#1
Posted 02 October 2023 - 03:44 PM
TLDR:
X-Pulse lasers currently having terrible alpha making them weak weapons in the peek-a-boo meta and where cover is available. Conversely, against distracted targets or targets caught in the open, Medium and Large X-Pulse lasers have tremendous damage output that is overpowered. Both issues can be solved by increasing weapon cycle time resulting in front-loaded damage output that increases alpha in short bursts even with reduced overall DPS.
Below I show how an MXPL with a 0.80 second cycle time and 42% increased DPS over an MPL has equivalent DPS for a 1.80 second burst to the current implementation of an MXPL with a 0.50 second cycle time and 70% increased DPS over an MPL. (See the pretty spread-sheet picture below for proof)
Hear me now and believe me 5 years later: It will be difficult to make X-Pulse lasers work well unless the cycle time is increased.
=====
I tried out the newest version of 2xLXPL lasers with the following build on a CDA-3F:
A\692:Z0|EdpS0|a@|Y?|i^|i^qS0|a@|Y?|i^|OG|OGr00s00tS0uS0v30w404040
The weak:
- River City, I sneak up behind an enemy heavy mech and start firing, it IMMEDIATELY turns around and starts firing back forcing me to run away without inflicting much damage.
- Other times firing upon lights/mediums which quickly get behind cover or jump-jet upwards bringing my damage output to a quick end.
- I struggle to maintain every pulse of damage upon the same component in face-brawls due to fast weapon cycle time making it hard to re-adjust aim against constant torso-twisting before the next pulse fires.
I found the situation where I tried back-stabbing the heavy mech and it turning around to shoo me away before I could inflict any meaningful damage into its back particularly disturbing. It really drove home to me the fact that against players with a fast reaction time, XPLs have serious issues that need to be resolved before they can become good weapons without being OP.
The strong:
- Polar Highlands (Domination), enemy Stone Rhino is standing there in one of those little pathway choke-points facing off with an assault on my team. It keeps moving forward to strike, then backing off behind some cover. I can still barely see him even when he backs off. I sit there for over 10 seconds melting right through his front CT armor. Same match, a battered laser vomit Cougar engages me near the end, I'm burning through him, I twist to eat his ER Medium laser salvo, then twist back and melt his RT off. I feel safe and certain that within the remaining cooldown time of his laser vomit I can kill him. Domination timer ends before I can get the kill. My end score: 3 kills, 950+ damage dealt.
- Grim Plexis, see at the end of a losing match that an enemy Thunderbolt boating 3xLXPLs has over 1,100 damage dealt.
- Enemy CDA-3F boating 3xLXPLs having 900+ damage at end of match in 2 back-to-back matches. (The inspiration for my build, though I chose to go with 2xLXPLs + 2xML for better heat management and some reliable alpha in brawls)
Make no mistake about it, the +70% DPS on a MXPL and +50% DPS on a LPXL compared to their standard pulse laser counterparts is OP. It's harder to notice in the MXPL due to its short range putting the equipped mech in more dangerous and dynamic situations where it's harder to maintain time on target/component. The long range of the LXPL allows it to better exploit the massive DPS boost over a LPL. Keep in mind that when you have 2xLXPLs equipped, that's equivalent in DPS to carrying a 3rd LPL for FREE.
Other Observations:
- XPLs have the same slot and weight requirements of their PL counterparts, thus they should be balanced with PLs in mind as their primary competitors. The current DPS boost of +30%(SXPL), +70%(MXPL), and +50%(LXPL) relative to their PL counterparts is an irregular distribution that doesn't match the DPS distribution of standard PLs. (1.53 DPS SPL, 1.76 DPS MPL, 2.93 DPS LPL) This indicates XPLs were designed without proper numerical analysis done. They need to be normalized to the same flat % DPS boost across the board. (Notice the very similar DPS of the SPL and MPL, this is due to the MPL having nearly twice the range of a SPL making it much safer and more likely to be in range to fire at all.)
- The ratio of cooldown / duration for standard Pulse lasers is ~4:1. For XPLs that ratio is 1:1. This means the Laser Duration skills are OP AS HELL on XPLs. The reason Laser Duration skills give a much bigger percentage gain than the global cooldown skills is because the duration of lasers is usually a small fraction of the overall cycle time so they need to give a high percent to even be noticeable. This is not the case with XPLs. Increasing the cooldown time on XPLs would mitigate this.
- The fast cycle time and 1:1 ratio of cooldown / duration on XPLs makes it impossible to chain-fire more than 2 of them at a time. Allowing chain-fire for more XPLs would smooth out their heat generation which would help maintain fire when a mech approaches its heat cap. Again, increasing the cooldown would help mitigate this. Laser weapons are often mounted in matching pairs so the number of XPLs that can be chain-fired should be an even number. The next even number after 2 is 4, so being able to chain-fire 4 XPLs means they need a cooldown that is 3x longer than their duration.
(I'm getting weird results chain-firing 2 MXPLs on a Firestarter for around -25% loss in DPS and 2LXPLs on my CDA-3F for around -30% loss in DPS compared to alpha-firing them. The cooldown is slightly longer than the duration on the Firestarter and the LXPLs on the CDA-3F have a slightly shorter cooldown (thanks to -20% cooldown quirk) than duration. I was expecting about -5% lower DPS instead of -25/30%. Can anyone explain what I'm missing here?)
- As others have noted on the forum, having the same damage / heat ratio of PLs greatly diminishes the value of the increased DPS. Being more heat efficient would make XPLs an attractive option to pair with other hot weapons giving them an extra niche to fill compared to PLs. I had recommended a buff of 10% better damage / heat for XPLs but after play-testing them, I'm sure that won't be enough and now recommend 20% better damage / heat compared to PLs. This would result in XPLs still having higher heat / second than PLs to differentiate them and more harshly punish missing with them compared to PLs.
