Mech Warrior Online doesn't have any such bad game play distortions but there is one oddity I've noticed:
8 slots, 8 tons... for a computer, +40% ballistic projectile speed... riiiiiggghttt.
I work in IT as a programmer. I know it's a lot to ask that new coding be done but if I can provide some motivation let me just say this:
The current implementation of Targeting Computers is the only obvious flaw in MWO. Fix that and all it will ever be going forward is balance tuning.
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Problems with the current implementation of TC's:
1. Anything beyond Mark II is too heavy and takes up too many slots to be used by Light Mechs. Even Mark II's are pushing it for Lights. It doesn't seem fair for 1 class of Mech to be practically shut out from using a component.
2. The massive slot and tonnage cost of higher marks means they must provide massive buffs to even begin to be viable. This manifests in absurd buffs like +40% ballistic projectile speed for the Mark VIII. Not sure how a Targeting Computer makes cannon shells fly THAT much faster.
3. They provide rather generic benefits that aren't well tuned to various builds. The consensus on the forum is that their best use case is extending the range of laser sniper builds and not much else.
4. The current implementation strains immersion by being so unrealistic in size/weight and some of the exaggerated buffs. It seems odd to equip a sophisticate Mech without a Targeting Computer of some sort.
Goals for a rework:
1. Make them usable by Light Mechs.
2. Make them viable for a wider range of builds.
3. Make them common.
4. Make them more realistic.
Point #1 means 8 slots and 8 tons will NEVER be viable.
Point #2 means giving boosts to various weapon categories like missiles, energy, ballistics, AMS, and sensors is a lot to pack into a single computer. A poster named Meep Meep proposed introducing multiple TYPES of Targeting Computers. I agree with this idea and think the current situation cannot be adequately resolved otherwise.
Point #3 means they cannot be too taxing in terms of opportunity cost vs more weapons or ammo and must give useful bonuses.
Point #4 means the progression from one Mark to the next increment up cannot be so costly as a whole additional slot and ton.
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Types, size, cost and placement of Targeting Computers:
Size and Weight:
Mark I - V (Mark VI and up removed)
All 1 slot. Weight starts at 0.5 tons and increments up by 0.25 tons per Mark. From 0.5 tons up to 1.5 tons.
5 Types:
General: Sensor boost, Zoom boost, global crit chance boost
Ballistic: Boosts for ballistic weapons (range, cooldown, jamming, speed, ...)
Energy: Boosts for energy weapons (range, heat, cooldown, ...)
Missile: Boosts for missile weapons (lock duration, range, speed, dodge(smallish % chance for AMS to whiff?), ...)
AMS: Boosts for AMS defenses (range, heat, damage, accuracy(counters dodge?), ...)
Comstar cost:
Mark I: 40,000
Mark II: 85,000
Mark III: 135,000
Mark IV: 190,000
Mark V: 250,000
(Possibly make Mark IV/V only available in rare supply caches)
New slot:
Current UI shows "Sensors" component in head occupies 2 slots. Reduce that to 1 slot to free up a new specialized Targeting Computer slot ONLY in the head.
1. ONLY a Targeting Computer can be placed in this slot.
2. Any kind of Targeting Computer can be placed in it.
3. This slot and ONLY this slot provides a -0.5 ton weight bonus to the TC placed in it. (It's considered to be built into the Mech rather than inserted into a modular bay)
This -weight bonus is necessary. It's the only way to insure Light Mechs can ALWAYS mount at least 1 TC. It's also necessary to reduce the "TC Tax" for every mech. This basically makes having a Mark I version of any TC free except for the Comstar cost.
Slot rules:
1. Any number of any type of TC's can be installed.
2. Only one TC per type of the highest Mark installed is active at a time.
3. Bonuses from different types all stack. (This doesn't actually mean much since each type will give totally different bonuses. There might be some commonality between the General TC and the specialized TC's, like crit bonus, that would stack.)
Sample builds:
1. A Catapult LRM boat has a Mark V Missile TC in the head slot and a Mark I General TC in each leg.
Total slots 3 - 1 free = 2, total weight (1.5 - 0.5) + (0.5) + (0.5) = 2 tons.
The bonuses of the Missile TC and one General TC would stack. The bonuses of the 2 General TC's would NOT stack with each other. There's 2 General TC's for redundancy in case one leg gets crit/destroyed, no other benefit.
2. A Piranha fully loaded with MICRO PULSE LASERS has a Mark III Energy TC in it's head.
Total slots 1 - 1 free = 0, total weight (1 - 0.5) = 0.5 ton.
3. A Shadow Hawk with an ER LARGE LASER, an MRM 20, a RAC5, and an AMS (my mech =D) has a Mark III General TC in the head, a Mark II Missile TC in the RT with the MRM, and a Mark II Ballistic TC in the LT with the RAC5.
Total slots 3 - 1 free = 2, total weight (1 - 0.5) + (0.75) + (0.75) = 2 tons.
(2 tons is enough of a tax that these TC's need to be worth sacrificing armor/ammo to mount)
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Sample stats:
(To the forum: please don't nitpick these numbers, they're just ideas, not something set in stone. Expert players could be consulted to come up with better balanced numbers.)
