Edited by Diablobo, 24 November 2012 - 08:38 AM.
Why the PPC and High Heat Weapons are BROKEN (Math as to why inside) - good read for a new player
#461
Posted 24 November 2012 - 08:36 AM
#462
Posted 24 November 2012 - 08:48 AM
10 point weapons should have equal DpS
15 point weapons should have Equal DpS
20 Point Weapons should have equal DpS
That would balance weapons perfectly. So why is it so hard to do?
#463
Posted 24 November 2012 - 08:54 AM
<facepalm>
#464
Posted 24 November 2012 - 08:57 AM
Edited by Joseph Mallan, 24 November 2012 - 08:57 AM.
#465
Posted 24 November 2012 - 08:58 AM
#466
Posted 24 November 2012 - 09:05 AM
Joseph Mallan, on 24 November 2012 - 08:25 AM, said:
Personal preference I guess. I have pulled MGs from every Mech that ever had them. 400 point ammo explosions are not my idea of a good weapon in MY Mechs.
I see little difference between a 400 point ammo explosion and a 150 point explosion (1 ton of AC10/5/2 ammo) both do enough damage to gut your mech.
MustrumRidcully, on 24 November 2012 - 08:58 AM, said:
I would love to see them do this. Would be a great balancing factor to the lasers. And I would also like to see the beam duration of the pulse lasers reduced a bit more as well.
#467
Posted 24 November 2012 - 09:13 AM
Joseph Mallan, on 24 November 2012 - 08:48 AM, said:
10 point weapons should have equal DpS
15 point weapons should have Equal DpS
20 Point Weapons should have equal DpS
That would balance weapons perfectly. So why is it so hard to do?
Range, rate of fire, and that there are two point values (tonnage and crit slots), and ammo and heat.
But yes, the basic is the same, you just have to assign a reasonable "cost" for everything.
If we assume that weight and crit slots are fixed, as is range, we need to start tweaking from there.
In the table top, a weapon with 540m range would have a much higer hit probability than a medium laser at the same range (if the medium laser could hit at all), except very close ranges. With the current rules, it would suggest that lonig range weapons simply are too heavy for the damage they inflict, or that we need to change the current range drop-off rules significantly. Either weapons deal only 50 % damage at their current normal range, or we adjust some weapon damage up or down (medium lasers down a bit, large lasers and PPCs up a bit, small lasers down a bit more.)
Weapon convergence is the other aspect. An AC20 has the same range as the medium laser, deals 4 times the damage, needs ammo and 12 times the tonnage - so it may be a bit underpowered or the ML is a bit overpowered. So again, we need to look into adjusting this - make the medium laser a bit weaker, the AC a bit stronger.
But we haven't yet looked at heat. This also makes quite a difference - in MWO:, weapons produce more heat due to the fire rate of weapon - but it is not exactly a good idea to simply double the heat cost of a weapon just because you doubled its rate o fire. The heat cost in TT were also based on the assumption on heat generation vs heat dissipation rates and the heat capacity, and if you multiply one side by a factro and not the other, things get out of whack - Every mech will get hotter, but the really hot mechs will get so hot that their heat capacity is simply no longer sufficient. (And this isn't fixed by saying"LOL, L2P" issue -it's a "LOL, why u use high heat weapon?"
#468
Posted 24 November 2012 - 09:13 AM
MustrumRidcully, on 24 November 2012 - 08:58 AM, said:
I think that the difficulty of piloting a mech and hitting a moving target in a fairly small spot multiple times to achieve concentrated damage while simultaneously getting blasted by enemy fire is a decent counter-balance to the cone of fire dice rolls in TT. Seldom are mechs firing under the ideal conditions necessary to achieve the maximum concentration in one location that MWO allows. Boating small weapons is still less heat efficient than firing one heavy weapon in most cases, so there is that offset to the convergence thing.
Edited by Diablobo, 24 November 2012 - 09:15 AM.
#470
Posted 24 November 2012 - 09:24 AM
Diablobo, on 24 November 2012 - 09:13 AM, said:
I believe you underestimate the effect of RNG + to-hit rolls in Battletech.
To hit a stationary Atlas Center Torso at 270m with 2 Medium Lasers, you need to roll
2d6 vs 4 (gunnery skill) +2 (long range) = 6. That's roughly a 50 % chance to hit with one medium laser, to hit with both, it becomes a 25 % chance.
Now, the chance to hit Center Torso after a succesful attack roll, is about 14 %. To do it twice in a row, it would be about 2 % chance.
So you overall have a 0.5 chance to hit center torso with 2 medium lasers.
Do you really hit center torso only in 0.5 % of the cases?
Convergence alone eliminates the to-hit probability from 2 medium lasers together that occurs in the first step.
Mouse Aiming vastly increases the chance to hit at 270m, and considerably reduces the random hit generation factor.
Edited by MustrumRidcully, 24 November 2012 - 09:27 AM.
#471
Posted 24 November 2012 - 09:25 AM
MustrumRidcully, on 24 November 2012 - 09:13 AM, said:
But yes, the basic is the same, you just have to assign a reasonable "cost" for everything.
If we assume that weight and crit slots are fixed, as is range, we need to start tweaking from there.