=====
Given the above, what needs to be done?
- XPLs need to be given enough alpha to have at least a little bite to them for very short durations when boating 2x or more of them.
- XPLs need to have their cooldown increased to allow front loading of damage to achieve the above point and enable chain-firing up to 4x of them.
- XPLs need to be made more damage / heat efficient
And now for some magic... How do you make a +42% DPS weapon do +70% DPS? The following spread-sheet picture shows you how:
X-Pulse Cycle Time Damage Distribution:
I chose to use the MXPL as an example since it was the closest to being balanced when XPLs were first introduced.
- The first line of each entry is the title
- The next line is the time scale divided into ¼ second increments.
- The next line shows the cycle time of a given version of MXLP being fired. Each little block represents 0.05 seconds. The black blocks represent firing duration, the empty blocks represent cooldown.
- The last line shows total damage done after each pulse as a function of time.
1. The top entry in orange shows the damage output of the original values for the MXPL.
2. The 2nd entry shows an MXLP with its cooldown doubled to 0.50 seconds for a total cycle time of 0.75 seconds and the pulse damage increased accordingly to equal +42% DPS relative to an MPL.
3. The 3rd entry shows an MXLP with its duration lowered to 0.20 seconds and cooldown increased to 0.60 seconds for a total cycle time of 0.80 seconds and +42% DPS relative to an MPL.
4. the 4th entry shows an MXLP with its cooldown tripled to 0.75 seconds for a total cycle time of 1.00 seconds and +42% DPS relative to an MPL.
5. The 5th and final entry shows the damage output of current values for an MXPL with +70% DPS relative to an MPL.
Notice:
- The 0.80 second cycle time entry has equal total damage dealt out to 1.80 seconds compared to the current implementation of an MXLP!
- The 1.00 second cycle time entry has equal total damage dealt out to 2.25 seconds compared to the current implementation of an MXLP!
(I thought I had made a mistake when I first saw these numbers. This shows the power of front-loading damage that increasing cycle time makes possible. They start out hitting stronger so the current implementation of an MXPL needs a couple of seconds to catch up. This means that in peek-a-boo situations, this proposed implementation would be EQUAL in damage output to the current implementation, yet NOT overpowered in sustained fire situations!)
- The increased cooldown gives players a nice window of time to re-adjust aiming at whatever component they're trying to hit in a face brawl.
- The numbers in red show the awful alpha for a single pulse of the lower cycle time entries.
- The purple 4.00 number with a green background at 1 second for the middle entry is the HIGHEST damage dealt at 1 second of all the entries.
Problem with the 1.00 cycle time entry:
- A 1.00 second cycle time is long enough for the weapon to lose its RAC-like nature which would be a shame and make the weapon less differentiated from other laser weapons than it is now. I consider this a significant drawback.
- Since it throws out ½ as many shots, missing a shot becomes a more painful loss of damage output.
Problems with the 0.75 cycle time entry:
- It can't chain-fire 4x XPLs.
- While it's a large improvement over the current implementation, it still doesn't front-load enough damage.
Recommended choice:
The middle entry with a duration of 0.20 seconds, a cooldown of 0.60 seconds and a +42% DPS boost over an MPL.
- Front-loads a sufficient amount of damage for a 1-pulse alpha to potentially destroy a damaged and exposed component when boated 2x or more.
- Still would fire much more rapidly than other lasers to maintain RAC-like feel.
- Shoots enough pulses to mitigate the consequences of missing a pulse.
- Can chain-fire 4x XPLs.
Computing for +20% damage / heat gives the following final recommended values for each XPL:
Recommended Values:
Legal Disclaimer:
Piranha Games Inc. may implement any of these suggestions, in whole or in part, without attribution for free.
#2
Posted 02 October 2023 - 04:10 PM
MechMaster059, on 02 October 2023 - 03:44 PM, said:
I've pitched in some front-loading to the Cauldron before, I was just told off by Tiy0s for it being OP, a special comment that it was so over-tuned. Low alpha was the weapon's point they said.
In my comment about the game being alpha, peekaboo based, Brauer said that the weakness of alpha builds were low DPS, that they can be DPSed off. So maybe they have a different take due to a different environment -- as in they are in a coordinated environment where they can push off the alpha-based peekaboo mechs, and wouldn't let you get away with what you can get away in QP.
Numbers look like nerf, MXL has -0.5 DPS, while LXL has -0.27. Even though it's front-loaded, you gotta remember that it's still a starey DPS weapon, that frontloading ain't going to amount for much because it's supposed to be done repeatedly and quickly anyways.
Your 1-second 2-second chart, while looks like it will work in theory -- though I think that's already dubious, in practice the encounters don't happen in a vacuum.
Edited by The6thMessenger, 02 October 2023 - 04:27 PM.
#3
Posted 02 October 2023 - 04:29 PM
The6thMessenger, on 02 October 2023 - 04:10 PM, said:
The point isn't to turn XPLs into alpha weapons, the point is to give them just enough alpha to not totally suck.
The6thMessenger, on 02 October 2023 - 04:10 PM, said:
The numbers are a nerf for continuous DPS. That's intentional. The MXPL and LXPL are over-boosted on DPS.
The6thMessenger, on 02 October 2023 - 04:10 PM, said:
It would be challenging for a mech you sneak up on or catch at an angle to duck behind cover in less than 2 seconds.
Edited by MechMaster059, 02 October 2023 - 04:41 PM.
#4
Posted 02 October 2023 - 07:18 PM
MechMaster059, on 02 October 2023 - 04:29 PM, said:
Sure. Why DPS weapons lately have been rather hard to implement, such as the RACs. Often you have to force committed engagements, and as a result more prone to being a damage magnet.