General TC: (from Mark I - V)
Zoom 1: 5%, 7.5%, 10%, 12.5%, 15%
Zoom 2: 10%, 15%, 20%, 25%, 30%
Adv. Zoom: 15%, 22.5%, 30%, 37.5%, 45%
Sensor Range: 3%, 4.5%, 6%, 7.5%, 9%
ECM Range: 3%, 4.5%, 6%, 7.5%, 9%
Targeting Gain Time: 15%, 22.5%, 30%, 37.5%, 45%
Crit Chance: (All weapons)
1.2%/0.6%/0.3% (I)
2.0%/1.0%/0.5% (II)
2.8%/1.4%/0.7% (III)
3.6%/1.8%/0.9% (IV)
4.4%/2.2%/1.1% (V)
Ballisic TC: (from Mark I - V)
AC, U/AC, LBX, Gauss Optimal Range: 3%, 4.5%, 6%, 7.5%, 9% (NOT Max range)
MG Max/Optimal Ranges: 6%, 9%, 12%, 15%, 18%
Projectile Speed: 3%, 4.5%, 6%, 7.5%, 9%
LBX Spread: -2%, -3%, -4%, -5%, -6%
U/AC Jam Duration, RAC Jam Ramp Down Duration: -4%, -6%, -8%, -10%, -12%
Ballistic crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)
Energy TC: (from Mark I - V)
Pulse Laser Max/Optimal Ranges: 4%, 6%, 8%, 10%, 12%
Energy weapons except Pulse Lasers Max/Optimal Ranges: 3%, 4.5%, 6%, 7.5%, 9%
Laser, Pulse Laser Duration: -2%, -3%, -4%, -5%, -6%
Energy weapon Heat: -3%, -4.5%, -6%, -7.5%, -9%
All PPC projectile speeds: 3%, 4.5%, 6%, 7.5%, 9%
Energy crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)
Missile TC: (from Mark I - V)
(These effects complement ARTEMIS and TAGs. They do not conflict or make one another obsolete.)
LRM, Rocket Minimum Range: -6%, -9%, -12%, -15%, -18%
LRM, ATM Dodge(?): 3%, 4.5%, 6%, 7.5%, 9% (chance for AMS to completely miss, this might be too much additional coding work)
LRM, ATM, STREAK Lock Hold Time: 0.2s, 0.3s, 0.4s, 0.5s, 0.6s
LRM, ATM, STREAK, Rockets Speed: 3%, 4.5%, 6%, 7.5%, 9%
MRM, SRM, STREAK, Rockets Spread: -2%, -3%, -4%, -5%, -6% (A poster said STREAKS don't have spread so not sure if this applies)
MRM, Rocket Range: 3%, 4.5%, 6%, 7.5%, 9%
SRM Range: 6%, 9%, 12%, 15%, 18%
Missile crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)
AMS TC: (from Mark I - V)
AMS, Laser AMS Accuracy(?): 2%, 3%, 4%, 5%, 6% (cancels out "dodge" provided by Missile TC's, may be too much additional coding work)
AMS, Laser AMS Damage: 6%, 9%, 12%, 15%, 18% (I don't know much about how AMS works but the point here is to save ammo for regular AMS)
Laser AMS Heat: -6%, -9%, -12%, -15%, -18%
AMS, Laser AMS Range: 6%, 9%, 12%, 15, 18%
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Games not worth playing:
Stellaris:
Draconian influence mechanics that constrain your ability to expand based not on resources or exploration, but rather this artificial and scarce "influence" political resource instead. A navy requires wayyyy too many "alloys" to construct for their given offensive power. Optimal strategy vs computer is to out-expand and build starbases rather than a navy that fights. Very boring.
World of Warships:
Tier X Destroyers are invisible beyond 7.0 km. Guess what happens if you're the lone Tier IX/X Battleship left on your team near the end of a skirmish facing off against a Tier IX/X Destroyer? You lose. It's HORRIBLY imbalanced. You literally cannot see them. There is no consumable a Battleship can equip to reveal Destroyers. All you can see is torpedo salvoes periodically appearing out of nowhere and you eventually get hit and die. The idiots on the WoW forums consider this "normal" and anyone who thinks otherwise needs to "learn to play". I was literally told I needed to spend SEVERAL HUNDRED more hours playing before I'm allowed to have an opinion on the matter even though I grinded my way up to Tier IX/X. No thanks.
Tropico 4:
If pollution gets too bad a tornado appears that destroys your town. It's easy for pollution to get bad. A tornado appeared before I even built a power plant. You can't disable the tornado in solo play. This was a known issue of the game in the Steam reviews.
Tropico 6:
Various factions frequently pester you with annoying and arbitrary requests that in no way help you win the scenario. You take significant popularity hits with those factions if you don't do what they ask. (I had the religious faction ask me to build a Rubber plantation just because.)
Northgard:
Draconian "happiness" mechanics cripple your village if it even briefly goes negative. Brewers are overhead in a game with VERY scarce resources. Happiness cannot be stored like food, wood, or money. Won the 1st Stag clan conquest on the 1st try. Couldn't win the 1st Bear clan conquest after over 25 tries. Tried everything. Opposing Horse clan has unfair advantages. I'm out.
Edited by MechMaster059, 09 June 2022 - 12:50 AM.