For The Love Of Kerensky, Do Not Nerf Clan Dhss!
#1
Posted 09 October 2023 - 12:13 PM
And the "problem" with the META of maximizing Heat & Damage per Alpha Strike is an issue for both Clans and IS. How would such a nerf address Binary-Boats?
Could this issue not be addressed with lowered Heat-Sink-Limits and increased Ghost-Heat?
#2
Posted 10 October 2023 - 04:28 PM
#3
Posted 10 October 2023 - 10:02 PM
#4
Posted 11 October 2023 - 04:16 AM
ESC 907, on 09 October 2023 - 12:13 PM, said:
And the "problem" with the META of maximizing Heat & Damage per Alpha Strike is an issue for both Clans and IS. How would such a nerf address Binary-Boats?
Could this issue not be addressed with lowered Heat-Sink-Limits and increased Ghost-Heat?
if anything clan heat sinks should have slightly better cooling than IS ones to compensate just a little for the extra heat all their weapons do.
And don't get me started on Clan guass rifle before it was fixed.
Edited by KursedVixen, 11 October 2023 - 04:17 AM.
#5
Posted 11 October 2023 - 11:22 AM
ESC 907, on 09 October 2023 - 12:13 PM, said:
And the "problem" with the META of maximizing Heat & Damage per Alpha Strike is an issue for both Clans and IS. How would such a nerf address Binary-Boats?
Could this issue not be addressed with lowered Heat-Sink-Limits and increased Ghost-Heat?
They not thought about it well and through. They just slashing around themselves like a vile child and not care the slightest.
The usual thing what happens every month:
Bad decisions => Forum promise to kill them => "Fixing" what make things worse => Rinse and repeat!
Yeah, sadly, the usual...
#6
Posted 11 October 2023 - 02:42 PM
KursedVixen, on 11 October 2023 - 04:16 AM, said:
if anything clan heat sinks should have slightly better cooling than IS ones to compensate just a little for the extra heat all their weapons do.
And don't get me started on Clan guass rifle before it was fixed.
Oh, here we go. "Clan DHS should be buffed, so that we can evade the balancing mechanics of Clan weapons!" They're already much better than the IS DHS. And they'll likely still be better, depending on how much they nerf capacity. Clan Alpha-and-cool builds like This One are extremely powerful, given the superior range of Clan lasers - and with HAGvomit Builds sporting insane alphas... The Dire Wolf build I just linked can destroy most Assault 'mechs' side torsos in one hit. The fact that it can't do it very often will be of small consolation to the enemy Heavies, and even Assaults, that it nearly cores in a single trade - not to mention the Cougars and whatnot that it flat-out murders.
As for the OP... well, Clan Lights and Mediums have the same issue at a lower scale, and will also be affected less - for the very simple reason that they don't have the tonnage to boat heat sinks. Remember, sustained dps isn't nerfed nearly as much as alphas - and the discussion you linked talked about that specifically.
Heck, they're not actually looking to nerf DHS capacity yet. They're changing coolshots first, and seeing how it works; they're also still split multiple ways about these changes, and they're scheduled for months from now.
It's way too early to declare that the sky is falling.
#7
Posted 21 November 2023 - 04:36 AM
Void Angel, on 11 October 2023 - 02:42 PM, said:
As for the OP... well, Clan Lights and Mediums have the same issue at a lower scale, and will also be affected less - for the very simple reason that they don't have the tonnage to boat heat sinks. Remember, sustained dps isn't nerfed nearly as much as alphas - and the discussion you linked talked about that specifically.
Heck, they're not actually looking to nerf DHS capacity yet. They're changing coolshots first, and seeing how it works; they're also still split multiple ways about these changes, and they're scheduled for months from now.
It's way too early to declare that the sky is falling.
Just here to remind you they *are* in fact nerfing CDHS.
#8
Posted 21 November 2023 - 04:32 PM
#9
Posted 22 November 2023 - 11:40 AM
ESC 907, on 09 October 2023 - 12:13 PM, said:
And the "problem" with the META of maximizing Heat & Damage per Alpha Strike is an issue for both Clans and IS. How would such a nerf address Binary-Boats?