MechMaster059, on 02 October 2023 - 04:29 PM, said:
The numbers are a nerf for continuous DPS. That's intentional. The MXPL and LXPL are over-boosted on DPS.
In your own chart, the current MXL has it beat in the 2-second mark, able to do 6 damage earlier than your recommended rework, and the 2.25s mark. Your thesis essentially boils down to it being only good at incredibly specific encounters where the window is at 1s long. But again, encounters aren't in a vacuum, they don't revolve on 1s long encounters, you'd be sure as hell to fire more than twice for such weapon.
As a DPS weapon, it is your job to make the encounters longer for the DPS to work -- but the DPS is lower.
I think your suggestion is ultimately to the detriment of the weapon, because it's being incentivized to work better on an application it's not supposed to be good at, while making it worse at it's supposed niche. If you want a 1s weapon, go with lasers, poke and hide.
Maybe buff the upfront damage? 2/2.4/3.9 damage is what I prefer. You can keep your 1s 2-burn rule, the 0.2s burn + 0.6s CD, and the DPS is still high as a result.
MechMaster059, on 02 October 2023 - 04:29 PM, said:
But since your idea of frontloading is that it's better at 1s mark, as if wedging it on a Large-Laser burn. That seems kinda moot, no?
Edited by The6thMessenger, 02 October 2023 - 09:06 PM.
#5
Posted 02 October 2023 - 08:03 PM
- Instantaneous Alpha (PPFLD ie Gauss/PPCs)
- Burst Alpha (Laser Vomit)
- Burst DPS (cUAC dakka sort of falls into this category, RACs)
- Sustained DPS (AC5/AC10 boats)
I don't feel like x-pulse have any chance of usurping gauss/laser vomit or dakka from the throne especially given it is IS laser vomit which feels on the whole, too hot.
So unless it boosts the DPS or makes them more heat efficient, like 6th said this won't move the needle and in the case of the MXPL, is a straight up nerf.
Edited by Quicksilver Kalasa, 02 October 2023 - 08:07 PM.
#6
Posted 02 October 2023 - 08:54 PM
The twin snubs act like an overcharger for the initial damage of 29 which is then followed up by 18 damage a second for upwards of 5 seconds (an additional 90 damage) before I overheat and need to run away and drink some water. Not sure what the exact time is for 0.9 heat efficiency and 4 engine/5 external DHS but it feels something like 4 seconds to go from 95%+ to zero.
I get my best results ambushing enemies and using my surprising speed to hop over and gank someone to quickly put them out of commission (mostly cause my accuracy sucks so I need all the tactical help I can get) -- X-pulse are at their best when you have a free opportunity to just sit there and click like your playing a clicker game. High torso mounts so all 6 fire in unison is also a boon.
But yeah as much as they're face-time weapons like RAC2/5s they shouldn't be viewed as such -- the burntime is so short (0.25 seconds) that it might as well be instant. Only they can be clicked however many times you need to with the given situation -- you get the drop on someone? Fire away, just try not to overheat. You round the corner and stumble onto an enemy and he doesn't see you? Pop off enough damage and then run away when he turns to face you. In a brawl? Try to time your DPS bursts for when the enemy is reloading their alpha strike.
A mix of PPFLD and and Burst DPS but the PPFLD is on the low end and the Burst DPS is more drawn out (but not quite sustained DPS due to needing to cooldown for long periods). That fine balancing act where you have ample face time and enough cover to deal damage when you need to while avoiding damage and cooling down.
#7
Posted 02 October 2023 - 09:06 PM
The6thMessenger, on 02 October 2023 - 07:18 PM, said:
I think the way you set up the weapon makes it a massive nothing-burger. It ain't got enough alpha to complete with the legit lasers in the first place -- nor it should, forcing it to the playstyle that it isn't suited to begin with, while it'll have a reduction with it's DPS when it already feels bad right now.
I'm not "forcing it to the playstyle that it isn't suited to". The point is merely to make it not worthless in peek-a-boo situations as it is now. If you were to boat 4xMXPLs you could do 16 damage in 1 second. Yes, 4xMPL could do 24 damage in that window but they would miss out on the sustained DPS boost, extra heat efficiency (I boost heat efficiency), and extra range so there's a fair trade-off there.
The point in front-loading more damage is to fill a pot-hole figuratively speaking. Right now XPLS are REALLY BAD at peek-a-boo to a degree that's making the weapon too niche. The point isn't to make them "good" at alpha strikes, but merely not terrible where they constantly let fast enemies get away nearly unscathed.
The6thMessenger, on 02 October 2023 - 07:18 PM, said:
Is this a joke? My recommendation is only +0.05 seconds later (an imperceptible difference in time) at also doing 6 damage compared to the current MXPL at 1.80-2.00 seconds.
The6thMessenger, on 02 October 2023 - 07:18 PM, said:
You don't seem to be grasping the point here. MXPL and LXPL have OVERPOWERED SUSTAINED DPS so I bring it back in line. The danger with this nerf is that it threatens to make XPLs even worse in peek-a-boo situations than they already are. Increasing the cycle time and front-loading the damage AVOIDS this problem. In fact, for very short 1 second burst, my proposal does BETTER ALPHA than the current MXPL even though it has higher sustained DPS.
So if a light mech zips on by, or you see someone through a crack between buildings you can still do a meaningful amount of damage for a short burst.
The6thMessenger, on 02 October 2023 - 07:18 PM, said:
If you look at the picture more carefully, the 1.00 second cycle time example I provided does just that, 2.5 alpha for MXPL. I mention two drawbacks to this longer cycle time:
1) It starts to become slow enough to not feel as machine-gunny
2) It throws out ½ as many pulses so missing a pulse of damage is more painful.
That being said, it still would be a vast improvement over their current implementation.
