Jump to content

Why the PPC and High Heat Weapons are BROKEN (Math as to why inside) - good read for a new player


534 replies to this topic

#141 Volthorne

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,929 posts
  • LocationCalgary, Canadia

Posted 05 November 2012 - 11:41 AM

View PostKeifomofutu, on 05 November 2012 - 11:28 AM, said:

You throw out a lot of personal insults when confronted with facts.

Like when I confronted your math on a 30 damage 29 heat in ten seconds PPC not taking into account the doubled thickness of armor per ton meaning double the heat to get through it.

Stop with the ad hominem and bring better math to the argument next time.

Your argument can be applied to every single weapon system, therefore it's a non-issue, which is why I ignored it. Bring better arguments next time.

Edited by Volthorne, 05 November 2012 - 11:42 AM.


#142 Keifomofutu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,547 posts
  • LocationLloydminster

Posted 05 November 2012 - 11:43 AM

View PostVolthorne, on 05 November 2012 - 11:41 AM, said:

Your argument can be applied to every single weapon system, therefore it's a non-issue, which is why I ignored it. Bring better arguments next time.

If you'd read any of the thread you'd realize the x2 TT heat affects high heat weapons much more than low heat ones. Hence previously balanced hot weapons from TT become way worse in MWO and low heat weapons become much better. Which brings us to the balance we have now with low heat LRMS, Gauss, and streaks being the go to weapons.

But you didn't read the thread did you? You just resorted to name-calling against Abrahms.

Edited by Keifomofutu, 05 November 2012 - 11:45 AM.


#143 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 05 November 2012 - 11:44 AM

OP: Good job. The designer of the heat system at PGI needs to see this ASAP. You have highlighted what is wrong with the current system and it doesn't take much to fix it. ~3 times faster fire rate -> ~3 times faster heat dissipation across the board. It's not rocket science.

#144 PyroDante

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 293 posts

Posted 05 November 2012 - 11:56 AM

I discuss this issue in Heat Level Critical
And again in my new update Heat Level Critical: Shutdown Immanent

#145 Keifomofutu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,547 posts
  • LocationLloydminster

Posted 05 November 2012 - 12:05 PM

View PostPyroDante, on 05 November 2012 - 11:56 AM, said:

I discuss this issue in Heat Level Critical
And again in my new update Heat Level Critical: Shutdown Immanent

Well reading it it seems you were hoping for DHS to "fix" the heat system as well. Which tends to indicate how you felt about heat all by itself.

#146 PyroDante

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 293 posts

Posted 05 November 2012 - 12:46 PM

The question that stands out in my eyes is if so much radical adjustment from the original is required. Was the TT considered "balanced"?

And what is PGIs vision for high energy weapons in the game?

#147 Jennest

    Member

  • PipPipPipPipPipPip
  • 281 posts

Posted 05 November 2012 - 01:42 PM

View PostBDU Havoc, on 05 November 2012 - 09:17 AM, said:

People are aware that just because a weapon has reloaded, doesn't mean it needs to be instantly fired again, right?


Did you know that was true in Battletech as well? You didn't have to fire every 10 seconds. You could fire once in 20 seconds, 30 seconds, or more. But if you do that the weapon isn't doing X damage. It's doing X/2 or X/3. You can't have a weapon fire slower than its maximum rate and still consider it as doing its maximum damage. If a Gauss Rifle fires every other cooldown, it's doing an average of 7.5 damage per cooldown, not 15. Don't try to tell someone a weapon firing at a lower RoF is just as good as that weapon firing at its max RoF but generates less heat.

It's true the PPC only needs to weigh 37 tons if you fire it constantly. It's true it only weighs 17 tons if you choose to fire it once every 10 seconds. It is also true, however, that the 37-ton PPC has 3.33 DPS while the 17-ton PPC only has 1.0 DPS. Firing slower isn't cost free. The cost is actually enormous.

Take a look at DPS/Ton. The 37-ton PPC's is 0.09. The 17-ton PPC's is 0.06. Why is firing slower a good idea again? Are you sure you couldn't do something better with that 17 tons? For instance, a Gauss Rifle and 2 tons of ammo?

That goes for pretty much everything else detractors like to bring against heat analyses. "But the Gauss needs ammo!" It needed ammo in TT. "But the Gauss can explode!" It could explode in TT. That's all the same between Battletech and Mechwarrior Online. What's changed is heat.

Weapon weight is tonnage. Ammunition is tonnage. Heat is tonnage. It's all tonnage, because all of it is handled by equipment which takes up tonnage in the mech. A weapon can invest in any of those currencies in different proportions. MWO skewed the exchange rate with predictable results. Weapons with big weapon weight portfolios made out like bandits while high heat investors are jumping out of windows.