Could this issue not be addressed with lowered Heat-Sink-Limits and increased Ghost-Heat?
Though they did kinda change binary in the latest patch.
#10
Posted 22 November 2023 - 12:39 PM
ESC 907, on 09 October 2023 - 12:13 PM, said:
And the "problem" with the META of maximizing Heat & Damage per Alpha Strike is an issue for both Clans and IS. How would such a nerf address Binary-Boats?
Could this issue not be addressed with lowered Heat-Sink-Limits and increased Ghost-Heat?
I've been saying this for years that they wanted to nerf clans to the ground well now you have it.
Edited by KursedVixen, 22 November 2023 - 12:40 PM.
#11
Posted 22 November 2023 - 05:29 PM
Once again, Clan DHS are a third better than the Inner Sphere option. This is why Clan builds have higher cooling rates and heat caps, which - along with space, tonnage, and range - compensates very nicely for their higher weapon heat, thanks.
It's hard to see how Lights and Mediums will suffer disproportionally, either. They're not using as many DHS, because they don't have the tonnage. Take the new Loyalty Wolfhound. It's almost exactly identical to the Wolfhound Grinner, and when loaded up with cMPLs, it has more firepower, and more range, and better heat efficiency (it's not in MechDB yet, so I can't show you, but take my word.) The only thing it doesn't have is more speed - because the Grinner cannot drop ferro-fibrous armor or engine rating to get more DHS; it doesn't have the space.
"But Void, how does an identical Clan Battlemech with an identical weapon loadout have better heat efficiency despite the Grinner's -10% heat quirk?!"
Well, I'm glad you asked! It's because the Wolfhound-C(L) has 14 fracking Double Heat Sinks, and the Grinner has 12. And the fact that the cMPL is one of the best energy weapons in the game.
#12
Posted 22 November 2023 - 05:34 PM
PS: they "kinda changed" Binary Laser Cannons by excluding the vast majority of Large Laser quirks that were previously working with that weapon system. It's a massive nerf to a lot of builds, and should satisfy anyone who felt Blazers were a problem.
#13
Posted 23 November 2023 - 01:50 PM
Jesus tapdancing Christ how is this still a point of contention.
Void Angel, on 22 November 2023 - 05:29 PM, said:
Once again, Clan DHS are a third better than the Inner Sphere option. This is why Clan builds have higher cooling rates and heat caps, which - along with space, tonnage, and range - compensates very nicely for their higher weapon heat, thanks.
It's hard to see how Lights and Mediums will suffer disproportionally, either. They're not using as many DHS, because they don't have the tonnage. Take the new Loyalty Wolfhound. It's almost exactly identical to the Wolfhound Grinner, and when loaded up with cMPLs, it has more firepower, and more range, and better heat efficiency (it's not in MechDB yet, so I can't show you, but take my word.) The only thing it doesn't have is more speed - because the Grinner cannot drop ferro-fibrous armor or engine rating to get more DHS; it doesn't have the space.
"But Void, how does an identical Clan Battlemech with an identical weapon loadout have better heat efficiency despite the Grinner's -10% heat quirk?!"
Well, I'm glad you asked! It's because the Wolfhound-C(L) has 14 fracking Double Heat Sinks, and the Grinner has 12. And the fact that the cMPL is one of the best energy weapons in the game.
Clan pulses in general are some of the best weapons in the game. The CLPL is monstrous in a RFLIIC or MADIIC. I put 4LPL 3ERML in the RFL and as long as I don't fall prey to the NASCAR (it's kind of pokey) and get into position it absolutely obliterates stuff with an alpha (and then I hide lol)
Edited by the check engine light, 23 November 2023 - 02:01 PM.
#14
Posted 23 November 2023 - 05:38 PM
#15
Posted 24 November 2023 - 11:17 AM
#16
Posted 24 November 2023 - 02:06 PM
Let me try to break it down for the folks who seem confused:
- Clan DHS are much better than their Inner Sphere counterparts, often completely defraying the differences in weapon heat.
- Heat is a balancing mechanic for weapons in Battletech/MWO, but not the only balancing mechanic.