Quicksilver Kalasa, on 02 October 2023 - 08:03 PM, said:
So unless it boosts the DPS or makes them more heat efficient, like 6th said this won't move the needle and in the case of the MXPL, is a straight up nerf.
I'm getting the vibe you didn't read my post. I proposed making XPLs +20% more damage / heat efficient than their corresponding PL versions.
MXPLs doing +70% more DPS than MPLs is OP and irregular considering SXPLs do +30% more and LXPLs do +50% more. Is there some reason MXPLs and LXPLs should have such a massive boost in DPS compared to SXPLs? No there isn't, the people who designed XPLs simple didn't perform any basic numerical analysis before assigning the weapon values.
Nine-Ball, on 02 October 2023 - 08:54 PM, said:
(but not quite sustained DPS due to needing to cooldown for long periods).
...
Kind of a contradiction that they're supposed to be sustained DPS weapons yet can't sustain their output because they overheat so quickly isn't it? This is why I propose making XPLs +20% more damage / heat efficient than PLs.
Edited by MechMaster059, 02 October 2023 - 09:14 PM.
#8
Posted 02 October 2023 - 09:28 PM
MechMaster059, on 02 October 2023 - 09:06 PM, said:
...
The point in front-loading more damage is to fill a pot-hole figuratively speaking. Right now XPLS are REALLY BAD at peek-a-boo to a degree that's making the weapon too niche. The point isn't to make them "good" at alpha strikes, but merely not terrible where they constantly let fast enemies get away nearly unscathed.
To the detriment of it's DPS. Dude, that is it's weakness, it's the point. Might as well go legit lasers.
Now, I don't disagree with the front-loading, but I'm pretty sure it needs that high DPS to be relevant.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Oh wow, now we're not supposed to nitpick time? But see, the current weapon does better for longer encounters, exactly as intended and best to it's role.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
I am. It's simply not as big as you think it is, likewise isn't being realistic nor practical.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Kinda the point of the weapon system, because you have to give it a trade-off for extended periods of being out of cover. If it's not as good, people are less likely to sustain, but to poke -- and they go for basic lasers for that one.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
But you wouldn't have the problem, if you aren't nerfing it in the first place, would you?
MechMaster059, on 02 October 2023 - 09:06 PM, said:
But again, whyyyyy? Dude there's lasers that will do better under that 1s of peek. You are just deterring use beyond 1s of poke by having lower bursting and sustaining DPS, while there are better weapons for that 1s of peek. You are obsoleting the weapon.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Which a basic pulse-laser will do better for a shorter amount of time -- remember that the MPL does 6 damage under 0.6s, while your MXL does 4 under 0.8s with two whole burn. ****, for the tonnage, you can basically get two basic-*** Medium Lasers, and deal 10 damage under 0.9s, 8.8889, at 0.8s mark -- which is more than twice your MXL.
You seem to be so entrenched on old MXL vs new MXL, but what you don't understand is that in reality is the MPL vs MXL, it's PL vs XL.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
What, you think just because I disagree with you, means I didn't looked at it carefully? Please.
I specified the 2/2.4/3.9 damage on S/M/L, of the 0.8s cycle, the image I was specifically citing. It is plain buff of yours.
Your 2 bullet points are moot and irrelevant, basically strawmanning at this point, and quite frankly I don't appreciate such dishonesty.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
It wouldn't.
You got a weapon (debatably) slightly better peek, but still worse vs legit lasers -- and worse at it's supposed role of sustain and burst DPS so there's even less point to take them.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Because everyone that reads your proposal must like it, yes?
Edited by The6thMessenger, 02 October 2023 - 09:37 PM.
#9
Posted 02 October 2023 - 09:52 PM
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
Now, I don't disagree with the front-loading, but I'm pretty sure it needs that high DPS to be relevant.
If you're not able to see that MXPLs doing +70% more DPS than MPLs is overpowered then there's not much point in going around in circles on this point. You don't think the current MXPLs (and LPXLs) DPS should be lowered but you're simply wrong so that's the end of that discussion.
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
blah blah blah... more totally failing to grasp the point of the post because you don't realize that MXPLs and LXPLs have OP sustained DPS.
...
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
Actually I do understand this. That's why I normalize their DPS boost vs PLs to a uniform +42% instead of the current weird +30%, +70%, +50% DPS that XPLs have.
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
Oh OK, I though you just meant in general. So using your numbers with a 0.8 cycle time that would result in:
SXPL +63% DPS vs SPL
MXPL +70% DPS vs MPL (What it's currently at)
LXPL +66% DPS vs LPL
So make them all have OP sustained DPS? Ya, um... no. I think I'm starting to see why Tiy0s takes your recommendations with a grain of salt.
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
LOL wut? You don't seem to understand what a strawman argument is. I thought you were referring to the 1.00 second cycle time example which does indeed put out 1/2 as many pulses. No dishonesty there. You weren't referring to it though so yes, now I know my bullet points weren't relevant to what you intended.
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
+20% damage / heat efficiency would make it MUCH better at sustained DPS even with an overall DPS reduction.
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
Yes.
#10
Posted 02 October 2023 - 09:55 PM
MechMaster059, on 02 October 2023 - 09:52 PM, said:
And you think he will take yours? A straight up nerf, to the problem where XPLs are already not appreciated, when their (Cauldron's) philosophy is already about maximizing advantages hence the +70% DPS.
Please.
But hey, tell you what, why don't you go over their discord and pitch it yourself?
Oh wait, I forgot, you threw shade at them:
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Well, to be fair, they didn't got it right the first time, likewise I personally do not like some of their approaches as well.