Imagine two weapons. One is the Mazer. It weighs 9 tons, generates 1 heat, and does 10 damage. You will first notice this weapon is crazy overpowered, but that's the privilege of hypotheticals. So, with single heat sinks, this weapon weighs 10 tons and does 10 damage. It could also weigh 9 tons, but it would do less damage (though probably not in the timeframe of a normal Battletech match).

The other is the Spazer. It weighs 1 ton, generates 9 heat, and does 10 damage. So, with single heat sinks, this weapon weighs 10 tons and does 10 damage. Notice this is exactly the same as the Mazer. However, this weapon has more flexibility to ditch some tonnage. It will do less damage (for instance, it could weigh 6 tons and fire every other turn without building heat for an average of 5 damage), but sometimes that could work out. So we would say the Mazer and Spazer are nearly identical, with the Spazer being more desirable in a way that won't make a difference most of the time.

Now let's convert these weapons to MWO. They can now fire once every 3.33 seconds for a maximum DPS of 3. The Mazer can weigh 10 tons for 1.0 DPS or add three times as many heat sinks as it needed to reach its potential in TT, bringing it to 12 tons for 3.0 DPS. The Spazer can add three times as many heat sinks to achieve its maximum DPS, meaning 28 tons for 3.0 DPS. Is that balanced? But you can fire it slower, the peanut gallery says. All right, you can stick with 10 tons for 1.0 DPS with the Spazer, or opt for 12 tons for 3.0 DPS with the Mazer. Which is better?

Two weapons which are nearly identical in Battletech diverge so wildly in Mechwarrior Online's heat system so as not even to be in the same galaxy of effectiveness. Firing slower isn't a solution. Bumping the Spazer's damage by 1 isn't a solution. The solution is fixing the broken heat system which systematically produces these kinds of results. There isn't anything strange or unexpected about MWO's weapon balance. There isn't any special feature of the Gauss Rifle that makes it able to benefit more from the system than other weapons. It's a straightforward calculation: The more a Battletech weapon's tonnage came from heat sinks, the worse it did in the conversion. That's it.

"But fights don't make you fire all the time!" That's true, too. They don't usually make you fire exactly once every 10 seconds, either. But suppose they did sometimes. You wouldn't be any worse off with a weight-heavy weapon than you were in Battletech, but if you got into a situation where you were able to fire at a high rate of fire, you'd be able to. With a heat-heavy weapon, you wouldn't be any worse off in the 10-second situation, but you wouldn't be able to maximize your rate of fire in a more intense firefight. So what about those possibilities restores the balance the heat conversion destroyed?

That's another refrain. In addition to clamoring about factors that were already present and accounted for in Battletech, the no-math detractors like to bring up factors that affect all weapons as if they were somehow weight-heavy weapon specific. "Gauss can miss!" PPC can miss. "Light mechs can kill Gauss mechs!" Not any easier than they can kill PPC mechs, Large Laser mechs, AC/20 mechs . . . "Gauss needs tonnage for ammo!" AC/20 needs more tonnage for ammo plus more tonnage for heat sinks. PPC needs far more tonnage for heat than Gauss needs for ammo.

You can't just throw out a weakness of the Gauss or AC/5 or whatever and say it's balanced unless you can prove it affects them in a way it doesn't affect weapons which are seemingly weaker. You can't just spout any kind of drawback without accounting for how much it actually affects the weapon, whether it affected it in Battletech, and what the discrepancy is. You can't just tear down indepth analyses by saying "You didn't account for Z!" and folding your arms. You have to present your own analysis showing why Z is important and how the matter stands with Z included.

Or rather you can, and people keep doing it, but you can't do that and have a good argument. You don't look smarter by objecting alone. You don't get taken seriously if all you do is say "Nuh uh."

Edited by Jennest, 06 November 2012 - 01:28 AM.


#148 Naeron66

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 260 posts

Posted 05 November 2012 - 02:40 PM

View PostVlad Ward, on 03 November 2012 - 12:34 PM, said:


A benchmark that assumes a player is holding down their mouse button for 15 minutes and never cooling off is not a useful benchmark.


No, the benchmark assumes that a player is making use of the maximum RoF for his weapons, which certainly matters during a 20 second long fight, it even matters during a 10 second fight.

