

Controlling Gausszilla and PPC spam
#1
Posted 21 March 2012 - 09:36 AM
Note that I intend the "Limited" fire rate to be more of a limit the number that can be fired simulatneously. So a low rated engine might be able to fire one or two at exactly the same time compared to a 400 rated engine being able to fire maybe 4 simultaneously (maybe 1 GR/PPC per 100 engine rating?) Then have a 1-2 second cool down before the next PPC/GR can fire. For reference the Annihilator uses a 200 rated engine and many of the worst offenders do as well.
This would allow us to have high levels of customization without creating the situation where you get an alpha strike monster turret as the dominant mech in any given class. It would also allow for game balance to be maintained even with high levels of customization. What are your thoughts?
#2
Posted 21 March 2012 - 09:56 AM
Say different weapons require different power draw when they fire, and the engine only allows a certain amount within a timeframe (almost like a heat scale for power consumption, only much, much faster)
Here's some arbitrary numbers:
Engine A peak output per second: 40 units / second
Engine A recharge rate: 10 units / second
PPC power draw: 17 units per shot
PPC recycle time: 4 seconds
Loadout:
Engine A:
4 PPCs
DPS and Max Alpha
- Max Alpha: 2 PPCs a salvo because (2 x 17) 34 < 40 but not 3 per salvo because (3 x 17) 51 > 41
- Can still get all 4 off within a 4 second span but only with the capacitor initially at 40
- it'd only take 2.8 seconds to charge back up to the 34 units (from the 6 it had left over from the first salvo) to be able to fire the second group of PPCs... at least from an initially full capacitor at 40. Every double-shot salvo would naturally require 3.4 seconds thereafter... which actually means they'd be firing at much less than their recharge rate, but I made these numbers on-the-fly so tweaking would naturally have to occur
#3
Posted 21 March 2012 - 10:01 AM
For casual gamers, might be a bit much. But I think it definitely could have possibilities!
#4
Posted 21 March 2012 - 10:11 AM
#5
Posted 21 March 2012 - 10:20 AM
#6
Posted 21 March 2012 - 10:23 AM
I loathe jumpsniping and DPS boating types as much as the next guy, but I think based on what's known about the game thus far, we will see these types of loadouts be a little more balanced than in the past.
1. Ammo/Heat
In 12 v 12 games and no respawn, even 40 shots might not be enough. Likewise with heat, you try to keep quad PPCs cranking for more than a few volleys and you'll have some problems
2. You said it yourself, creating these boats can require armor and speed sacrifices, this might be a much larger impact than in previous games based on what the devs have told us about target locating/tracking etc.
3. I would be suprised if there was a recoil element included for massive missle/ballistic launches.
If I had it my way, customizing in the mech bay would be extremely difficult/expensive (cbills, not $). You play stock mechs for the most part or maybe forgo that new Jenner in order to loadout your Dragon more to your liking. But I understand this is more extreme than most players would enjoy.
#7
Posted 21 March 2012 - 10:30 AM
#9
Posted 21 March 2012 - 10:33 AM
#10
Posted 21 March 2012 - 10:36 AM
http://mwomercs.com/...__fromsearch__1
I called it a "Solution" to Laser Boating because it only allows you to fire so much energy-based weaponry in a period of time.
Prosperity Park, on 08 December 2011 - 06:03 PM, said:
There, solved.
Edit: (If anyone was interested... I would do this by creating an entity called an "energy reserve" with a certain maximum value which is constantly recharged at a given rate, both as determined by the Mech's engine capacity, and you can only fire an energy weapon when the energy reserve is higher than the energy consumption value of that particular weapon[group] being fired)
Editwo: (I know this is completely non-canon and probably will never find its way into a Battletech game of any sort).
Edited by Prosperity Park, 21 March 2012 - 10:37 AM.
#11
Posted 21 March 2012 - 10:38 AM
00dlez, on 21 March 2012 - 10:32 AM, said:
Given what we know of view and information warfare you will probably not be able to avoid it. Particularly for a good team.
Team composition:
scout plus gausszilla
Scout runs out and lights up targets.
Gausszilla eliminates targets before they know they have been spotted
wash rinse repeat
As long as the team knows the map they should be able to lock it down.
I really want to avoid this situation. If the customization and accuracy of weapons are such that this is not a problem, great. But I would much rather have an idea for how to keep gameplay vibrant than wait for it to become a major gameplay problem.
If this is a solution in search of a problem I will be satisfied.