But you know what they did? They didn't nerfed the DPS, they buffed it. And it took +70% DPS for the MXL to feel close to right. If it were as overpowered as you make it up to be, then it should reflect with the result, not the basic fear mongering just because it's +70%. Even RACs have astronomically high DPS to their counterpart, see RAC2 vs AC5, and their DPS for their stare-down still feels utterly ****.
MechMaster059, on 02 October 2023 - 09:52 PM, said:
...
+20% damage / heat efficiency would make it MUCH better at sustained DPS even with an overall DPS reduction.
Yet you show otherwise. What you don't get with the supposed "broken" dps, is that it's offset with opportunity cost.
Don't get me wrong, I agree with reduced heat, but why would we bother staring for so long, when we can just peekaboo with existing lasers? It took +70% DPS difference for current MXL to feel a lot better.
MechMaster059, on 02 October 2023 - 09:52 PM, said:
You don't think the current MXPLs (and LPXLs) DPS should be lowered but you're simply wrong so that's the end of that discussion.
MechMaster059, on 02 October 2023 - 09:52 PM, said:
Cool, believe what you want, lol. You're entitled to your religion, that's what the 18th Article of the UDHR is for.
Edited by The6thMessenger, 02 October 2023 - 10:32 PM.
#11
Posted 02 October 2023 - 10:12 PM
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Not really when I clearly stated they're not quite sustained DPS due to needing to cooldown for long periods.
#12
Posted 02 October 2023 - 10:37 PM
The6thMessenger, on 02 October 2023 - 09:55 PM, said:
Please.
They basically applied a simple doubling of DPS to each XPL with the patch. That's not numeric analysis. That's pulling numbers out of one's rear and hoping for the best.
The6thMessenger, on 02 October 2023 - 09:55 PM, said:
Oh wait, I forgot, you threw shade at them:
Not throwing shade, simply stating facts. Each XPL has a flat +50% boost in DPS over the previous smaller size of XPL. This results in the weird +30%, +70%, +50% boost in DPS vs standard PLs. In other words, whoever set the current numbers on XPLs didn't understand that their numbers needed to be balanced relative to standard PLs rather than themselves.
The6thMessenger, on 02 October 2023 - 09:55 PM, said:
But you know what they did? They didn't nerfed the DPS, they buffed it. And it took +70% DPS for the MXL to feel close to right.
The community gave feedback that XPLs were UP and so they applied a brainless x2 DPS buff. This isn't analysis, this isn't solving the problem. Now LXPLs are OP if you boat more than 2x of them on a mech.
The6thMessenger, on 02 October 2023 - 09:55 PM, said:
I don't think you read my entire post. I explain why MXPLs OP DPS is harder to notice than LXPLs OP DPS. The extended range on LXPLs makes a HUGE difference in usability.
The6thMessenger, on 02 October 2023 - 09:55 PM, said:
Don't get me wrong, I agree with reduced heat, but why would we bother staring for so long, when we can just peekaboo with existing lasers? It took +70% DPS difference for current MXL to feel a lot better.
You seem to think a +42% DPS advantage over standard PLs is garbage. It's not. It's still very strong though not enough on its own. That's what the extended range and +20% damage / heat efficiency is for.
Nine-Ball, on 02 October 2023 - 10:12 PM, said:
So they're clearly sustained DPS weapons due to the garbage alpha but high DPS yet they need to cooldown a lot. OK, got ya.
#13
Posted 02 October 2023 - 10:53 PM
MechMaster059, on 02 October 2023 - 10:37 PM, said:
Not throwing shade, simply stating facts. Each XPL has a flat +50% boost in DPS over the previous smaller size of XPL. This results in the weird +30%, +70%, +50% boost in DPS vs standard PLs. In other words, whoever set the current numbers on XPLs didn't understand that their numbers needed to be balanced relative to standard PLs rather than themselves.
It's called Testing. Because things on paper, does not necessarily reflect those in practice.
Sure, they had some screw-up with the first iteration. But you know what, the difference is that. They look beyond symmetry, but the result -- and the result is, well, not in your favor.
What can we extrapolate from your numbers based on what we already know? XPLs are stare-down weapons that worked better when they boosted the DPS. What do you think will happen when you nerf the DPS said weapons?
Like what I said before, pitch it to them. With your mathematic geniusness, you sure to get a throne among the Cauldron.
TBT, I like the idea of some front-loading, I just didn't like the DPS -- and the defensive diva, that's utterly childish and pathetic.
MechMaster059, on 02 October 2023 - 10:37 PM, said:
Wow, really? No wai!
Is that why people have been complaining that LXLs are underpowered and aren't dominating for whatever reason? Cause the ones doing well are the basic lasers, and only the MXL because it's +70% DPS.
MechMaster059, on 02 October 2023 - 10:37 PM, said:
Because nobody that disagrees with you ever reads your post, amirite?
MechMaster059, on 02 October 2023 - 10:37 PM, said:
Given with what we've seen, result triumphs your belief in symmetry -- because that's what this uniform +42% is, just symmetry within the spreadsheet, with no regards to the result. It took +70% DPS for MXL to be acceptable.
Again, I don't deny the advantage of (less) heat, but still, at this point, at practical application, why would I bother sustaining when I can peekaboo?
Okay, consider this, 2.2 heat dissipation 30 heat-cap, 6 MXL.
Old MXL:
> 18 DPS
> 10.8 HPS
> Net HPS: 8.6
> Time to OH: 3.488
> Max Damage: 62.784
New MXL:
> 15 DPS
> 7.86 HPS
> Net HPS: 5.66
> Time to OH: 5.3
> Max Damage: 79.51
I will give you this: 79.51 > 62.784. But you know the problem there? 3.488s < 5.3s. At the same 3.488 at only 15 DPS, that's 52.32 damage.
So, why would I bother firing for 5.3s, 1.812s longer? You do realize that 62.784 is more front loaded than 79.51? That it is safer to blow all my load for 3.488s, and cool down afterwards, than the extra 1.812s.