#149 Stabbitha

    Member

  • PipPipPip
  • 79 posts

Posted 05 November 2012 - 02:47 PM

View PostVolthorne, on 04 November 2012 - 10:44 PM, said:

Oh, look, this thread. Again. Come on Abrahms, this is what, your 9001st attempt? And each time you look like a bigger tool... Here's something for you to mull over... TT: PPC x 3 = 30 damage, 30 heat, 10 seconds MWO: PPC x 1 = 30 damage, 27 heat, 10 seconds LOOK! HEAT IS FIXED! YOU CAN ALL GO HOME NOW. No, seriously. This **** needs to stop.


Dear god, I honestly think that my IQ dropped 2 points reading your post... It's like kryptonite for intelligence.

You've reduced the number of weapons by 2 (so 1/3rd of the firepower) and "heat is fixed"... Cept now damage is gimped...

View PostIndoorsman, on 04 November 2012 - 11:04 PM, said:


He's just gonna say something along the lines of "You are wrong, Gauss + mathz. Why can't you understand?"

Not that you are 100% right, PPC do generate too much heat IMO. It's not as drastic as he makes it out to be though, good example!


Another kool-aid drinker... = \

How is reducing firepower by 1/3rd a "good example"?

View PostIndoorsman, on 05 November 2012 - 12:05 AM, said:

Tripled in reference to what? TT? Why not compare LL to ML and not MWO LL TO TT LL. Compare Gauss to PPC like you like to do so often for all the wrong reasons. But don't compare Gauss to TT Gauss and PPC to TT PPC.


So here's the test (which you and every other [REDACTED] who claims heat is fine will fail miserably).

If things are balanced according to Volthorne's "math", you should be able to run nothing but a stock Awesome 9M no problems right? Ah crap, it's actually got 3x ER PPC's, not the 1 required to reach heat balance... Mebbe bang out some video showing us just how well you do now that "math" has solved the heat problem...

View PostSpiralRazor, on 05 November 2012 - 12:20 AM, said:

Vlad Ward = owned in the face so hard lol...


Just call me Phelan... ; )

View PostBDU Havoc, on 05 November 2012 - 09:17 AM, said:

People are aware that just because a weapon has reloaded, doesn't mean it needs to be instantly fired again, right?


Yes, because you want to do less DPS when you could do more with other weapons... -_-

Edited by RAM, 09 November 2012 - 10:08 AM.
Insulting


#150 Stabbitha

    Member

  • PipPipPip
  • 79 posts

Posted 05 November 2012 - 03:12 PM

I just gotta say, I'm bewildered by the people coming out trying to argue that 'everything is fine'. It's patently not even disregarding the math that shows that you cannot sustain firing heat intensive weapons without gimping DPS by stacking heatsinks rather than weapons or slowing your ROF.

Trial mechs (which are direct TT builds for those that think TT is irrelevant) are, for the most part, non functional. You see a K2 sporting 2 PPC's, you almost disregard it because it's just not a threat. Stock laser centurion, same deal. You will actually do that mech a favour chopping off it's right arm. Stock 9m's are a joke, constantly shutting down.

And why do people even want to defend a broken system? The only reason I can think of is because they've got their 'best weapon' fave of the month min/max builds and want to continue destroying trials. Vlad's build comes to mind, wants lasers to run cooler and DHS to work as canon, but hell no, there's no problem... Oh yeah, we're going to trust the conclusions of a guy who runs a mech that exploits the current system, wants buffs to his particular build but in the same breath claims that everything is fine... :)

#151 Naeron66

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 260 posts

Posted 05 November 2012 - 03:17 PM

View PostVlad Ward, on 03 November 2012 - 02:48 PM, said:

As far as the original metric goes, however, I'll use my personal Mech as an example.

<snip>

Does this help show why these "Heat Neutral Tonnage" numbers are bollucks?


Now fit out that mech with the types of weapons that the OP highlights as being a problem, i.e. Large Laser and upwards. Don't use medium lasers or smaller because everyone knows that they are ok in MWO which is why everyone uses them, the problems start once you get to the higher heat energy weapons.

#152 Naeron66

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 260 posts

Posted 05 November 2012 - 03:35 PM

View PostBDU Havoc, on 05 November 2012 - 09:17 AM, said:

People are aware that just because a weapon has reloaded, doesn't mean it needs to be instantly fired again, right?


Except it does when your opponent can fire instantly once his weapon is reloaded because he is fitted with weapons that produce low heat per shot. He will kill you because he can sustain maximum dps while you cannot.

Compare a dual Ac/10 mech to a dual PPC mech, in a short fight of 10-20 seconds the Ac/10 can easily do much more damage while needing much less tonnage.

#153 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 05 November 2012 - 03:39 PM

Quote

People are aware that just because a weapon has reloaded, doesn't mean it needs to be instantly fired again, right?


