the nerfed weapons will cry, and the next Work on it to see.Its not the Weapons ,thast many Folks dying fast in Focus Fire or plays Nascar


The entire point of this is that it was done by a community group called The Cauldron and not PGI. If these changes are well received hopefully PGI will trust us to make further balance changes too. This will free up people at PGI to work on other important elements (like creating new content). So really this will save PGI time and manpower.

Edited by Krasnopesky, 03 April 2021 - 01:30 PM.


#203 EWDijkstra

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Posted 03 April 2021 - 09:12 AM

This is a step it the correct direction. Kudos for deciding, despite the inability to get the PTS we need up, you're going to just jump into the deep end to keep things moving. I think it's much better to try something and have it in part or in whole be a mistake you can learn from, than do nothing and let the game continue to stagnate as it's been doing for years.

I envision a minor portion of these changes may receive aggressive backlash like March's patch. The majority will likely sit in the "feels good but might require slight tweaking" region, which is good - because it's progress towards the desired end, and we should have a PTS up by the time this is determined to more aggressively shift values around and try different ideas.

From a meta-view, considering the roadmap, I think the next thing to work on after this incoming patch is live is the rescaling. I assume it's a smaller scope than the map and spawn changes, but will have a very large effect on how weapon changes feel. The last thing we want is to be 3 to 5 weapon balance patches in, have the rescale go live, and then find months of weapon-focused work feels really off or is outright imbalanced.

Thanks to everyone involved in this impending patch for their passion for the game and IP. And thanks Daeron and Matt for sticking your necks out an deciding to both listen to the community's wants and force this thing through to live despite the PTS trouble.

#204 Mryyden

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Posted 03 April 2021 - 10:11 AM

You Pilots all know they are just trolling April fool's style, ask your self "have you ever seen a sweeping patch like this before?" Also its not PGI unless they talk about a patch then give you 1/10th of the patch and spread it out in pieces over the whole year to troll the META lol. Just like a fine dining restaurant you basically have to eat what's being served lol, good luck "ordering up" a special menu. At least a little prop for being able to say no to the community, gota pay for the servers somehow right?

#205 Eurystheus

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Posted 03 April 2021 - 10:21 AM

Does anyone know ... will Li Song and Smurfy pick up these changes?

#206 IshanDeston

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Posted 03 April 2021 - 10:24 AM

So another broken promise for the pile. No PTS... and because its so much fun, to do live testing when you have to wait a month or more for a "fix", we are going to get a repeat performance of the last patch.

Not only has match quality gone down the drain with the current patch, with all the "hiding in the corner, shooting PPCs" nonsense that is going on, but also will we see another "live test", that probably will take a month or more before any sort of reaction to it will happen.

As for the changes in this patch announcement... why am i not surprised. Nothing is being done to support medium and light mechs. Oh wait, that was wrong... ER Mediums get a buff to make them more viable (and the buff to Light PPCs, i guess). Yeah, great... meanwhile i still have a Fafnir/Kodiak round the corner and take half my mech off in a single shot, or have to eat 108 ATM damage... because that's fun, you know... to eat enough damage in a single hit to vaporize half a medium mech. And if it was a Light mech, you probably also out of the game, because your XL reactor just went boom.

No wonder the least played Mech classes are Lights and Mediums. And i bet next up is a rescale to make the Assaults and Heavies harder to hit, as well as make Lights and mediums larger by comparison.. so they will be even easier to take out with everyone's favorite dual uAC10 + uAC5 build... or dual Heavy Gauss.

And its not that i don't get that the overwhelming response to this is positive... and if i was interested in piloting heavy and assault mechs, i too would welcome these changes, but i don't see anything in this patch that increases viability for those mechs that do not drop enough damage in <3 seconds to vaporize a medium mech, or at least severely cripple it. Quite the opposite actually. I am seeing a number of damage boosts that makes "boating" these big Alpha weapons easier.