Facetime is already the weakness of the weapon, and your point with the heat as if it's a plus, is simply more of it?
Edited by The6thMessenger, 02 October 2023 - 11:09 PM.
#14
Posted 03 October 2023 - 12:09 AM
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
Sure, they had some screw-up with the first iteration. But you know what, the difference is that. They look beyond symmetry, but the result -- and the result is, well, not in your favor.
If they look beyond symmetry then why did they set the numbers to be a uniform +50% DPS increase per weapon size? (SXPL: 2 DPS, MXPL: 3 DPS, LXPL: 4.4 DPS - see the pattern?)
See the ugly truth is, they didn't do any "testing" for XPLs or they would have known they were UP in the 1st iteration.. They pulled the numbers out of nowhere. The "testing" has already been done to balance the damage output of standard PLs. That's why applying a normalized % DPS increase to XPLs is such a no-brainer. You can assume standard PLs have already taken such "testing" into account.
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
Well ya, giving a flat DPS boost to a weapon tends to make it "work better".
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
TBT, I like the idea of some front-loading, I just didn't like the DPS -- and the defensive diva, that's utterly childish and pathetic.
Why would I get a throne from the Cauldron? It's probably a very small clique of people there who make all the balance decisions and I'm not part of the clique.
Diva? This is what happens when you're not part of the clique and offer suggestions, you get called a "Diva". I'm used to this kind of lame ad-hominem on game forums.
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
Is that why people have been complaining that LXLs are underpowered and aren't dominating for whatever reason? Cause the ones doing well are the basic lasers, and only the MXL because it's +70% DPS.
The most recent patch is relatively new and XPLs are still too hot. I'm telling you, boating 2+ LXPLs puts out an OP amount of damage.
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
My +42% assumes standard PLs are properly balanced relative to each other. There's a discussion to be had whether or not that assumption is valid but that's why I feel confident applying a normalized value of +42% to XPLs.
The current +70% isn't a result of "testing", it was a brainless 2x DPS boost across the board for all XPLs.
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
Okay, consider this, 2.2 heat dissipation 30 heat-cap, 6 MXL.
Old MXL:
> 18 DPS
> 10.8 HPS
> Net HPS: 8.6
> Time to OH: 3.488
> Max Damage: 62.784
New MXL:
> 15 DPS
> 7.86 HPS
> Net HPS: 5.66
> Time to OH: 5.3
> Max Damage: 79.51
I will give you this: 79.51 > 62.784. But you know the problem there? 3.488s < 5.3s. At the same 3.488 at only 15 DPS, that's 52.32 damage.
So, why would I bother firing for 5.3s, 1.812s longer? You do realize that 62.784 is more front loaded than 79.51? That it is safer to blow all my load for 3.488s, and cool down afterwards, than the extra 1.812s.
Facetime is already the weakness of the weapon, and your point with the heat as if it's a plus, is simply more of it?
Thank you for this analysis. Seriously. I didn't realize my proposed heat efficiency boosted the facetime of the weapons by a massive +50% before overheating resulting in MORE TOTAL DAMAGE DEALT compared to a higher DPS version of the MXPL. This is EXACTLY what I was going for with my proposal.
Why go for this over standard lasers? Because THAT'S THE POINT with XPLs, you can put out MUCH more total damage before over-heating compared to standard PLs and deal the damage much faster than regular lasers. (assuming you can maintain facetime, that's the trade-off) This opens up new use-cases for them like pairing them with UACs or PPCs as a sustained DPS back-up weapon when things get too hot.
Edited by MechMaster059, 03 October 2023 - 12:21 AM.
#15
Posted 03 October 2023 - 02:15 AM
MechMaster059, on 03 October 2023 - 12:09 AM, said:
And they did this on one particular set, so they must do it to ALL particular set, why?
Let's turn this on it's head, and point out that they did the XPLs differently, so we should change up the PLs right?
So they did this on one thing, so they must do it to one another? Might as well try to get two candy bars because another kid is getting two, what a childish argument.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Testing was the live change, and then the appropriate buff. That's ultimately how things work here, it's perpetual testing, else there wouldn't be changes to the balance at all. Pushing their changes to the live-server however is the necessity with the lack of funds.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Exactly. And right now, MXL is working the best of XPLs so far, so they did something right. That which your nerf will undo, is that really hard to get?
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Because of your self-professed geniusness? But yeah, I figure they'd prefer the smell of their own farts instead. So you'll fit right in!
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Lol, no. Ad-Hominem is a fallacy that assumes you're wrong by the critique of character, than the strength of your position.
I was simply describing you after the fact of your demonstrated behavior. You don't want to get called a "diva", don't act like that.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
I just said the DPS was fine, not the heat. As for the OP amount of damage with LXL -- with it's stare-down? Not really. It should get more with respect to it's contemporaries -- the basic laser, and it's opportunity cost.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
And nothing else? There's also a difference in range, burst duration, heat, and damage, a lot of which that makes the PLs play differently -- as in the LPLs are pokey while MPLs are brawly, and SPLs are chewey. XPLs have normalized durations and CDs -- they are ALL chewey, but different ranges.
This departure alone should contaminate your assumption.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Which works. So I don't know what to tell you, going against what works, would imply that it will work less better.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
I agree, and quite frankly I like the sustain. But the problem is that you're now doing less for the same duration you'd be staring, and that is not good. You are simply making the user stare more, else they will get less. That simply abiding more to the face-time requirement of the weapon, but is getting less paid for it.
MechMaster059, on 03 October 2023 - 12:09 AM, said:
Again, I agree with the heat buff, that's always been what I want -- for the XPLs to be the versatile lasers, even take their GH out. The problem is the DPS nerf, that results into less front loading.