If you pilot a mech that doesnt fire every time its cooldown is up and I pilot a heat optimized mech that fires non-stop. Guess whos going to win? Not you. That's why low-heat weapons like Lasers, SRMs, Streaks, LRMs, and Gauss are preferred over all other weapons in the game. Because they have the best damage per heat ratios.

Its also why PGI needs to give weapons more non-quantifiable properties. Right now its very easy to look at a PPC's damage and heat and say its not worth it. But if it had a non-quantifiable property like doing EMP damage that temporarily shutdown components or cockpit electronics, suddenly a PPC is harder to compare to other weapons. Same goes for AC/20s, they should have a chance to knockdown whatever they hit. LB10X should do massive crit damage to unarmored locations. Etc...

Edited by Khobai, 05 November 2012 - 03:49 PM.


#154 Draco Argentum

    Member

  • PipPipPipPipPipPipPipPip
  • 1,222 posts

Posted 05 November 2012 - 08:15 PM

View PostKeifomofutu, on 05 November 2012 - 11:37 AM, said:

FTFY ;)



Cool it like a Russian nuclear sub, molten lead. Then charge MC to upgrade to gold.

#155 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 05 November 2012 - 09:43 PM

View PostBDU Havoc, on 05 November 2012 - 09:17 AM, said:

People are aware that just because a weapon has reloaded, doesn't mean it needs to be instantly fired again, right?


Yeah. The pilots using energy weapons are well aware.

But I bet all those Gausskitty pilots trying to pound rounds downrange at any target that shows itself as fast as they can without sacrificing accuracy haven't gotten the word yet.

Tell them about this 'new' option, maybe?

An MWO Gauss Rifle with a single heat sink (same config as TT heat neutral) can fire five tons of ammo at Max RoF before generating enough heat to force a mech to shut down.

Guess how long an ERPPC with 13 heat sinks (modified TT heat neutral config, conforms to heat tweak on MWO ERPPC) can fire at max RoF before the heat it generates can shut down a mech...

5... ... ...shots.

That's it.

Guess how much each of those systems above weighs.

The Gauss system weighs 15 + 1 + 5 tons = 21 tons.
The ERPPC system weighs 7 + 13 = 20 tons.

The terms you need to know are: AvgRoF and DPSpT

Average Rate of Fire, and
Damage Per Second Per Ton mass.

"Heat dissipation rate of heatsinks used to cool weapon" / "Heat generated per shot by the weapon" = "Average Rate of Fire in shots per second"

Average Rate of Fire: the rate of fire a given weapon system can fire without building up heat, or the total time taken to fire any number of shots and cool down to baseline again, assuming system doesn't cause shutdown.

For a given Average Rate of Fire of a system, that is less than the max Rate of Fire
The "Damage a weapon system can do per shot,"
Multiplied by the "average Rate of Fire,"
Divided by ( "mass of the weapon" + "mass of ammo taken, if any" + "mass of heat sinks that allow the weapon to fire at the avg RoF")

Average RoF cannot exceed Max RoF.

Examples of this in action:

The single sink Gauss system, above.

AvgRoF:
.1 heat/second / 1 heat/shot = .1 shots per second
Or One shot per Ten seconds.

Yes I know it's not .25. Average RoF. Not Max.

DPSpT:
(15 damage/shot ) * .1 shot/second / (15 + 1 + 5) tons = 1.5 DPS / 21 tons = .0714 DPSpT.

Now compare to the ERPPC system above.

Same Avg Rof
1.3/13 = .1 shot/ second or one shot per ten seconds.

DPSpT:
10 * .1 / 20 = .05 DPSpT

This is TT balance because this is TT RoF.

Now add a single heat sink to both and recalculate Avg RoF.

Gauss
.2/1 = .2 shots per second. or 1 shot every 5 seconds. A reduction of 50%.

ERPPC
1.4/13 = .10769 shots per second, or one shot every 9.2857 seconds. A reduction of 7.143%

Light begin dawning yet?

DPSpT:

Gauss:
15 *.2 / 22 = .13636

An increase of 0.06496 from just adding a SINGLE heat sink to the system. .Nearly 91% increase.

ERPPC
10 * .10769 / 21 = .05128
An increase of .00128 from adding a single heat sink to the system. Nearly three percent increase (2.56%).