#12
Posted 21 March 2012 - 11:05 AM
00dlez, on 21 March 2012 - 10:23 AM, said:
I really hope this will hold true. I'm not much of a fan of introducing another mechanism to prevent Gauss and PPC spamming. Gauss is extremely heavy, hardpoint expensive and runs out of ammo pretty quick. PPC is more heat intensive than our CO2 print. And in 3049 you only have single HS. Combined with the mechanisms introduced by Role Warfare, I think we're secure from the danger of spamming these two weapons.
00dlez, on 21 March 2012 - 10:23 AM, said:
QFT!
#13
Posted 21 March 2012 - 11:08 AM
Johannes Falkner, on 21 March 2012 - 10:38 AM, said:
If this is a solution in search of a problem I will be satisfied.
Given no one on the forums has experienced how the game play will pan out, I think demanding that boaters be nerffed might be premature.
We essentially agree, just I am trusting the Devs a bit more than you are
With regards to all boaters + 1 scout, I feel like that's a bit over simplified. What if the other teams scouts find the boaters first? What if their lone scout gets destroyed leaving the boaters high and blind? I feel like the devs are addressing this (perhaps indirectly, but all the same) with role/information warfare and a good team can overcome a min/max deployment.
See TF2 as an example as to why class/role diversification is the key to victory.
#14
Posted 21 March 2012 - 11:13 AM
#15
Posted 21 March 2012 - 11:14 AM
00dlez, on 21 March 2012 - 10:23 AM, said:
Tabletop alphastrike is not firing all weapons at once, it's firing all weapons in one turn, i.e. during 10 seconds. BTW, this is the exact reason for alphastrike damage spread in tabletop: pilot usually cannot hold his aim steady for all that time while firing weapons one by one. Thus, OP idea wouldn't rob us from alphastrike, it would simply reduce the amount of ridiculous "all-at-once" extra focussed group fire without forcing chainfire completely. Effectively, it would help to fight any form of energy weapon boating, including gauss rifles boating.
Edited by Siilk, 21 March 2012 - 11:15 AM.
#16
Posted 21 March 2012 - 11:29 AM
Johannes Falkner, on 21 March 2012 - 10:38 AM, said:
Team composition:
scout plus gausszilla
Scout runs out and lights up targets.
Gausszilla eliminates targets before they know they have been spotted
wash rinse repeat
As long as the team knows the map they should be able to lock it down.
That team could use a Commander so that they can spot targets beyond visual range, relay information through the lance etc. Your theoretical "Gausszilla" has presumably sacrificed armour/speed for firepower, so it needs a bodyguard mech in case the enemy break through.
...
At that point, isn't the Role Warfare system working as intended?
#17
Posted 21 March 2012 - 11:35 AM
#18
Posted 21 March 2012 - 11:54 AM
Karel Spaten, on 21 March 2012 - 11:29 AM, said:
...
At that point, isn't the Role Warfare system working as intended?
You assume they need a bodyguard, the whole point behind gausszilla is that it can rapidly kill any target. This negates the need for bodyguards. See Hellstar, Warhawk and others for normal speed mechs with full armor (all because of that clan ER PPC). Before the shouting begins, yes I know there is not clan tech in game yet (thank god, balance first, then clans). If you allow them to deal full and accurate damage you WILL see center torso sniping. A hellstar will be able to core any mech 60 tons and lighter (assuming full CT armor facing front) because the max armor is 40 points plus 20 points internal. It could also do that at LONG ranges. If salvo fire and accuracy are both 100% you will turn corners, crest hills, set foot on plains, etc. and die when facing something designed like this. I want to keep them in the game and see mechs like Hellstars, Warhawks, Fafnirs, etc. But I do not want it to be a death sentence for light, medium and heavy mechs (probably mediums and heavies while the lights RTFA, speed is life and armor after all).
#19
Posted 21 March 2012 - 11:56 AM
Johannes Falkner, on 21 March 2012 - 09:36 AM, said:
Something like this would probably help: http://mwomercs.com/...dpost__p__54497
Quote
The fusion reactors in 'mechs have no problem generating enough energy to handle all of their weapons and other demands. There are other ways to keep things from degenerating into an arms race that fit the lore quite well.
#20
Posted 21 March 2012 - 12:14 PM
As I said, I will be happy if it is not a problem. But I see even canon mechs that can cause problems without extensive refits. Most of the mech weapons and armor layouts presume a much lower level of accuracy than actual players will bring to the game. If every weapon always hits its aimed target there will be little point to having armor on some locations.
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