Heat buff is nice, but the DPS is necessary. It being the point, does not make it good.
Edited by The6thMessenger, 03 October 2023 - 02:20 AM.
#16
Posted 03 October 2023 - 02:42 AM
MechMaster059, on 02 October 2023 - 03:44 PM, said:
...
What tier are you?
I know asking that will annoy you, but it is relevant.
I havent tested the XPLs in game, so im not saying you're wrong, but it is absolutely true that some weapons, (including RACs which are very similar to XPLs in use) are OP in T5 games while being UP in T1 games, because they rely on target error to shine.
It may be that the DPS increase over regular pulses makes XPLs simultaneously too strong in T5 while being too weak in T1, because the downside of facetime is punished much more heavily.
#17
Posted 03 October 2023 - 08:33 AM
MechMaster059, on 02 October 2023 - 09:06 PM, said:
I did but I don't think you understand what you are asking for. If any weapon makes sense to make sustained DPS, it is the BLazer because large mechs are able to boat a number of them to make the most of them similar to AC5s/AC10s but also has enough range to be useful. The problem with making SXPLs and MXPLs sustained DPS is that they just don't have enough range to justify bothering with them. Short range sustained DPS just doesn't really make sense as short range HAS to have the ability to burst down damage to combat long range. Which is why sustained DPS is normally plays along mid/long range to extreme range.
MechMaster059, on 02 October 2023 - 09:06 PM, said:
Who said they were supposed to sustain damage? If anything their current stats seem to suggest this was meant to be like cUACs and be burst DPS not sustained thus why they have similar DPH as standard pulse.
Edited by Quicksilver Kalasa, 03 October 2023 - 10:22 AM.
#18
Posted 03 October 2023 - 03:21 PM
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
Huh? You said:
The6thMessenger, on 02 October 2023 - 10:53 PM, said:
Sure, they had some screw-up with the first iteration. But you know what, the difference is that. They look beyond symmetry, ...
You're saying their wacky DPS distribution on XPLs is a result of "testing" and that they were "looking beyond symmetry" as if some kind of thorough engineering had taken place, yet the DPS boost from one XPL to another is a symmetrical +50% so clearly you're WRONG.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
XPLs are new, PLs have been around a long time, hence the assumption that PLs are already properly balance.
FAIL.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
You yourself acknowledged that XPLs are competing against PLs when you said:
The6thMessenger, on 02 October 2023 - 09:28 PM, said:
Basically you don't want to admit that no real testing was done and they just picked a nice looking DPS distribution within the weapon family rather than properly balancing them against PLs.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
So they do their testing in the PROD environment. Got it.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
You keep saying this. I've noticed LXPLs becoming a problem. MXPLs not so much despite their absurd +70% DPS boost. Do you have some mech boating MXPLs that you're afraid will be nerfed? You yourself proved with your analysis that if you can maintain face-time my proposal is actually a net buff to the weapons damage output.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
LOL. They wouldn't really let me in and they'd just ignore me anyway. This is the nature of most organizations. This is why I post directly on the forums.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
I was simply describing you after the fact of your demonstrated behavior. You don't want to get called a "diva", don't act like that.
My "diva" behavior exists entirely in your head.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
This departure alone should contaminate your assumption.
Undoubtedly these differences would have an effect on tuning the weapons over time, but not at the introduction of them. Their DPS boost should have started out balanced relative to PLs and then tuned from there over time, not some weird +30%, +70%, +50% distribution.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
Except they still don't work. I still almost never see SXPLs and strangely I haven't seen MXPLs much either. I suspect they're being held back by their bad heat profiles. I see LXPLs frequently and they're becoming a problem.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
Again, if you're convinced the DPS on the MXPL and LXPL isn't overpowered then you're going to have a hard time seeing much value in my proposal. Yes, the user has to stare more but in return they get a weapon with much better heat management.
The6thMessenger, on 03 October 2023 - 02:15 AM, said:
Heat buff is nice, but the DPS is necessary. It being the point, does not make it good.
Many people rightfully want a heat buff to XPLs. The problem is that if this heat buff is given then MXPLs in their present state will likely suddenly become OP and LXPLs will become even more OP. (Basically MXPLs are so hot that their absurdly high DPS can't be properly exploited because the equipped mech has to stop firing them to avoid overheating)
Widowmaker1981, on 03 October 2023 - 02:42 AM, said:
LOL, uh oh... here we go with this... but I'll bite anyway...
I'm about 1/3rd into tier 3 and slowly advancing due to my skill suddenly improving whenever I play a mech using HAGs. Tier 3 is a large step up in difficulty compared to tier 4. I was even considering writing a post about this problem. I spent about 2 months waffling back and forth at the boundary between tier 3 and tier 4 because the skill difference is so stark.
I occasionally see "star" players like Sneaky Snek and Sean Lang in game. I've been killed by GeeRam. (Vitric Station, was in my Rasalhague painted Trebuchet when he 1-shot my arm off with his 2xHAG30 + ERLL equipped Stone Rhino. Things went downhill quickly for me from there)
I've been playing long enough to have direct experience with nearly every aspect of the game.
Widowmaker1981, on 03 October 2023 - 02:42 AM, said:
I havent tested the XPLs in game, so im not saying you're wrong, but it is absolutely true that some weapons, (including RACs which are very similar to XPLs in use) are OP in T5 games while being UP in T1 games, because they rely on target error to shine.
It may be that the DPS increase over regular pulses makes XPLs simultaneously too strong in T5 while being too weak in T1, because the downside of facetime is punished much more heavily.
LXPLs are too strong. MXPLs would be too strong if boating them didn't overheat a mech so quickly. SXPLs have a respectable DPS boost relative to SPLs but without a heat efficiency buff they're still not worth it.