No minimum range on Light PPCs, so we can have even more people hide in the corner and play peek-a-boo and doing jumping jacks. But i suppose at least IS mechs get to join in now doing the Jack-in-a-box thing with their quad PPCs.

Guess i'll just have to join them and change some of my light and mediums into PPC poptarts. It seems like poptarting is gonna be the way to go for the next 2 months at least.

#207 Will9761

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Posted 03 April 2021 - 10:27 AM

View PostEurystheus, on 03 April 2021 - 10:21 AM, said:

Does anyone know ... will Li Song and Smurfy pick up these changes?

As far as I know, Smurfy has stopped updating current information and has gone defunct, leaving MechDB in its place. I'm not sure about Li Song though.

#208 Krasnopesky

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Posted 03 April 2021 - 12:00 PM

View PostEurystheus, on 03 April 2021 - 10:21 AM, said:

Does anyone know ... will Li Song and Smurfy pick up these changes?


I don't know about those websites but we already have a CauldronDB version of MechDB up and running with these changes: https://thecauldron.nav-alpha.com/

#209 Jack Shayu Walker

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Posted 03 April 2021 - 12:02 PM

View PostWill9761, on 03 April 2021 - 03:27 AM, said:


This is nothing worth complaining about. Weapon changes will always happen regardless, so players will either choose to adapt or die. Given how disastrous this patch was, PGI's decision to listen to player feedback and change it was the right thing to do. Sure, you can't please everyone, but it is what it is.


Secret option C. You can also just quit playing. PGI doesn't come to your house and kill you for not adapting to their potentially now ****** game and who wants to adapt to a crap sandwich? (tryhards probably) Posted Image

But in this case the rebalance is overwhelmingly positive, so Posted Image

#210 Krasnopesky

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Posted 03 April 2021 - 12:13 PM

View PostIshanDeston, on 03 April 2021 - 10:24 AM, said:

So another broken promise for the pile. No PTS... and because its so much fun, to do live testing when you have to wait a month or more for a "fix", we are going to get a repeat performance of the last patch.

Not only has match quality gone down the drain with the current patch, with all the "hiding in the corner, shooting PPCs" nonsense that is going on, but also will we see another "live test", that probably will take a month or more before any sort of reaction to it will happen.

As for the changes in this patch announcement... why am i not surprised. Nothing is being done to support medium and light mechs. Oh wait, that was wrong... ER Mediums get a buff to make them more viable (and the buff to Light PPCs, i guess). Yeah, great... meanwhile i still have a Fafnir/Kodiak round the corner and take half my mech off in a single shot, or have to eat 108 ATM damage... because that's fun, you know... to eat enough damage in a single hit to vaporize half a medium mech. And if it was a Light mech, you probably also out of the game, because your XL reactor just went boom.

No wonder the least played Mech classes are Lights and Mediums. And i bet next up is a rescale to make the Assaults and Heavies harder to hit, as well as make Lights and mediums larger by comparison.. so they will be even easier to take out with everyone's favorite dual uAC10 + uAC5 build... or dual Heavy Gauss.

And its not that i don't get that the overwhelming response to this is positive... and if i was interested in piloting heavy and assault mechs, i too would welcome these changes, but i don't see anything in this patch that increases viability for those mechs that do not drop enough damage in <3 seconds to vaporize a medium mech, or at least severely cripple it. Quite the opposite actually. I am seeing a number of damage boosts that makes "boating" these big Alpha weapons easier.

No minimum range on Light PPCs, so we can have even more people hide in the corner and play peek-a-boo and doing jumping jacks. But i suppose at least IS mechs get to join in now doing the Jack-in-a-box thing with their quad PPCs.

Guess i'll just have to join them and change some of my light and mediums into PPC poptarts. It seems like poptarting is gonna be the way to go for the next 2 months at least.


We have purposely buffed a lot of weapons to be better specifically for Light and Medium Mechs.