In the table top, a weapon with 540m range would have a much higer hit probability than a medium laser at the same range (if the medium laser could hit at all), except very close ranges. With the current rules, it would suggest that lonig range weapons simply are too heavy for the damage they inflict, or that we need to change the current range drop-off rules significantly. Either weapons deal only 50 % damage at their current normal range, or we adjust some weapon damage up or down (medium lasers down a bit, large lasers and PPCs up a bit, small lasers down a bit more.)
Weapon convergence is the other aspect. An AC20 has the same range as the medium laser, deals 4 times the damage, needs ammo and 12 times the tonnage - so it may be a bit underpowered or the ML is a bit overpowered. So again, we need to look into adjusting this - make the medium laser a bit weaker, the AC a bit stronger.
But we haven't yet looked at heat. This also makes quite a difference - in MWO:, weapons produce more heat due to the fire rate of weapon - but it is not exactly a good idea to simply double the heat cost of a weapon just because you doubled its rate o fire. The heat cost in TT were also based on the assumption on heat generation vs heat dissipation rates and the heat capacity, and if you multiply one side by a factro and not the other, things get out of whack - Every mech will get hotter, but the really hot mechs will get so hot that their heat capacity is simply no longer sufficient. (And this isn't fixed by saying"LOL, L2P" issue -it's a "LOL, why u use high heat weapon?"
I think in TT the range mods were to simulate the size of the target you were shooting at at said range plus "other factors". This uses my own skill at shooting alone. RoF... I don't know I understand the cyclic times being different for the weapons, I just have 25+ years of all weapons only shooting once "per turn". Both ways are conflicting with my vision of the game/games.
As to the rest of the things you brought up (range, weight etc) That should not be a factor. A medium laser should only have to do the same damage as an AC5 within its parameters. Damage should fall off at an equivalent range increase between both weapons also so at +50% range both weapons will still do X damage. Anything more than this any we are so aver thinking the issue.
After that ACs are heavy, Lasers are hot, and Missiles spread damage. It's not that hard to accept and work with.
#472
Posted 24 November 2012 - 09:29 AM
Joseph Mallan, on 24 November 2012 - 08:48 AM, said:
10 point weapons should have equal DpS
15 point weapons should have Equal DpS
20 Point Weapons should have equal DpS
That would balance weapons perfectly. So why is it so hard to do?
I had no idea it was so easy and straightforward!
Diablobo, on 24 November 2012 - 08:16 AM, said:
If they want to use TT weapon damage numbers, heat values, and mech designs, they are going to have to follow TT rules at least a little. Tripling the heat is most decidedly not that.
TT not balanced? Have you told the TT devs within the last 25 years, or did you just dream up this weak rationalization to justify your defense of MWO's broken heat system?
If TT was balanced, what was the point of BV?
#473
Posted 24 November 2012 - 09:33 AM
Joseph Mallan, on 24 November 2012 - 09:25 AM, said:
After that ACs are heavy, Lasers are hot, and Missiles spread damage.
Sounds boring, :-o
#474
Posted 24 November 2012 - 09:35 AM
#476
Posted 24 November 2012 - 09:58 AM
Quote
No. They wont do a BV system ever, even though this game desperately needs it for fair matchmaking.
But what this game really needs is a self-modifying BV system. Weapons and Mechs should increase or decrease in BV based on how often they're used rather than having fixed BV based on how good/bad their stats are. That allows for a meta game where players cycle through all the different weapons/mechs because of the fluctuating BV values. This is essentially what LoL does with the concept of imperfect balance.
Edited by Khobai, 24 November 2012 - 10:03 AM.
#477
Posted 24 November 2012 - 10:06 AM
Edited by Diablobo, 24 November 2012 - 10:08 AM.
#478
Posted 24 November 2012 - 10:16 AM
Even assuming that TT was imbalanced (whatever that means), that just goes to show that MWO is even more messed up because it is three times as bad with the triple heat. Criticizing TT does not make MWO seem better, it just makes it seem three times worse.
Edited by Diablobo, 24 November 2012 - 10:17 AM.
#479
Posted 24 November 2012 - 10:20 AM
Quote
No it would try to put mechs that are equally bad on the other team.
Basically it would add up the BV values for one team then try to match it to another team with equal BV value within +/- 10% or whatever. Its a balance system that would actually work quite well since it would allow people to play whatever they want instead of forcing everyone to bring optimized builds all the time.
BV values could also modify themselves based on popularity. So if one type of weapon or one type of mech is used significantly more than the others it would get a BV increase to reflect that.
Edited by Khobai, 24 November 2012 - 10:24 AM.
#480
Posted 24 November 2012 - 10:25 AM
Khobai, on 24 November 2012 - 10:20 AM, said:
No it would try to put mechs that are equally bad on the other team.
Basically it would add up the BV values for one team then try to match it to another team with equal BV value within +/- 10% or whatever. Its a balance system that would actually work quite well since it would allow people to play whatever they want instead of forcing everyone to bring optimized builds all the time.
BV values could also modify themselves based on popularity. So if one type of weapon or one type of mech is used significantly more than the others it would get a BV increase to reflect that.
The BV equations have pilot skill as a factor. How is the equation supposed to balance with two different and unknown variables?
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