Quicksilver Kalasa, on 03 October 2023 - 08:33 AM, said:
The problem with making SXPLs and MXPLs sustained DPS is that they just don't have enough range to justify bothering with them. Short range sustained DPS just doesn't really make sense as short range HAS to have the ability to burst down damage to combat long range. Which is why sustained DPS is normally plays along mid/long range to extreme range.
This is an interesting point and something I suspect might be one of the reasons why MXPLs don't seem to be much of a problem despite their very high DPS. The obvious counter to your point is: Machine Guns. They're short ranged DPS and very good at it when boated. Of course they also produce ZERO HEAT. There's a use case for SXPLs to be boated on light mechs for the purpose of chewing through an enemy mechs legs but they're too hot to serve this function.
There's a role for short range sustained DPS if a weapon's heat profile allows it. Currently SXPLs and MXPLs are too hot to be worth it.
Quicksilver Kalasa, on 03 October 2023 - 08:33 AM, said:
If they're not intended to be sustained damage then there won't be any use for them. This game is already loaded with burst weapons, it doesn't need another. It would be a wasted opportunity if PGI goes the route of trying to turn XPLs into yet another peek-a-boo type weapon.
#19
Posted 03 October 2023 - 04:44 PM
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Lol, just lol. You do realize I can just as well cite their wacky distribution on the XPLs to justify wacky distribution on the PLs?
The idea of "looking beyond symmetry" is that they aren't beholden to consistency to just one metric so it feels organized to a spreadsheet, but rather to the result.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
FAIL.
It's called consistency. Funny you want that on a spreadsheet, but not on logic. Also what you're doing is special pleading.
The current MXL is also pretty balanced right now, shouldn't that be the baseline instead?
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Basically you don't want to admit that no real testing was done and they just picked a nice looking DPS distribution within the weapon family rather than properly balancing them against PLs.
They are competing for relevance, and that is a matter of different application, not redundancy. They are competing in a manner that they should be better at their own niche.
Testing is done in live server, that is why they buffed it later patch. Seems like you need to first grasp the idea that funds are limited, and they can't do PTS.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Yes, and that's called a controlled environment. Personally my pet peeve with their philosophy, with QP on the backburner. But this is better than just throwing an idea, and being a diva about it.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
And you forgot the BUT on that analysis. But Face-Time is incredibly risky, the same reason that RACs are complicated to use. That is something that you still not get, that is something you conveniently ignore. That high cumulative sustained damage isn't going to worth much when you CAN'T achieve it, whether safely or at all.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Oh jeez, I wonder why they wouldn't let a genius diva in. Obviously they're missing out.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Nope, it's in this thread.
A petulant diva.
Like I said before, don't want to be called a diva? Don't act like one.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Okay, so how's the performance in practice however? Because that +70% distribution is just okay-ish.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
This argument boggles my mind. You already barely see them, but you want them nerfed? How are they overpowered again?
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Because objectively, there isn't a value. Not with it's horrible DPS. If you just truly understand how dangerous face-timing is.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Almost like we want the middle ground of cold XPLs, but good DPS.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
I'm about 1/3rd into tier 3 and slowly advancing due to my skill suddenly improving whenever I play a mech using HAGs. Tier 3 is a large step up in difficulty compared to tier 4. I was even considering writing a post about this problem. I spent about 2 months waffling back and forth at the boundary between tier 3 and tier 4 because the skill difference is so stark.
And that is why you don't see where we are coming from.
Here's a thought, maybe the PSR ain't the problem, it's you?
MechMaster059, on 03 October 2023 - 03:21 PM, said:
That's funny, that's really funny.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
They aren't.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
MXPLs would be too strong if boating them didn't overheat a mech so quickly.
This is an interesting point and something I suspect might be one of the reasons why MXPLs don't seem to be much of a problem despite their very high DPS.
Almost like that was the point. Almost like they are balanced, and working as intended, despite the +70% DPS you are whining about.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Almost like they needed a buff all along.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
There's a role for short range sustained DPS if a weapon's heat profile allows it. Currently SXPLs and MXPLs are too hot to be worth it.
Almost like you're not supposed to sustain close-range brawls with XPLs. Why not use the MG for sustaining close range instead? Seems like you're struggling to grasp the idea of making weapons distinct, that they have different applications.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
Yeah, the cauldron has this problem of front-loading, and they can't admit it. Or rather, they admit it's a problem in QP, but it's fine in Comp where they have coordinated teams that are coordinated enough to make use of the DPS weapons.
How things work is unfortunately what you have to contend with. Simply putting a sustain-dps laser, and calling it the point, does not make it practical or worthy of use -- it has to be competitive, and what you proposed ain't. If you can only pull your head out of
Edited by The6thMessenger, 03 October 2023 - 06:29 PM.
#20
Posted 03 October 2023 - 06:44 PM
MechMaster059, on 03 October 2023 - 03:21 PM, said:
There's a role for short range sustained DPS if a weapon's heat profile allows it. Currently SXPLs and MXPLs are too hot to be worth it.
So this is where we get into PUGs vs coordinated play. In coordinated play they are much less useful because they exacerbate the weaknesses of lights further by effectively being vulture units more so than making plays. In other words they are great for furthering the snowball but not really much else. They can't really threaten other lights which is also the limitation of SRM boat lights. Don't get me wrong, the SDR-5K was once used by EmP with the ERLL and 4 LMGs but the ERLL was the bigger threat.
In brawls, they are even less useful because keeping a steady stream on targets is harder in more chaotic fights compared to SPLs.
MechMaster059, on 03 October 2023 - 03:21 PM, said:
You clearly missed the burst DPS concept which doesn't have that many weapons. UACs is pretty much it.
Edited by Quicksilver Kalasa, 03 October 2023 - 06:44 PM.
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