Weapon Damage
#1
Posted 02 November 2011 - 04:58 AM
How should weapon damage be calculated?
#2
Posted 02 November 2011 - 05:10 AM
i just hope there will be more parameters for the different types of weapons/ammo aside just damage.
penetration for ballistics, splash radius for missiles, etc.
#3
Posted 02 November 2011 - 05:12 AM
#4
Posted 02 November 2011 - 05:25 AM
Azmodan, on 02 November 2011 - 05:10 AM, said:
Whats this DPS only?
Nobody believes in straight raw damage ALPHA Strikes?
Anyone use pulse lasers which were often worse than regular lasers but theoretically had more damage?
Anyways there was strategy in Mechcommander which said to focus on pure damage rather faster firing weapons.
#5
Posted 02 November 2011 - 06:11 AM
There are concessions to playability when looking at the tabletop game. I remember reading years ago when the Fasa crew created Battletech back in my high school days, they originally had envisioned a video game to begin with (the seeds of what would eventually become the Battletech Centers) but obviously computers of the day didn't have anywhere near the computational power needed to make it a reality. So thus was the miniature game born, which required obvious abstractions to make a turn-based game workable. I don't think if any of this was "real", armament firms would all just arbitrarily decide "you know what, our weapons should only fire once every 10 seconds".
#6
Posted 02 November 2011 - 06:18 AM
For example, a large laser and an AC/10 should both have a safe firing cycle of 10 seconds, but you should be able to rapidly fire the AC/10 at the risk of jamming it or you could rapidly fire the laser at the risk of rapidly overheating your `Mech. 10 seconds should be the engineered guideline, but as we all know, you can often push things beyond their engineered limits at the risk of catastrophic failure.
#7
Posted 02 November 2011 - 06:29 AM
#8
Posted 02 November 2011 - 06:59 AM
#9
Posted 02 November 2011 - 07:07 AM
#10
Posted 02 November 2011 - 07:46 AM
#11
Posted 02 November 2011 - 07:52 AM
#12
Posted 02 November 2011 - 07:56 AM
#13
Posted 02 November 2011 - 08:04 AM
TheRulesLawyer, on 02 November 2011 - 07:52 AM, said:
This is the truth. I see the reload times as another paramater for them to balance the weapons and I have always found more success with large alpha strikes over DPS weapons so this is definately something that needs to be worked out. Of course I do really love the guass rilfe and 8 seconds feels like an eternity on the battlefield.
#14
Posted 02 November 2011 - 08:14 AM
Quote
This, which is also why pulse lasers tend to suck more than normal lasers.
Another reason why big, slow weapons are better is cause it punctures through the armor and hits the internals. With the emphasis being urban combat, I will not see much reason for pulse lasers, as I would imagine alpha strike hit and runs would be the name of the game.
#15
Posted 02 November 2011 - 08:43 AM
An AC 20 would have a high DPH, and a low DPS (due to the high cycle time of the large caliber shell)
A Medium Laser would have Medium DPH, and a medium DPS (due to a brief cycle time and medium damage)
A machine gun would have low DPH, and low DPS (since machine guns fire rapidly, and don't do much damage)
An Autocannon 10 could have low DPH and high DPS (if it fired multiple shots per trigger pull)
Remember that weapons that fire faster have an advantage since it's easier to draw a bead with them, and faster cycle rates reduce the punishment for missing.
#16
Posted 02 November 2011 - 08:53 AM
In most of the MW games, the gauss rifle was just about as good a brawling weapon as the big ACs, because they all had relatively similar recycle times, but the gauss had several times the range. So of course, people just packed on gauss rifles.
In MWLL, GRs are great sniping weapons, but up close, they tend to lose out to the big ACs, as the big ACs have the high refire rates that make missing relatively forgiving, and can really rack up the hurt once they get in close, where as the gauss needs to make every single shot count if it wants to even compete.
and i think that works great. and is a much more interesting way to balance things than simply having both have similar ROFs
The danger however is that not all DPS is created equal. Dealing 20 damage over 10 seconds in 20 shots =/= Dealing 20 damage over 10 seconds with 5 shots.
The more consecutive shots required to add up to a particular damage count, the more the damage is divided up among different locations, the steadier you have to keep your aim, the longer you need to track your target, the more likely many of those rounds will miss, the more time your opponent can use to get cover between you and them.
Which is the problem that has plagued the balance between MWLL's ac10s vs the ac20s. As the ac20s can rack up damage fine, however the ac10s always feel anemic, even though on paper, the ac10 is almost exactly half the dps of the 20. Its because they have a larger number of rounds attempting to do half the dps of the 20. Effectively spreading its damage out too thinly, which makes its extra range difficult to take advantage of.
#17
Posted 02 November 2011 - 08:54 AM
Ballistic weapons should be fastest; being the most ammo-limited, they'll self-regulate. Energy weapons, not requiring ammunition, should be the slowest. Missiles should be inbetween, as their large splash damage area compensates for tight ammo budgets.
The longest recycle time should be the PPC, machine guns the shortest.
There should also be some kind of restriction based on weapon overheating. If you fire a ballistic weapon continuously for too long, you'll melt the barrel. Missile launchers can have their feed mechanisms jam. Energy weapons could blow a capacitor. In any case, strategy should be emphasized, over just holding down the trigger and spraying.
#18
Posted 02 November 2011 - 09:04 AM
DPS is not a useful measure of a weapon's effectiveness in MW games.
#19
Posted 02 November 2011 - 09:36 AM
#20
Posted 02 November 2011 - 09:37 AM
because there is never a reason not to.
There was no recoil, heat was very forgiving, weapons pinpoint accurate, but individually weak, and mechs were uparmored due to how easy it was to focusfire a location to smithereens.
The end result was that to stay competitive you had to be constantly alpha-ing your boated configs because anything less could not reliably kill your opponents. I mean, in the tabletop, medium laser is a workhorse weapon. In MW4, its a noisemaker. in CBT a single ac20 could core out most mechs under 40 tons in one turn, in MW4, the average light mech can shrug off quite a few rounds no prob.
It was simply a matter of trying to translate turn based rules into real time, leaving out certain important aspects, then trying to fix things around the lack of those aspects, and creating more problems.
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