IS weapons that will be better on Lights/Mediums:
  • SL, ML, ERSL, ERML, SPL
  • LPPC (This weapon system in particular got a number of big buff and should work excellently on 30/35 tonners)
  • LMG, MG, HMG
  • SRM4, SRM6, MRM10
Clan weapons that will be better on Lights/Mediums:
  • ERuL, ERSL, ERML
  • uPL, SPL, MPL
  • HSL, HML
  • LMG, HMG
  • SRM4, SRM6
We have also reduced the upfront damage of close range ATMs and clan Streaks, which will reduce the instances of getting one-hit in Light Mechs from these weapon systems.

Additionally we have future plans to decrease the size of many 30 and 35 tonne Mechs (as well as others), as many of them are far too large currently, as well as buffing the quirks one some Light Mechs that are currently underperforming and increasing the agility on certain slow Light Mechs that have poor mobility.

I personally pilot Light Mechs a lot (as do many other pilots in The Cauldron) and we have specifically made sure that these changes will be beneficial for Light Mechs and lighter Medium Mechs.

Edited by Krasnopesky, 03 April 2021 - 01:40 PM.


#211 Jack Shayu Walker

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Posted 03 April 2021 - 12:19 PM

View PostIshanDeston, on 03 April 2021 - 10:24 AM, said:

So another broken promise for the pile. No PTS... and because its so much fun, to do live testing when you have to wait a month or more for a "fix", we are going to get a repeat performance of the last patch.

Not only has match quality gone down the drain with the current patch, with all the "hiding in the corner, shooting PPCs" nonsense that is going on, but also will we see another "live test", that probably will take a month or more before any sort of reaction to it will happen.

As for the changes in this patch announcement... why am i not surprised. Nothing is being done to support medium and light mechs. Oh wait, that was wrong... ER Mediums get a buff to make them more viable (and the buff to Light PPCs, i guess). Yeah, great... meanwhile i still have a Fafnir/Kodiak round the corner and take half my mech off in a single shot, or have to eat 108 ATM damage... because that's fun, you know... to eat enough damage in a single hit to vaporize half a medium mech. And if it was a Light mech, you probably also out of the game, because your XL reactor just went boom.

No wonder the least played Mech classes are Lights and Mediums. And i bet next up is a rescale to make the Assaults and Heavies harder to hit, as well as make Lights and mediums larger by comparison.. so they will be even easier to take out with everyone's favorite dual uAC10 + uAC5 build... or dual Heavy Gauss.

And its not that i don't get that the overwhelming response to this is positive... and if i was interested in piloting heavy and assault mechs, i too would welcome these changes, but i don't see anything in this patch that increases viability for those mechs that do not drop enough damage in <3 seconds to vaporize a medium mech, or at least severely cripple it. Quite the opposite actually. I am seeing a number of damage boosts that makes "boating" these big Alpha weapons easier.

No minimum range on Light PPCs, so we can have even more people hide in the corner and play peek-a-boo and doing jumping jacks. But i suppose at least IS mechs get to join in now doing the Jack-in-a-box thing with their quad PPCs.

Guess i'll just have to join them and change some of my light and mediums into PPC poptarts. It seems like poptarting is gonna be the way to go for the next 2 months at least.


Dude not only is this patch going to buff the crap out of my Shadowcat, but its singlehandedly going to bring my Viper back to life. I'm hyped for some medium mech action after this.

Edit: Shadowcat is 24SRM, Viper is 6 cSPL. So I'm not talking poptarts either.

Edited by Jack Shayu Walker, 03 April 2021 - 12:20 PM.


#212 Jack Shayu Walker

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Posted 03 April 2021 - 12:28 PM

Pre-patch I used Artemis and a light probe on my Shadowcat. Now that the Cauldron is essentially giving me free Artemis, I can devote that 4.5 tons into more ammo and heatsinks. More heatsinks means I can take skill points out of Operations and put more into firepower to buff my missile cooldown.

Throw a MASC buff and some spare skill points in the jump jets tree and this patch is looking very nice 4 me.