- Weapons of all categories can be used to achieve high alphas.
- The primary limitation affecting high alpha builds is the upper limit of a 'mech's Heat Capacity.
- Clan DHS increase a 'mech's heat capacity, with the same space advantages over the Inner Sphere equivalent tech.
Then there's the problem that Battletech uses different balance mixes for different weapon systems. Ballistics have a much lower heat cost than any energy weapon of similar damage or range, but are much heavier and bulkier, plus dependent on ammo to boot. This means that most ballistic weapons have a large cost in space and tonnage even before Heat Sinks and projectile speeds are factored in. That's good; it makes customizing 'mechs more interesting, But it also makes limiting high-alpha builds with Heat Scale penalties more complex to do. After all, players can Mix Weapons to get around HSL penalties. \
Now of course you can just add HSL penalties until you stomp all the alphas down to manageable levels. It'll take a lot more steps, and create a bunch of individual mechanisms for balance, and make the HSL system ungodly complicated, but it'll work - until you release a new weapon system or 'mech with the right characteristics. Or until players just stagger their alpha and call it good.
Nerfing one core balance point - the interaction between C-DHS and maximum heat capacity - will have a chilling (haha) effect on the overall effectiveness of high-alpha builds without manually locking out the build style, ratcheting up the complexity of the game even more, or even nerfing the Clans' cooling rate advantage, keeping the tech bases more unique. It's a far more elegant solution, much more likely to succeed, and will cause issues with the actual weapons to become more clear. It's hands-down the better way to go about it.
Edited by Void Angel, 24 November 2023 - 02:08 PM.
#17
Posted 24 November 2023 - 02:13 PM
Void Angel, on 24 November 2023 - 02:06 PM, said:
Let me try to break it down for the folks who seem confused:
- Clan DHS are much better than their Inner Sphere counterparts, often completely defraying the differences in weapon heat.
- Heat is a balancing mechanic for weapons in Battletech/MWO, but not the only balancing mechanic.
- Weapons of all categories can be used to achieve high alphas.
- The primary limitation affecting high alpha builds is the upper limit of a 'mech's Heat Capacity.
- Clan DHS increase a 'mech's heat capacity, with the same space advantages over the Inner Sphere equivalent tech.
Then there's the problem that Battletech uses different balance mixes for different weapon systems. Ballistics have a much lower heat cost than any energy weapon of similar damage or range, but are much heavier and bulkier, plus dependent on ammo to boot. This means that most ballistic weapons have a large cost in space and tonnage even before Heat Sinks and projectile speeds are factored in. That's good; it makes customizing 'mechs more interesting, But it also makes limiting high-alpha builds with Heat Scale penalties more complex to do. After all, players can Mix Weapons to get around HSL penalties. \
Now of course you can just add HSL penalties until you stomp all the alphas down to manageable levels. It'll take a lot more steps, and create a bunch of individual mechanisms for balance, and make the HSL system ungodly complicated, but it'll work - until you release a new weapon system or 'mech with the right characteristics. Or until players just stagger their alpha and call it good.
Nerfing one core balance point - the interaction between C-DHS and maximum heat capacity - will have a chilling (haha) effect on the overall effectiveness of high-alpha builds without manually locking out the build style, ratcheting up the complexity of the game even more, or even nerfing the Clans' cooling rate advantage, keeping the tech bases more unique. It's a far more elegant solution, much more likely to succeed, and will cause issues with the actual weapons to become more clear. It's hands-down the better way to go about it.
That's a good explaination, basically what i was thinking about all that. Would be interesting to see how that goes in next patch. But my personal favourite solution (yet the one that won't ever be implemented by PGI), is to buff heat-damaging weapons, add Plasma Rifles and Plasma Cannons, and maybe Inferno-specific SRM launchers. That would make hot high-alpha builds much less of a problem, and would revive basically dead and unusable heat-damaging builds. But that's only a dream...
Edited by JumpingHunter, 24 November 2023 - 02:14 PM.
#18
Posted 25 November 2023 - 11:28 PM
JumpingHunter, on 24 November 2023 - 02:13 PM, said:
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