"Did everyone see that? Because I'm not doing it again."
--Captain Jack Sparrow

#156 Volthorne

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,929 posts
  • LocationCalgary, Canadia

Posted 05 November 2012 - 10:08 PM

View PostVapor Trail, on 05 November 2012 - 09:43 PM, said:

-snip-

Bonus points for quoting Captain Jack Sparrow, minus points for using DPS in your equations. Unless you can calculate the average hit chance (NEVER assume 100% in an FPS), DPS doesn't count for ****. If my weapon deals 1000 damage per hit, and I swing/shoot 50 times per second, but my chance to hit is 1%, then my DPS is only 500. On a stationary target. If all we had to shoot at were Training Dummies, your math would be correct. Instead, we're shooting at other people, who have their own wills and go where they damn well please.

Therefore, ranged weapons without hitscan are impossible to calculate DPS for, and hitscan are nearly on-par for difficulty. The best you can do for balancing is use trial and error until the weapon *feels* balanced. I'll grant you that PPCs and Gauss are not there by a long shot, but if you hadn't noticed, weapons balance isn't exactly the most important thing in the world right now.

#157 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 05 November 2012 - 10:36 PM

View PostVolthorne, on 05 November 2012 - 10:08 PM, said:

Bonus points for quoting Captain Jack Sparrow, minus points for using DPS in your equations. Unless you can calculate the average hit chance (NEVER assume 100% in an FPS), DPS doesn't count for ****. If my weapon deals 1000 damage per hit, and I swing/shoot 50 times per second, but my chance to hit is 1%, then my DPS is only 500. On a stationary target. If all we had to shoot at were Training Dummies, your math would be correct. Instead, we're shooting at other people, who have their own wills and go where they damn well please.

Therefore, ranged weapons without hitscan are impossible to calculate DPS for, and hitscan are nearly on-par for difficulty. The best you can do for balancing is use trial and error until the weapon *feels* balanced. I'll grant you that PPCs and Gauss are not there by a long shot, but if you hadn't noticed, weapons balance isn't exactly the most important thing in the world right now.


Ok, just for you, find and replace "Damage per second" with "Average damage output per second.". Slug the math as is.

Poof. SAME proportionate results.

Accuracy difference only matters if you have differing accuracy.

Is there some mechanic that says the Gauss rifle is (supposed to be) inherently less accurate than the ERPPC? Or vice versa? From what I've seen they're pretty much equally accurate.

So if you're balancing under test conditions (proper), they're going to hit the same amount of the time (100%) and therefore DPSpT comparison is valid.

Edited by Vapor Trail, 05 November 2012 - 10:37 PM.


#158 Indoorsman

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 792 posts
  • LocationTexas

Posted 05 November 2012 - 11:31 PM

View PostCCC Dober, on 05 November 2012 - 11:44 AM, said:

~3 times faster fire rate -> ~3 times faster heat dissipation across the board. It's not rocket science.

see below.

View PostStabbitha, on 05 November 2012 - 02:47 PM, said:

So here's the test (which you and every other yokel who claims heat is fine will fail miserably).

I like how you quote me twice and in the first quote I say PPCs generate too much heat. And then after your second quote of me you say I am a yokel who claims heat is fine. In between the first and second posts you quoted was another post:

View PostIndoorsman, on 04 November 2012 - 11:52 PM, said:

weapons are imbalanced

Get my stance right cosmopolitan. I completely agree that heat is imbalanced. The problem I see with most of the posts in this thread is you guys admit some weapons are very useable right now, if not OP. And yet the solution is to triple heat dissipation across the board? Tweak heat dissipation carefully not haphazardly, as in a little at a time. Tweak the hot weapons heat down independent of heat dissipation changes and perhaps the Gauss or other cool outliers heat UP. Most of all, don't suggest using values/ratios from a board game... this isn't a board game.

#159 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 05 November 2012 - 11:45 PM

View PostVapor Trail, on 05 November 2012 - 10:36 PM, said:


Ok, just for you, find and replace "Damage per second" with "Average damage output per second.". Slug the math as is.

Poof. SAME proportionate results.

Accuracy difference only matters if you have differing accuracy.

Is there some mechanic that says the Gauss rifle is (supposed to be) inherently less accurate than the ERPPC? Or vice versa? From what I've seen they're pretty much equally accurate.

So if you're balancing under test conditions (proper), they're going to hit the same amount of the time (100%) and therefore DPSpT comparison is valid.

Gauss and PPC have the same speed and volley delay, so for all intents and purposes, they work the same within effective range (90-540). So you might take accuracy out of the equation.

In fact, the accuracy works in favor of the Gauss, because you can miss with PPC and still overheat, while missing with Gauss only costs ammo.

#160 MCXL

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 465 posts
  • LocationMinneapolis, MN

Posted 05 November 2012 - 11:58 PM

I'm just gonna **** my thread again here...

http://mwomercs.com/...r-the-solution/





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users