Edited by Jack Shayu Walker, 03 April 2021 - 12:30 PM.


#213 Sereglach

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Posted 03 April 2021 - 12:42 PM

View PostKrasnopesky, on 03 April 2021 - 03:53 AM, said:

Thanks for that detailed post, it is great to have numbers to consider when reading feedback / suggestions.

Flamers as you noted were left as is, but they are a weapon I would like to look at in the future.

It'd make my decade if the Flamers manage to get adjusted by the May patch, just saying (after all, only been waiting for it for 8 years, now). I'm glad the feedback has been found helpful.

#214 Antares102

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Posted 03 April 2021 - 01:44 PM

View PostJack Shayu Walker, on 03 April 2021 - 12:28 PM, said:

Pre-patch I used Artemis and a light probe on my Shadowcat. Now that the Cauldron is essentially giving me free Artemis, I can devote that 4.5 tons into more ammo and heatsinks.


I would still keep the Artemis to have SRMs hit a certain zone (light torso rear *giggle*) more tightly packed.

#215 Galahad2030

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Posted 03 April 2021 - 02:03 PM

I'd like Rocket Launchers to be useable someday as well.

The change I see that would make them viable is instead of single shot give them limited amount of ammo that is not adjustable. So a RL10 could have 50 rockets (5 shots) for example (non-modifiable ammo for that launcher, it is built-in).

Edited by Galahad2030, 03 April 2021 - 02:03 PM.


#216 crazytimes

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Posted 03 April 2021 - 04:11 PM

I suppose it's good that some kind of weapon balance pass with sensible goals is being done... but that is not new content and it isn't fixing any bugs. A significant portion of the population wouldn't even notice the changes if they weren't told about it.

When are we going to fix spawns? That I am interested in. Playing a 100 tonner solo is a lottery of spawn point more than anything.

#217 Paul Meyers DEST

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Posted 03 April 2021 - 06:36 PM

View Postcrazytimes, on 03 April 2021 - 04:11 PM, said:

I suppose it's good that some kind of weapon balance pass with sensible goals is being done... but that is not new content and it isn't fixing any bugs. A significant portion of the population wouldn't even notice the changes if they weren't told about it.

When are we going to fix spawns? That I am interested in. Playing a 100 tonner solo is a lottery of spawn point more than anything.


But you have a lot of mechs that are a bunch of more to play. Spawns are weird somwtimes, but not part of the patch.

#218 Matthew Ace

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Posted 03 April 2021 - 08:58 PM

View PostMonke-, on 03 April 2021 - 03:09 AM, said:


Probably just left, who cares if stock builds are a undertonned when you're not going to leave them stock.




JJ changes are going to happen later in the year.





Why? Giving IS better weight saving is a pretty huge balance change.




LBX/10s are already in a pretty good position, why does it need changing?


(1) Stock builds may still be utilised during private matches (stock tourney play also comes to mind). But for the most part, what you have said is true.

(2) Good to hear about the jump jets.

(3) Reducing LFF/FF slots - I was thinking alongside potentially opening up some other builds - this could be visited with reducing dependence on quirks on IS side.

(4) My example is applicable to whole LB series - LB-10 was cited as an example. The crit-seeking/enhanced internals damage (can't remember on enhanced damage vs internals - can someone confirm?) nature typically does not make up for. By buffing damage, the option to go for larger damage at close range is now open, in comparison to standard ACs on both teams. This would also make the weight of the weapon more worthwhile. Of course, if damage is buffed, I would also anticipate adjusting some other stats to make up for this.

Edited by Matthew Ace, 03 April 2021 - 08:59 PM.


#219 Dran Dragore

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Posted 03 April 2021 - 09:36 PM

hmmm. Lets see it in the game. But i expect that you need too buff the armor because the Mechs are now weak like hell against so much Damage buff...

#220 Monkey Lover

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Posted 03 April 2021 - 11:29 PM

rip assaults and rip time to kill.





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